Move away from targets that you're not allowed to kill, but are still aggressive.

This commit is contained in:
Steve 2016-05-25 08:20:53 +01:00
parent 43c6a1e3f6
commit b36b35834d
1 changed files with 82 additions and 54 deletions

View File

@ -55,7 +55,8 @@ static int selectWeaponForTarget(Entity *e);
static void deployMine(void);
static int isSurrendering(void);
static void doSurrender(void);
static void fleeWithinBattleArea(void);
static void fleeWithinBattleArea(int x, int y, int numEnemies);
static int evadeNonKillTargets(void);
void doAI(void)
{
@ -162,32 +163,35 @@ static void doFighterAI(void)
if (!self->target)
{
/* move to leader and wander take priority over move to player */
if (self->aiFlags & AIF_MOVES_TO_LEADER)
if (!evadeNonKillTargets())
{
if (!lookForLeader())
/* move to leader and wander take priority over move to player */
if (self->aiFlags & AIF_MOVES_TO_LEADER)
{
if (self->aiFlags & AIF_MOVES_TO_PLAYER && player->alive == ALIVE_ALIVE)
if (!lookForLeader())
{
moveToPlayer();
}
else
{
applyFighterBrakes();
if (self->aiFlags & AIF_MOVES_TO_PLAYER && player->alive == ALIVE_ALIVE)
{
moveToPlayer();
}
else
{
applyFighterBrakes();
}
}
}
}
else if (self->aiFlags & AIF_WANDERS)
{
doWander();
}
else if (self->aiFlags & AIF_MOVES_TO_PLAYER && player->alive == ALIVE_ALIVE)
{
moveToPlayer();
}
else
{
applyFighterBrakes();
else if (self->aiFlags & AIF_WANDERS)
{
doWander();
}
else if (self->aiFlags & AIF_MOVES_TO_PLAYER && player->alive == ALIVE_ALIVE)
{
moveToPlayer();
}
else
{
applyFighterBrakes();
}
}
return;
@ -673,21 +677,7 @@ static int nearEnemies(void)
if (numEnemies)
{
self->targetLocation.x = x;
self->targetLocation.y = y;
self->targetLocation.x /= numEnemies;
self->targetLocation.y /= numEnemies;
/* dodge slightly */
self->targetLocation.x += (rand() % 100 - rand() % 100);
self->targetLocation.y += (rand() % 100 - rand() % 100);
self->aiActionTime = FPS * 2;
fleeWithinBattleArea();
self->action = fleeEnemies;
fleeWithinBattleArea(x, y, numEnemies);
return 1;
}
@ -695,8 +685,55 @@ static int nearEnemies(void)
return 0;
}
static void fleeWithinBattleArea(void)
static int evadeNonKillTargets(void)
{
int i, numEnemies, x, y;
Entity *e, **candidates;
candidates = getAllEntsInRadius(self->x, self->y, SCREEN_WIDTH, self);
self->target = NULL;
x = y = 0;
numEnemies = 0;
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
{
if ((e->flags & EF_TAKES_DAMAGE) && e->side != SIDE_NONE && e->side != self->side && (!(e->flags & EF_DISABLED)))
{
if (getDistance(e->x, e->y, self->x, self->y) <= SCREEN_WIDTH)
{
x += e->x;
y += e->y;
numEnemies++;
}
}
}
if (numEnemies)
{
fleeWithinBattleArea(x, y, numEnemies);
return 1;
}
return 0;
}
static void fleeWithinBattleArea(int x, int y, int numEnemies)
{
self->targetLocation.x = x;
self->targetLocation.y = y;
self->targetLocation.x /= numEnemies;
self->targetLocation.y /= numEnemies;
/* dodge slightly */
self->targetLocation.x += (rand() % 100 - rand() % 100);
self->targetLocation.y += (rand() % 100 - rand() % 100);
self->aiActionTime = FPS * 2;
/* at the limit of the battle area, try somewhere else */
if (self->targetLocation.x < SCREEN_WIDTH || self->targetLocation.x >= BATTLE_AREA_WIDTH - SCREEN_WIDTH)
{
@ -710,6 +747,8 @@ static void fleeWithinBattleArea(void)
self->targetLocation.y = -self->targetLocation.y;
self->aiActionTime = FPS * 5;
}
self->action = fleeEnemies;
}
static void deployMine(void)
@ -733,12 +772,12 @@ static void deployMine(void)
static int nearMines(void)
{
int i, numMines;
int i, numMines, x, y;
Entity *e, **candidates;
candidates = getAllEntsInRadius(self->x, self->y, SCREEN_HEIGHT, self);
self->targetLocation.x = self->targetLocation.y = 0;
x = y = 0;
numMines = 0;
@ -746,26 +785,15 @@ static int nearMines(void)
{
if (e->side != self->side && e->type == ET_MINE && getDistance(e->x, e->y, self->x, self->y) <= SCREEN_HEIGHT)
{
self->targetLocation.x += e->x;
self->targetLocation.y += e->y;
x += e->x;
y += e->y;
numMines++;
}
}
if (numMines)
{
self->targetLocation.x /= numMines;
self->targetLocation.y /= numMines;
/* dodge slightly */
self->targetLocation.x += (rand() % 100 - rand() % 100);
self->targetLocation.y += (rand() % 100 - rand() % 100);
self->action = fleeEnemies;
self->aiActionTime = FPS * 2;
fleeWithinBattleArea();
fleeWithinBattleArea(x, y, numMines);
return 1;
}