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#14 Mutant basic AI
This commit is contained in:
100
src/enemy.h
100
src/enemy.h
@@ -1756,7 +1756,37 @@ struct Raptor : Enemy {
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}
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};
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#define MUTANT_TURN_FAST (DEG2RAD * 180)
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#define MUTANT_TURN_SLOW (DEG2RAD * 60)
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#define MUTANT_DIST_ATTACK_1 600
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#define MUTANT_DIST_ATTACK_2 (2048 + 512)
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#define MUTANT_DIST_ATTACK_3 300
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#define MUTANT_DIST_STALK (4096 + 512)
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struct Mutant : Enemy {
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enum {
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HIT_MASK = 0x0678,
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};
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enum {
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STATE_NONE,
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STATE_STOP,
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STATE_WALK,
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STATE_RUN,
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STATE_ATTACK_1,
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STATE_DEATH,
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STATE_LOOKING,
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STATE_ATTACK_2,
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STATE_ATTACK_3,
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STATE_AIM_1,
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STATE_AIM_2,
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STATE_FIRE,
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STATE_IDLE,
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STATE_FLY,
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};
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Mutant(IGame *game, int entity) : Enemy(game, entity, 50, 341, 150.0f, 1.0f) {
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if (getEntity().type != TR::Entity::ENEMY_MUTANT_1) {
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initMeshOverrides();
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@@ -1788,10 +1818,80 @@ struct Mutant : Enemy {
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virtual int getStateGround() {
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if (!think(true))
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return state;
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if (nextState == state)
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nextState = STATE_NONE;
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int mask = collide(target);
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switch (state) {
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case STATE_IDLE :
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return STATE_STOP;
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case STATE_STOP :
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if ((targetCanAttack && targetDist < MUTANT_DIST_ATTACK_3) || (mask & HIT_MASK))
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return STATE_ATTACK_3;
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if ((targetCanAttack && targetDist < MUTANT_DIST_ATTACK_1))
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return STATE_ATTACK_1;
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if (mood == MOOD_SLEEP || (mood == MOOD_STALK && targetDist < MUTANT_DIST_STALK))
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return STATE_LOOKING;
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return STATE_RUN;
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case STATE_LOOKING :
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switch (mood) {
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case MOOD_SLEEP :
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if (rand() < 256)
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return STATE_WALK;
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break;
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case MOOD_STALK :
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if (targetDist < MUTANT_DIST_STALK) {
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if (target->zone == zone && rand() < 256)
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return STATE_WALK;
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} else
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return STATE_STOP;
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break;
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case MOOD_ATTACK :
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case MOOD_ESCAPE :
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return STATE_STOP;
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}
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case STATE_WALK :
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if (mood == MOOD_ATTACK || mood == MOOD_ESCAPE)
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return STATE_STOP;
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if (mood == MOOD_SLEEP || (mood == MOOD_STALK && target->zone != zone)) {
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if (rand() < 50)
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return STATE_LOOKING;
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} else if (mood == MOOD_STALK && targetDist > MUTANT_DIST_STALK)
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return STATE_STOP;
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break;
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case STATE_RUN :
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if (mask & HIT_MASK)
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return STATE_STOP;
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if (targetCanAttack && targetDist < MUTANT_DIST_ATTACK_1)
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return STATE_STOP;
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if (targetInView && targetDist < MUTANT_DIST_ATTACK_2)
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return STATE_ATTACK_2;
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if (mood == MOOD_SLEEP || (mood == MOOD_STALK && targetDist < MUTANT_DIST_STALK))
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return STATE_STOP;
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break;
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case STATE_ATTACK_1 :
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case STATE_ATTACK_2 :
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case STATE_ATTACK_3 :
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if (nextState == STATE_NONE && (mask & HIT_MASK)) {
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float damage = state == STATE_ATTACK_1 ? 150.0f : (state == STATE_ATTACK_2 ? 100.0f : 200.0f);
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bite(getJoint(jointHead).pos, damage);
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nextState = STATE_STOP;
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}
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break;
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}
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return state;
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}
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virtual void updatePosition() {
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float angleY = 0.0f;
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getTargetInfo(0, NULL, NULL, &angleY, NULL);
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if (state == STATE_RUN || state == STATE_WALK)
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turn(angleY, state == STATE_RUN ? RAPTOR_TURN_FAST : RAPTOR_TURN_SLOW);
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Enemy::updatePosition();
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setOverrides(true, jointChest, jointHead);
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lookAt(target);
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