#include "AI.h" namespace crepe { AI::AI(game_object_id_t id, float max_force) : Component(id), max_force(max_force) {} void AI::make_circle_path(float radius, vec2 center, float start_angle, bool clockwise) { // The step size is determined by the radius (step size is in radians) float step = 400.0f / radius; // Force at least 16 steps (in case of a small radius) if (step > 2 * M_PI / 16) { step = 2 * M_PI / 16; } // The path node distance is determined by the step size and the radius path_node_distance = radius * step * 0.75f; if (clockwise) { for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) { path.push_back(vec2{static_cast(center.x + radius * cos(i)), static_cast(center.y + radius * sin(i))}); } } else { for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) { path.push_back(vec2{static_cast(center.x + radius * cos(i)), static_cast(center.y + radius * sin(i))}); } } } } // namespace crepe