tbftss/src/battle/ai.c

336 lines
5.8 KiB
C

/*
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);
void doAI(void)
{
int r;
if (!self->target || targetOutOfRange() || self->target->systemPower <= 0)
{
findTarget();
if (self->target == NULL)
{
if (player != NULL && self->side == player->side)
{
moveToPlayer();
}
else
{
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;
}
}
static int targetOutOfRange(void)
{
return getDistance(self->x, self->y, self->target->x, self->target->y) > 2000;
}
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;
int closest = 2000;
int dist = 2000;
self->target = NULL;
for (f = battle.entityHead.next ; f != NULL ; f = f->next)
{
if (f->side != self->side && f->health > 0 && canAttack(f))
{
dist = getDistance(self->x, self->y, f->x, f->y);
if (dist < closest)
{
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 != 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 && self->guns[0].type)
{
fireGuns(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 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();
}
}