basic FSM

This commit is contained in:
maverickdgg 2023-03-24 13:26:18 +08:00
parent 9dd180c1e6
commit b32dba0694
29 changed files with 15676 additions and 148 deletions

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@ -1,13 +1,13 @@
0 StaticObject 1100000000000000
1 Player 1100000000000000
0 StaticObject 1101000000000000
1 Player 1101000000000000
2 Food 1000000000000000
3 Breakable 1100000000000000
4 ScoringWallCollider 0110000000000000
5 Homeowner 1100000000000000
6 Camera 0010000000000000
7 StaticWithCameraCollision 1110000000000000
8 9 0000000000000000
9 10 0000000000000000
7 StaticWithCameraCollision 1111000000000000
8 Floor 1100000000000000
9 Navigation 0001000000000000
10 11 0000000000000000
11 12 0000000000000000
12 13 0000000000000000

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,3 @@
Name: Level2_AITest
ID: 86300248
Type: 5

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@ -0,0 +1,107 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class AILineOfSight:Script
{
public GameObject player;
public float range = 2.0f;
[Tooltip("Angle between player and forward to be within sight")]
public float angle = 30.0f;
[Tooltip("For debug")]
public float angleBetween = 0.0f;
[Tooltip("For debug")]
public float distance = 0.0f;
public float heightLimit = 1.0f;
public Vector3 rayOffset;
public bool withinRange;
public bool withinSight;
public Vector3 lastFoundPos;
public float lastFoundTimer = 0.0f;
protected override void update()
{
if (player == GameObject.Null)
return;
Transform transform = GetComponent<Transform>();
Transform playerTransform = player.GetComponent<Transform>();
Collider playerCollider = player.GetComponent<Collider>();
withinRange = false;
withinSight = false;
if(transform && playerTransform && playerCollider)
{
Vector3 pos = transform.GlobalPosition + rayOffset;
Vector3 playerPos = playerTransform.GlobalPosition ;
Vector3 d = playerPos - pos;
distance = d.GetMagnitude();
if(distance < range)
{
Vector3 fwdHorizontal = transform.Forward;
fwdHorizontal.y = 0;
fwdHorizontal.Normalise();
Vector3 dHorizontal = d;
dHorizontal.y = 0;
float dot = Vector3.Dot(fwdHorizontal, dHorizontal);
angleBetween = SHADE.Math.Rad2Deg * MathF.Acos(dot / (dHorizontal.GetMagnitude()));
if (angleBetween < angle && playerPos.y < pos.y + heightLimit)
{
withinRange = true;
withinSight = true;
Ray sightRay = new Ray(pos, d.GetNormalised());
List<RaycastHit> hitResults = Physics.Raycast(sightRay, distance,false, (ushort)65535);
foreach(RaycastHit hit in hitResults)
{
if (hit.Hit && hit.Other != player)
{
Debug.Log("AI LOS: HIT OTHER");
withinSight = false;
break;
}
}
}
}
if (withinSight == true)
{
lastFoundPos = playerTransform.GlobalPosition;
lastFoundTimer = 0.0f;
}
else
{
lastFoundTimer += Time.DeltaTimeF;
}
}
}
}
}

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@ -0,0 +1,3 @@
Name: AILineOfSight
ID: 152074687
Type: 9

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@ -1,38 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public abstract class BaseState
{
protected string stateName = "Base State";
protected StateMachine machine;
protected BaseState(StateMachine stateMachine)
{
machine = stateMachine;
}
public virtual void OnEnter()
{
}
public abstract void Update();
public virtual void OnExit()
{
}
public string GetStateName()
{
return stateName;
}
}
}

