Updated avoidance.
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@ -32,7 +32,6 @@ static void loadCapitalShipDef(char *filename);
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static void loadComponents(Entity *parent, cJSON *components);
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static void loadComponents(Entity *parent, cJSON *components);
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static void loadGuns(Entity *parent, cJSON *guns);
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static void loadGuns(Entity *parent, cJSON *guns);
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static void loadEngines(Entity *parent, cJSON *engines);
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static void loadEngines(Entity *parent, cJSON *engines);
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static Entity *findClosestCapitalShip(PointF ahead, PointF ahead2);
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static Entity defHead, *defTail;
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static Entity defHead, *defTail;
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@ -171,68 +170,60 @@ static void findAITarget(void)
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static int steer(void)
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static int steer(void)
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{
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{
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int wantedAngle;
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int wantedAngle;
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Entity *other;
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int angle;
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PointF ahead, ahead2, avoid;
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int distance;
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float length;
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float dx, dy, force;
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int count;
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Entity *e, **candidates;
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int i;
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ahead.x = self->x + (self->dx * self->h);
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dx = dy = 0;
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ahead.y = self->y + (self->dy * self->w);
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count = 0;
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force = 0;
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ahead2.x = self->x + (self->dx * self->h * 0.5);
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ahead2.y = self->y + (self->dy * self->w * 0.5);
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other = findClosestCapitalShip(ahead, ahead2);
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if (other != NULL)
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{
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avoid.x = ahead.x - other->x;
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avoid.y = ahead.y - other->y;
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length = sqrt(avoid.x * avoid.x + avoid.y * avoid.y);
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avoid.x /= length;
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avoid.y /= length;
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avoid.x *= AVOID_FORCE;
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avoid.y *= AVOID_FORCE;
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avoid.x += self->x;
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avoid.y += self->y;
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wantedAngle = getAngle(self->x, self->y, avoid.x, avoid.y);
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}
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else
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{
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wantedAngle = getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
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}
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wantedAngle %= 360;
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return wantedAngle;
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}
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static Entity *findClosestCapitalShip(PointF ahead, PointF ahead2)
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{
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int i, collision;
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Entity *e, **candidates, *closest;
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closest = NULL;
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candidates = getAllEntsWithin(self->x - 1000, self->y - 1000, 2000, 2000, self);
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candidates = getAllEntsWithin(self->x - 1000, self->y - 1000, 2000, 2000, self);
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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{
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{
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if (e->active && e->type == ET_CAPITAL_SHIP)
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if (e->type == ET_CAPITAL_SHIP)
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{
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{
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collision = getDistance(ahead.x, ahead.y, e->x, e->y) < e->separationRadius || getDistance(ahead2.x, ahead2.y, e->x, e->y) < e->separationRadius;
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distance = getDistance(e->x, e->y, self->x, self->y);
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if (collision && (!closest || getDistance(self->x, self->y, closest->x, closest->y) < getDistance(self->x, self->y, e->x, e->y)))
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if (distance > 0 && distance < self->separationRadius)
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{
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{
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closest = e;
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angle = getAngle(self->x, self->y, e->x, e->y);
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dx += sin(TO_RAIDANS(angle));
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dy += -cos(TO_RAIDANS(angle));
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force += (self->separationRadius - distance);
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count++;
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}
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}
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}
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}
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}
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}
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return closest;
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if (count > 0)
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{
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dx /= count;
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dy /= count;
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dx *= force;
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dy *= force;
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self->dx -= (dx * 0.001);
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self->dy -= (dy * 0.001);
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self->targetLocation.x -= dx;
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self->targetLocation.y -= dy;
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self->aiActionTime = FPS * 10;
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}
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wantedAngle = getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
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wantedAngle %= 360;
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return wantedAngle;
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}
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}
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static void gunThink(void)
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static void gunThink(void)
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@ -369,7 +360,7 @@ static void loadCapitalShipDef(char *filename)
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SDL_QueryTexture(e->texture, NULL, NULL, &e->w, &e->h);
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SDL_QueryTexture(e->texture, NULL, NULL, &e->w, &e->h);
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e->separationRadius = MAX(e->w, e->h) * 0.75;
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e->separationRadius = MAX(e->w, e->h);
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loadComponents(e, cJSON_GetObjectItem(root, "components"));
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loadComponents(e, cJSON_GetObjectItem(root, "components"));
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