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GiantsTools/Sdk/Include/AI/Public/Components/MoveEnactor.h

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2021-01-24 00:40:09 +01:00
#pragma once
#include "AI/Public/Goal.h"
#include "Navigation/Public/Path.h"
#include "ECS/Public/Component.h"
#include "Core/Private/EventDispatcher.h"
class Object;
namespace AI
{
const float DefaultBackwardsMaximumDistance = 30.0f;
const float DefaultBackwardsMaximumAngle = 40.0f;
const float DefaultSideMaximumDistance = 50.f;
const float DefaultSideMaximumAngle = 40.0f;
const float DefaultSlowDistance = 6.0f;
struct MoveEnactor
{
MoveEnactor(Object* object);
Object* Object;
std::shared_ptr<Nav::Path> Path;
float GetRunMaxSpeed() const { return RunMaxSpeed; }
float GetSlowRunSpeed() const { return SlowRunSpeed; }
float GetTurnMaxSpeed() const { return TurnMaxSpeed; }
float BackwardsMaximumDistance = DefaultBackwardsMaximumDistance; // If distance to goal is below threshold, we'll walk/run backwards
float BackwardsMaximumAngle = DefaultBackwardsMaximumAngle; // If angle to goal is below threshold, we'll walk/run backwards
float SideMaximumDistance = DefaultSideMaximumDistance; // If distance to goal is below threshold, we'll sidestep
float SideMaximumAngle = DefaultSideMaximumAngle; // If angle to goal is below threshold, we'll sidestep
float SlowDistance = DefaultSlowDistance; // Distance at which we'll use the slow run speed instead of max (1.0f)
private:
float RunMaxSpeed;
float SlowRunSpeed;
float TurnMaxSpeed;
};
}