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@ -1,17 +1,97 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Reflection.PortableExecutable;
using System.Text;
using System.Threading.Tasks;
using SHADE;
using SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class HomeOwnerAI:Script
{
public float idleDuration = 1.0f;
public float timeoutDuration = 2.0f;
public GameObject patrolPointParent;
public float patrolSpeed = 2.0f;
public float chaseSpeed = 3.0f;
public float alertCooldown = 0.0f;
public GameObject player;
[NonSerialized]
public IEnumerable<Transform> patrolPointPool;
protected override void awake()
{
StateMachine machine = GetScript<StateMachine>();
if(machine)
{
Dictionary<Type, BaseState> dictionary = new Dictionary<Type, BaseState>();
dictionary.Add(typeof(IdleState), new IdleState(machine));
dictionary.Add(typeof(PatrolState), new PatrolState(machine));
dictionary.Add(typeof(TimeoutState), new TimeoutState(machine));
dictionary.Add(typeof(ChaseState), new ChaseState(machine));
dictionary.Add(typeof(AlertState), new AlertState(machine));
machine.InitStateMachine(dictionary);
}
patrolPointPool = patrolPointParent.GetComponentsInChildren<Transform>();
}
protected override void update()
{
if(alertCooldown > 0.0f)
{
alertCooldown -= Time.DeltaTimeF;
}
else
{
alertCooldown = 0.0f;
}
}
public bool ShouldTransitAlert()
{
AILineOfSight los = GetScript<AILineOfSight>();
if (los)
{
if (los.withinSight && alertCooldown <= 0.0f)
{
return true;
}
}
return false;
}
public void RotateToPlayer()
{
Transform playerTransform = player.GetComponent<Transform>();
//Rotate to face player.
Transform aiTransform = GetComponent<Transform>();
if(playerTransform && aiTransform)
{
Vector3 direction = playerTransform.GlobalPosition - aiTransform.GlobalPosition;
Quaternion currentRotation = aiTransform.LocalRotation;
Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(direction.x, direction.z), 0.0f);
aiTransform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, 5.0f * (float)Time.FixedDeltaTime);
}
}
}
}

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@ -44,7 +44,7 @@ namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
if (nav && transform)
{
transform.LocalPosition = transform.LocalPosition + ( nav.GetForward() * Time.DeltaTimeF * speed);
}
}

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@ -0,0 +1,40 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class RotateToVelocity : Script
{
public float rotationPerSecond = 5.0f;
protected override void update()
{
RigidBody rigid = GetComponent<RigidBody>();
Transform transform = GetComponent<Transform>();
if(rigid && transform)
{
Vector3 vel = rigid.LinearVelocity;
if(vel.GetSqrMagnitude() > 1.0f)
{
Quaternion currentRotation = transform.LocalRotation;
Quaternion targetRotation = Quaternion.Euler(0.0f, MathF.Atan2(vel.x, vel.z), 0.0f);
transform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationPerSecond * (float)Time.FixedDeltaTime);
}
}
}
}
}

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@ -0,0 +1,3 @@
Name: RotateToVelocity
ID: 163814533
Type: 9

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@ -1,80 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework
{
public class StateMachine: Script
{
private Dictionary<Type, BaseState> stateDictionary;
public BaseState currentState = null;
public string currentStateName;
public void InitStateMachine(Dictionary<Type,BaseState> dictionary)
{
stateDictionary = dictionary;
currentState = stateDictionary.First().Value;
currentStateName = currentState.GetStateName();
currentState.OnEnter();
}
public bool HasState(Type type)
{
if(!type.IsSubclassOf(typeof(BaseState)))
{
return false;
}
else
{
return stateDictionary.ContainsKey(type);
}
}
public void SetState(Type type)
{
if (!type.IsSubclassOf(typeof(BaseState)))
{
return;
}
if (stateDictionary.ContainsKey(type))
{
currentState.OnExit();
currentState = stateDictionary[type];
currentState.OnEnter();
}
else
{
SetState(stateDictionary.First().Key);
}
}
public BaseState GetState(Type type)
{
if (!stateDictionary.ContainsKey(type))
return null;
return stateDictionary[type];
}
protected override void update()
{
if(currentState != null)
{
currentStateName = currentState.GetStateName().ToString();
currentState.Update();
}
}
public bool IsState(Type type)
{
return (currentState.GetType() == type);
}
}
}

