AI::AI(Scene * scene, Player * player, Difficulty difficulty): EventReceiver(scene->getEventHandler()), _scene(scene) { // _player = player; std::cout << "Constructeur d'AI" << std::endl; if(difficulty==d_easy) { set_play_style(ps_defensive); set_coeff_ressource(0.5); set_dt_time(2.0); set_omniscience(false); } else if(difficulty==d_medium) { set_play_style(ps_balanced); set_coeff_ressource(1.0); set_dt_time(0.5); set_omniscience(false); } else if(difficulty==d_hard) { //Cette AI cheat ! set_play_style(ps_offensive); set_coeff_ressource(2.0); set_dt_time(0.0); set_omniscience(true); } set_periodic_time(0); set_go(false); }
AI::AI(): EventReceiver() { // std::cout << "Constructeur d'AI" << std::endl; set_periodic_time(0); set_go(false); }
AI::AI(Scene * scene, Player * player, AI::PlayStyle play_style, float coeff_ressource, float dt_time, bool omniscience): EventReceiver(scene->getEventHandler()), _scene(scene) { _player = player; std::cout << "Constructeur d'AI" << std::endl; set_play_style(play_style); set_coeff_ressource(coeff_ressource); set_dt_time(dt_time); set_omniscience(omniscience); set_periodic_time(0); set_go(false); }
void set_car(unsigned int FB, unsigned int LR, unsigned long fast, unsigned long slow) { if (FB){ set_back(); } else { set_go(); } if (LR){ set_left(slow); set_right(fast); } else { set_left(fast); set_right(slow); } }