213 lines
4.0 KiB
C
213 lines
4.0 KiB
C
#include "team.h"
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#include "stdio.h"
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#include "stdlib.h"
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// Development in progress
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//Structure definition
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enum{
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JOBLESS, MASTER, GATHERER, WOODCUTTER, MINER, NB_JOBS
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};
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enum{
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NO_AIM, AIM_SPAWN, AIM_SPOT,
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};
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typedef struct{
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char type; //the type of ressource that was found
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t_coord pos; // pos where ressource was found
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} t_ressource_spot;
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typedef struct{
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char name; // name of the dude
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t_coord pos; // position relative to the spawn
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char hatched;
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char job;
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char aim;
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t_ressource_spot res_spot;
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char last_action;
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char last_dir;
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} t_info_data;
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typedef union{
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t_ressource_spot res_spot;
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}t_message;
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typedef struct{
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char name_sender;
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char type_message;
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t_message message;
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} t_com_custom;
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//check function
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void checkActionSuccess(t_info_data*, int);
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//tools functions
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int newDir(t_info_data*);
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t_coord orangeNewPos(t_coord, int);
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int distance(t_coord,t_coord);
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//jobs function
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void searchJob(t_action*, t_info_data*, int);
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void gatherFood(t_action*, t_info_data*, int);
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t_action orange_update(void* my_info, t_com* communication_data, int success){
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t_info_data* data = (t_info_data*)my_info;
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//t_data* data = (t_data*)my_info;
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t_action action;
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if(data->hatched == 0){
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success = 0;
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data->hatched = 1;
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data->job = GATHERER;
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data->pos.x=0;
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data->pos.y=0;
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}
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checkActionSuccess(data,success);
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//searchJob(&action, data, success);
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switch(data->job){
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case JOBLESS:
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action.type = WAIT;
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action.dir=0;
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break;
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case MASTER:
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printf("I'm the master!\n");
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action.type = WAIT;
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action.dir=0;
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break;
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case GATHERER:
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gatherFood(&action,data,success);
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break;
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case WOODCUTTER:
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case MINER:
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break;
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}
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data->last_action = action.type;
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data->last_dir = action.dir;
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return action;
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}
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void checkActionSuccess(t_info_data* data, int success){
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if (!success) return;
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t_coord aim_pos;
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switch(data->last_action){
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case MOVE:
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//update position
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data->pos=orangeNewPos(data->pos, data->last_dir);
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//update aim
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if (getInventory() == -1){
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if (distance(data->pos,data->res_spot.pos) == 0){
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data->aim = NO_AIM;
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}
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}/*else{
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/*aim_pos.x = 0;
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aim_pos.y = 0;
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if(distance(data->pos, aim_pos) == 1){
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data->aim=AIM_SPOT;
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}
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}*/
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break;
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case ATTACK:
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case PICK:
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data->aim=AIM_SPAWN;
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data->res_spot.type = getInventory();
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data->res_spot.pos = data->pos;
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break;
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case PUT:
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data->aim=AIM_SPOT;
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break;
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case WORK:
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case WAIT:
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case COMMUNICATE:
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default:
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break;
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}
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}
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void searchJob(t_action* action, t_info_data* data, int success){
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return;
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}
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void gatherFood(t_action* action, t_info_data* data, int success){
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int i,t;
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//default data for action
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action->data = NULL;
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//action choice
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for(i=0;i<4;i++){
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t = getNear(i);
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switch(t){
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case BERRIES:
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action->type = WORK;
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action->dir = i;
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return;
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case FOOD:
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if(getInventory() == -1){
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action->type = PICK;
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action->dir = i;
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return;
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}
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break;
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case SPAWN:
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if(getInventory() == FOOD){
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action->type = PUT;
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action->dir = i;
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return;
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}
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break;
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default:
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break;
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}
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}
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action->type= MOVE;
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action->dir = newDir(data);
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return;
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}
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//orange tools
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int newDir(t_info_data* data){
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int dir;
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int current_dist,new_dist;
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t_coord aim_pos;
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switch(data->aim){
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case NO_AIM:
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return (data->last_dir + rand()%3 )%4;
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case AIM_SPAWN:
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aim_pos.x=0;
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aim_pos.y=0;
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break;
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case AIM_SPOT:
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aim_pos=data->res_spot.pos;
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break;
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}
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// printf("[%d : %d] [%d : %d]",data->pos.x,data->pos.y,aim_pos.x,aim_pos.y);
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current_dist = distance(data->pos,aim_pos);
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if (current_dist == 0) return 0;
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do{
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dir= rand()%4;
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new_dist = distance(orangeNewPos(data->pos,dir),aim_pos);
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}while(current_dist <= new_dist);
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return dir;
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}
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t_coord orangeNewPos(t_coord pos, int dir){
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t_coord new_pos = pos;
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switch(dir){
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case NORTH:
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new_pos.y++;
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break;
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case SOUTH:
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new_pos.y--;
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break;
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case EAST:
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new_pos.x++;
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break;
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case WEST:
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new_pos.x--;
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break;
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}
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return new_pos;
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}
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int distance(t_coord p1, t_coord p2){
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return abs(p2.x-p1.x) + abs(p2.y-p1.y);
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} |