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#include "../ComponentManager.h"
#include "api/LoopTimer.h"
#include "api/Transform.h"
#include "types.h"
#include "AISystem.h"
using namespace crepe;
void AISystem::update() {
ComponentManager & mgr = this->component_manager;
RefVector<AI> ai_components = mgr.get_components_by_type<AI>();
double dt = LoopTimer::get_instance().get_delta_time();
for (AI & ai : ai_components) {
vec2 force = this->calculate(ai);
vec2 acceleration = force / ai.mass;
ai.velocity += acceleration * dt;
ai.velocity.truncate(ai.max_speed);
// Update the position
RefVector<Transform> transforms
= mgr.get_components_by_id<Transform>(ai.game_object_id);
Transform & transform = transforms.front().get();
transform.position += ai.velocity * dt;
}
}
vec2 AISystem::calculate(AI & ai) {
vec2 force;
if (ai.on(AI::BehaviorType::SEEK)) {
vec2 force_to_add = this->seek(ai);
if (!this->accumulate_force(force, force_to_add)) {
return force;
}
}
if (ai.on(AI::BehaviorType::FLEE)) {
// Flee from the target
}
if (ai.on(AI::BehaviorType::ARRIVE)) {
// Arrive at the target
}
if (ai.on(AI::BehaviorType::PATH_FOLLOW)) {
// Follow the path
}
return force;
}
bool AISystem::accumulate_force(vec2 & running_total, vec2 force_to_add) {
double magnitude_remaining = running_total.length();
double magnitude_to_add = force_to_add.length();
if (magnitude_remaining + magnitude_to_add > 0) {
running_total += force_to_add;
return true;
}
return false;
}
vec2 AISystem::seek(const AI & ai) {
ComponentManager & mgr = this->component_manager;
RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
Transform & transform = transforms.front().get();
vec2 desired_velocity = ai.seek_target - transform.position;
desired_velocity.normalize();
desired_velocity *= ai.max_speed;
return desired_velocity - ai.velocity;
}
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