/* Copyright (C) 2015 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 int aggression[][5] = { {25, 35, 35, 40, 50}, {20, 30, 30, 35, 40}, {15, 20, 25, 30, 35}, {10, 15, 20, 25, 30}, {5, 10, 15, 20, 25} }; static void faceTarget(Entity *f); static int isInFOV(Entity *f, int fov); static void preAttack(void); static void huntTarget(void); static void huntAndAttackTarget(void); static void flyStraight(void); static void dodge(void); static void nextAction(void); static void findTarget(void); static int hasClearShot(void); static void boost(void); static void slow(void); static int targetOutOfRange(void); static void moveToPlayer(void); static int canAttack(Entity *f); static int selectWeapon(int type); static void flee(void); static int nearExtractionPoint(void); static int nearEnemies(void); static void lookForPlayer(void); static void fleeEnemies(void); static void moveToExtractionPoint(void); void doAI(void) { int r; if (self->target != NULL && self->target->health <= 0) { self->action = self->defaultAction; self->target = NULL; } if (!self->target || targetOutOfRange() || self->target->systemPower <= 0) { findTarget(); if (self->target == NULL) { if (player != NULL && self->side == SIDE_ALLIES) { moveToPlayer(); } else if (!(self->flags & EF_FLEEING)) { applyFighterBrakes(); } return; } } r = rand() % 100; if (r <= aggression[self->aggression][0]) { self->action = dodge; self->aiActionTime = FPS * 2; } else if (r <= aggression[self->aggression][1]) { self->action = boost; self->aiActionTime = FPS * 1; } else if (r <= aggression[self->aggression][2]) { self->action = slow; self->aiActionTime = FPS * 1; } else if (r <= aggression[self->aggression][3]) { self->action = flyStraight; self->aiActionTime = FPS * 1; } else if (r <= aggression[self->aggression][4]) { self->action = huntTarget; self->aiActionTime = FPS * 2; } else { self->action = huntAndAttackTarget; self->aiActionTime = FPS * 1; } if (player != NULL && battle.numEnemies <= 2 && self->flags & EF_FLEES) { self->action = flee; self->aiActionTime = FPS * 3; if (!(self->flags & EF_FLEEING) && (self->flags & EF_MISSION_TARGET) && self->side != SIDE_ALLIES) { addHudMessage(colors.cyan, "Mission target is escaping!"); self->flags |= EF_FLEEING; } } } /* * Don't chase your target forever */ static int targetOutOfRange(void) { return getDistance(self->x, self->y, self->target->x, self->target->y) > SCREEN_HEIGHT; } 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); faceTarget(self->target); if (dist <= 500 && hasClearShot()) { preAttack(); } if (dist <= 250) { applyFighterBrakes(); self->aiActionTime = MIN(FPS, self->aiActionTime); } else { applyFighterThrust(); } nextAction(); } static void findTarget(void) { Entity *f; unsigned int dist, closest; dist = closest = (!battle.epic) ? 2000 : MAX_TARGET_RANGE; self->target = NULL; for (f = battle.entityHead.next ; f != NULL ; f = f->next) { 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); if (dist < closest) { if (self->target == NULL || ((self->target->flags & EF_CIVILIAN) == 0) || ((self->target->flags & EF_CIVILIAN) && rand() % 10) == 0) { self->target = f; closest = dist; } } } } } static int canAttack(Entity *f) { self->selectedGunType = self->guns[0].type; if (f->flags & EF_DISABLE) { if (f->systemPower > 0) { return selectWeapon(BT_MAG); } return 0; } if (f->flags & EF_NO_KILL) { return selectWeapon(BT_LASER) || selectWeapon(BT_MAG); } 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 *f) { int dir; int wantedAngle = getAngle(self->x, self->y, f->x, f->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 *f, int fov) { int angle, a, b; a = mod(self->angle - fov, 360); b = mod(self->angle + fov, 360); angle = getAngle(self->x, self->y, f->x, f->y); return (a < b) ? (a <= angle && angle <= b) : (a <= angle || angle <= b); } static void boost(void) { self->dx *= 1.001; self->dy *= 1.001; nextAction(); } static void slow(void) { self->dx *= 0.95; self->dy *= 0.95; nextAction(); } static int hasClearShot(void) { int dist; Entity *f; if (isInFOV(self->target, 4)) { dist = getDistance(self->x, self->y, self->target->x, self->target->y); for (f = battle.entityHead.next ; f != NULL ; f = f->next) { if (f->active && f != self && f != self->target && (getDistance(self->x, self->y, f->x, f->y) < dist)) { if (isInFOV(f, 8)) { return 0; } } } return 1; } return 0; } static void preAttack(void) { if (!self->reload) { if (self->guns[0].type && (self->missiles.ammo == 0 || (rand() % 50) > 0)) { fireGuns(self); } else if (self->missiles.ammo) { fireMissile(self); } } } static void flyStraight(void) { applyFighterThrust(); nextAction(); } static void dodge(void) { int dir; int wantedAngle = 180 + getAngle(self->x, self->y, self->target->x, self->target->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(); nextAction(); } static void flee(void) { int dir; int wantedAngle = 180 + getAngle(self->x, self->y, player->x, player->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(); nextAction(); } static void nextAction(void) { if (--self->aiActionTime <= 0) { self->action = doAI; } } static void moveToPlayer(void) { int dist = getDistance(self->x, self->y, player->x, player->y); if (dist <= 250) { applyFighterBrakes(); self->aiActionTime = MIN(FPS, self->aiActionTime); } else { faceTarget(player); applyFighterThrust(); } } /* ====== Civilian AI ======= */ void doCivilianAI(void) { if (!nearExtractionPoint() && !nearEnemies()) { lookForPlayer(); } } static int nearExtractionPoint(void) { int i; Entity *e, **candidates; candidates = getAllEntsWithin(self->x - 500, self->y - 500, 1000, 1000, self); self->target = NULL; for (i = 0, e = candidates[i] ; e != NULL ; i++, e = candidates[i]) { if (e->type == ET_EXTRACTION_POINT) { self->target = e; } } if (self->target != NULL) { self->action = moveToExtractionPoint; } return self->target != NULL; } static void moveToExtractionPoint(void) { faceTarget(self->target); 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) { if (player != NULL && getDistance(self->x, self->y, player->x, player->y) < 1000) { moveToPlayer(); return; } applyFighterBrakes(); }