Esempio n. 1
0
bool Airport::At(Plane &plane)
{
    int x, y;
    plane.GetPosition(x, y);
    if ( x == position.x && y == position.y)
        if (plane.GetHeading() == (heading ^ 4))
            if (plane.GetAltitude() == 0)
                return true;
    return false;
}
Esempio n. 2
0
bool Navaid::At(Plane &plane)
{
    int x, y;
    plane.GetPosition(x, y);
    if (( x == position.x || y == position.y) && plane.ClearedToLand())
    {
        plane.SetClearedToLand(false);
        plane.SetHeading(heading);
        plane.SetAltitude(0);
        return true;
    }
    return false;
}
Esempio n. 3
0
int Board::GetPlaneIndex(int x, int y)
{
    x = x/TextWidth;
    y = y/TextHeight;
    for (std::set<Plane *>::iterator it = planesIn.begin(); it != planesIn.end(); ++it)
    {
        int x1, y1;
        Plane *plane = *it;
        plane->GetPosition(x1, y1);
        if (x1 == x && y1 == y)
            return plane->GetName() - 'A';
    }
    return -1;
}
Esempio n. 4
0
void Game::HandleAI(float msecs)
{
    // Run AI for computer planes
    for (int i = activePlayers_; i < TotalPlayers(); i ++)
    {
        // Bail if it's dying or stalled. We're not allowing sniping while stalling, the
        // bots are just too good a shot
        Plane *current = &players_[i];
        if (current->IsDying() || current->IsStalled())
            continue;

        // Find the closets enemy plane
        Plane *target = NULL;
        float currentRange = 9999;
        for (int j = 0; j < TotalPlayers(); j ++)
        {
            if (j == i) // Can't target self
                continue;

            // We're currently ignoring respawning players. May remove this later to make
            // the AI more aggressive
            if (currentRange > current->GetPosition().Distance(players_[j].GetPosition())
                && !players_[j].IsDying() && !players_[j].IsStalled() && !players_[j].IsInvincible())
            {
                target = &players_[j];
                currentRange = current->GetPosition().Distance(target->GetPosition());
            }
        }

        if (target == NULL) // Level off if we don't have a target
        {
            float targetAngle = 0;
            if (targetAngle > current->GetRotation())
                current->TurnLeft(msecs);
            else
                current->TurnRight(msecs);
        }
        else
        {
            // Plot an intercept course!
            Vector2 currentPosition = current->GetPosition();
            Vector2 targetPosition = target->GetPosition();
            Vector2 interceptPoint = Vector2::CollisionPoint(currentPosition, current->GetVelocity(), targetPosition, target->GetVelocity());

            // If the target is running parallel to us, go for them
            //if (interceptPoint.x == 0 && interceptPoint.y == 0)
            //    interceptPoint = targetPosition;
            
            // If the target is in front of us, try and lead it
            // Calculate time for bullet to reach intercept point
            Vector2 bulletStartPos = currentPosition + current->GetVelocity().Normalise() * (20 + MAX_SPEED + 0.5f);
            float bulletTravelTime = (bulletStartPos - interceptPoint).Length() / BULLET_SPEED;
            // Calculate target position at that time
            Vector2 projectedTargetPos = targetPosition + (target->GetVelocity() * bulletTravelTime);

            // Decide if it's worth a shot
            if (interceptPoint.Distance(projectedTargetPos) < 20)
            {
                Bullet *bullet = current->Fire();
                if (bullet != NULL)
                    bullets_.push_back(bullet);
            }

            // Don't play chicken
            // TODO: Turn away from collisions

            // Don't derp
            // TODO: Don't run into the ground

            // Attempt to maneuver for a better shot
            Vector2 currentVelocity = current->GetVelocity().Normalise();
            Vector2 targetVelocity = (currentPosition - projectedTargetPos).Normalise();

            float diffAngle = currentVelocity.Cross(targetVelocity);

            if (diffAngle < 0)
                current->TurnLeft(msecs);
            else
                current->TurnRight(msecs);

            if (DEBUG_RENDERER)
            {
                glBegin(GL_QUADS);
                    glColor3f(0, 0, 0);
                    glVertex2f(interceptPoint.x - 2, interceptPoint.y - 2);
                    glVertex2f(interceptPoint.x + 2, interceptPoint.y - 2);
                    glVertex2f(interceptPoint.x + 2, interceptPoint.y + 2);
                    glVertex2f(interceptPoint.x - 2, interceptPoint.y + 2);
                glEnd();

