summaryrefslogtreecommitdiffstats
path: root/src/game/computer_utilities.c
blob: d191b3bc192d5e3d35a820e516503856867cc142 (plain)
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
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
#include "game/game.h"
#include "game/ai.h"
#include <math.h>
#include <float.h>

#ifndef FLT_MAX
#define FLT_MAX 10000.0f
#endif

void ai_getClosestOpponent(int player, int* opponent, float *distance) {
	int i;
	vec2 v_player;
	vec2 v_opponent;

	*opponent = -1;
	*distance = FLT_MAX;

	getPositionFromIndex(v_player.v + 0, v_player.v + 1, player);
	
	for(i = 0; i < game->players; i++) {
		if(i == player)
			continue;
		if(game->player[i].data->speed > 0) {
			vec2 diff;
			float d;

			getPositionFromIndex(v_opponent.v + 0, v_opponent.v + 1, i);
			vec2Sub(&diff, &v_player, &v_opponent);
			// use manhattan distance instead of euclidean distance
			d = fabs(diff.v[0]) + fabs(diff.v[1]);
			// d = vec2Length(&diff);
			if(d < *distance) {
				*opponent = i;
				*distance = d;
			}
		}
	}
} 

void ai_getDistances(int player, AI_Distances *distances) {
	enum { eFront = 0, eLeft, eRight, eBackleft, eMax };
	segment2 segments[eMax];
	vec2 v, vPos;
	Data *data = game->player[player].data;
	int dirLeft = (data->dir + 3) % 4;
	int dirRight = (data->dir + 1) % 4;
	int i, j;
	float *front = &distances->front;
	float *right = &distances->right;
	float *left = &distances->left;
	float *backleft = &distances->backleft;

	getPositionFromIndex(vPos.v + 0, vPos.v + 1, player);

	for(i = 0; i < eMax; i++) {
		vec2Copy(&segments[i].vStart, &vPos);
	}

	segments[eFront].vDirection.v[0] = dirsX[data->dir];
	segments[eFront].vDirection.v[1] = dirsY[data->dir];
	segments[eLeft].vDirection.v[0] = dirsX[dirLeft];
	segments[eLeft].vDirection.v[1] = dirsY[dirLeft];
	segments[eRight].vDirection.v[0] = dirsX[dirRight];
	segments[eRight].vDirection.v[1] = dirsY[dirRight];
	segments[eBackleft].vDirection.v[0] = dirsX[dirLeft] - dirsX[data->dir];
	segments[eBackleft].vDirection.v[1] = dirsY[dirLeft] - dirsY[data->dir];
	vec2Normalize(&segments[eBackleft].vDirection,
								&segments[eBackleft].vDirection);
	*front = FLT_MAX;
	*left = FLT_MAX;
	*right = FLT_MAX;
	*backleft = FLT_MAX;

	// loop over all segment
	for(i = 0; i < game->players; i++) {
		segment2 *wall = game->player[i].data->trails;
		if(game->player[i].data->trail_height < TRAIL_HEIGHT)
			continue;

