/* Copyright (C) 2015-2016 Parallel Realities This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "ai.h" static void faceTarget(Entity *e); static int isInFOV(Entity *e, int fov); static void preAttack(void); static void huntTarget(void); static void huntAndAttackTarget(void); static void moveToTargetLocation(void); static void nextAction(void); static void findTarget(void); static int hasClearShot(void); static void fallback(void); static void moveToPlayer(void); static int canAttack(Entity *e); static int selectWeapon(int type); static int nearJumpgate(void); static void moveToJumpgate(void); static int nearEnemies(void); static int nearItems(void); static int nearMines(void); static void moveToItem(void); static int nearTowableCraft(void); static void moveToTowableCraft(void); static int lookForPlayer(void); static int lookForLeader(void); static void fleeEnemies(void); static int isRetreating(void); static int getActionChance(int type); static void doFighterAI(void); static void doGunAI(void); static void moveToLeader(void); static void wander(void); static void doWander(void); static int selectWeaponForTarget(Entity *e); static void deployMine(void); static int isSurrendering(void); static void doSurrender(void); static void fleeWithinBattleArea(int x, int y, int numEnemies); static int evadeNonKillTargets(void); void doAI(void) { if (self->aiFlags & AIF_DROPS_MINES) { deployMine(); } if ((self->aiFlags & AIF_SURRENDERS) && (battle.stats[STAT_TIME] % 6 == 0) && isSurrendering()) { return; } if ((self->aiFlags & (AIF_AVOIDS_COMBAT | AIF_EVADE)) && nearEnemies()) { return; } if ((self->aiFlags & AIF_DEFENSIVE) && rand() % 10 && nearEnemies()) { return; } if (nearMines()) { return; } if ((self->aiFlags & AIF_GOAL_JUMPGATE) && nearJumpgate()) { /* near jumpgate, but you might decide to continue to fight, anyway */ if ((self->aiFlags & AIF_COVERS_RETREAT) && rand() % 3) { return; } } if ((self->aiFlags & AIF_COLLECTS_ITEMS) && nearItems()) { return; } if (self->aiFlags & AIF_TOWS) { if (!self->towing && nearTowableCraft()) { return; } } if ((self->aiFlags & AIF_RETREATS) && (battle.stats[STAT_TIME] % 60 == 0) && isRetreating()) { return; } if (!(self->aiFlags & AIF_AVOIDS_COMBAT)) { if (self->speed) { doFighterAI(); } else { doGunAI(); } return; } if (self->aiFlags & AIF_MOVES_TO_LEADER && lookForLeader()) { return; } if ((self->aiFlags & (AIF_FOLLOWS_PLAYER|AIF_MOVES_TO_PLAYER)) && lookForPlayer()) { return; } if (self->aiFlags & AIF_WANDERS) { doWander(); return; } /* no idea - just stay where you are */ applyFighterBrakes(); } static void doFighterAI(void) { int r; /* don't hold a grudge against current target */ if ((self->target != NULL && self->target->health <= 0) || rand() % 5 == 0) { self->action = doAI; self->target = NULL; } if (!self->target || (self->target->systemPower <= 0 && (self->target->flags & EF_MUST_DISABLE))) { findTarget(); if (!self->target) { if (!evadeNonKillTargets()) { /* move to leader and wander take priority over move to player */ if (self->aiFlags & AIF_MOVES_TO_LEADER) { if (!lookForLeader()) { 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; } } /* don't start dodging, etc., if you're far from your target */ if (getDistance(self->x, self->y, self->target->x, self->target->y) > SCREEN_WIDTH) { self->action = huntTarget; self->aiActionTime = FPS * 2; return; } /* if your target is disabled, just shoot it..! */ r = (self->target->flags & EF_DISABLED) ? 