2025-10-05 21:05:29 +01:00
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#include "game/world.h"
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#include "game/bandit.h"
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void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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2025-10-06 00:48:41 +01:00
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if (
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world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
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{
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2025-10-05 23:36:50 +01:00
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printf("You shot the bandit %*.s\n", Sv(bandit->name));
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bandit->health--;
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}
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2025-10-05 21:05:29 +01:00
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switch (bandit->mode) {
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case BANDIT_WAITING:
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bandit->waitTime+=delta;
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if(bandit->waitTime > bandit->maxWaitTime) {
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bandit->mode = BANDIT_WALKING;
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do {
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U32 randomChoice = Random_U32(&world->random, 0, bandit->poiCount);
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bandit->targetNavNode = bandit->pointsOfInterest[randomChoice];
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} while(bandit->targetNavNode == bandit->currentNavNode);
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bandit->path = Nav_Path(world->navMesh, bandit->currentNavNode, bandit->targetNavNode);
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bandit->walkTimer = 0;
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}
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break;
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case BANDIT_WALKING:
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bandit->walkTimer+=delta;
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if(bandit->walkTimer >= NPC_SPEED){
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bandit->walkTimer = 0;
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if(bandit->path.nodeCount == bandit->pathIndex+1){
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bandit->mode = BANDIT_WAITING;
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bandit->maxWaitTime = Random_F32(&world->random, 20, 140);
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bandit->waitTime = 0;
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bandit->currentNavNode = bandit->targetNavNode;
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bandit->pathIndex = 0;
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return;
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}
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bandit->currentNavNode = bandit->path.indexes[bandit->pathIndex];
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bandit->pathIndex+=1;
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}
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NavNode cNav = world->navMesh->nodes[bandit->currentNavNode];
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NavNode tNav = world->navMesh->nodes[bandit->path.indexes[bandit->pathIndex]];
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bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED;
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bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
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break;
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// TODO Shooting
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// TODO Running away
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}
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}
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