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Made smarter bots.

This commit is contained in:
Jonas 'Sortie' Termansen 2012-08-06 00:38:54 +02:00
parent 45f8bb1fa1
commit 0b1c515790

View file

@ -816,7 +816,9 @@ void Spaceship::Render()
Vector p1 = P1.Rotate(shipangle) + screenpos;
Vector p2 = P2.Rotate(shipangle) + screenpos;
Vector p3 = P3.Rotate(shipangle) + screenpos;
uint32_t shipcolor = MakeColor(255, 255, 255);
uint32_t shipcolor = MakeColor(200, 200, 200);
if ( this == playership )
shipcolor = MakeColor(255, 255, 255);
DrawLine(shipcolor, p1.x, p1.y, p2.x, p2.y);
DrawLine(shipcolor, p2.x, p2.y, p3.x, p3.y);
DrawLine(shipcolor, p1.x, p1.y, p3.x, p3.y);
@ -882,9 +884,55 @@ void Botship::Think(float deltatime)
{
if ( 0.0f < firedelay )
firedelay -= deltatime;
if ( (missile = firedelay <= 0.0f) )
firedelay = 0.05;
turnleft = true;
const float PLAYER_MAX_DIST = 512.0f;
float playerdist = (playership->pos - pos).Size();
bool needreturn = PLAYER_MAX_DIST < playerdist;
Actor* target = NULL;
bool movetotarget = false;
Asteroid* asttarget = NULL;
float targetsafety = 0.0f;
for ( Object* obj = firstobject; !needreturn && obj; obj = obj->NextObj() )
{
if ( !obj->GCIsAlive() ) { continue; }
if ( !obj->IsA("Asteroid") ) { continue; }
Asteroid* ast = (Asteroid*) obj;
if ( ast->Type() == TYPE_CRYSTAL )
continue;
Vector mypos = pos + vel * 2.0f;
Vector astdir = ast->pos - mypos;
float safety = astdir.Size() / (ast->vel.Size() * sqrtf(ast->Size()));
if ( !asttarget || safety < targetsafety )
asttarget = ast, targetsafety = safety;
}
target = asttarget;
if ( needreturn )
target = playership, movetotarget = true;
moveforward = movebackward = missile = false;
if ( (missile = asttarget && !needreturn && firedelay <= 0.0f) )
firedelay = 0.3;
if ( target )
{
// Estimate the location of the target.
Vector targetdir = target->pos - pos;
float missile_speed = 120.0;
float firetime = targetdir.Size() / missile_speed;
Vector projectedpos = target->pos + target->vel * firetime;
Vector projecteddir = projectedpos - pos;
// Further estimate the location of the target.
float firetimeg2 = projecteddir.Size() / missile_speed;
Vector projectedposg2 = target->pos + target->vel * firetimeg2;
Vector projecteddirg2 = projectedposg2 - pos;
// Calculate which direction to look in.
Vector forward = Vector(1.0, 0.0).Rotate(shipangle);
Vector forwardhat(-forward.y, forward.x);
float dotproduct = forwardhat.Dot(projecteddirg2);
turnright = 0.0f < dotproduct;
turnleft = !turnright;
}
if ( target && movetotarget )
moveforward = true;
Spaceship::Think(deltatime);
}