Server-side enemy AI and behavior system for R-Type. More...
#include "ECS/Component.hpp"#include "ECS/Entity.hpp"#include "ECS/Interfaces/ISystems.hpp"#include "ECS/Registry.hpp"#include "RTypeServer/EntityManager.hpp"#include <random>#include <unordered_map>
Include dependency graph for EnemyAISystem.hpp:
This graph shows which files directly or indirectly include this file:Go to the source code of this file.
Classes | |
| class | gme::EnemyAISystem |
| Server-authoritative enemy AI system managing all enemy behaviors. More... | |
Namespaces | |
| namespace | gme |
Enumerations | |
| enum class | gme::EnemyBehavior : uint8_t { gme::STRAIGHT = 0 , gme::SINE_WAVE = 1 , gme::AGGRESSIVE = 2 , gme::STATIONARY = 3 , gme::ZIGZAG = 4 } |
| Enumeration of enemy movement and behavior patterns. More... | |
Server-side enemy AI and behavior system for R-Type.
This file contains the enemy AI system that controls all enemy behaviors, movement patterns, and combat logic on the game server. The system implements various AI patterns including straight movement, sine waves, aggressive pursuit, stationary shooting, and zigzag patterns. All enemy behavior is server-authoritative to ensure fair and synchronized gameplay.
Definition in file EnemyAISystem.hpp.