tbftss/src/battle/ai.c

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/*
Copyright (C) 2015 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "ai.h"
static void faceTarget(Entity *f);
static int isInFOV(Entity *f, int fov);
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static void preAttack(void);
static void huntTarget(void);
static void huntAndAttackTarget(void);
static void flyStraight(void);
static void evade(void);
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static void nextAction(void);
static void findTarget(void);
static int hasClearShot(void);
static void boost(void);
static void fallback(void);
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static void moveToPlayer(void);
static int canAttack(Entity *f);
static int selectWeapon(int type);
static int nearExtractionPoint(void);
static void moveToExtractionPoint(void);
static int nearEnemies(void);
static int nearItems(void);
static void moveToItem(void);
static int nearTowableCraft(void);
static void moveToTowableCraft(void);
static void lookForPlayer(void);
static void fleeEnemies(void);
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static int isRetreating(void);
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static int getActionChance(int type);
static void doFighterAI(void);
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void doAI(void)
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{
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if ((self->aiFlags & AIF_AVOIDS_COMBAT) && nearEnemies())
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{
return;
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}
if ((self->aiFlags & AIF_DEFENSIVE) && rand() % 50 && nearEnemies())
{
return;
}
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if ((self->aiFlags & AIF_GOAL_EXTRACTION) && nearExtractionPoint())
{
return;
}
if ((self->aiFlags & AIF_COLLECTS_ITEMS) && nearItems())
{
return;
}
if ((self->aiFlags & AIF_TOWS) && nearTowableCraft())
{
return;
}
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if ((self->aiFlags & AIF_RETREATS) && (battle.stats[STAT_TIME] % 60 == 0) && isRetreating())
{
return;
}
if (!(self->aiFlags & AIF_AVOIDS_COMBAT))
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{
doFighterAI();
return;
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}
if (self->aiFlags & AIF_FOLLOWS_PLAYER)
{
lookForPlayer();
return;
}
/* no idea - just stay where you are */
applyFighterBrakes();
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}
static void doFighterAI(void)
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{
int r;
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/* don't hold a grudge against current target */
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if ((self->target != NULL && self->target->health <= 0) || rand() % 5 == 0)
{
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self->action = doAI;
self->target = NULL;
}
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if (!self->target || self->target->systemPower <= 0)
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{
findTarget();
if (self->target == NULL)
{
if (self->aiFlags & AIF_FOLLOWS_PLAYER && player != NULL)
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{
moveToPlayer();
}
else
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{
applyFighterBrakes();
}
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return;
}
}
/* don't start dodging, etc., if you're far from your target */
if (getDistance(self->x, self->y, self->target->x, self->target->y) > SCREEN_WIDTH)
{
self->action = huntTarget;
self->aiActionTime = FPS * 2;
return;
}
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r = rand() % 100;
if (r <= getActionChance(AI_EVADE))
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{
self->targetLocation.x = self->target->x + (rand() % 250 - rand() % 250);
self->targetLocation.y = self->target->y + (rand() % 250 - rand() % 250);
self->action = evade;
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self->aiActionTime = FPS;
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}
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else if (r <= getActionChance(AI_BOOST))
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{
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applyFighterThrust();
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self->action = boost;
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self->aiActionTime = FPS * 0.5;
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}
else if (r <= getActionChance(AI_FALLBACK))
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{
self->action = fallback;
self->aiActionTime = FPS * 2;
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}
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else if (r <= getActionChance(AI_STRAIGHT))
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{
self->action = flyStraight;
self->aiActionTime = FPS;
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}
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else if (r <= getActionChance(AI_HUNT))
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{
self->action = huntTarget;
self->aiActionTime = FPS * 2;
}
else
{
self->action = huntAndAttackTarget;
self->aiActionTime = FPS * 3;
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}
}
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static int getActionChance(int type)
{
switch (type)
{
case AI_EVADE:
