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AiSystemIntegrator

Struct AiSystemIntegrator 

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pub struct AiSystemIntegrator {
Show 20 fields pub editor: AiBehaviorEditor, pub spatial_grid: SpatialGrid, pub cover_system: CoverSystem, pub event_bus: AiEventBus, pub lod_manager: AiLodManager, pub perf_monitor: PerformanceMonitor, pub nav_mesh: NavMesh, pub world_tracker: WorldStateTracker, pub htn_planner: HtnPlanner, pub pathfinder: GridPathfinder, pub camera_director: CameraDirectorAi, pub agent_memories: HashMap<u64, AgentMemory>, pub agent_social_graphs: HashMap<u64, SocialGraph>, pub agent_fusion: HashMap<u64, SensorFusion>, pub squad_ais: Vec<SquadAi>, pub decision_trees: HashMap<String, DecisionTreeNode>, pub fuzzy_systems: HashMap<String, FuzzyInferenceSystem>, pub behavior_modulators: HashMap<u64, BehaviorModulator>, pub noise: ValueNoise, pub window_layout: EditorWindowLayout,
}

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§editor: AiBehaviorEditor§spatial_grid: SpatialGrid§cover_system: CoverSystem§event_bus: AiEventBus§lod_manager: AiLodManager§perf_monitor: PerformanceMonitor§nav_mesh: NavMesh§world_tracker: WorldStateTracker§htn_planner: HtnPlanner§pathfinder: GridPathfinder§camera_director: CameraDirectorAi§agent_memories: HashMap<u64, AgentMemory>§agent_social_graphs: HashMap<u64, SocialGraph>§agent_fusion: HashMap<u64, SensorFusion>§squad_ais: Vec<SquadAi>§decision_trees: HashMap<String, DecisionTreeNode>§fuzzy_systems: HashMap<String, FuzzyInferenceSystem>§behavior_modulators: HashMap<u64, BehaviorModulator>§noise: ValueNoise§window_layout: EditorWindowLayout

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impl AiSystemIntegrator

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pub fn new() -> Self

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pub fn full_update(&mut self, dt: f32)

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pub fn spawn_squad(&mut self, leader_id: u64, formation: FormationType)

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pub fn query_decision_tree( &self, tree_name: &str, blackboard: &Blackboard, ) -> Option<(u32, String)>

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pub fn query_fuzzy(&self, system_name: &str, inputs: &[f32]) -> Option<f32>

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pub fn broadcast_event(&mut self, signal: AiSignal)

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pub fn stats_summary(&self) -> String

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