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@ -0,0 +1,22 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public abstract class AIBaseState: BaseState
{
protected HomeOwnerAI ai;
public AIBaseState(StateMachine stateMachine): base(stateMachine, "")
{
stateName = "AI Base State";
ai = stateMachine.GetScript<HomeOwnerAI>();
}
}
}

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@ -0,0 +1,3 @@
Name: AIBaseState
ID: 160233845
Type: 9

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@ -0,0 +1,42 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class AlertState: AIBaseState
{
const float alertDuration = 2.0f;
float alertTimer = alertDuration;
public AlertState(StateMachine machine): base(machine)
{
stateName = "Alert";
}
public override void OnEnter()
{
alertTimer = alertDuration;
}
public override void update()
{
alertTimer -= Time.DeltaTimeF;
if (alertTimer <= 0.0f)
{
machine.SetState(typeof(ChaseState));
}
}
public override void fixedUpdate()
{
}
}
}

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@ -0,0 +1,3 @@
Name: AlertState
ID: 159828775
Type: 9

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@ -0,0 +1,77 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class ChaseState :AIBaseState
{
float giveUpDuration = 10.0f;
float giveUpTimer = 0.0f;
public ChaseState(StateMachine machine): base(machine)
{
stateName = "Chase";
}
public override void OnEnter()
{
giveUpTimer = giveUpDuration;
}
public override void update()
{
Navigation nav = machine.GetComponent<Navigation>();
AILineOfSight los = ai.GetScript<AILineOfSight>();
if(los && nav)
{
Transform playerTransform = los.player.GetComponent<Transform>();
if (los.withinSight)
{
nav.MoveTo(playerTransform.GlobalPosition);
}
else
{
nav.MoveTo(los.lastFoundPos);
giveUpTimer -= Time.DeltaTimeF;
}
if(los.lastFoundTimer>= 10.0f || giveUpTimer <= 0.0f)
{
machine.SetState(typeof(TimeoutState));
}
RigidBody rigid = machine.GetComponent<RigidBody>();
if(rigid)
{
if (los.withinSight)
rigid.LinearVelocity = nav.GetForward() * ai.chaseSpeed;
else
rigid.LinearVelocity = nav.GetForward() * ai.patrolSpeed;
}
if(nav.ReachedTarget())
{
giveUpTimer -= Time.DeltaTimeF;
ai.RotateToPlayer();
}
}
}
public override void fixedUpdate()
{
}
}
}

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@ -0,0 +1,3 @@
Name: ChaseState
ID: 166357249
Type: 9

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@ -7,18 +7,38 @@ using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class IdleState: BaseState
public class IdleState: AIBaseState
{
float idleDuration = 1.0f;
float timer = 0.0f;
public IdleState(StateMachine machine, float idleDuration): base(machine)
public IdleState(StateMachine machine): base(machine)
{
stateName = "Idle State";
stateName = "Idle";
}
public override void Update()
public override void OnEnter()
{
timer = 0.0f;
}
public override void update()
{
timer += Time.DeltaTimeF;
if(timer >= ai.idleDuration)
{
machine.SetState(typeof(PatrolState));
}
if(ai.ShouldTransitAlert())
{
machine.SetState(typeof(AlertState));
}
}
public override void fixedUpdate()
{
}

