AIBehaviors

class AIBehaviors

This class implements all the steering behaviors of the AI framework, such as seek, flee, pursue, evade, wander and flock. Each steering behavior has a weight which is used when more than one type of steering behavior is acting on the same ai character. The weight decides the contribution of each type of steering behavior. The AICharacter class has a handle to an object of this class and this allows to invoke the steering behaviors via the AICharacter. This class also provides functionality such as pausing, resuming and removing the AI behaviors of an AI character at anytime.

Inheritance diagram

Inheritance diagram of AIBehaviors

AIBehaviors(AIBehaviors const&) = default
void add_dynamic_obstacle(NodePath obstacle)

This function starts the pathfinding obstacle navigation for the passed in obstacle.

void add_static_obstacle(NodePath obstacle)

This function allows the user to dynamically add obstacles to the game environment. The function will update the nodes within the bounding volume of the obstacle as non-traversable. Hence will not be considered by the pathfinding algorithm.

void add_to_path(LVecBase3 pos)

This function adds positions to the path to follow.

void arrival(double distance = 10.0)

This function activates arrival. This is the function we want the user to call for arrival to be done.

std::string behavior_status(std::string ai_type)

This function returns the status of an AI Type whether it is active, paused or disabled. It returns -1 if an invalid string is passed.

void evade(NodePath target_object, double panic_distance = 10.0, double relax_distance = 10.0, float evade_wt = 1.0)

This function activates evade_activate.

void flee(NodePath target_object, double panic_distance = 10.0, double relax_distance = 10.0, float flee_wt = 1.0)
void flee(LVecBase3 pos, double panic_distance = 10.0, double relax_distance = 10.0, float flee_wt = 1.0)

This function activates flee_activate and creates an object of the Flee class. This function is overloaded to accept a NodePath or an LVecBase3.

void flock(float flock_wt)

This function activates flock. This is the function we want the user to call for flock to be done.

void init_path_find(char const *navmesh_filename)

should have different function names.

This function activates path finding in the character. This function accepts the meshdata in .csv format.

void obstacle_avoidance(float feeler_length = 1.0)

This function activates obstacle avoidance for a given character. This is the function we want the user to call for obstacle avoidance to be performed.

void path_find_to(LVecBase3 pos, std::string type = "normal")
void path_find_to(NodePath target, std::string type = "normal")

This function checks for the source and target in the navigation mesh for its availability and then finds the best path via the A* algorithm Then it calls the path follower to make the object follow the path.

void path_follow(float follow_wt)

This function activates path following. This is the function we want the user to call for path following.

void pause_ai(std::string ai_type)

This function pauses individual or all the AIs.

void pursue(NodePath target_object, float pursue_wt = 1.0)

This function activates pursue. This is the function we want the user to call for pursue to be done.

void remove_ai(std::string ai_type)

This function removes individual or all the AIs.

void resume_ai(std::string ai_type)

This function resumes individual or all the AIs

void seek(NodePath target_object, float seek_wt = 1.0)
void seek(LVecBase3 pos, float seek_wt = 1.0)

This function activates seek and makes an object of the Seek class. This is the function we want the user to call for seek to be done. This function is overloaded to accept a NodePath or an LVecBase3.

void start_follow(std::string type = "normal")
void wander(double wander_radius = 5.0, int flag = 0, double aoe = 0.0, float wander_weight = 1.0)

This function activates wander. This is the function we want the user to call for flock to be done.