		for(j = 0; j < game->player[i].data->trailOffset + 1; j++) {
			float t1, t2;
			if(i == player && j == game->player[i].data->trailOffset)
				break;
			if(segment2_Intersect(&v, &t1, &t2, segments + eFront, wall) &&
				 t1 > 0 && t1 < *front && t2 >= 0 && t2 <= 1)
				*front = t1;
			if(segment2_Intersect(&v, &t1, &t2, segments + eLeft, wall) &&
				 t1 > 0 && t1 < *left && t2 >= 0 && t2 <= 1)
				*left = t1;
			if(segment2_Intersect(&v, &t1, &t2, segments + eRight, wall) &&
				 t1 > 0 && t1 < *right && t2 >= 0 && t2 <= 1)
				*right = t1;
			if(segment2_Intersect(&v, &t1, &t2, segments + eBackleft, wall) &&
				 t1 > 0 && t1 < *backleft && t2 >= 0 && t2 <= 1)
				*backleft = t1;
			wall++;
		}
	}
	for(i = 0; i < 4; i++) {
		float t1, t2;
		segment2* wall = walls + i;
		if(segment2_Intersect(&v, &t1, &t2, segments + eFront, wall) &&
			 t1 > 0 && t1 < *front && t2 >= 0 && t2 <= 1)
			*front = t1;
		if(segment2_Intersect(&v, &t1, &t2, segments + eLeft, wall) &&
			 t1 > 0 && t1 < *left && t2 >= 0 && t2 <= 1)
			*left = t1;
		if(segment2_Intersect(&v, &t1, &t2, segments + eRight, wall) &&
			 t1 > 0 && t1 < *right && t2 >= 0 && t2 <= 1)
			*right = t1;
		if(segment2_Intersect(&v, &t1, &t2, segments + eBackleft, wall) &&
			 t1 > 0 && t1 < *backleft && t2 >= 0 && t2 <= 1)
			*backleft = t1;
	}
	
	// update debug render segments
	{
		AI *ai = game->player[player].ai;
		vec2Copy(&ai->front.vStart, &vPos);
		vec2Copy(&ai->left.vStart, &vPos);
		vec2Copy(&ai->right.vStart, &vPos);
		vec2Copy(&ai->backleft.vStart, &vPos);
		
		ai->front.vDirection.v[0] = *front * dirsX[data->dir];
		ai->front.vDirection.v[1] = *front * dirsY[data->dir];
		ai->left.vDirection.v[0] = *left * dirsX[dirLeft];
		ai->left.vDirection.v[1] = *left * dirsY[dirLeft];
		ai->right.vDirection.v[0] = *right * dirsX[dirRight];
		ai->right.vDirection.v[1] = *right * dirsY[dirRight];
		ai->backleft.vDirection.v[0] = dirsX[dirLeft] - dirsX[data->dir];
		ai->backleft.vDirection.v[1] = dirsY[dirLeft] - dirsY[data->dir];
		vec2Normalize(&ai->backleft.vDirection,
									&ai->backleft.vDirection);
		vec2Scale(&ai->backleft.vDirection, 
							&ai->backleft.vDirection,
							*backleft);
	}
		
	// printf("%.2f, %.2f, %.2f\n", *front, *right, *left);
	return;
}

void ai_getConfig(int player, int target,
										AI_Configuration *config) {

	Data *data;
	
	getPositionFromIndex(config->player.vStart.v + 0,
											 config->player.vStart.v + 1,
											 player);
	getPositionFromIndex(config->opponent.vStart.v + 0,
											 config->opponent.vStart.v + 1,
											 target);
	
	data = game->player[player].data;
	config->player.vDirection.v[0] = dirsX[ data->dir ] * data->speed;
	config->player.vDirection.v[1] = dirsY[ data->dir ] * data->speed;

	data = game->player[target].data;
	config->opponent.vDirection.v[0] = dirsX[ data->dir ] * data->speed;
	config->opponent.vDirection.v[1] = dirsY[ data->dir ] * data->speed;
	
	// compute sector
	{
		vec2 diff;
		vec3 v1, v2, v3;
		vec3 up = { { 0, 0, 1 } };
		float cosphi;
		float phi;
		int i;

		vec2Sub(&diff, &config->player.vStart, &config->opponent.vStart);
		v1.v[0] = diff.v[0];
		v1.v[1] = diff.v[1];
		v1.v[2] = 0;

		v2.v[0] = config->opponent.vDirection.v[0];
		v2.v[1] = config->opponent.vDirection.v[1];
		v2.v[2] = 0;

		vec3Normalize(&v1, &v1);
		vec3Normalize(&v2, &v2);

		vec3Cross(&v3, &v1, &v2);
		vec3Normalize(&v3, &v3);
	