return 25 - (self->aiAggression * 4);
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case AI_BOOST:
return 40 - (self->aiAggression * 4);
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case AI_FALLBACK:
return 55 - (self->aiAggression * 4);
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case AI_STRAIGHT:
return 70 - (self->aiAggression * 4);
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case AI_HUNT:
return 85 - (self->aiAggression * 4);
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}
return 100;
}
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static void huntTarget(void)
{
faceTarget(self->target);
applyFighterThrust();
nextAction();
}
static void huntAndAttackTarget(void)
{
int dist = getDistance(self->x, self->y, self->target->x, self->target->y);
faceTarget(self->target);
if (dist <= 500 && hasClearShot())
{
preAttack();
}
if (dist <= 250)
{
applyFighterBrakes();
}
else
{
applyFighterThrust();
}
nextAction();
}
static void findTarget(void)
{
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int i;
Entity *e, **candidates;
unsigned int dist, closest;
dist = closest = (!battle.epic || (!(self->aiFlags & AIF_UNLIMITED_RANGE))) ? 2000 : MAX_TARGET_RANGE;
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candidates = getAllEntsWithin(self->x - (self->w / 2) - (dist / 2), self->y - (self->h / 2) - (dist / 2), self->w + dist, self->h + dist, self);
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self->target = NULL;
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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{
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if (e->active && e->type == ET_FIGHTER && e->side != self->side && e->health > 0 && canAttack(e))
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{
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dist = getDistance(self->x, self->y, e->x, e->y);
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if (dist < closest)
{
if (self->target == NULL || ((self->target->aiFlags & AIF_AVOIDS_COMBAT) == 0) || ((self->target->aiFlags & AIF_AVOIDS_COMBAT) && rand() % 10) == 0)
{
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self->target = e;
closest = dist;
}
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}
}
}
}
static int canAttack(Entity *f)
{
self->selectedGunType = self->guns[0].type;
if (f->flags & EF_MUST_DISABLE)
{
if (f->systemPower > 0)
{
return selectWeapon(BT_MAG);
}
return 0;
}
if (f->flags & EF_NO_KILL)
{
return selectWeapon(BT_LASER) || selectWeapon(BT_MAG);
}
if (f->shield > 0)
{
selectWeapon(BT_LASER);
}
return 1;
}
static int selectWeapon(int type)
{
int i;
for (i = 0 ; i < MAX_FIGHTER_GUNS ; i++)
{
if (self->guns[i].type == type)
{
self->selectedGunType = type;
return 1;
}
}
return 0;
}
static void faceTarget(Entity *f)
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{
int dir;
int wantedAngle = getAngle(self->x, self->y, f->x, f->y);
wantedAngle %= 360;
if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
{
dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
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self->angle += dir * TURN_SPEED;
self->angle = mod(self->angle, 360);
applyFighterBrakes();
}
}
static int isInFOV(Entity *f, int fov)
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{
int angle, a, b;
a = mod(self->angle - fov, 360);
b = mod(self->angle + fov, 360);
angle = getAngle(self->x, self->y, f->x, f->y);
return (a < b) ? (a <= angle && angle <= b) : (a <= angle || angle <= b);
}
static void boost(void)
{
self->dx *= 1.001;
self->dy *= 1.001;
nextAction();
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if (self->action == doAI)
{
applyFighterThrust();
}
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}
static int hasClearShot(void)
{
int dist;
Entity *f;
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if (isInFOV(self->target, 4))
{
dist = getDistance(self->x, self->y, self->target->x, self->target->y);
for (f = battle.entityHead.next ; f != NULL ; f = f->next)
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{
if (f->active && f != self && f != self->target && (getDistance(self->x, self->y, f->x, f->y) < dist))
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{
if (isInFOV(f, 8))
{
return 0;
}
}
}
return 1;
}
return 0;
}
static void preAttack(void)
{
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if (!self->reload)
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{
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if (!(self->aiFlags & AIF_MISSILE_BOAT))
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{
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/* force weapon selection, otherwise we'll keep using lasers / mag */
canAttack(self->target);
if (self->guns[0].type && (self->missiles == 0 || rand() % 50 > 0))
{
fireGuns(self);
}
else if (self->missiles)
{
fireMissile(self);
}
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}
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else
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{
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fireRocket(self);
self->reload = FPS;
/* don't constantly fire rockets like normal guns */
if (rand() % 5)
{
self->action = doAI;
}
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}
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}
}
static void flyStraight(void)
{
applyFighterThrust();
nextAction();
}
static void turnAndFly(int wantedAngle)
