-
Notifications
You must be signed in to change notification settings - Fork 3
/
ai.go
222 lines (210 loc) · 7.08 KB
/
ai.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
/*
Copyright (c) 2018, Tomasz "VedVid" Nowakowski
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package main
import "fmt"
const (
// Types of AI.
NoAI = iota
PlayerAI
MeleeDumbAI
MeleePatherAI
RangedDumbAI
RangedPatherAI
)
const (
// Probability of triggering AI
AITrigger = 92
)
func CreaturesTakeTurn(b Board, c Creatures, o Objects) {
/* Function CreaturesTakeTurn is supposed to handle all enemy creatures
actions: movement, attacking, etc.
It takes Board and Creatures as arguments.
Iterates through all Creatures slice, and calls HandleAI function with
specific parameters.
It skips NoAI and PlayerAI. */
var ai int
for _, v := range c {
ai = v.AIType
if ai == NoAI || ai == PlayerAI {
continue
}
HandleAI(b, c, o, v)
TriggerAI(b, c[0], v)
}
}
func TriggerAI(b Board, p, c *Creature) {
/* TriggerAI is function that takes Board and two Creatures as arguments.
First Creature is supposed to be player, second one - enemy.
Enemy with AITriggered set to false will ignore the player existence.
AITrigger is probability to notice (and, therefore, switch AITriggered)
player if is in monster's FOV. */
if IsInFOV(b, p.X, p.Y, c.X, c.Y) == true && RandInt(100) <= AITrigger {
c.AITriggered = true
}
}
func HandleAI(b Board, cs Creatures, o Objects, c *Creature) {
/* HandleAI is robust function that takes Board, Creatures, Objects,
and specific Creature as arguments. The most notable argument is
the last one - behavior of this entity will be decided in function body.
Its behavior will be decided regarding to AIType.
This function is very big and *wet*, but it is here to stay, for a while,
at least. I thought about code duplication removal by introducing one
generic function that would take Creature as argument, and - after
AIType check - would use proper HandleMeleeDumbAI (etc.) functions; or
would start with available weapons check. (One may want to peek at
issue #98 in repo - https://github.com/VedVid/RAWIG/issues/98 ).
But, on the other hand, ai has so many variations and edge cases that
unifying monster's behavior would result in smaller flexibility. */
ai := c.AIType
switch ai {
case MeleeDumbAI:
if c.AITriggered == true {
if c.DistanceTo(cs[0].X, cs[0].Y) > 1 {
c.MoveTowards(b, cs, cs[0].X, cs[0].Y, ai)
} else {
c.AttackTarget(cs[0], &o)
}
} else {
dx := RandRange(-1, 1)
dy := RandRange(-1, 1)
c.Move(dx, dy, b)
}
case MeleePatherAI:
// The same set of functions as for DumbAI.
// Just for clarity.
if c.AITriggered == true {
if c.DistanceTo(cs[0].X, cs[0].Y) > 1 {
c.MoveTowards(b, cs, cs[0].X, cs[0].Y, ai)
} else {
c.AttackTarget(cs[0], &o)
}
} else {
dx := RandRange(-1, 1)
dy := RandRange(-1, 1)
c.Move(dx, dy, b)
}
case RangedDumbAI:
if c.AITriggered == true {
if c.Equipment[SlotWeaponPrimary] != nil {
// Use primary ranged weapon.
if c.DistanceTo(cs[0].X, cs[0].Y) >= FOVLength-1 {
// TODO:
// For now, every ranged skill has range equal to FOVLength-1
// but it should change in future.
c.MoveTowards(b, cs, cs[0].X, cs[0].Y, ai)
} else {
// DumbAI will not check if target is valid
vec, err := NewBrensenham(c.X, c.Y, cs[0].X, cs[0].Y)
if err != nil {
fmt.Println(err)
}
_ = ComputeBrensenham(vec)
_, _, target, _ := ValidateBrensenham(vec, b, cs, o)
if target != nil {
c.AttackTarget(target, &o)
}
}
} else if c.Equipment[SlotWeaponSecondary] != nil {
// Use secondary ranged weapon.
if c.DistanceTo(cs[0].X, cs[0].Y) >= FOVLength-1 {
// TODO:
// For now, every ranged skill has range equal to FOVLength-1
// but it should change in future.
c.MoveTowards(b, cs, cs[0].X, cs[0].Y, ai)
} else {
// DumbAI will not check if target is valid
vec, err := NewBrensenham(c.X, c.Y, cs[0].X, cs[0].Y)
if err != nil {
fmt.Println(err)
}
_ = ComputeBrensenham(vec)
_, _, target, _ := ValidateBrensenham(vec, b, cs, o)
if target != nil {
c.AttackTarget(target, &o)
}
}
} else {
if c.DistanceTo(cs[0].X, cs[0].Y) > 1 {
c.MoveTowards(b, cs, cs[0].X, cs[0].Y, ai)
} else {
c.AttackTarget(cs[0], &o)
}
}
} else {
dx := RandRange(-1, 1)
dy := RandRange(-1, 1)
c.Move(dx, dy, b)
}
case RangedPatherAI: // It will depend on ranged weapons and equipment implementation
if c.AITriggered == true {
if c.Equipment[SlotWeaponPrimary] != nil {
if c.DistanceTo(cs[0].X, cs[0].Y) >= FOVLength-1 {
// TODO:
// For now, every ranged skill has range equal to FOVLength-1
// but it should change in future.
c.MoveTowards(b, cs, cs[0].X, cs[0].Y, ai)
} else {
vec, err := NewBrensenham(c.X, c.Y, cs[0].X, cs[0].Y)
if err != nil {
fmt.Println(err)
}
_ = ComputeBrensenham(vec)
_, _, target, _ := ValidateBrensenham(vec, b, cs, o)
if target != cs[0] {
c.MoveTowards(b, cs, cs[0].X, cs[0].Y, ai)
} else {
c.AttackTarget(target, &o)
}
}
} else if c.Equipment[SlotWeaponSecondary] != nil {
if c.DistanceTo(cs[0].X, cs[0].Y) >= FOVLength-1 {
// TODO:
// For now, every ranged skill has range equal to FOVLength-1
// but it should change in future.
c.MoveTowards(b, cs, cs[0].X, cs[0].Y, ai)
} else {
vec, err := NewBrensenham(c.X, c.Y, cs[0].X, cs[0].Y)
if err != nil {
fmt.Println(err)
}
_ = ComputeBrensenham(vec)
_, _, target, _ := ValidateBrensenham(vec, b, cs, o)
if target != cs[0] {
c.MoveTowards(b, cs, cs[0].X, cs[0].Y, ai)
} else {
c.AttackTarget(target, &o)
}
}
} else {
if c.DistanceTo(cs[0].X, cs[0].Y) > 1 {
c.MoveTowards(b, cs, cs[0].X, cs[0].Y, ai)
} else {
c.AttackTarget(cs[0], &o)
}
}
} else {
dx := RandRange(-1, 1)
dy := RandRange(-1, 1)
c.Move(dx, dy, b)
}
}
}