100 : rand() % 100; if (r <= getActionChance(AI_EVADE)) { self->targetLocation.x = self->target->x + (rand() % 250 - rand() % 250); self->targetLocation.y = self->target->y + (rand() % 250 - rand() % 250); self->action = moveToTargetLocation; self->aiActionTime = FPS; } else if (r <= getActionChance(AI_FALLBACK)) { self->action = fallback; self->aiActionTime = FPS * 2; } else if (r <= getActionChance(AI_HUNT)) { self->action = huntTarget; self->aiActionTime = FPS * 2; } else { self->action = huntAndAttackTarget; self->aiActionTime = FPS * 3; } } static void doGunAI(void) { int r; /* don't hold a grudge against current target */ if ((self->target != NULL && self->target->health <= 0) || rand() % 5 == 0) { self->action = doAI; self->target = NULL; } if (!self->target || self->target->systemPower <= 0) { findTarget(); if (!self->target) { return; } } r = rand() % 100; if (r <= 50) { self->action = huntTarget; self->aiActionTime = FPS * 3; } else { self->action = huntAndAttackTarget; self->aiActionTime = FPS; } } static int getActionChance(int type) { switch (type) { case AI_EVADE: return 25 - (self->aiAggression * 4); case AI_FALLBACK: return 55 - (self->aiAggression * 4); case AI_HUNT: return 85 - (self->aiAggression * 4); } return 100; } static void huntTarget(void) { faceTarget(self->target); applyFighterThrust(); nextAction(); } static void huntAndAttackTarget(void) { int dist = getDistance(self->x, self->y, self->target->x, self->target->y); int range = self->aiFlags & AIF_LONG_RANGE_FIRE ? (SCREEN_WIDTH * 1.5) : SCREEN_HEIGHT; faceTarget(self->target); if (dist <= range && hasClearShot()) { preAttack(); } if (dist <= 250) { applyFighterBrakes(); } else { applyFighterThrust(); } nextAction(); } static void findTarget(void) { int i; Entity *e, **candidates; unsigned int dist, closest; dist = closest = (battle.isEpic || (self->aiFlags & AIF_UNLIMITED_RANGE)) ? MAX_TARGET_RANGE : SCREEN_WIDTH; candidates = getAllEntsInRadius(self->x, self->y, dist, self); self->target = NULL; for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) { if (canAttack(e) && selectWeaponForTarget(e)) { dist = getDistance(self->x, self->y, e->x, e->y); if (dist < closest) { self->target = e; closest = dist; } } } } static int canAttack(Entity *e) { if (!e->active || e->side == self->side || e->health <= 0 || (e->flags & EF_AI_IGNORE)) { return 0; } if (!(e->flags & EF_TAKES_DAMAGE)) { return 0; } if (!(self->aiFlags & AIF_ASSASSIN)) { if (e->flags & EF_MUST_DISABLE) { return e->systemPower > 0; } if (!(e->flags & EF_AI_TARGET)) { if (e->aiFlags & (AIF_AVOIDS_COMBAT | AIF_EVADE) || e->flags & EF_SECONDARY_TARGET) { return !(rand() % 5); } } /* low chance of attacking something else */ if ((self->aiFlags & AIF_TARGET_FOCUS) && (!(e->flags & EF_AI_TARGET))) { return !(rand() % 100); } } return 1; } static int selectWeaponForTarget(Entity *e) { self->selectedGunType = self->guns[0].type; /* if you're an assassin, just kill the target */ if (!