		cosphi = vec3Dot(&v1, &v2);
		clamp(&cosphi, -1, 1);
		phi = acos(cosphi);
		if(vec3Dot(&v3, &up) > 0)
			phi = 2 * M_PI - phi;
	
		for(i = 0; i < 8; i++) {
			phi -= M_PI / 4;
			if(phi < 0) {
				config->location = i;
				break;
			}
		}
	}
	// compute intersection
	{
		segment2 seg1;
		segment2 seg2;
		seg1.vStart = config->opponent.vStart;
		seg1.vDirection = config->opponent.vDirection;
		seg2.vStart = config->player.vStart;
		vec2_Orthogonal( &seg2.vDirection, &config->opponent.vDirection );
		vec2Normalize( &seg2.vDirection, &seg2.vDirection );
		vec2Scale( &seg2.vDirection, 
							 &seg2.vDirection,
							 vec2Length( &config->player.vDirection )
							 );
							 
		segment2_Intersect( &config->intersection, 
												&config->t_opponent, &config->t_player,
												&seg1, &seg2 );
		if(config->t_player < 0)
			config->t_player *= -1;
	}
	
}

void ai_left(int player, AI_Distances *distances) {
	// printf("trying left turn...");
	AI *ai = game->player[player].ai;
	Data *data = game->player[player].data;
	int level = gSettingsCache.ai_level;

	float save_distance = 
		(ai_params.minTurnTime[level] * data->speed / 1000.0f) + 20;
	
	if(distances->left > save_distance) {
		createEvent(player, EVENT_TURN_LEFT);
		ai->tdiff++;
		ai->lasttime = game2->time.current;
		// printf("succeeded\n");
	} else {
		// printf("failed\n");
	}
}

void ai_right(int player, AI_Distances *distances) {
	// printf("trying right turn...");
	AI *ai = game->player[player].ai;
	Data *data = game->player[player].data;
	int level = gSettingsCache.ai_level;

	float save_distance = 
		(ai_params.minTurnTime[level] * data->speed / 1000.0f) + 20;
	
	if(distances->right > save_distance) {
		createEvent(player, EVENT_TURN_RIGHT);
		ai->tdiff--;
		ai->lasttime = game2->time.current;
		// printf("succeeded\n");
	} else {
		// printf("failed\n");
	}
}

int agressive_action[8][4] = {
	{ 2, 0, 2, 2 },
	{ 0, 1, 1, 2 },
	{ 0, 1, 1, 2 },
	{ 0, 1, 1, 2 },
	{ 0, 2, 2, 1 },
	{ 0, 2, 2, 1 },
	{ 0, 2, 2, 1 },
	{ 1, 1, 1, 0 }
};

int evasive_action[8][4] = {
	{ 1, 1, 2, 2 },
	{ 1, 1, 2, 0 },
	{ 1, 1, 2, 0 },
	{ 1, 1, 2, 0 },
	{ 2, 0, 1, 1 },
	{ 2, 0, 1, 1 },
	{ 2, 0, 1, 1 },
	{ 2, 2, 1, 1 }
};


void ai_action(int action, int player, AI_Distances *distances) {
	switch(action) {
	case 0: break;
	case 1: ai_left(player, distances); break;
	case 2: ai_right(player, distances); break;
	}
}
		
void ai_aggressive(int player, int target, int location,
									 AI_Distances *distances) {
	int dirdiff = (4 + 
								 game->player[player].data->dir -
								 game->player[target].data->dir) % 4;
	
	// printf("aggressive mode (%d, %d)\n", player, target, location, dirdiff);

	ai_action(agressive_action[location][dirdiff], player, distances);
}

void ai_evasive(int player, int target, int location, 
								AI_Distances *distances) {
	int dirdiff = (4 + 
								 game->player[player].data->dir -
								 game->player[target].data->dir) % 4;
	// printf("evasive mode (%d,%d,%d)\n", player, target, location);
	
	ai_action(evasive_action[location][dirdiff], player, distances);
}