Example #1
0
float building_onSale(building_t* b, char is_item, int id)
{
	if (kindOf_building_canMake(b->t, is_item, id) == NULL)
		return 0;

	return inventory_get(&b->inventory, is_item, id);
}
Example #2
0
void building_take(building_t* b, char is_item, int id, float amount, inventory_t* inv, char isOwner)
{
	universe_t* u = b->w->universe;

	amount = fmin(amount, inventory_get(&b->inventory, is_item, id));

	float price = 0;
	if (!isOwner)
	{
		price = is_item ? u->items[id].price : u->materials[id].price;
		price *= amount;
	}
	if (price > inv->money)
		return;

	inventory_pay(&b->inventory, price,                inv);
	inventory_mov(&b->inventory, is_item, id, -amount, inv);
	building_update(b);
}
Example #3
0
int ai_shouldnearestattackabletarget(struct world* world, struct entity* entity, struct aitask* ai) {
	struct ai_nearestattackabletarget_data* data = ai->data;
	if (data->chance > 0 && rand() % data->chance != 0) return 0;
	double cd = data->targetDist * data->targetDist;
	struct entity* ce = NULL;
	BEGIN_HASHMAP_ITERATION(world->entities)
	struct entity* ie = value;
	if (!hasFlag(getEntityInfo(ie->type), "livingbase") || ie == entity) continue;
	double dsq = entity_distsq(entity, value);
	if (ie->type == ENT_PLAYER) {
		struct player* pl = ie->data.player.player;
		if (pl->gamemode == 1 || pl->gamemode == 3 || pl->invulnerable) continue;
		int sk = hasFlag(getEntityInfo(entity->type), "skeleton");
		int zo = hasFlag(getEntityInfo(entity->type), "zombie");
		int cr = hasFlag(getEntityInfo(entity->type), "creeper");
		if (sk || zo || cr) {
			struct slot* hs = inventory_get(pl, pl->inventory, 5);
			if (hs != NULL) {
				if (sk && hs->damage == 0) dsq *= 2.;
				else if (zo && hs->damage == 2) dsq *= 2.;
				else if (cr && hs->damage == 4) dsq *= 2.;
			}
		}
	}
	if (dsq < cd) {
		//TODO check teams, sight
		cd = dsq;
		ce = value;
	}
	END_HASHMAP_ITERATION(world->entities)
	if (entity->attacking != NULL && ce != entity->attacking) put_hashmap(entity->attacking->attackers, entity->id, NULL);
	if (ce != NULL && entity->attacking != ce) {
		put_hashmap(ce->attackers, entity->id, entity);
	}
	entity->attacking = ce;
	return 0;
}
Example #4
0
char ai_get(character_t* c, char is_item, int id, float amount, char keep)
{
	universe_t* u = c->w->universe;

	amount -= inventory_get(&c->inventory, is_item, id);
	if (amount <= 0)
		return 0;

	// gather if possible
	kindOf_mine_t* m = universe_mineFor(u, is_item, id);
	if (m != NULL)
	{
		character_goMine(c, m);
		return 1;
	}

	// if the current building cannot obtain the component, build one which can
	building_t* b = building_get(&c->w->objects, c->hasBuilding);
	transform_t* tr = b == NULL ? NULL : kindOf_building_canMake(b->t, is_item, id);
	if (tr == NULL)
	{
		// do not replace the building
		if (keep)
		{
			if (rand() % 60 != 0)
				return 1;

			float price = is_item ? u->items[id].price : u->materials[id].price;
			price *= amount;
			if (c->inventory.money < price)
			{
				if (c->inBuilding != c->hasBuilding)
					character_goto(c, c->hasBuilding);
				return 1;
			}

			// try and buy it
			building_t* b = world_findSale(c->w, c->o.x, c->o.y, is_item, id);
			if (b == NULL)
				return 1;

			if (c->inBuilding != b->o.uuid)
			{
				character_goto(c, b->o.uuid);
				return 1;
			}

			building_take(b, is_item, id, amount, &c->inventory, 0);
			return 1;
		}

		kindOf_building_t* b = universe_buildFor(u, is_item, id);
		if (b == NULL)
		{
			const char* name = is_item ? u->items[id].name : u->materials[id].name;
			fprintf(stderr, "%s: I do not know how to make %s\n", c->ai->name, name);
			return 1;
		}

		// materials to be gather before building
		transform_t total;
		transform_init(&total);

		// first, gather the non-base materials for the component
		tr = kindOf_building_canMake(b, is_item, id);
		for (int i = 0; i < tr->n_req; i++)
		{
			component_t* p = &tr->req[i];
			if (universe_mineFor(u, p->is_item, p->id) == NULL)
				transform_req(&total, p->is_item, p->id, p->amount*amount);
		}

		// then, gather the materials for the building
		transform_add(&total, &b->build, 1);

		// do gather
		char isreq = ai_getreq(c, &total, 1, keep);
		transform_exit(&total);
		if (isreq)
			return 1;

		// build
		character_buildAuto(c, b);
		return 1;
	}

	if (ai_getreq(c, tr, amount, keep))
		return 1;

	// go in the building
	if (c->inBuilding != c->hasBuilding)
	{
		character_goto(c, b->o.uuid);
		return 1;
	}

	// enqueue item
	if (is_item && b->work_n == 0)
	{
		int nth = tr - b->t->items;
		building_work_enqueue(b, nth);
	}

	// work
	return 1;
}