2015-10-20 13:51:49 +02:00
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/*
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Copyright (C) 2015 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "ai.h"
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2015-10-26 20:16:12 +01:00
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static void faceTarget(Entity *f);
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static int isInFOV(Entity *f, int fov);
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2015-10-20 13:51:49 +02:00
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static void preAttack(void);
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static void huntTarget(void);
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static void huntAndAttackTarget(void);
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static void flyStraight(void);
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static void dodge(void);
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static void nextAction(void);
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static void findTarget(void);
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static int hasClearShot(void);
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static void boost(void);
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static void slow(void);
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static void moveToPlayer(void);
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2015-10-26 20:16:12 +01:00
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static int canAttack(Entity *f);
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2015-10-23 23:44:39 +02:00
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static int selectWeapon(int type);
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2015-11-11 07:46:58 +01:00
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static int nearExtractionPoint(void);
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static int nearEnemies(void);
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static void lookForPlayer(void);
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2015-11-13 09:45:50 +01:00
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static void fleeEnemies(void);
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2015-11-11 07:46:58 +01:00
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static void moveToExtractionPoint(void);
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2015-11-15 14:26:34 +01:00
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static int getActionChance(int type);
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static void flee(void);
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static void doFighterAI(void);
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static void doCivilianAI(void);
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2015-10-20 13:51:49 +02:00
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void doAI(void)
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2015-11-15 14:26:34 +01:00
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{
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if (self->flags & EF_CIVILIAN)
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{
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doCivilianAI();
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}
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else
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{
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doFighterAI();
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}
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}
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static void doFighterAI(void)
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2015-10-20 13:51:49 +02:00
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{
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int r;
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2015-11-01 12:37:12 +01:00
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2015-11-14 14:03:57 +01:00
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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() % 2 == 0)
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2015-11-01 12:37:12 +01:00
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{
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2015-11-15 14:26:34 +01:00
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self->action = doAI;
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2015-11-01 12:37:12 +01:00
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self->target = NULL;
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}
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2015-10-29 17:18:41 +01:00
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2015-11-14 14:03:57 +01:00
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if (!self->target || self->target->systemPower <= 0)
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2015-10-20 13:51:49 +02:00
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{
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findTarget();
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if (self->target == NULL)
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{
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2015-10-31 09:03:11 +01:00
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if (player != NULL && self->side == SIDE_ALLIES)
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2015-10-20 13:51:49 +02:00
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{
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moveToPlayer();
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}
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2015-10-29 17:18:41 +01:00
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else if (!(self->flags & EF_FLEEING))
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2015-10-20 13:51:49 +02:00
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{
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applyFighterBrakes();
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}
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2015-10-29 17:18:41 +01:00
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2015-10-20 13:51:49 +02:00
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return;
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}
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}
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r = rand() % 100;
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2015-11-15 14:26:34 +01:00
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if (r <= getActionChance(AI_DODGE))
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2015-10-20 13:51:49 +02:00
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{
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self->action = dodge;
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2015-11-14 12:32:37 +01:00
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self->aiActionTime = FPS;
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2015-10-20 13:51:49 +02:00
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}
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2015-11-15 14:26:34 +01:00
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else if (r <= getActionChance(AI_BOOST))
