#include "FleeNode.h" #include "Pathfinder.h" #include "BehaviourTree.h" #include "Actor.h" #include "Tilemap.h" FleeNode::FleeNode(BehaviourTreeNode* parent) : BehaviourTreeNode(parent) {} FleeNode::~FleeNode() {} BehaviourTreeStatus FleeNode::tick(BTTick * tick) { Pathfinder::DijkstraMap dijkstra; Tilemap * map = tick->target->map; std::vector enemyPos; bool ishero = tick->target->isTypeOf(ACT_HERO); auto actors = tick->target->map->GetActorList(); for each (Actor* actor in *actors) { if (actor->isTypeOf(ACT_HERO) != ishero) { vec2i pos = actor->getPosition(); if (tick->target->CanSee(pos.x, pos.y)) { enemyPos.push_back(pos); } } } if (enemyPos.size() <= 0) { return BT_FAILED; } Pathfinder::calcDijkstraMap(map, &enemyPos, &dijkstra, 16); dijkstra.add(-16); dijkstra.mult(-1); std::vector safety; for (int x = 0; x < dijkstra.width; x++) { for (int y = 0; y < dijkstra.height; y++) { if (dijkstra.getValue(x,y) <= 0 && dijkstra.getValue(x, y) >= -10) { safety.push_back(vec2i(x, y)); } } } Pathfinder::calcDijkstraMap(map, &safety, &dijkstra); vec2i pos = tick->target->getPosition(); std::vector neigh = map->getNeighbours(pos.x, pos.y); std::vector options; float lowestval = 999999; for each (vec2i npos in neigh) { float val = dijkstra.getValue(npos.x, npos.y); if (val < lowestval) { lowestval = val; options.clear(); options.push_back(npos); } else if (val == lowestval) { options.push_back(npos); } } if (options.size() >= 8) { //printf("FLEEING SUCCESS\n"); return BT_FAILED; } while (options.size() > 0) { int i = rand() % options.size(); vec2i next = options[i]; vec2i dp = next - pos; if (tick->target->Move(dp.x, dp.y)) { //printf("FLEEING val:%f\t(%i,%i)\n", lowestval, next.x, next.y); return BT_RUNNING; } options.erase(options.begin() + i); if (options.size() == 0) { return BT_FAILED; } } return BT_FAILED; }