                glBegin(GL_QUADS);
                    glColor3f(1, 0, 1);
                    glVertex2f(projectedTargetPos.x - 15, projectedTargetPos.y - 15);
                    glVertex2f(projectedTargetPos.x + 15, projectedTargetPos.y - 15);
                    glVertex2f(projectedTargetPos.x + 15, projectedTargetPos.y + 15);
                    glVertex2f(projectedTargetPos.x - 15, projectedTargetPos.y + 15);
                glEnd();
            }
        }
    }
}
Esempio n. 5
0
std::string Board::Timed()
{
    std::string rv;
    In();
    for (std::set<Plane *>::iterator it = planesIn.begin(); it != planesIn.end();)
    {
        Plane *plane = *it;
        int n = plane->GetDestination();
        bool atFix; 
        if (n >= 10)
        {
            navAids[n-10]->At(*plane);
            atFix = airports[n-10]->At(*plane);
            if (atFix)
            {
                if (plane->GetHeading() == airports[n-10]->GetHeading() ^ 4)
                {
                    it = planesIn.erase(it);
                    planesDone.insert(plane);
                    continue;
                }
            }
        }
        else
        {
            atFix = fixes[n]->At(*plane);
        }
        if (plane->GetAltitude() == 0)
        {
            bool at = false;
            int x, y;
            int x1, y1;
            plane->GetPosition(x, y);
            airports[0]->GetPosition(x1,y1);
            if (x == x1 && y == y1)
                at = true;
            airports[1]->GetPosition(x1,y1);
            if (x == x1 && y == y1)
                at = true;
            if (at)
            {
                rv = "Skimmed airport without landing!";
            }
        }
        if (plane->Move(time))
        {
            if (atFix && plane->OffBoard())
            {
                it = planesIn.erase(it);
                planesDone.insert(plane);
                continue;
            }
            else if (plane->OffBoard())
            {
                // game over, exit in wrong place
                if (plane->GetAltitude() < 5)
                    rv = std::string(plane->GetName()) + " left control area at wrong altitude";
                else 
                {   
                    if ((plane->GetDestination() < 10 && plane->GetHeading() != (fixes[plane->GetDestination()]->GetHeading() ^ 4)) ||
                        (plane->GetDestination() >9 && plane->GetHeading() != (airports[plane->GetDestination()-10]->GetHeading() ^ 4)))
                        rv = std::string(plane->GetName()) + " left control area at wrong heading";
                    else
                        rv = std::string(plane->GetName()) + " left control area at wrong place";
                }
            }
        }
        ++it;
    }
    for (std::set<Plane *>::iterator it = planesDisplay.begin(); it != planesDisplay.end();)
    {
        Plane *plane = *it;
        if (plane->GetStartTime() <= time)
        {
            it = planesDisplay.erase(it);
            planesIn.insert(plane);
            continue;
        }
        ++it;
    }
    if (rv == "")
    {
        for (std::set<Plane *>::iterator it1 = planesIn.begin(); rv == "" && it1 != planesIn.end(); ++it1)
        {
            Plane *left = *it1;
            for (std::set<Plane *>::iterator it2 = it1; rv == "" && it2 != planesIn.end(); ++it2)
            {
                Plane *right = *it2;
                if (it1 != it2)
                {
                    if (left->GetAltitude() == right->GetAltitude())
                    {
                        int x,y;
                        right->GetPosition(x, y);
                        if (left->dist(x, y) < 4)
                            rv = std::string("Conflict between ") + left->GetName() + " and " + right->GetName();
                    }
                }
            }
        }
    }
    if (rv == "")
    {
        for (std::set<Plane *>::iterator it = planesIn.begin(); rv == "" && it != planesIn.end(); ++it)
        {
            Plane *plane = *it;
            if (plane->GetFuel() < 0)
            {
                rv = std::string(plane->GetName()) + " out of fuel!";
            }
        }
    }
    // game over, they win!
    if (rv == "" && planesIn.size() == 0 && planesOut.size() ==0 && planesDisplay.size() == 0)
        rv = "You Won!";
    // game over, timeout
    if (rv == "" && ++time >= maxTime)
        rv = "Time is up!";
    return rv;
}
Esempio n. 6
0
bool Fix::At(Plane &plane)
{
    int x, y;
    plane.GetPosition(x, y);
    return (x == position.x || y == position.y) && plane.GetAltitude() >= 5 && (heading ^ 4) == plane.GetHeading();
}