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@ -0,0 +1,88 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class PatrolState: AIBaseState
{
Random rand;
Vector3 lastFramePos;
float stuckTimer ;
public PatrolState(StateMachine machine) : base(machine)
{
stateName = "Patrol";
rand = new Random();
}
public override void OnEnter()
{
Navigation nav = machine.GetComponent<Navigation>();
Transform transform = machine.GetComponent<Transform>();
if (nav && transform)
{
int index = rand.Next(0, ai.patrolPointPool.Count() - 1);
Transform dest = ai.patrolPointPool.ElementAt(index);
if (dest)
{
nav.MoveTo(dest.GlobalPosition);
Debug.Log("Moving to" + dest.GlobalPosition.ToString());
}
lastFramePos = transform.GlobalPosition;
stuckTimer = 0.0f;
}
}
public override void update()
{
Navigation nav = machine.GetComponent<Navigation>();
Transform transform = machine.GetComponent<Transform>();
RigidBody rigid = machine.GetComponent<RigidBody>();
if(nav && transform && rigid)
{
rigid.LinearVelocity = nav.GetForward() * ai.patrolSpeed;
Vector3 d = lastFramePos - transform.GlobalPosition;
if (d.GetSqrMagnitude() < 0.001f)
{
stuckTimer += Time.DeltaTimeF;
}
if (nav.ReachedTarget())
{
machine.SetState(typeof(IdleState));
}
lastFramePos = transform.GlobalPosition;
}
if(stuckTimer >= 0.5f)
{
machine.SetState(typeof(IdleState));
}
if (ai.ShouldTransitAlert())
{
machine.SetState(typeof(AlertState));
}
}
public override void fixedUpdate()
{
}
}
}

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@ -0,0 +1,3 @@
Name: PatrolState
ID: 155844701
Type: 9

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@ -0,0 +1,47 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SHADE;
namespace SHADE_Scripting.Gameplay.AIBehaviour.AIRework.States
{
public class TimeoutState : AIBaseState
{
float timer = 0.0f;
float alertCooldown = 10.0f;
public TimeoutState(StateMachine machine) : base(machine)
{
stateName = "Timeout";
}
public override void OnEnter()
{
timer = 0.0f;
}
public override void update()
{
timer += Time.DeltaTimeF;
if (timer >= ai.timeoutDuration)
{
machine.SetState(typeof(PatrolState));
}
}
public override void fixedUpdate()
{
}
public override void OnExit()
{
ai.alertCooldown = alertCooldown;
}
}
}

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@ -0,0 +1,3 @@
Name: TimeoutState
ID: 167077719
Type: 9

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@ -8,7 +8,7 @@ namespace SHADE
SHNavigationComponent::SHNavigationComponent()
:target{ 0.0f }, path{}, threshold{ 0.1f }, recalculatePath{ false }, unreachableTarget{ false }, forward{0.0f}
:target{ 0.0f }, path{}, threshold{ 0.1f }, recalculatePath{ false }, unreachableTarget{ false }, forward{0.0f}, tolerance{0}
{
}
@ -34,6 +34,11 @@ namespace SHADE
return unreachableTarget;
}
bool SHNavigationComponent::ReachedTarget() const noexcept
{
return path.empty();
}
void SHNavigationComponent::SetTarget(SHVec3 value) noexcept
{
@ -66,6 +71,7 @@ RTTR_REGISTRATION
.property("Forward", &SHNavigationComponent::GetForward, &SHNavigationComponent::EmptySetForward)
.property("Recalculate Path", &SHNavigationComponent::GetRecalculatePath, &SHNavigationComponent::EmptySetBool)
.property("Unreachable Target", &SHNavigationComponent::GetUnreachableTarget, &SHNavigationComponent::EmptySetBool)
.property("Tolerance", &SHNavigationComponent::tolerance)
.property("Acceptance threshold", &SHNavigationComponent::threshold)
;

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@ -61,6 +61,8 @@ namespace SHADE
//The distance threshold that indicates when the entity has reached the navigation grid.
float threshold;
//Number of grid cells surrounding colliding cells to also mark as colliding.
uint16_t tolerance;
SHNavigationComponent();
virtual ~SHNavigationComponent() = default;
@ -86,7 +88,7 @@ namespace SHADE
bool GetUnreachableTarget() const noexcept;
bool ReachedTarget() const noexcept;
/********************************************************************
* \brief
@ -111,6 +113,8 @@ namespace SHADE
void EmptySetBool(bool value) noexcept;
RTTR_ENABLE()
protected:

