336 lines
5.8 KiB
C
336 lines
5.8 KiB
C
/*
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Copyright (C) 2015 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "ai.h"
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static int aggression[][5] =
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{
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{25, 35, 35, 40, 50},
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{20, 30, 30, 35, 40},
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{15, 20, 25, 30, 35},
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{10, 15, 20, 25, 30},
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{5, 10, 15, 20, 25}
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};
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static void faceTarget(Entity *f);
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static int isInFOV(Entity *f, int fov);
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static void preAttack(void);
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static void huntTarget(void);
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static void huntAndAttackTarget(void);
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static void flyStraight(void);
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static void dodge(void);
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static void nextAction(void);
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static void findTarget(void);
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static int hasClearShot(void);
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static void boost(void);
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static void slow(void);
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static int targetOutOfRange(void);
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static void moveToPlayer(void);
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static int canAttack(Entity *f);
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static int selectWeapon(int type);
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void doAI(void)
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{
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int r;
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if (!self->target || targetOutOfRange() || self->target->systemPower <= 0)
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{
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findTarget();
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if (self->target == NULL)
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{
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if (player != NULL && self->side == player->side)
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{
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moveToPlayer();
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}
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else
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{
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applyFighterBrakes();
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}
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return;
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}
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}
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r = rand() % 100;
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if (r <= aggression[self->aggression][0])
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{
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self->action = dodge;
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self->aiActionTime = FPS * 2;
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}
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else if (r <= aggression[self->aggression][1])
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{
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self->action = boost;
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self->aiActionTime = FPS * 1;
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}
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else if (r <= aggression[self->aggression][2])
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{
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self->action = slow;
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self->aiActionTime = FPS * 1;
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}
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else if (r <= aggression[self->aggression][3])
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{
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self->action = flyStraight;
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self->aiActionTime = FPS * 1;
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}
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else if (r <= aggression[self->aggression][4])
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{
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self->action = huntTarget;
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self->aiActionTime = FPS * 2;
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}
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else
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{
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self->action = huntAndAttackTarget;
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self->aiActionTime = FPS * 1;
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}
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}
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static int targetOutOfRange(void)
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{
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return getDistance(self->x, self->y, self->target->x, self->target->y) > 2000;
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}
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static void huntTarget(void)
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{
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faceTarget(self->target);
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applyFighterThrust();
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nextAction();
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}
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static void huntAndAttackTarget(void)
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{
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int dist = getDistance(self->x, self->y, self->target->x, self->target->y);
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faceTarget(self->target);
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if (dist <= 500 && hasClearShot())
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{
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preAttack();
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}
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if (dist <= 250)
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{
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applyFighterBrakes();
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self->aiActionTime = MIN(FPS, self->aiActionTime);
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}
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else
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{
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applyFighterThrust();
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}
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nextAction();
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}
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static void findTarget(void)
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{
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Entity *f;
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int closest = 2000;
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int dist = 2000;
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self->target = NULL;
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for (f = battle.entityHead.next ; f != NULL ; f = f->next)
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{
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if (f->side != self->side && f->health > 0 && canAttack(f))
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{
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dist = getDistance(self->x, self->y, f->x, f->y);
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if (dist < closest)
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{
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self->target = f;
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closest = dist;
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}
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}
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}
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}
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static int canAttack(Entity *f)
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{
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self->selectedGunType = self->guns[0].type;
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if (f->flags & EF_DISABLE)
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{
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if (f->systemPower > 0)
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{
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return selectWeapon(BT_MAG);
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}
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return 0;
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}
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if (f->flags & EF_NO_KILL)
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{
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return selectWeapon(BT_LASER) || selectWeapon(BT_MAG);
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}
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return 1;
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}
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static int selectWeapon(int type)
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{
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int i;
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for (i = 0 ; i < MAX_FIGHTER_GUNS ; i++)
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{
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if (self->guns[i].type == type)
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{
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self->selectedGunType = type;
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return 1;
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}
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}
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return 0;
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}
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static void faceTarget(Entity *f)
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{
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int dir;
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int wantedAngle = getAngle(self->x, self->y, f->x, f->y);
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wantedAngle %= 360;
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if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
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{
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dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
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self->angle += dir * TURN_SPEED;
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self->angle = mod(self->angle, 360);
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applyFighterBrakes();
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}
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}
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static int isInFOV(Entity *f, int fov)
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{
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int angle, a, b;
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a = mod(self->angle - fov, 360);
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b = mod(self->angle + fov, 360);
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angle = getAngle(self->x, self->y, f->x, f->y);
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return (a < b) ? (a <= angle && angle <= b) : (a <= angle || angle <= b);
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}
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static void boost(void)
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{
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self->dx *= 1.001;
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self->dy *= 1.001;
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nextAction();
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}
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static void slow(void)
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{
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self->dx *= 0.95;
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self->dy *= 0.95;
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nextAction();
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}
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static int hasClearShot(void)
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{
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int dist;
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Entity *f;
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if (isInFOV(self->target, 4))
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{
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dist = getDistance(self->x, self->y, self->target->x, self->target->y);
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for (f = battle.entityHead.next ; f != NULL ; f = f->next)
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{
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if (f != self && f != self->target && (getDistance(self->x, self->y, f->x, f->y) < dist))
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{
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if (isInFOV(f, 8))
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{
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return 0;
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}
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}
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}
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return 1;
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}
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return 0;
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}
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static void preAttack(void)
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{
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if (!self->reload && self->guns[0].type)
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{
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fireGuns(self);
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}
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}
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static void flyStraight(void)
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{
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applyFighterThrust();
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nextAction();
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}
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static void dodge(void)
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{
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int dir;
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int wantedAngle = 180 + getAngle(self->x, self->y, self->target->x, self->target->y);
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wantedAngle %= 360;
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if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
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{
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dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
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self->angle += dir * TURN_SPEED;
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self->angle = mod(self->angle, 360);
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}
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applyFighterThrust();
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nextAction();
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}
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static void nextAction(void)
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{
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if (--self->aiActionTime <= 0)
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{
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self->action = doAI;
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}
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}
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static void moveToPlayer(void)
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{
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int dist = getDistance(self->x, self->y, player->x, player->y);
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if (dist <= 250)
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{
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applyFighterBrakes();
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self->aiActionTime = MIN(FPS, self->aiActionTime);
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}
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else
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{
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faceTarget(player);
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applyFighterThrust();
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}
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}
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