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2015-10-20 13:51:49 +02:00
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{
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self->action = boost;
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2015-11-14 12:32:37 +01:00
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self->aiActionTime = FPS / 2;
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2015-10-20 13:51:49 +02:00
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}
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2015-11-15 14:26:34 +01:00
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else if (r <= getActionChance(AI_SLOW))
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2015-10-20 13:51:49 +02:00
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{
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self->action = slow;
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2015-11-14 12:32:37 +01:00
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self->aiActionTime = FPS / 2;
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2015-10-20 13:51:49 +02:00
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}
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2015-11-15 14:26:34 +01:00
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else if (r <= getActionChance(AI_STRAIGHT))
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2015-10-20 13:51:49 +02:00
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{
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self->action = flyStraight;
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2015-11-14 12:32:37 +01:00
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self->aiActionTime = FPS;
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2015-10-20 13:51:49 +02:00
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}
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2015-11-15 14:26:34 +01:00
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else if (r <= getActionChance(AI_HUNT))
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2015-10-20 13:51:49 +02:00
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{
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self->action = huntTarget;
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self->aiActionTime = FPS * 2;
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}
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else
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{
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self->action = huntAndAttackTarget;
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2015-11-14 12:32:37 +01:00
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self->aiActionTime = FPS;
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2015-10-20 13:51:49 +02:00
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}
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2015-10-29 17:18:41 +01:00
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2015-11-15 14:26:34 +01:00
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if ((player != NULL && battle.numEnemies <= 2 && self->flags & EF_FLEES) || (self->flags & EF_ALWAYS_FLEES))
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2015-10-29 17:18:41 +01:00
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{
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self->action = flee;
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self->aiActionTime = FPS * 3;
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2015-10-31 09:03:11 +01:00
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if (!(self->flags & EF_FLEEING) && (self->flags & EF_MISSION_TARGET) && self->side != SIDE_ALLIES)
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2015-10-29 17:18:41 +01:00
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{
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addHudMessage(colors.cyan, "Mission target is escaping!");
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self->flags |= EF_FLEEING;
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}
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}
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2015-10-20 13:51:49 +02:00
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}
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2015-11-15 14:26:34 +01:00
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static int getActionChance(int type)
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{
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switch (type)
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{
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case AI_DODGE:
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2015-11-15 18:11:11 +01:00
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return 40 - (self->aggression * 3);
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2015-11-15 14:26:34 +01:00
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case AI_BOOST:
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2015-11-15 18:11:11 +01:00
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return 50 - (self->aggression * 4);
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2015-11-15 14:26:34 +01:00
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case AI_SLOW:
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return 60 - (self->aggression * 5);
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case AI_STRAIGHT:
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2015-11-15 18:11:11 +01:00
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return 70 - (self->aggression * 6);
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2015-11-15 14:26:34 +01:00
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case AI_HUNT:
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2015-11-15 18:11:11 +01:00
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return 80 - (self->aggression * 7);
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2015-11-15 14:26:34 +01:00
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}
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return 100;
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}
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2015-10-20 13:51:49 +02:00
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static void huntTarget(void)
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{
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faceTarget(self->target);
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applyFighterThrust();
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nextAction();
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}
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static void huntAndAttackTarget(void)
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{
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int dist = getDistance(self->x, self->y, self->target->x, self->target->y);
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faceTarget(self->target);
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if (dist <= 500 && hasClearShot())
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{
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preAttack();
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}
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if (dist <= 250)
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{
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applyFighterBrakes();