(self->aiFlags & AIF_ASSASSIN)) { if (e->flags & EF_MUST_DISABLE) { return selectWeapon(BT_MAG); } if (e->flags & EF_NO_KILL) { return selectWeapon(BT_LASER) || selectWeapon(BT_MAG); } } if (e->shield > 0) { selectWeapon(BT_LASER); } return 1; } static int selectWeapon(int type) { int i; for (i = 0 ; i < MAX_FIGHTER_GUNS ; i++) { if (self->guns[i].type == type) { self->selectedGunType = type; return 1; } } return 0; } static void faceTarget(Entity *e) { int dir; int wantedAngle = getAngle(self->x, self->y, e->x, e->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); applyFighterBrakes(); } } static int isInFOV(Entity *e, int fov) { int angle, a, b; a = mod(self->angle - fov, 360); b = mod(self->angle + fov, 360); angle = getAngle(self->x, self->y, e->x, e->y); return (a < b) ? (a <= angle && angle <= b) : (a <= angle || angle <= b); } static int hasClearShot(void) { int dist; Entity *e; if (isInFOV(self->target, 4)) { dist = getDistance(self->x, self->y, self->target->x, self->target->y); for (e = battle.entityHead.next ; e != NULL ; e = e->next) { if (self->owner != NULL && self->owner == e->owner) { continue; } if (e->active && e != self && e != self->owner && e != self->target && (getDistance(self->x, self->y, e->x, e->y) < dist)) { if (isInFOV(e, 8)) { return 0; } } } return 1; } return 0; } static void preAttack(void) { if (!self->reload && !dev.noAIWeapons) { if (!(self->aiFlags & AIF_MISSILE_BOAT)) { /* force weapon selection, otherwise we'll keep using lasers / mag */ selectWeaponForTarget(self->target); if (self->guns[0].type && (self->missiles == 0 || rand() % 50 > 0)) { fireGuns(self); } else if (self->missiles && (!(self->target->flags & (EF_NO_KILL|EF_MUST_DISABLE))) && getDistance(self->x, self->y, self->target->x, self->target->y) >= 350) { fireMissile(self); self->action = doAI; } } else if (!(self->target->flags & EF_NO_KILL)) { fireRocket(self); /* don't constantly fire rockets like normal guns */ if (rand() % 3) { self->action = doAI; } } } } static void turnToFace(int wantedAngle) { int dir; 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); } } static void turnAndFly(int wantedAngle) { turnToFace(wantedAngle); applyFighterThrust(); nextAction(); } static void moveToTargetLocation(void) { int wantedAngle = getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y); turnAndFly(wantedAngle); } static void fallback(void) { int wantedAngle = 180 + getAngle(self->x, self->y, self->target->x, self->target->y); turnAndFly(wantedAngle); } static void nextAction(void) { if (--self->aiActionTime <= 0) { self->action = doAI; } } static int isRetreating(void) { float chance; if (!(self->flags & EF_RETREATING)) { if (battle.numInitialEnemies > 0) { chance = battle.numEnemies; chance /= battle.numInitialEnemies; chance *= 256; if (battle.numEnemies > 0 && rand() % 100 > chance) { self->flags |= EF_RETREATING; self->aiFlags |= AIF_AVOIDS_COMBAT; self->aiFlags |= AIF_UNLIMITED_RANGE; self->aiFlags |= AIF_GOAL_JUMPGATE; addHudMessage(colors.red, _("%s is retreating!"), self->name); return 1; } } } return self->flags & EF_RETREATING; } static int isSurrendering(void) { float chance; if (!(self->aiFlags & AIF_SURRENDERED)) { if (self->health < self->maxHealth) { chance = self->health; chance /= self->maxHealth; chance *= 100; if (rand() % 100 > chance) { self->aiActionTime = FPS * 3; self->aiFlags |= AIF_AVOIDS_COMBAT; self->aiFlags |= AIF_SURRENDERING; self->aiFlags &= ~AIF_SURRENDERS; self->flags |= EF_MUST_DISABLE; self->flags |= EF_MISSION_TARGET; nearEnemies(); self->action = doSurrender; battle.stats[STAT_ENEMIES_SURRENDERED]++; runScriptFunction("ENEMIES_SURRENDERED %d", battle.stats[STAT_ENEMIES_SURRENDERED]); addHudMessage(colors.white, _("%s has surrendered"), self->name); return 1; } } } return 0; } static void doSurrender(void) { if (--self->aiActionTime <= 0) { self->aiFlags &= ~AIF_SURRENDERING; self->aiFlags |= AIF_SURRENDERED; nextAction(); } } static int nearEnemies(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 ((self->aiFlags & AIF_TARGET_FOCUS) && (e->flags & EF_AI_TARGET)) { continue; } 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 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) { self->targetLocation.x = -self->targetLocation.x; self->aiActionTime = FPS * 5; } /* at the limit of the battle area, try somewhere else */ if (self->targetLocation.y < SCREEN_HEIGHT || self->targetLocation.y >= BATTLE_AREA_HEIGHT - SCREEN_HEIGHT) { self->targetLocation.y = -self->targetLocation.y; self->aiActionTime = FPS * 5; } self->action = fleeEnemies; } static void deployMine(void) { Entity *mine; if (!self->reload && self->thrust > 0) { mine = spawnMine(ET_MINE); mine->x = self->x; mine->y = self->y; mine->dx = rand() % 20 - rand() % 20; mine->dx *= 0.1; mine->dy = rand() % 20 - rand() % 20; mine->dy *= 0.1; mine->side = self->side; self->reload = rand() % (FPS * 3); } } static int nearMines(void) { int i, numMines, x, y; Entity *e, **candidates; candidates = getAllEntsInRadius(self->x, self->y, SCREEN_HEIGHT, self); x = y = 0; numMines = 0; for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) { if (e->side != self->side && e->type == ET_MINE && getDistance(e->x, e->y, self->x, self->y) <= SCREEN_HEIGHT) { x += e->x; y += e->y; numMines++; } } if (numMines) { fleeWithinBattleArea(x, y, numMines); return 1; } return 0; } 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) { int wantedAngle; int dist = getDistance(self->x, self->y, player->x, player->y); if (dist <= 250) { if (player->thrust > 0.1) { wantedAngle = getAngle(player->x, player->y, player->x + (player->dx * 1000), player->y + (player->dy * 1000)); turnToFace(wantedAngle); if (self->thrust > player->thrust) { applyFighterBrakes(); } else { applyFighterThrust(); } } else { applyFighterBrakes(); } } else { faceTarget(player); applyFighterThrust(); } } static int nearJumpgate(void) { int dist; self->target = NULL; if (battle.jumpgate) { dist = getDistance(self->x, self->y, battle.jumpgate->x, battle.jumpgate->y); if (dist <= 2000 || self->aiFlags & AIF_UNLIMITED_RANGE) { self->target = battle.jumpgate; self->action = moveToJumpgate; self->aiActionTime = (!self->towing) ? FPS / 2 : FPS * 2; } } return self->target != NULL; } static void moveToJumpgate(void) { self->target = battle.jumpgate; faceTarget(self->target); applyFighterThrust(); nextAction(); } static int nearItems(void) { int i; long closest, distance; Entity *e, **candidates; closest = MAX_TARGET_RANGE; candidates = getAllEntsInRadius(self->x, self->y, SCREEN_WIDTH / 2, self); self->target = NULL; for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) { if (e->type == ET_ITEM) { distance = getDistance(self->x, self->y, e->x, e->y); if (distance < closest) { self->target = e; closest = distance; } } } if (self->target != NULL) { self->action = moveToItem; self->aiActionTime = FPS / 2; } return self->target != NULL; } static void moveToItem(void) { if (self->target->alive == ALIVE_ALIVE) { faceTarget(self->target); applyFighterThrust(); return; } self->target = NULL; self->action = doAI; } static int nearTowableCraft(void) { int i; long closest, dist; Entity *e, **candidates; dist = closest = (battle.isEpic || (self->aiFlags & AIF_UNLIMITED_RANGE)) ? MAX_TARGET_RANGE : 2000; candidates = getAllEntsInRadius(self->x, self->y, dist, self); self->target = NULL; for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) { if (!e->owner && (e->flags & (EF_DISABLED|EF_MISSION_TARGET)) == (EF_DISABLED|EF_MISSION_TARGET) && (e->flags & EF_ROPED_ATTACHED) == 0) { dist = getDistance(self->x, self->y, e->x, e->y); if (dist < closest) { self->target = e; closest = dist; } } } if (self->target != NULL) { self->action = moveToTowableCraft; self->aiActionTime = FPS / 2; } return self->target != NULL; } static void moveToTowableCraft(void) { faceTarget(self->target); applyFighterThrust(); nextAction(); } static int lookForPlayer(void) { int range = (self->aiFlags & AIF_MOVES_TO_PLAYER) ? MAX_TARGET_RANGE : 2000; if (player->alive == ALIVE_ALIVE && getDistance(self->x, self->y, player->x, player->y) < range) { moveToPlayer(); return 1; } return 0; } static int lookForLeader(void) { long closest, distance; Entity *e; self->leader = NULL; closest = 0; for (e = battle.entityHead.next ; e != NULL ; e = e->next) { if (e->active && e->flags & EF_AI_LEADER && e->side == self->side) { distance = getDistance(self->x, self->y, e->x, e->y); if (!closest || distance < closest) { self->leader = e; closest = distance; } } } if (self->leader) { self->aiActionTime = FPS; self->action = moveToLeader; self->aiActionTime = FPS + (rand() % FPS); return 1; } return 0; } static void moveToLeader(void) { int wantedAngle; int dist = getDistance(self->x, self->y, self->leader->x, self->leader->y); if (dist <= ((self->leader->type != ET_CAPITAL_SHIP) ? 350 : 550)) { if (self->leader->thrust > 0.1) { wantedAngle = getAngle(self->leader->x, self->leader->y, self->leader->x + (self->leader->dx * 1000), self->leader->y + (self->leader->dy * 1000)); turnToFace(wantedAngle); if (self->thrust > self->leader->thrust) { applyFighterBrakes(); } else { applyFighterThrust(); } } else { applyFighterBrakes(); } } else { faceTarget(self->leader); applyFighterThrust(); } nextAction(); } static void doWander(void) { self->targetLocation.x = 500 + (rand() % (BATTLE_AREA_WIDTH - 1000)); self->targetLocation.y = 500 + (rand() % (BATTLE_AREA_HEIGHT - 1000)); self->aiActionTime = FPS * 15; self->action = wander; } static void wander(void) { moveToTargetLocation(); if (nearEnemies() || getDistance(self->x, self->y, self->targetLocation.x, self->targetLocation.y) <= 100) { self->aiActionTime = 0; } } /* * Used only for the optional missions, in Pandoran-controlled space. We can therefore hardcode the response. */ void checkSuspicionLevel(void) { if (battle.status == MS_IN_PROGRESS && player->side != SIDE_ALLIES) { battle.suspicionCoolOff = MAX(battle.suspicionCoolOff - 1, 0); /* raise if player is too far away and there are no enemies */ if (battle.suspicionCoolOff == 0 && battle.numEnemies == 0 && getDistance(self->x, self->y, player->x, player->y) > SCREEN_HEIGHT) { battle.suspicionLevel++; } /* raise while there are enemies around, to spir the player into taking action */ if (battle.numEnemies > 0 && battle.stats[STAT_TIME] % 5 == 0) { battle.suspicionLevel++; battle.suspicionCoolOff = FPS * 30; } } } /* only used in final optional mission */ void checkZackariaSuspicionLevel(void) { if (battle.zackariaSuspicionLevel < MAX_ZAK_SUSPICION_LEVEL) { if (getDistance(self->x, self->y, player->x, player->y) < SCREEN_HEIGHT) { if (++battle.zackariaSuspicionLevel >= MAX_ZAK_SUSPICION_LEVEL) { runScriptFunction("Zackaria"); battle.unwinnable = 1; battle.hasSuspicionLevel = 0; self->thrust = self->speed = 0; } } } }