#pragma once #include "Component.h" #include "types.h" namespace crepe { /** * \brief The AI component is used to control the movement of an entity using AI. * * The AI component can be used to control the movement of an entity. The AI component can be used * to implement different behaviors such as seeking, fleeing, arriving, and path following. */ class AI : public Component { public: //! The different types of behaviors that can be used enum BehaviorType { NONE = 0x00000, SEEK = 0x00002, FLEE = 0x00004, ARRIVE = 0x00008, PATH_FOLLOW = 0x00010, }; public: /** * \param id The id of the game object * \param max_force The maximum force that can be applied to the entity */ AI(game_object_id_t id, float max_force); /** * \brief Check if a behavior is on (aka activated) * * \param behavior The behavior to check * \return true if the behavior is on, false otherwise */ bool on(BehaviorType behavior) const { return (flags & behavior) == behavior; } //! Turn on the seek behavior void seek_on() { flags |= SEEK; } //! Turn off the seek behavior void seek_off() { flags &= ~SEEK; } //! Turn on the flee behavior void flee_on() { flags |= FLEE; } //! Turn off the flee behavior void flee_off() { flags &= ~FLEE; } //! Turn on the arrive behavior void arrive_on() { flags |= ARRIVE; } //! Turn off the arrive behavior void arrive_off() { flags &= ~ARRIVE; } //! Turn on the path follow behavior void path_follow_on() { flags |= PATH_FOLLOW; } //! Turn off the path follow behavior void path_follow_off() { flags &= ~PATH_FOLLOW; } /** * \brief Add a path node (for the path following behavior) * * \note The path is not relative to the entity's position (it is an absolute path) * * \param node The path node to add */ void add_path_node(const vec2 & node) { path.push_back(node); } /** * \brief Make a circle path (for the path following behavior) * * \note The path is not relative to the entity's position (it is an absolute path) * * \param radius The radius of the circle (in game units) * \param center The center of the circle (in game units) * \param start_angle The start angle of the circle (in radians) * \param clockwise The direction of the circle */ void make_circle_path(float radius, const vec2 & center = {0, 0}, float start_angle = 0, bool clockwise = true); /** * \brief Make an oval path (for the path following behavior) * * \note The path is not relative to the entity's position (it is an absolute path) * * \param radius_x The x radius of the oval (in game units) * \param radius_y The y radius of the oval (in game units) * \param center The center of the oval (in game units) * \param start_angle The start angle of the oval (in radians) * \param clockwise The direction of the oval * \param rotation The rotation of the oval (in radians) */ void make_oval_path(float radius_x, float radius_y, const vec2 & center = {0, 0}, float start_angle = 0, bool clockwise = true, float rotation = 0); public: //! The maximum force that can be applied to the entity (higher values will make the entity adjust faster) float max_force; //! The target to seek or arrive at vec2 seek_target; //! The target to flee from vec2 flee_target; //! The distance at which the entity will start to flee from the target float square_flee_panic_distance = 200.0f * 200.0f; //! The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot)) float arrive_deceleration = 40.0f; //! The path to follow (for the path following behavior) std::vector path; //! The distance from the path node at which the entity will move to the next node (automatically set by make_circle_path()) float path_node_distance = 400.0f; //! Looping behavior for the path bool path_loop = true; private: //! The flags for the behaviors int flags = 0; //! The current path index size_t path_index = 0; //! The AISystem is the only class that should access the flags and path_index variables friend class AISystem; }; } // namespace crepe