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{
int dir;
wantedAngle %= 360;
if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
{
dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
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self->angle += dir * TURN_SPEED;
self->angle = mod(self->angle, 360);
}
applyFighterThrust();
nextAction();
}
static void evade(void)
{
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int wantedAngle = getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
turnAndFly(wantedAngle);
}
static void fallback(void)
{
int wantedAngle = 180 + getAngle(self->x, self->y, self->target->x, self->target->y);
turnAndFly(wantedAngle);
}
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static void nextAction(void)
{
if (--self->aiActionTime <= 0)
{
self->action = doAI;
}
}
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static int isRetreating(void)
{
if (!(self->flags & EF_RETREATING))
{
if (battle.numEnemies > 0 && rand() % (battle.numEnemies * 5) == 0)
{
self->flags |= EF_RETREATING;
self->aiFlags |= AIF_AVOIDS_COMBAT;
self->aiFlags |= AIF_UNLIMITED_RANGE;
self->aiFlags |= AIF_GOAL_EXTRACTION;
addHudMessage(colors.red, "%s is retreating!", self->name);
return 1;
}
}
return self->flags & EF_RETREATING;
}
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static int nearEnemies(void)
{
int i, numEnemies;
Entity *e, **candidates;
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candidates = getAllEntsWithin(self->x - (self->w / 2) - 500, self->y - (self->h / 2) - 500, 1000, 1000, self);
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self->target = NULL;
self->targetLocation.x = self->targetLocation.y = 0;
numEnemies = 0;
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
{
if (e->type == ET_FIGHTER && e->side != self->side)
{
self->targetLocation.x += e->x;
self->targetLocation.y += e->y;
numEnemies++;
}
}
if (numEnemies)
{
self->targetLocation.x /= numEnemies;
self->targetLocation.y /= numEnemies;
self->action = fleeEnemies;
self->aiActionTime = FPS / 2;
return 1;
}
return 0;
}
static void fleeEnemies(void)
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{
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int wantedAngle = 180 + getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
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turnAndFly(wantedAngle);
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nextAction();
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}
static void moveToPlayer(void)
{
int dist = getDistance(self->x, self->y, player->x, player->y);
if (dist <= 250)
{
applyFighterBrakes();
self->aiActionTime = MIN(FPS, self->aiActionTime);
}
else
{
faceTarget(player);
applyFighterThrust();
}
}
static int nearExtractionPoint(void)
{
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int dist;
self->target = NULL;
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if (battle.extractionPoint)
{
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dist = getDistance(self->x, self->y, battle.extractionPoint->x, battle.extractionPoint->y);
if (dist <= 2000 || self->aiFlags & AIF_UNLIMITED_RANGE)
{
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self->target = battle.extractionPoint;
self->action = moveToExtractionPoint;
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self->aiActionTime = FPS / 2;
}
}
return self->target != NULL;
}
static void moveToExtractionPoint(void)
{
faceTarget(self->target);
applyFighterThrust();
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nextAction();
}
static int nearItems(void)
{
int i;
long closest, distance;
Entity *e, **candidates;
closest = MAX_TARGET_RANGE;
candidates = getAllEntsWithin(self->x - (self->w / 2) - (GRID_CELL_WIDTH / 2), self->y - (self->h / 2) - (GRID_CELL_HEIGHT / 2), GRID_CELL_WIDTH, GRID_CELL_HEIGHT, self);
self->target = NULL;
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
{
if (e->type == ET_ITEM)
{
distance = getDistance(self->x, self->y, e->x, e->y);
if (distance < closest)
{
self->target = e;
closest = distance;
}
}
}
if (self->target != NULL)
{
self->action = moveToItem;
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self->aiActionTime = FPS / 2;
}
return self->target != NULL;
}
static void moveToItem(void)
{
if (self->target->alive == ALIVE_ALIVE)
{
faceTarget(self->target);
applyFighterThrust();
return;
}
self->target = NULL;
self->action = doAI;
}
static int nearTowableCraft(void)
{
int i;
long closest, distance;
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Entity *e, **candidates;
candidates = getAllEntsWithin(self->x - (self->w / 2) - (GRID_CELL_WIDTH / 2), self->y - (self->h / 2) - (GRID_CELL_HEIGHT / 2), GRID_CELL_WIDTH, GRID_CELL_HEIGHT, self);
self->target = NULL;
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
{
if (e->type == ET_FIGHTER && (e->flags & EF_DISABLED))
{
distance = getDistance(self->x, self->y, e->x, e->y);
if (distance < closest)
{
self->target = e;
closest = distance;
}
}
}
if (self->target != NULL)
{
self->action = moveToTowableCraft;
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self->aiActionTime = FPS / 2;
}
return self->target != NULL;
}
static void moveToTowableCraft(void)
{
faceTarget(self->target);
applyFighterThrust();
}
static void lookForPlayer(void)
{
long range = (self->aiFlags & AIF_UNLIMITED_RANGE) ? MAX_TARGET_RANGE : 1000;
if (player != NULL && getDistance(self->x, self->y, player->x, player->y) < range)
{
moveToPlayer();
return;
}
applyFighterBrakes();
}