ad-astra/ad_astra/AdAstra/src/objects/ai/ai.c
schmelczerandras 26e48fd997 Enhance AI
2020-04-19 16:45:58 +02:00

239 lines
6.5 KiB
C

#include "ai.h"
#include <stdbool.h>
#include <avr/io.h>
#include "../object_container/object_container.h"
#include "../types/astronaut/astronaut.h"
#include "../types/spaceship/spaceship.h"
#include "../../util/rectangle/rectangle.h"
#include "../../util/random/random.h"
#include "../../driver/display/display.h"
#define AI_ACTION_COUNT 5
typedef bool (*Predicate)(Rectangle*, Object*, uint8_t);
typedef void (*Execution)(Object*);
static uint8_t timeSinceLastAction;
typedef struct {
Predicate predicate;
Execution execution;
SpaceshipPart* spaceshipPart;
bool onlyOneAstronautCanDoIt;
Vec2 deltaCenter;
bool isSomeoneDoingThis;
} AIAction;
static AIAction actions[AI_ACTION_COUNT];
static Vec2 whichDirectionToMove(Object* astronaut, Vec2 position) {
bool const isTargetOnUpperFloor = isOnUpperFloor((Rectangle){position, (Vec2){0, 0}}); // else it's on the lower floor
Vec2 const ladder = add(LADDER_BOUNDING_BOX.position, spaceshipObject->position);
Vec2 astronautCenter = getCenter(getBoundingBox(astronaut));
Vec2 target = astronautCenter;
if ((
isOnUpperFloor(getBoundingBox(astronaut)) && isTargetOnUpperFloor
) || (
isOnLowerFloor(getBoundingBox(astronaut)) && !isTargetOnUpperFloor
)) {
target.x = position.x;
} else if (isOnLadder(getBoundingBox(astronaut))){
target.y = add(position, (Vec2){0, isTargetOnUpperFloor ? -10 : 10}).y;
} else {
target.x = ladder.x;
}
return clampVec2(substract(target, astronautCenter));
}
static void carefullyMoveAstronaut(Object* astronaut, Vec2 target) {
if (getIsControllingSpaceship(astronaut)) {
makeAstronautDoAction(astronaut);
}
if (!getIsControllingSpaceship(astronaut)) {
moveAstronaut(astronaut, whichDirectionToMove(astronaut, target));
}
}
static void carefullyMoveSpaceship(Object* astronaut, Vec2 target) {
if (!getIsControllingSpaceship(astronaut)) {
makeAstronautDoAction(astronaut);
}
if (getIsControllingSpaceship(astronaut)) {
Vec2 direction = clampVec2(
substract(
target,
getCenter(getBoundingBox(spaceshipObject))
)
);
moveAstronaut(astronaut, direction);
}
}
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)) uint8_t astronautId
) {
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,
uint8_t astronautId
) {
return getCountOf(&Asteroid) > 0
&& astronautId == 1
&& spaceshipObject->as.spaceship.healthLoss < MAX_HEALTH / 4 * 3;
}
static void executeControlSpaceship(Object* astronaut) {
carefullyMoveSpaceship(
astronaut,
add(
getCenter(getBoundingBox(getFirstOfType(&Asteroid))),
(Vec2){-30, 0}
)
);
}
static bool shouldRepairSpaceship(Rectangle* boundingBox, Object* astronaut, __attribute__((unused)) uint8_t astronautId) {
return (
(
areIntersecting(*boundingBox, getBoundingBox(astronaut)) &&
spaceshipObject->as.spaceship.healthLoss > 0
) ||
spaceshipObject->as.spaceship.healthLoss >= MAX_HEALTH / 2
);
}
static bool shouldCenterSpaceship(Rectangle* boundingBox, Object* astronaut, __attribute__((unused)) uint8_t astronautId) {
return (
!actions[1].isSomeoneDoingThis &&
(
areIntersecting(*boundingBox, getBoundingBox(astronaut)) ||
getCenter(getBoundingBox(spaceshipObject)).x != getCenter(WINDOW).x ||
getCenter(getBoundingBox(spaceshipObject)).y != getCenter(WINDOW).y
)
);
}
static void executeCenterSpaceship(Object* astronaut) {
carefullyMoveSpaceship(
astronaut,
getCenter(WINDOW)
);
}
static bool shouldSocialize(
__attribute__((unused)) Rectangle* boundingBox,
__attribute__((unused)) Object* astronaut,
__attribute__((unused)) uint8_t astronautId
) {
return true;
}
static void executeSocialize(Object* astronaut) {
if (getRandomNumber() % 150 == 0) {
makeAstronautDoAction(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,
.spaceshipPart = spaceshipParts + COMMAND_PANEL_INDEX,
.onlyOneAstronautCanDoIt = true,
.deltaCenter = {-3, 0}
},
(AIAction) {
.predicate = shouldControlTurret,
.execution = executeControlTurret,
.spaceshipPart = spaceshipParts + TURRET_CONTROLLER_INDEX,
.onlyOneAstronautCanDoIt = true,
.deltaCenter = {-3, 0}
},
(AIAction) {
.predicate = shouldCenterSpaceship,
.execution = executeCenterSpaceship,
.spaceshipPart = spaceshipParts + COMMAND_PANEL_INDEX,
.onlyOneAstronautCanDoIt = true,
.deltaCenter = {-3, 0}
},
(AIAction) {
.predicate = shouldSocialize,
.execution = executeSocialize,
.spaceshipPart = spaceshipParts + TABLE_INDEX,
.onlyOneAstronautCanDoIt = false,
.deltaCenter = {2, 0}
},
};
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, astronautCount)
) {
if (!areIntersecting(boundingBox, getBoundingBox(objects + i))) {
carefullyMoveAstronaut(objects + i, add(getCenter(boundingBox), currentAction->deltaCenter));
} else {
currentAction->execution(objects + i);
}
currentAction->isSomeoneDoingThis = true;
break;
}
}
}
}
}