From 669ce654f2a97578ad95e09eca0896818777c12f Mon Sep 17 00:00:00 2001 From: Steve Date: Sat, 21 Nov 2015 17:37:23 +0000 Subject: [PATCH] AI updates for retreating fighters. --- src/battle/ai.c | 48 ++++++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 44 insertions(+), 4 deletions(-) diff --git a/src/battle/ai.c b/src/battle/ai.c index 80bf1d1..eeb9c86 100644 --- a/src/battle/ai.c +++ b/src/battle/ai.c @@ -44,17 +44,18 @@ static int nearTowableCraft(void); static void moveToTowableCraft(void); static void lookForPlayer(void); static void fleeEnemies(void); +static int isRetreating(void); static int getActionChance(int type); static void doFighterAI(void); void doAI(void) { - if ((self->aiFlags & AIF_GOAL_EXTRACTION) && nearExtractionPoint()) + if ((self->aiFlags & AIF_AVOIDS_COMBAT) && nearEnemies()) { return; } - if ((self->aiFlags & AIF_AVOIDS_COMBAT) && nearEnemies()) + if ((self->aiFlags & AIF_GOAL_EXTRACTION) && nearExtractionPoint()) { return; } @@ -69,6 +70,11 @@ void doAI(void) return; } + if ((self->aiFlags & AIF_RETREATS) && (battle.stats[STAT_TIME] % 60 == 0) && isRetreating()) + { + return; + } + if (!(self->aiFlags & AIF_AVOIDS_COMBAT)) { doFighterAI(); @@ -134,8 +140,9 @@ static void doFighterAI(void) } else if (r <= getActionChance(AI_BOOST)) { + applyFighterThrust(); self->action = boost; - self->aiActionTime = FPS; + self->aiActionTime = FPS * 0.5; } else if (r <= getActionChance(AI_FALLBACK)) { @@ -323,6 +330,11 @@ static void boost(void) self->dy *= 1.001; nextAction(); + + if (self->action == doAI) + { + applyFighterThrust(); + } } static int hasClearShot(void) @@ -418,12 +430,33 @@ static void nextAction(void) } } +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; +} + 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); + candidates = getAllEntsWithin(self->x - (self->w / 2) - 500, self->y - (self->h / 2) - 500, 1000, 1000, self); self->target = NULL; self->targetLocation.x = self->targetLocation.y = 0; @@ -457,6 +490,8 @@ static void fleeEnemies(void) int wantedAngle = 180 + getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y); turnAndFly(wantedAngle); + + nextAction(); } static void moveToPlayer(void) @@ -491,6 +526,7 @@ static int nearExtractionPoint(void) { self->target = battle.extractionPoint; self->action = moveToExtractionPoint; + self->aiActionTime = FPS / 2; } } @@ -502,6 +538,8 @@ static void moveToExtractionPoint(void) faceTarget(self->target); applyFighterThrust(); + + nextAction(); } static int nearItems(void) @@ -533,6 +571,7 @@ static int nearItems(void) if (self->target != NULL) { self->action = moveToItem; + self->aiActionTime = FPS / 2; } return self->target != NULL; @@ -578,6 +617,7 @@ static int nearTowableCraft(void) if (self->target != NULL) { self->action = moveToTowableCraft; + self->aiActionTime = FPS / 2; } return self->target != NULL;