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ad_astra/AdAstra/src/objects/ai/ai.c
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214
ad_astra/AdAstra/src/objects/ai/ai.c
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#include "ai.h"
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#include <stdbool.h>
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#include <avr/io.h>
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#include "../object_container/object_container.h"
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#include "../types/astronaut/astronaut.h"
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#include "../types/spaceship/spaceship.h"
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#include "../../util/rectangle/rectangle.h"
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#include "../../util/random/random.h"
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#include "../../driver/display/display.h"
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#define AI_ACTION_COUNT 5
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typedef bool (*Predicate)(Rectangle*, Object*);
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typedef void (*Execution)(Object*);
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typedef struct {
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Predicate predicate;
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Execution execution;
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SpaceshipPart* spaceshipPart;
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bool onlyOneAstronautCanDoIt;
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Vec2 deltaCenter;
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bool isSomeoneDoingThis;
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} AIAction;
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static AIAction actions[AI_ACTION_COUNT];
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static Vec2 whichDirectionToMove(Object* astronaut, Vec2 position) {
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bool const isTargetOnUpperFloor = isOnUpperFloor((Rectangle){position, (Vec2){0, 0}}); // else it's on the lower floor
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Vec2 const ladder = add(LADDER_BOUNDING_BOX.position, spaceshipObject->position);
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Vec2 astronautCenter = getCenter(getBoundingBox(astronaut));
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Vec2 target = astronautCenter;
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if ((
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isOnUpperFloor(getBoundingBox(astronaut)) && isTargetOnUpperFloor
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) || (
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isOnLowerFloor(getBoundingBox(astronaut)) && !isTargetOnUpperFloor
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)) {
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target.x = position.x;
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} else if (isOnLadder(getBoundingBox(astronaut))){
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target.y = add(position, (Vec2){0, isTargetOnUpperFloor ? -10 : 10}).y;
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} else {
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target.x = ladder.x;
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}
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return clampVec2(substract(target, astronautCenter));
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}
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static void carefullyMoveAstronaut(Object* astronaut, Vec2 target) {
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if (getIsControllingSpaceship(astronaut)) {
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makeAstronautDoAction(astronaut);
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}
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if (!getIsControllingSpaceship(astronaut)) {
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moveAstronaut(astronaut, whichDirectionToMove(astronaut, target));
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}
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}
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static void carefullyMoveSpaceship(Object* astronaut, Vec2 target) {
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if (!getIsControllingSpaceship(astronaut)) {
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makeAstronautDoAction(astronaut);
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}
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if (getIsControllingSpaceship(astronaut)) {
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Vec2 direction = clampVec2(
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substract(
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target,
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getCenter(getBoundingBox(spaceshipObject))
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)
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);
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moveAstronaut(astronaut, direction);
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}
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}
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static bool shouldShootTurret(
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__attribute__((unused)) Rectangle* boundingBox,
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__attribute__((unused)) Object* astronaut
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) {
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return getIntersectingObjectOfType(
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(Rectangle){
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add(TURRET_POSITION, spaceshipObject->position),
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(Vec2){63, 1}
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},
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&Asteroid
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);
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}
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static bool shouldControlSpaceship(
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__attribute__((unused)) Rectangle* boundingBox,
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__attribute__((unused)) Object* astronaut
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) {
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return getCountOf(&Asteroid) > 0;
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}
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static void executeControlSpaceship(Object* astronaut) {
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carefullyMoveSpaceship(
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astronaut,
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add(
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getCenter(getBoundingBox(getFirstOfType(&Asteroid))),
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(Vec2){-30, 0}
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)
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);
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}
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static bool shouldRepairSpaceship(Rectangle* boundingBox, Object* astronaut) {
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return (
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(
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areIntersecting(*boundingBox, getBoundingBox(astronaut)) &&
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spaceshipObject->as.spaceship.healthLoss > 0
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) ||
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spaceshipObject->as.spaceship.healthLoss >= MAX_HEALTH / 2
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);
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}
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static bool shouldCenterSpaceship(Rectangle* boundingBox, Object* astronaut) {
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return (
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!actions[0].isSomeoneDoingThis &&
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(
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areIntersecting(*boundingBox, getBoundingBox(astronaut)) ||
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getCenter(getBoundingBox(spaceshipObject)).x != getCenter(WINDOW).x ||
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getCenter(getBoundingBox(spaceshipObject)).y != getCenter(WINDOW).y
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)
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);
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}
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static void executeCenterSpaceship(Object* astronaut) {
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carefullyMoveSpaceship(
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astronaut,
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getCenter(WINDOW)
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);
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}
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static bool shouldSocialize(
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__attribute__((unused)) Rectangle* boundingBox,
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__attribute__((unused)) Object* astronaut
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) {
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return true;
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}
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static void executeSocialize(Object* astronaut) {
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if (getRandomNumber() % 150 == 0) {
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makeAstronautDoAction(astronaut);
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}
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}
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static AIAction actions[AI_ACTION_COUNT] = {
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(AIAction) {
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.predicate = shouldControlSpaceship,
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.execution = executeControlSpaceship,
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.spaceshipPart = spaceshipParts + COMMAND_PANEL_INDEX,
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.onlyOneAstronautCanDoIt = true,
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.deltaCenter = {-3, 0}
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},
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(AIAction) {
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.predicate = shouldRepairSpaceship,
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.execution = makeAstronautDoAction,
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.spaceshipPart = spaceshipParts + BEDS_INDEX,
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.onlyOneAstronautCanDoIt = true,
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.deltaCenter = {2, 0}
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},
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(AIAction) {
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.predicate = shouldShootTurret,
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.execution = makeAstronautDoAction,
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.spaceshipPart = spaceshipParts + TURRET_CONTROLLER_INDEX,
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.onlyOneAstronautCanDoIt = true,
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.deltaCenter = {-3, 0}
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},
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(AIAction) {
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.predicate = shouldCenterSpaceship,
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.execution = executeCenterSpaceship,
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.spaceshipPart = spaceshipParts + COMMAND_PANEL_INDEX,
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.onlyOneAstronautCanDoIt = true,
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.deltaCenter = {-3, 0}
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},
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(AIAction) {
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.predicate = shouldSocialize,
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.execution = executeSocialize,
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.spaceshipPart = spaceshipParts + TABLE_INDEX,
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.onlyOneAstronautCanDoIt = false,
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.deltaCenter = {2, 0}
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},
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};
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void handleAI() {
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for (uint8_t j = 0; j < ACTION_COUNT; j++) {
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actions[j].isSomeoneDoingThis = false;
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}
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for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
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if (objects[i].prototype == &Astronaut && objects + i != character) {
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for (uint8_t j = 0; j < ACTION_COUNT; j++) {
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AIAction* currentAction = actions + j;
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Rectangle boundingBox = getBoundingBoxOfSpaceshipPart(currentAction->spaceshipPart);
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Object* astronautIntersectingBoundingBox = getIntersectingObjectOfType(boundingBox, &Astronaut);
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if (
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isSpaceshipPartActivated(currentAction->spaceshipPart) &&
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(!currentAction->onlyOneAstronautCanDoIt || (!currentAction->isSomeoneDoingThis && astronautIntersectingBoundingBox != character)) &&
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currentAction->predicate(&boundingBox, objects + i)
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) {
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if (!areIntersecting(boundingBox, getBoundingBox(objects + i))) {
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carefullyMoveAstronaut(objects + i, add(getCenter(boundingBox), currentAction->deltaCenter));
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} else {
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currentAction->execution(objects + i);
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}
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currentAction->isSomeoneDoingThis = true;
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break;
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}
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}
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}
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}
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}
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