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 dodge(void);
static void nextAction(void);
static void findTarget(void);
static int hasClearShot(void);
static void boost(void);
static void slow(void);
static void moveToPlayer(void);
static int canAttack(Entity *f);
static int selectWeapon(int type);
static int nearExtractionPoint(void);
static int nearEnemies(void);
static void lookForPlayer(void);
static void fleeEnemies(void);
static void moveToExtractionPoint(void);
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static int getActionChance(int type);
static void flee(void);
static void doFighterAI(void);
static void doCivilianAI(void);
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void doAI(void)
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{
if (self->flags & EF_CIVILIAN)
{
doCivilianAI();
}
else
{
doFighterAI();
}
}
static void doFighterAI(void)
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{
int r;
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/* don't hold a grudge against current target */
if ((self->target != NULL && self->target->health <= 0) || rand() % 2 == 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 (player != NULL && self->side == SIDE_ALLIES)
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{
moveToPlayer();
}
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else if (!(self->flags & EF_FLEEING))
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{
applyFighterBrakes();
}
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return;
}
}
r = rand() % 100;
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if (r <= getActionChance(AI_DODGE))
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{
self->action = dodge;
self->aiActionTime = FPS;
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}
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else if (r <= getActionChance(AI_BOOST))
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{
self->action = boost;
self->aiActionTime = FPS / 2;
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}
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else if (r <= getActionChance(AI_SLOW))
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{
self->action = slow;
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;
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}
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if ((player != NULL && battle.numEnemies <= 2 && self->flags & EF_FLEES) || (self->flags & EF_ALWAYS_FLEES))
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{
self->action = flee;
self->aiActionTime = FPS * 3;
if (!(self->flags & EF_FLEEING) && (self->flags & EF_MISSION_TARGET) && self->side != SIDE_ALLIES)
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{
addHudMessage(colors.cyan, "Mission target is escaping!");
self->flags |= EF_FLEEING;
}
}
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}
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static int getActionChance(int type)
{
switch (type)
{
case AI_DODGE:
return 40 - (self->aggression * 3);
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case AI_BOOST:
return 50 - (self->aggression * 4);
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case AI_SLOW:
return 60 - (self->aggression * 5);
case AI_STRAIGHT:
return 70 - (self->aggression * 6);
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case AI_HUNT:
return 80 - (self->aggression * 7);
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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) ? 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->flags & EF_CIVILIAN) == 0) || ((self->target->flags & EF_CIVILIAN) && 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);
}
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();
}
static void slow(void)
{
self->dx *= 0.95;
self->dy *= 0.95;
nextAction();
}
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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{
if (self->guns[0].type && (self->missiles.ammo == 0 || rand() % 50 > 0))
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{
fireGuns(self);
}
else if (self->missiles.ammo)
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{
fireMissile(self);
}
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}
}
static void flyStraight(void)
{
applyFighterThrust();
nextAction();
}
static void dodge(void)
{
int dir;
int wantedAngle = 180 + getAngle(self->x, self->y, self->target->x, self->target->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);
}
applyFighterThrust();
nextAction();
}
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static void nextAction(void)
{
if (--self->aiActionTime <= 0)
{
self->action = doAI;
}
}
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static void flee(void)
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{
if (!nearEnemies() && battle.extractionPoint)
{
self->target = battle.extractionPoint;
moveToExtractionPoint();
}
}
static int nearEnemies(void)
{
int i, numEnemies;
Entity *e, **candidates;
candidates = getAllEntsWithin(self->x - (self->w / 2) - 1000, self->y - (self->h / 2) - 1000, 2000, 2000, self);
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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{
int dir;
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int wantedAngle = 180 + getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
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wantedAngle %= 360;
if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
{
dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
self->angle += dir * TURN_SPEED;
self->angle = mod(self->angle, 360);
}
applyFighterThrust();
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if (--self->aiActionTime <= 0)
{
self->action = doAI;
}
}
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/* ====== Ally AI ======= */
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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();
}
}
/* ====== Civilian AI ======= */
void doCivilianAI(void)
{
if (!nearExtractionPoint() && !nearEnemies())
{
lookForPlayer();
}
}
static int nearExtractionPoint(void)
{
int i;
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Entity *e, **candidates;
candidates = getAllEntsWithin(self->x - (self->w / 2) - 500, self->y - (self->h / 2) - 500, 1000, 1000, self);
self->target = NULL;
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
{
if (e->type == ET_EXTRACTION_POINT)
{
self->target = e;
}
}
if (self->target != NULL)
{
self->action = moveToExtractionPoint;
}
return self->target != NULL;
}
static void moveToExtractionPoint(void)
{
faceTarget(self->target);
applyFighterThrust();
}
static void lookForPlayer(void)
{
if (player != NULL && getDistance(self->x, self->y, player->x, player->y) < 1000)
{
moveToPlayer();
return;
}
applyFighterBrakes();
}