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@ -137,7 +137,7 @@ namespace SHADE
SHAABB aabb{ topleft,halfExtents };
if (physics->TestAABBOverlap(aabb))
if (physics->TestAABBOverlap(aabb, (uint16_t)(SHCollisionTagMatrix::GetTag("Navigation")->GetMask())))
{
temp |= bitmask;
}
@ -169,13 +169,15 @@ namespace SHADE
void SHNavigationSystem::NavigationSystemGenerateRoutine::Execute(double dt) noexcept
{
#ifdef SHEDITOR
SHVec3 navigationAreaSize{ 10.5f, 1.0f, 10.5f };
auto editor = SHSystemManager::GetSystem<SHEditor>();
if (editor->editorState != SHEditor::State::PLAY)
{
SHNavigationSystem* system = static_cast<SHNavigationSystem*>(GetSystem());
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::H))
{
system->GenerateNavigationGridData(SHVec3{ 0.0f }, SHVec3{ 25.6f, 1.0f, 25.6f }, 128, 128);
system->GenerateNavigationGridData(SHVec3{ 0.0f }, navigationAreaSize, 80, 80);
}
auto debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
@ -183,9 +185,9 @@ namespace SHADE
{
SHTransform trans;
trans.position = SHVec3{ 0.0f };
trans.scale = SHVec3{ 25.6f, 1.0f, 25.6f };
trans.scale = navigationAreaSize;
trans.ComputeTRS();
debugDrawSystem->DrawWireCube(trans.trs, SHColour::YELLOW, true);
debugDrawSystem->DrawWireCube(trans.trs, SHColour::YELLOW, false);
#ifdef DRAW_NAVIGATION_DATA
for (uint16_t r = 0; r < system->numRows; ++r)
@ -410,7 +412,7 @@ namespace SHADE
topNode.g = currNode.g + 10;
topNode.h = HCostCalculation(topNode.index, endIndex);
topNode.f = topNode.g + topNode.h;
AddNodeToOpenList(topNode, openList, closedList);
AddNodeToOpenList(topNode, openList, closedList, comp.tolerance);
//TopLeft
if (currNode.index.row > 0)
@ -423,7 +425,7 @@ namespace SHADE
newNode.g = currNode.g + 14;
newNode.h = HCostCalculation(newNode.index, endIndex);
newNode.f = newNode.g + newNode.h;
AddNodeToOpenList(newNode, openList, closedList);
AddNodeToOpenList(newNode, openList, closedList, comp.tolerance);
}
}
@ -437,7 +439,7 @@ namespace SHADE
btmNode.g = currNode.g + 10;
btmNode.h = HCostCalculation(btmNode.index, endIndex);
btmNode.f = btmNode.g + btmNode.h;
AddNodeToOpenList(btmNode, openList, closedList);
AddNodeToOpenList(btmNode, openList, closedList, comp.tolerance);
//BottomRight
if (currNode.index.row < numRows - 1)
@ -450,7 +452,7 @@ namespace SHADE
newNode.g = currNode.g + 14;
newNode.h = HCostCalculation(newNode.index, endIndex);
newNode.f = newNode.g + newNode.h;
AddNodeToOpenList(newNode, openList, closedList);
AddNodeToOpenList(newNode, openList, closedList, comp.tolerance);
}
}
@ -464,7 +466,7 @@ namespace SHADE
leftNode.g = currNode.g + 10;
leftNode.h = HCostCalculation(leftNode.index, endIndex);
leftNode.f = leftNode.g + leftNode.h;
AddNodeToOpenList(leftNode, openList, closedList);
AddNodeToOpenList(leftNode, openList, closedList, comp.tolerance);
//BottomLeft
@ -478,7 +480,7 @@ namespace SHADE
newNode.g = currNode.g + 14;
newNode.h = HCostCalculation(newNode.index, endIndex);
newNode.f = newNode.g + newNode.h;
AddNodeToOpenList(newNode, openList, closedList);
AddNodeToOpenList(newNode, openList, closedList, comp.tolerance);
}
@ -493,7 +495,7 @@ namespace SHADE
rightNode.g = currNode.g + 10;
rightNode.h = HCostCalculation(rightNode.index, endIndex);
rightNode.f = rightNode.g + rightNode.h;
AddNodeToOpenList(rightNode, openList, closedList);
AddNodeToOpenList(rightNode, openList, closedList, comp.tolerance);
//TopRight
if (currNode.index.column > 0)
@ -506,7 +508,7 @@ namespace SHADE
newNode.g = currNode.g + 14;
newNode.h = HCostCalculation(newNode.index, endIndex);
newNode.f = newNode.g + newNode.h;
AddNodeToOpenList(newNode, openList, closedList);
AddNodeToOpenList(newNode, openList, closedList, comp.tolerance);
}
}
@ -566,7 +568,7 @@ namespace SHADE
}//End GeneratePath
bool SHNavigationSystem::AddNodeToOpenList(NavigationNode node, std::list<NavigationNode>& openList, std::map<NavigationGridIndex, NavigationNode>& closedList) noexcept
bool SHNavigationSystem::AddNodeToOpenList(NavigationNode node, std::list<NavigationNode>& openList, std::map<NavigationGridIndex, NavigationNode>& closedList, uint16_t tolerance) noexcept
{
if (closedList.find(node.index) != closedList.end())
{
@ -580,6 +582,58 @@ namespace SHADE
return false;
}
//Check that node surrounding this is also movable. (Controlled by tolerance).
for (uint16_t i = 0; i < tolerance; ++i)
{
NavigationGridIndex tolCheckIndex = node.index;
tolCheckIndex.row += i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.row -= i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.column += i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.column -= i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.row += i;
tolCheckIndex.column += i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.row -= i;
tolCheckIndex.column -= i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.row -= i;
tolCheckIndex.column += i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
tolCheckIndex = node.index;
tolCheckIndex.row += i;
tolCheckIndex.column -= i;
if (GetNavigationData(tolCheckIndex) == true)
return false;
}
//Check if node exist in open list already
for (auto& n : openList)
{

