Start of avoidance code for capital ships.

This commit is contained in:
Steve 2016-02-22 12:47:30 +00:00
parent 2d202235c8
commit 0c88500690
3 changed files with 59 additions and 42 deletions

View File

@ -20,7 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "capitalShips.h"
static void separate(void);
static int steer(void);
static void think(void);
static void gunThink(void);
static void gunDie(void);
@ -32,6 +32,7 @@ static void loadCapitalShipDef(char *filename);
static void loadComponents(Entity *parent, cJSON *components);
static void loadGuns(Entity *parent, cJSON *guns);
static void loadEngines(Entity *parent, cJSON *engines);
static Entity *findClosestCapitalShip(PointF ahead, PointF ahead2);
static Entity defHead, *defTail;
@ -80,8 +81,6 @@ void doCapitalShip(void)
{
if (self->alive == ALIVE_ALIVE)
{
separate();
if (self->health <= 0)
{
self->health = 0;
@ -115,9 +114,7 @@ static void think(void)
findAITarget();
}
wantedAngle = getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
wantedAngle %= 360;
wantedAngle = steer();
if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
{
@ -171,51 +168,71 @@ static void findAITarget(void)
}
}
static void separate(void)
static int steer(void)
{
int angle;
int distance;
float dx, dy, force;
int count;
Entity *e, **candidates;
int i;
int wantedAngle;
Entity *other;
PointF ahead, ahead2, avoid;
float length;
dx = dy = 0;
count = 0;
force = 0;
ahead.x = self->x + (self->dx * self->h);
ahead.y = self->y + (self->dy * self->w);
candidates = getAllEntsWithin(self->x - (self->w / 2), self->y - (self->h / 2), self->w, self->h, self);
ahead2.x = self->x + (self->dx * self->h * 0.5);
ahead2.y = self->y + (self->dy * self->w * 0.5);
other = findClosestCapitalShip(ahead, ahead2);
if (other != NULL)
{
avoid.x = ahead.x - other->x;
avoid.y = ahead.y - other->y;
length = sqrt(avoid.x * avoid.x + avoid.y * avoid.y);
avoid.x /= length;
avoid.y /= length;
avoid.x *= AVOID_FORCE;
avoid.y *= AVOID_FORCE;
avoid.x += self->x;
avoid.y += self->y;
wantedAngle = getAngle(self->x, self->y, avoid.x, avoid.y);
}
else
{
wantedAngle = getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
}
wantedAngle %= 360;
return wantedAngle;
}
static Entity *findClosestCapitalShip(PointF ahead, PointF ahead2)
{
int i, collision;
Entity *e, **candidates, *closest;
closest = NULL;
candidates = getAllEntsWithin(self->x - 1000, self->y - 1000, 2000, 2000, self);
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
{
if (e->type == ET_CAPITAL_SHIP)
if (e->active && e->type == ET_CAPITAL_SHIP)
{
distance = getDistance(e->x, e->y, self->x, self->y);
collision = getDistance(ahead.x, ahead.y, e->x, e->y) < e->separationRadius || getDistance(ahead2.x, ahead2.y, e->x, e->y) < e->separationRadius;
if (distance > 0 && distance < self->separationRadius)
if (collision && (!closest || getDistance(self->x, self->y, closest->x, closest->y) < getDistance(self->x, self->y, e->x, e->y)))
{
angle = getAngle(self->x, self->y, e->x, e->y);
dx += sin(TO_RAIDANS(angle));
dy += -cos(TO_RAIDANS(angle));
force += (self->separationRadius - distance) * 0.005;
count++;
closest = e;
}
}
}
if (count > 0)
{
dx /= count;
dy /= count;
dx *= force;
dy *= force;
self->dx -= dx;
self->dy -= dy;
}
return closest;
}
static void gunThink(void)
@ -351,9 +368,8 @@ static void loadCapitalShipDef(char *filename)
e->die = die;
SDL_QueryTexture(e->texture, NULL, NULL, &e->w, &e->h);
e->separationRadius = MAX(e->w, e->h);
SDL_QueryTexture(e->texture, NULL, NULL, &e->w, &e->h);
e->separationRadius = MAX(e->w, e->h) * 0.75;
loadComponents(e, cJSON_GetObjectItem(root, "components"));

View File

@ -21,6 +21,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define TURN_SPEED 0.1
#define TURN_THRESHOLD 2
#define AVOID_FORCE 500
#include "../common.h"
#include "../json/cJSON.h"

View File

@ -712,8 +712,7 @@ static void loadFighterDef(char *filename)
e->deathType = lookup(cJSON_GetObjectItem(root, "deathType")->valuestring);
}
e->separationRadius = MAX(e->w, e->h);
e->separationRadius *= 3;
e->separationRadius = MAX(e->w, e->h) * 3;
/* all craft default to 100 system power */
e->systemPower = 100;