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#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<vec2> 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
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