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}
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else
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{
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applyFighterThrust();
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}
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nextAction();
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}
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static void findTarget(void)
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{
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2015-11-14 14:03:57 +01:00
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int i;
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Entity *e, **candidates;
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2015-11-01 11:46:49 +01:00
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unsigned int dist, closest;
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dist = closest = (!battle.epic) ? 2000 : MAX_TARGET_RANGE;
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2015-10-20 13:51:49 +02:00
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2015-11-15 13:28:12 +01:00
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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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2015-11-14 14:03:57 +01:00
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2015-10-23 23:44:39 +02:00
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self->target = NULL;
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2015-11-14 14:03:57 +01:00
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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2015-10-20 13:51:49 +02:00
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{
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2015-11-14 14:03:57 +01:00
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if (e->active && e->type == ET_FIGHTER && e->side != self->side && e->health > 0 && canAttack(e))
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2015-10-20 13:51:49 +02:00
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{
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2015-11-14 14:03:57 +01:00
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dist = getDistance(self->x, self->y, e->x, e->y);
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2015-11-13 09:45:50 +01:00
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2015-10-20 13:51:49 +02:00
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if (dist < closest)
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{
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2015-11-13 09:45:50 +01:00
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if (self->target == NULL || ((self->target->flags & EF_CIVILIAN) == 0) || ((self->target->flags & EF_CIVILIAN) && rand() % 10) == 0)
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{
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2015-11-14 14:03:57 +01:00
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self->target = e;
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2015-11-13 09:45:50 +01:00
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closest = dist;
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}
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2015-10-20 13:51:49 +02:00
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}
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}
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}
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}
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2015-10-26 20:16:12 +01:00
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static int canAttack(Entity *f)
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2015-10-23 23:44:39 +02:00
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{
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self->selectedGunType = self->guns[0].type;
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2015-11-14 17:14:48 +01:00
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if (f->flags & EF_DISABLED)
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2015-10-23 23:44:39 +02:00
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{
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if (f->systemPower > 0)
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{
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return selectWeapon(BT_MAG);
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}
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return 0;
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}
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2015-10-26 20:16:12 +01:00
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if (f->flags & EF_NO_KILL)
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2015-10-23 23:44:39 +02:00
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{
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return selectWeapon(BT_LASER) || selectWeapon(BT_MAG);
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}
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return 1;
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}
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static int selectWeapon(int type)
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{
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int i;
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for (i = 0 ; i < MAX_FIGHTER_GUNS ; i++)
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{
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if (self->guns[i].type == type)
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{
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self->selectedGunType = type;
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return 1;
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}
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}
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return 0;
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}
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2015-10-26 20:16:12 +01:00
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static void faceTarget(Entity *f)
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2015-10-20 13:51:49 +02:00
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{
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int dir;
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int wantedAngle = getAngle(self->x, self->y, f->x, f->y);
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wantedAngle %= 360;
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if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
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{
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2015-10-26 20:16:12 +01:00
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dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
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2015-10-20 13:51:49 +02:00
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self->angle += dir * TURN_SPEED;
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self->angle = mod(self->angle, 360);
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applyFighterBrakes();
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}
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}
