Enhance AI

This commit is contained in:
schmelczerandras 2020-04-19 16:45:58 +02:00
commit 26e48fd997

View file

@ -10,12 +10,15 @@
#include "../../util/random/random.h"
#include "../../driver/display/display.h"
#define AI_ACTION_COUNT 5
typedef bool (*Predicate)(Rectangle*, Object*);
typedef bool (*Predicate)(Rectangle*, Object*, uint8_t);
typedef void (*Execution)(Object*);
static uint8_t timeSinceLastAction;
typedef struct {
Predicate predicate;
Execution execution;
@ -75,24 +78,41 @@ static void carefullyMoveSpaceship(Object* astronaut, Vec2 target) {
}
}
static bool shouldShootTurret(
static void makeAiAstronautDoAction(Object* astronaut) {
if (timeSinceLastAction > AI_ACTION_INTERVAL) {
makeAstronautDoAction(astronaut);
timeSinceLastAction = 0;
}
}
static bool shouldControlTurret(
__attribute__((unused)) Rectangle* boundingBox,
__attribute__((unused)) Object* astronaut
__attribute__((unused)) Object* astronaut,
__attribute__((unused)) uint8_t astronautId
) {
return getIntersectingObjectOfType(
return getCountOf(&Asteroid) > 0;
}
static void executeControlTurret(Object* astronaut) {
if (getIntersectingObjectOfType(
(Rectangle){
add(TURRET_POSITION, spaceshipObject->position),
(Vec2){63, 1}
},
&Asteroid
);
)) {
makeAiAstronautDoAction(astronaut);
};
}
static bool shouldControlSpaceship(
__attribute__((unused)) Rectangle* boundingBox,
__attribute__((unused)) Object* astronaut
__attribute__((unused)) Object* astronaut,
uint8_t astronautId
) {
return getCountOf(&Asteroid) > 0;
return getCountOf(&Asteroid) > 0
&& astronautId == 1
&& spaceshipObject->as.spaceship.healthLoss < MAX_HEALTH / 4 * 3;
}
static void executeControlSpaceship(Object* astronaut) {
@ -105,7 +125,7 @@ static void executeControlSpaceship(Object* astronaut) {
);
}
static bool shouldRepairSpaceship(Rectangle* boundingBox, Object* astronaut) {
static bool shouldRepairSpaceship(Rectangle* boundingBox, Object* astronaut, __attribute__((unused)) uint8_t astronautId) {
return (
(
areIntersecting(*boundingBox, getBoundingBox(astronaut)) &&
@ -115,9 +135,9 @@ static bool shouldRepairSpaceship(Rectangle* boundingBox, Object* astronaut) {
);
}
static bool shouldCenterSpaceship(Rectangle* boundingBox, Object* astronaut) {
static bool shouldCenterSpaceship(Rectangle* boundingBox, Object* astronaut, __attribute__((unused)) uint8_t astronautId) {
return (
!actions[0].isSomeoneDoingThis &&
!actions[1].isSomeoneDoingThis &&
(
areIntersecting(*boundingBox, getBoundingBox(astronaut)) ||
getCenter(getBoundingBox(spaceshipObject)).x != getCenter(WINDOW).x ||
@ -135,7 +155,8 @@ static void executeCenterSpaceship(Object* astronaut) {
static bool shouldSocialize(
__attribute__((unused)) Rectangle* boundingBox,
__attribute__((unused)) Object* astronaut
__attribute__((unused)) Object* astronaut,
__attribute__((unused)) uint8_t astronautId
) {
return true;
}
@ -147,6 +168,13 @@ static void executeSocialize(Object* astronaut) {
}
static AIAction actions[AI_ACTION_COUNT] = {
(AIAction) {
.predicate = shouldRepairSpaceship,
.execution = makeAiAstronautDoAction,
.spaceshipPart = spaceshipParts + BEDS_INDEX,
.onlyOneAstronautCanDoIt = true,
.deltaCenter = {2, 0}
},
(AIAction) {
.predicate = shouldControlSpaceship,
.execution = executeControlSpaceship,
@ -155,15 +183,8 @@ static AIAction actions[AI_ACTION_COUNT] = {
.deltaCenter = {-3, 0}
},
(AIAction) {
.predicate = shouldRepairSpaceship,
.execution = makeAstronautDoAction,
.spaceshipPart = spaceshipParts + BEDS_INDEX,
.onlyOneAstronautCanDoIt = true,
.deltaCenter = {2, 0}
},
(AIAction) {
.predicate = shouldShootTurret,
.execution = makeAstronautDoAction,
.predicate = shouldControlTurret,
.execution = executeControlTurret,
.spaceshipPart = spaceshipParts + TURRET_CONTROLLER_INDEX,
.onlyOneAstronautCanDoIt = true,
.deltaCenter = {-3, 0}
@ -185,20 +206,24 @@ static AIAction actions[AI_ACTION_COUNT] = {
};
void handleAI() {
timeSinceLastAction++;
uint8_t astronautCount = 0;
for (uint8_t j = 0; j < ACTION_COUNT; j++) {
actions[j].isSomeoneDoingThis = false;
}
for (uint8_t i = 0; i < OBJECT_COUNT; i++) {
if (objects[i].prototype == &Astronaut && objects + i != character) {
astronautCount++;
for (uint8_t j = 0; j < ACTION_COUNT; j++) {
AIAction* currentAction = actions + j;
Rectangle boundingBox = getBoundingBoxOfSpaceshipPart(currentAction->spaceshipPart);
Object* astronautIntersectingBoundingBox = getIntersectingObjectOfType(boundingBox, &Astronaut);
if (
isSpaceshipPartActivated(currentAction->spaceshipPart) &&
(!currentAction->onlyOneAstronautCanDoIt || (!currentAction->isSomeoneDoingThis && astronautIntersectingBoundingBox != character)) &&
currentAction->predicate(&boundingBox, objects + i)
currentAction->predicate(&boundingBox, objects + i, astronautCount)
) {
if (!areIntersecting(boundingBox, getBoundingBox(objects + i))) {
carefullyMoveAstronaut(objects + i, add(getCenter(boundingBox), currentAction->deltaCenter));