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#include "generale.h"
#include "assets.h"
#include "game.h"
void initGenerale(Entity * entity, Game * game) {
entity->model = &game->assets.models[GENERALE_ASSET];
entity->collisionModel = entityCreateCollisionModel(*entity->model);
entity->transformedCollisionModel = entityCreateCollisionModel(*entity->model);
setEntityRadius(entity);
entity->velocity.angularVelocity = (AxisAngle){
.axis = (Vector3){0.0, 1.0, 0.0},
.angle = PI/2.0
};
// Allocate data.
entity->data = KF_MALLOC(sizeof(Generale));
if (entity->data == NULL) {
ALLOCATION_ERROR;
return;
}
Generale * data = (Generale*)entity->data;
data->flyToPoint = (EntityFlyToPointInfo){
.controller.bangbang.speed = 100.0,
.controller.bangbang.stopAt = 0.0,
.controlType = ENTITY_FLY_TO_POINT_BANG_BANG,
.rotationSpeed = 0.0,
.applyRotation = false
};
data->zigzag = GENERALE_ZIG;
data->targetNotSet = true;
}
void closeGenerale(Entity * entity) {
if (entity->data != NULL)
KF_FREE(entity->data);
entityFreeCollisionModel(entity->collisionModel);
entityFreeCollisionModel(entity->transformedCollisionModel);
}
void updateGenerale(Game * game, Entity * entity) {
entityUpdateLastValues(entity);
Generale * data = (Generale*)entity->data;
// Next point.
if (data->targetNotSet) {
getTargetGenerale(game, entity);
data->targetNotSet = false;
} else if (Vector3Distance(entity->position, data->target) <= GENERALE_NEXT_POINT_THRESHOLD)
getTargetGenerale(game, entity);
entityFlyToPoint(
entity,
data->target,
&data->flyToPoint
);
// Spin this fucker.
entityUpdateRotation(entity);
entityCheckTransformedCollisionModel(entity);
}
void drawGenerale(Game * game, Entity * entity) {
entityDraw(entity);
/*
Generale * data = (Generale*)entity->data;
DrawLine3D(
entity->position,
data->target,
BLUE
);
DrawCubeV(data->target, Vector3One(), BLUE);
*/
}
void getTargetGenerale(Game * game, Entity * entity) {
Entity * player = getEntityFromWorld(game->world, 0);
Generale * data = (Generale*)entity->data;
Vector3 dis = Vector3Subtract(player->position, entity->position);
Vector3 dir = Vector3Normalize(dis);
SetRandomSeed(time(NULL));
float targetDis = GetRandomValue(GENERALE_ZIGZAG_SIZE_MIN, GENERALE_ZIGZAG_SIZE_MAX);
float distance = Vector3Distance(entity->position, player->position);
if (distance < targetDis)
targetDis = distance;
if (data->zigzag == GENERALE_ZIG) {
dir = Vector3RotateByAxisAngle(dir, Vector3One(), PI/4);
data->zigzag = GENERALE_ZAG;
} else {
dir = Vector3RotateByAxisAngle(dir, Vector3One(), -PI/4);
data->zigzag = GENERALE_ZIG;
}
dir = Vector3Scale(dir, targetDis);
data->target = Vector3Add(entity->position, dir);
}
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