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2015-10-26 20:16:12 +01:00
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static int isInFOV(Entity *f, int fov)
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2015-10-20 13:51:49 +02:00
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{
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int angle, a, b;
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a = mod(self->angle - fov, 360);
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b = mod(self->angle + fov, 360);
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angle = getAngle(self->x, self->y, f->x, f->y);
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return (a < b) ? (a <= angle && angle <= b) : (a <= angle || angle <= b);
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}
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static void boost(void)
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{
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self->dx *= 1.001;
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self->dy *= 1.001;
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nextAction();
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}
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static void slow(void)
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{
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self->dx *= 0.95;
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self->dy *= 0.95;
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nextAction();
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}
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static int hasClearShot(void)
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{
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int dist;
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2015-10-26 20:16:12 +01:00
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Entity *f;
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2015-10-20 13:51:49 +02:00
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if (isInFOV(self->target, 4))
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{
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dist = getDistance(self->x, self->y, self->target->x, self->target->y);
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2015-10-26 20:16:12 +01:00
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for (f = battle.entityHead.next ; f != NULL ; f = f->next)
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2015-10-20 13:51:49 +02:00
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{
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2015-10-28 20:12:58 +01:00
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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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2015-10-20 13:51:49 +02:00
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{
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if (isInFOV(f, 8))
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{
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return 0;
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}
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}
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}
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return 1;
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}
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return 0;
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}
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static void preAttack(void)
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{
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2015-10-30 22:55:01 +01:00
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if (!self->reload)
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2015-10-20 13:51:49 +02:00
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{
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2015-11-14 12:32:37 +01:00
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if (self->guns[0].type && (self->missiles.ammo == 0 || rand() % 50 > 0))
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2015-10-30 22:55:01 +01:00
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{
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fireGuns(self);
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}
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2015-11-15 18:11:11 +01:00
|
|
|
else if (self->missiles.ammo)
|
2015-10-30 22:55:01 +01:00
|
|
|
{
|
|
|
|
fireMissile(self);
|
|
|
|
}
|
2015-10-20 13:51:49 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
2015-10-26 20:16:12 +01:00
|
|
|
dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
|
2015-10-20 13:51:49 +02:00
|
|
|
|
|
|
|
self->angle += dir * TURN_SPEED;
|
|
|
|
|
|
|
|
self->angle = mod(self->angle, 360);
|
|
|
|
}
|
|
|
|
|
|
|
|
applyFighterThrust();
|
|
|
|
|
|
|
|
nextAction();
|
|
|
|
}
|
|
|
|
|
2015-11-15 14:26:34 +01:00
|
|
|
static void nextAction(void)
|
|
|
|
{
|
|
|
|
if (--self->aiActionTime <= 0)
|
|
|
|
{
|
|
|
|
self->action = doAI;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-10-29 17:18:41 +01:00
|
|
|
static void flee(void)
|
2015-11-15 14:26:34 +01:00
|
|
|
{
|
|
|
|
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)
|
2015-10-29 17:18:41 +01:00
|
|
|
{
|
|
|
|
int dir;
|
2015-11-15 14:26:34 +01:00
|
|
|
int wantedAngle = 180 + getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
|
2015-10-29 17:18:41 +01:00
|
|
|
|
|
|
|
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();
|
|
|
|
|
2015-10-20 13:51:49 +02:00
|
|
|
if (--self->aiActionTime <= 0)
|
|
|
|
{
|
|
|
|
self->action = doAI;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-11-15 14:26:34 +01:00
|
|
|
/* ====== Ally AI ======= */
|
|
|
|
|
2015-10-20 13:51:49 +02:00
|
|
|
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();
|
|
|
|
}
|
|
|
|
}
|
2015-11-11 07:46:58 +01:00
|
|
|
|
|
|
|
/* ====== Civilian AI ======= */
|
|
|
|
|
|
|
|
void doCivilianAI(void)
|
|
|
|
{
|
|
|
|
if (!nearExtractionPoint() && !nearEnemies())
|
|
|
|
{
|
|
|
|
lookForPlayer();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static int nearExtractionPoint(void)
|
|
|
|
{
|
|
|
|
int i;
|
2015-11-11 20:15:41 +01:00
|
|
|
Entity *e, **candidates;
|
2015-11-11 07:46:58 +01:00
|
|
|
|
2015-11-15 13:28:12 +01:00
|
|
|
candidates = getAllEntsWithin(self->x - (self->w / 2) - 500, self->y - (self->h / 2) - 500, 1000, 1000, self);
|
2015-11-11 07:46:58 +01:00
|
|
|
|
|
|
|
self->target = NULL;
|
|
|
|
|
2015-11-14 00:35:51 +01:00
|
|
|
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
|
2015-11-11 07:46:58 +01:00
|
|
|
{
|
|
|
|
if (e->type == ET_EXTRACTION_POINT)
|
|
|
|
{
|
|
|
|
self->target = e;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (self->target != NULL)
|
|
|
|
{
|
|
|
|
self->action = moveToExtractionPoint;
|
|
|
|
}
|
|
|
|
|
|
|
|
return self->target != NULL;
|
|
|
|
}
|
|
|
|
|
2015-11-13 09:45:50 +01:00
|
|
|
static void moveToExtractionPoint(void)
|
|
|
|
{
|
|
|
|
faceTarget(self->target);
|
|
|
|
|
|
|
|
applyFighterThrust();
|
|
|
|
}
|
|
|
|
|
2015-11-11 07:46:58 +01:00
|
|
|
static void lookForPlayer(void)
|
|
|
|
{
|
2015-11-13 09:45:50 +01:00
|
|
|
if (player != NULL && getDistance(self->x, self->y, player->x, player->y) < 1000)
|
2015-11-11 07:46:58 +01:00
|
|
|
{
|
|
|
|
moveToPlayer();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
applyFighterBrakes();
|
|
|
|
}
|