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#pragma once
#include "api/AI.h"
#include "api/Rigidbody.h"
#include "System.h"
#include "api/Transform.h"
#include "types.h"
namespace crepe {
/**
* \brief The AISystem is used to control the movement of entities using AI.
*
* The AISystem is used to control the movement of entities using AI. The AISystem can be used to
* implement different behaviors such as seeking, fleeing, arriving, and path following.
*/
class AISystem : public System {
public:
using System::System;
//! Update the AI system
void update() override;
private:
/**
* \brief Calculate the total force to apply to the entity
*
* \param ai The AI component
* \param rigidbody The Rigidbody component
*/
vec2 calculate(AI & ai, const Rigidbody & rigidbody);
/**
* \brief Accumulate the force to apply to the entity
*
* \param ai The AI component
* \param running_total The running total of the force
* \param force_to_add The force to add
* \return true if the force was added, false otherwise
*/
bool accumulate_force(const AI & ai, vec2 & running_total, vec2 & force_to_add);
/**
* \brief Calculate the seek force
*
* \param ai The AI component
* \param rigidbody The Rigidbody component
* \param transform The Transform component
* \return The seek force
*/
vec2 seek(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
/**
* \brief Calculate the flee force
*
* \param ai The AI component
* \param rigidbody The Rigidbody component
* \param transform The Transform component
* \return The flee force
*/
vec2 flee(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
/**
* \brief Calculate the arrive force
*
* \param ai The AI component
* \param rigidbody The Rigidbody component
* \param transform The Transform component
* \return The arrive force
*/
vec2 arrive(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
/**
* \brief Calculate the path follow force
*
* \param ai The AI component
* \param rigidbody The Rigidbody component
* \param transform The Transform component
* \return The path follow force
*/
vec2 path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform);
};
} // namespace crepe
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