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AiAgent

Struct AiAgent 

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pub struct AiAgent {
Show 22 fields pub id: u64, pub name: String, pub position: Vec3, pub velocity: Vec3, pub heading: Vec3, pub blackboard: Blackboard, pub mode: AiAgentMode, pub behavior_tree: Option<BehaviorTree>, pub utility_dm: Option<UtilityDecisionMaker>, pub goap_planner: Option<GoapPlanner>, pub goap_world_state: WorldState, pub goap_goal_state: WorldState, pub goap_current_plan: Option<Vec<usize>>, pub goap_plan_step: usize, pub fsm: Option<FsmInstance>, pub perception: PerceptionSystem, pub emotion_engine: EmotionEngine, pub steering_agent: SteeringAgent, pub formation_slot: Option<Vec3>, pub formation_type: FormationType, pub current_time: f32, pub debug_enabled: bool,
}

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§id: u64§name: String§position: Vec3§velocity: Vec3§heading: Vec3§blackboard: Blackboard§mode: AiAgentMode§behavior_tree: Option<BehaviorTree>§utility_dm: Option<UtilityDecisionMaker>§goap_planner: Option<GoapPlanner>§goap_world_state: WorldState§goap_goal_state: WorldState§goap_current_plan: Option<Vec<usize>>§goap_plan_step: usize§fsm: Option<FsmInstance>§perception: PerceptionSystem§emotion_engine: EmotionEngine§steering_agent: SteeringAgent§formation_slot: Option<Vec3>§formation_type: FormationType§current_time: f32§debug_enabled: bool

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impl AiAgent

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pub fn new(id: u64, name: &str, position: Vec3, mode: AiAgentMode) -> Self

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pub fn update(&mut self, dt: f32, obstacles: &[Aabb])

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