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@ -50,7 +50,7 @@ namespace SHADE
uint32_t HCostCalculation(NavigationGridIndex first, NavigationGridIndex second) noexcept; //TO DO
bool AddNodeToOpenList(NavigationNode node, std::list<NavigationNode>& openList, std::map<NavigationGridIndex, NavigationNode>& closedList) noexcept;
bool AddNodeToOpenList(NavigationNode node, std::list<NavigationNode>& openList, std::map<NavigationGridIndex, NavigationNode>& closedList, uint16_t tolerance) noexcept;
void UpdateNavigationComponent(SHNavigationComponent& comp) noexcept;
SHVec3 GetGridWorldPos(NavigationGridIndex index) noexcept;

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@ -316,7 +316,7 @@ namespace SHADE
// Error handling
if (!SHEntityManager::IsValidEID(entityID))
{
SHLOG_ERROR("Entity {} is invalid!", entityID)
//SHLOG_ERROR("Entity {} is invalid!", entityID)
return;
}

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@ -54,5 +54,10 @@ namespace SHADE
}
bool Navigation::ReachedTarget()
{
return GetNativeComponent()->ReachedTarget();
}
}

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@ -27,9 +27,10 @@ namespace SHADE
Vector3 GetForward();
bool GetUnreachableTarget();
void MoveTo(Vector3 val);
bool ReachedTarget();
void MoveTo(Vector3 val);
};
}