120 lines
3.1 KiB
C++
120 lines
3.1 KiB
C++
#include "precompile.h"
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#include "android.ai.h"
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#include "android.h"
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#include "movement.h"
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#include "room.h"
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#include "metamgr.h"
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void AndroidAI::Update(int delta_time)
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{
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state_elapsed_time += delta_time;
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switch (state) {
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case AS_thinking:
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{
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if (state_elapsed_time > 1500 + rand() % 3000) {
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int rnd = rand();
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if (rnd % 100 < 30) {
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ChangeToState(AS_moving);
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} else if (rnd % 100 < 50) {
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ChangeToState(AS_attack);
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}
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}
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}
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break;
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case AS_moving:
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{
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if (state_elapsed_time < 1000 + rand() % 2000) {
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DoMove();
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} else {
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int rnd = rand();
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if (rnd % 100 < 30) {
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ChangeToState(AS_thinking);
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} else if (rnd % 100 < 50) {
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ChangeToState(AS_attack);
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}
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}
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}
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break;
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case AS_attack:
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{
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if (state_elapsed_time < 1000) {
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DoAttack();
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} else {
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int rnd = rand();
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if (rnd % 100 < 30) {
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ChangeToState(AS_moving);
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} else if (rnd % 100 < 50) {
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ChangeToState(AS_thinking);
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}
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}
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}
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break;
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}
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}
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void AndroidAI::ChangeToState(AndroidState_e to_state)
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{
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state = to_state;
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state_elapsed_time = 0;
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switch (state) {
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case AS_moving:
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{
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Human* hum = (Human*)owner;
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hum->move_dir = Vector2D(1.0f, 0);
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hum->move_dir.Rotate(a8::RandAngle());
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hum->move_dir.Normalize();
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hum->attack_dir = hum->move_dir;
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}
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break;
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default:
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break;
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}
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}
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void AndroidAI::DoMove()
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{
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#if 1
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Human* hum = (Human*)owner;
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int speed = std::max(1, (int)hum->GetSpeed());
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for (int i = 0; i < speed; ++i) {
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Vector2D old_pos = hum->pos;
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hum->pos = hum->pos + hum->move_dir;
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if (hum->IsCollision()) {
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hum->pos = old_pos;
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if (i == 0) {
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hum->FindPath();
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}
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break;
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}
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}
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#else
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if (owner->movement) {
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if (owner->movement->Arrived()) {
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float distance = 8.0f + rand() % 10;
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Vector2D out_pos;
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if (owner->room->RandomPos((Human*)owner, distance, out_pos)) {
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Human* hum = (Human*)owner;
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hum->movement->ClearPath();
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hum->movement->AddPathPoint(out_pos, distance, owner->GetSpeed());
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hum->attack_dir = out_pos - owner->pos;
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hum->attack_dir.Normalize();
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}
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}
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}
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#endif
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}
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void AndroidAI::DoAttack()
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{
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if (owner->updated_times % 2 == 0) {
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Human* enemy = owner->room->FindEnemy((Human*)owner);
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if (enemy) {
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Human* sender = (Human*)owner;
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Vector2D shot_dir = enemy->pos;
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shot_dir.Normalize();
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sender->Shot(shot_dir);
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}
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}
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}
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