diff options
author | nathansmithsmith <nathansmith7@mailfence.com> | 2023-07-31 22:10:56 -0600 |
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committer | nathansmithsmith <nathansmith7@mailfence.com> | 2023-07-31 22:10:56 -0600 |
commit | 7259478c55bcf1eb717ee1b846522121ef5fd7f3 (patch) | |
tree | 0db8157bc6f29efb70719b4fa454afa48bb6cb72 /src/entities/maresciallo.c | |
parent | bd8c36eb68cdc4f0f4224e7b9103774fd5c96156 (diff) |
Maresciallo fly away shit
Diffstat (limited to 'src/entities/maresciallo.c')
-rw-r--r-- | src/entities/maresciallo.c | 70 |
1 files changed, 68 insertions, 2 deletions
diff --git a/src/entities/maresciallo.c b/src/entities/maresciallo.c index 6127786..f447819 100644 --- a/src/entities/maresciallo.c +++ b/src/entities/maresciallo.c @@ -1,18 +1,84 @@ #include "maresciallo.h" #include "assets.h" #include "game.h" +#include "PID.h" void initMaresciallo(Entity * entity, Game * game) { entity->model = &game->assets.models[MARESCIALLO_ASSET]; + entity->collisionModel = entityCreateCollisionModel(*entity->model); + entity->transformedCollisionModel = entityCreateCollisionModel(*entity->model); setEntityRadius(entity); - entity->velocity.angularVelocity = (AxisAngle){(Vector3){1.0, 1.0, 1.0}, 1.0}; + + // Allocate data. + entity->data = KF_MALLOC(sizeof(Maresciallo)); + + if (entity->data == NULL) { + ALLOCATION_ERROR; + return; + } + + Maresciallo * data = (Maresciallo*)entity->data; + + PIDConfig flyAwayPID = (PIDConfig){ + .kP = 1.1, + .kI = 0.0, + .kD = 0.0, + .angleMode = false, + .doClamp = true, + .min = 0.0, + .max = 210.0 + }; + + data->flyAway = (EntityFlyToPointInfo){ + .controller.speedPID = createPID(flyAwayPID), + .controlType = ENTITY_FLY_TO_POINT_PID, + .rotationSpeed = 0.0, + .applyRotation = true + }; + } void closeMaresciallo(Entity * entity) { + if (entity->data != NULL) + KF_FREE(entity->data); + + entityFreeCollisionModel(entity->collisionModel); + entityFreeCollisionModel(entity->transformedCollisionModel); +} + +void getAwayMaresciallo(Game * game, Entity * entity) { + Maresciallo * data = (Maresciallo*)entity->data; + Entity * player = getEntityFromWorld(game->world, 0); + + // Get target. + Vector3 target = Vector3Subtract(entity->position, player->position); + target = Vector3Normalize(target); + target = Vector3Scale(target, MARESCIALLO_CIRCLE_AT_DIS); + target = Vector3Add(player->position, target); + + // Fucking get away from the smelly player. + entityFlyToPoint(entity, target, &data->flyAway); +} + +void circlePlayerMaresciallo(Game * game, Entity * entity) { + Maresciallo * data = (Maresciallo*)entity->data; + Entity * player = getEntityFromWorld(game->world, 0); } void updateMaresciallo(Game * game, Entity * entity) { - entityUpdateRotation(entity); + entityUpdateLastValues(entity); + + Maresciallo * data = (Maresciallo*)entity->data; + Entity * player = getEntityFromWorld(game->world, 0); + + // Fly away if to close to player. + if (Vector3Distance(entity->position, player->position) < MARESCIALLO_CIRCLE_AT_DIS) { + getAwayMaresciallo(game, entity); + } else { + circlePlayerMaresciallo(game, entity); + } + + entityCheckTransformedCollisionModel(entity); } void drawMaresciallo(Game * game, Entity * entity) { |