Civilians attempt to evade / runaway from enemies.

This commit is contained in:
Steve 2015-11-13 08:45:50 +00:00
parent 7264880b9b
commit 5fc2bed650
1 changed files with 66 additions and 8 deletions

View File

@ -49,6 +49,7 @@ static void flee(void);
static int nearExtractionPoint(void); static int nearExtractionPoint(void);
static int nearEnemies(void); static int nearEnemies(void);
static void lookForPlayer(void); static void lookForPlayer(void);
static void fleeEnemies(void);
static void moveToExtractionPoint(void); static void moveToExtractionPoint(void);
void doAI(void) void doAI(void)
@ -180,7 +181,10 @@ static void findTarget(void)
if (f->active && f->type == ET_FIGHTER && f->side != self->side && f->health > 0 && canAttack(f)) if (f->active && f->type == ET_FIGHTER && f->side != self->side && f->health > 0 && canAttack(f))
{ {
dist = getDistance(self->x, self->y, f->x, f->y); dist = getDistance(self->x, self->y, f->x, f->y);
if (dist < closest) if (dist < closest)
{
if (self->target == NULL || ((self->target->flags & EF_CIVILIAN) == 0) || ((self->target->flags & EF_CIVILIAN) && rand() % 10) == 0)
{ {
self->target = f; self->target = f;
closest = dist; closest = dist;
@ -188,6 +192,7 @@ static void findTarget(void)
} }
} }
} }
}
static int canAttack(Entity *f) static int canAttack(Entity *f)
{ {
@ -424,11 +429,6 @@ static int nearExtractionPoint(void)
return self->target != NULL; return self->target != NULL;
} }
static int nearEnemies(void)
{
return 0;
}
static void moveToExtractionPoint(void) static void moveToExtractionPoint(void)
{ {
faceTarget(self->target); faceTarget(self->target);
@ -436,9 +436,67 @@ static void moveToExtractionPoint(void)
applyFighterThrust(); applyFighterThrust();
} }
static int nearEnemies(void)
{
int i, numEnemies;
Entity *e, **candidates;
candidates = getAllEntsWithin(self->x - 500, self->y - 500, 1000, 1000, self);
self->target = NULL;
self->targetLocation.x = self->targetLocation.y = 0;
numEnemies = 0;
for (i = 0, e = candidates[i] ; e != NULL ; i++, e = candidates[i])
{
if (e->type == ET_FIGHTER && e->side != SIDE_ALLIES)
{
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 * 3;
return 1;
}
return 0;
}
static void fleeEnemies(void)
{
int dir;
int wantedAngle = 180 + getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
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();
if (--self->aiActionTime <= 0)
{
self->action = doCivilianAI;
}
}
static void lookForPlayer(void) static void lookForPlayer(void)
{ {
if (getDistance(self->x, self->y, player->x, player->y) < 1000) if (player != NULL && getDistance(self->x, self->y, player->x, player->y) < 1000)
{ {
moveToPlayer(); moveToPlayer();
return; return;