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missions-4-2: fix underwater worms #125

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Dec 9, 2024
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160 changes: 86 additions & 74 deletions ai/worm03.txt
Original file line number Diff line number Diff line change
@@ -1,95 +1,107 @@
extern void object::Attack( )
{
int list[];
int i;
object p;
float dim, dist, prox;
point nav1, nav2, nav3, nav4, dest;
int list[] = {
WingedGrabber,
TrackedGrabber,
WheeledGrabber,
LeggedGrabber,
WingedShooter,
TrackedShooter,
WheeledShooter,
LeggedShooter,
WingedOrgaShooter,
TrackedOrgaShooter,
WheeledOrgaShooter,
LeggedOrgaShooter,
WingedSniffer,
TrackedSniffer,
WheeledSniffer,
LeggedSniffer,
WingedBuilder,
TrackedBuilder,
WheeledBuilder,
LeggedBuilder,
Thumper,
PhazerShooter,
Recycler,
Shielder,
Subber,
TargetBot,
RadarStation
// DefenseTower
};

errmode(0); // ne stoppe pas si erreur
errmode(0);
while ( ismovie() != 0 ) wait(1);

i = 0;
list[i++] = WingedGrabber;
list[i++] = TrackedGrabber;
list[i++] = WheeledGrabber;
list[i++] = LeggedGrabber;
list[i++] = WingedShooter;
list[i++] = TrackedShooter;
list[i++] = WheeledShooter;
list[i++] = LeggedShooter;
list[i++] = WingedOrgaShooter;
list[i++] = TrackedOrgaShooter;
list[i++] = WheeledOrgaShooter;
list[i++] = LeggedOrgaShooter;
list[i++] = WingedSniffer;
list[i++] = TrackedSniffer;
list[i++] = WheeledSniffer;
list[i++] = LeggedSniffer;
list[i++] = WingedBuilder;
list[i++] = TrackedBuilder;
list[i++] = WheeledBuilder;
list[i++] = LeggedBuilder;
list[i++] = Thumper;
list[i++] = PhazerShooter;
list[i++] = Recycler;
list[i++] = Shielder;
list[i++] = Subber;
list[i++] = TargetBot;
list[i++] = RadarStation;
// list[i++] = DefenseTower;

while ( true )
{
p = radar(list, 0, 360, 0, 60); // cherche cible
if ( p == null )
object target = radar(list, 0, 360, 0, 60);
if ( target != null and distance2d(target.position, position) < 5)
{
dim = 1+rand()*2;
nav1.x = position.x+dim;
nav1.y = position.y+dim;
nav2.x = position.x+dim;
nav2.y = position.y-dim;
nav3.x = position.x-dim;
nav3.y = position.y-dim;
nav4.x = position.x-dim;
nav4.y = position.y+dim;

while ( true )
point dest(
position.x + (rand() - 0.5) * 8,
position.y + (rand() - 0.5) * 8
);
if ( topo(dest) > 0 ) goto(dest);
}
else if ( target != null )
{
point dest = target.position;
while (true)
{
goto(nav1);
p = radar(list, 0, 360, 0, 60);
if ( p != null ) break;

goto(nav2);
p = radar(list, 0, 360, 0, 60);
if ( p != null ) break;

goto(nav3);
p = radar(list, 0, 360, 0, 60);
if ( p != null ) break;

goto(nav4);
p = radar(list, 0, 360, 0, 60);
if ( p != null ) break;
dest.x = (position.x + dest.x) / 2;
dest.y = (position.y + dest.y) / 2;
if ( distance2d(position, dest) < 1 )
{
dest.x = position.x + (rand() - 0.5) * 8;
dest.y = position.y + (rand() - 0.5) * 8;
if ( topo(dest) > 0 ) goto(dest);
break;
}
if ( topo(dest) > 0 )
{
goto(dest);
break;
}
}
}
else
{
dist = distance(p.position, position);
prox = dist/2; // on se rapproche
if ( prox < 2.5 )
float dim = 1 + rand() * 2;
point nav1(position.x + dim, position.y + dim);
point nav2(position.x + dim, position.y - dim);
point nav3(position.x - dim, position.y - dim);
point nav4(position.x - dim, position.y + dim);
if (topo(nav1) > 0 and topo(nav2) > 0 and topo(nav3) > 0 and topo(nav4) > 0)
{
dest.x = position.x+(rand()-0.5)*8;
dest.y = position.y+(rand()-0.5)*8;
dest.z = position.z;
while ( true )
{
goto(nav1);
target = radar(list, 0, 360, 0, 60);
if ( target != null ) break;

goto(nav2);
target = radar(list, 0, 360, 0, 60);
if ( target != null ) break;

goto(nav3);
target = radar(list, 0, 360, 0, 60);
if ( target != null ) break;

goto(nav4);
target = radar(list, 0, 360, 0, 60);
if ( target != null ) break;
}
}
else
{
dest.x = (position.x-p.position.x)*prox/dist + p.position.x;
dest.y = (position.y-p.position.y)*prox/dist + p.position.y;
dest.z = (position.z-p.position.z)*prox/dist + p.position.z;
point dest(
position.x + (rand() - 0.5) * 8,
position.y + (rand() - 0.5) * 8
);
if ( topo(dest) > 0 ) goto(dest);
}
goto(dest); // va sur la cible
}
}
}
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