#include #include #include "AI.h" #include "types.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, const vec2 & center, float start_angle, bool clockwise ) { if (radius <= 0) { throw std::runtime_error("Radius must be greater than 0"); } // The step size is determined by the radius (step size is in radians) float step = RADIUS_TO_STEP / radius; // Force at least MIN_STEP steps (in case of a small radius) if (step > 2 * M_PI / MIN_STEP) { step = 2 * M_PI / MIN_STEP; } // The path node distance is determined by the step size and the radius this->path_node_distance = radius * step * PATH_NODE_DISTANCE_FACTOR; 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)) }); } } } void AI::make_oval_path( float radius_x, float radius_y, const vec2 & center, float start_angle, bool clockwise, float rotation ) { if (radius_x <= 0 && radius_y <= 0) { throw std::runtime_error("Radius must be greater than 0"); } float max_radius = std::max(radius_x, radius_y); // The step size is determined by the radius (step size is in radians) float step = RADIUS_TO_STEP / max_radius; // Force at least MIN_STEP steps (in case of a small radius) if (step > 2 * M_PI / MIN_STEP) { step = 2 * M_PI / MIN_STEP; } // The path node distance is determined by the step size and the radius this->path_node_distance = max_radius * step * PATH_NODE_DISTANCE_FACTOR; std::function rotate_point = [rotation](vec2 point, vec2 center) { float s = sin(rotation); float c = cos(rotation); // Translate point back to origin point.x -= center.x; point.y -= center.y; // Rotate point float xnew = point.x * c - point.y * s; float ynew = point.x * s + point.y * c; // Translate point back point.x = xnew + center.x; point.y = ynew + center.y; return point; }; if (clockwise) { for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) { vec2 point = {static_cast(center.x + radius_x * cos(i)), static_cast(center.y + radius_y * sin(i))}; path.push_back(rotate_point(point, center)); } } else { for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) { vec2 point = {static_cast(center.x + radius_x * cos(i)), static_cast(center.y + radius_y * sin(i))}; path.push_back(rotate_point(point, center)); } } } } // namespace crepe