93 lines
3.6 KiB
C
93 lines
3.6 KiB
C
#include "game/world.h"
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#include "game/bandit.h"
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V2f shootTowards(Bandit *bandit, V2f target, Random* r)
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{
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V2f shooterV2 = bandit->collision.pos;
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F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
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F32 randY = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
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return V2F(shooterV2.x + (target.x - shooterV2.x) * (1 + randX), shooterV2.x + (target.y - shooterV2.y) * (1 + randY));
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}
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void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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for(int i = 0; i < world->portalCount; i++) {
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if(AABB_Collide(world->portals[0].box, bandit->collision)) {
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bandit->currentArea = world->portals[0].area;
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}
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}
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if (
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world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
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{
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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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if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT))
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{
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printf("begin shootout\n");
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// shootout time o.o
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bandit->mode = BANDIT_SHOOTOUT;
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}
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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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case BANDIT_SHOOTOUT:
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bandit->shootoutTimer-=delta;
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if(bandit->shootoutTimer < 0){
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bandit->mode=BANDIT_SHOOTING;
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}
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break;
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case BANDIT_SHOOTING:
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bandit->shootCooldownTimer -= delta;
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bandit->reloadTimer -= delta;
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if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
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{
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printf("shoot at player\n");
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bandit->bullets--;
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bandit->shootCooldownTimer = bandit->shootDelay;
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V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random);
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if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
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// gets shot lmao
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printf("hit\n");
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world->player.health--;
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}
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if(bandit->bullets == 0){
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printf("enemy reload\n");
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bandit->bullets = 6;
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bandit->reloadTimer = bandit->reloadTime;
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}
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}
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break;
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// TODO Running away
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}
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}
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