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engines/scumm/he/moonbase/ai_targetacquisition.h
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151
engines/scumm/he/moonbase/ai_targetacquisition.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_HE_MOONBASE_AI_TARGETACQUISITION_H
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#define SCUMM_HE_MOONBASE_AI_TARGETACQUISITION_H
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#include "scumm/he/moonbase/ai_defenseunit.h"
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#include "scumm/he/moonbase/ai_node.h"
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#include "scumm/he/moonbase/ai_tree.h"
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namespace Scumm {
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const int NUM_IMPT_UNITS = 3;
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const int NUM_SHOT_POSITIONS = 1;
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const int NUM_WEAPONS = 3;
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class Sortie : public IContainedObject {
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private:
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static int _sSourceX;
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static int _sSourceY;
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static int _sTargetX;
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static int _sTargetY;
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int _unitType;
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int _shotPosX, _shotPosY;
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Common::Array<DefenseUnit *> _enemyDefenses;
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AI *_ai;
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public:
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Sortie(AI *ai) { _ai = ai; _unitType = 0; _shotPosX = _shotPosY = 0; }
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~Sortie() override;
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static void setSourcePos(int x, int y) {
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_sSourceX = x;
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_sSourceY = y;
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}
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static void setTargetPos(int x, int y) {
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_sTargetX = x;
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_sTargetY = y;
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}
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void setUnitType(int unitType) { _unitType = unitType; }
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void setShotPosX(int shotPosX) { _shotPosX = shotPosX; }
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void setShotPosY(int shotPosY) { _shotPosY = shotPosY; }
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void setShotPos(int shotPosX, int shotPosY) {
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_shotPosX = shotPosX;
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_shotPosY = shotPosY;
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}
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void setEnemyDefenses(Common::Array<DefenseUnit *> enemyDefenses) {
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_enemyDefenses = enemyDefenses;
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}
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void setEnemyDefenses(int enemyDefensesScummArray, int defendX, int defendY);
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void printEnemyDefenses();
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static int getSourcePosX() { return _sSourceX; }
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static int getSourcePosY() { return _sSourceY; }
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static int getTargetPosX() { return _sTargetX; }
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static int getTargetPosY() { return _sTargetY; }
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int getUnitType() const { return _unitType; }
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int getShotPosX() const { return _shotPosX; }
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int getShotPosY() const { return _shotPosY; }
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int *getShotPos() const;
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Common::Array<DefenseUnit *> getEnemyDefenses() const { return _enemyDefenses; }
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IContainedObject *duplicate() override;
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int numChildrenToGen() override;
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IContainedObject *createChildObj(int, int &completionFlag) override;
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float calcH() override;
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int checkSuccess() override;
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float calcT() override;
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};
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class Defender {
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private:
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int _sourceX;
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int _sourceY;
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int _targetX;
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int _targetY;
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int _sourceUnit;
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int _power;
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int _angle;
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int _unit;
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AI *_ai;
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public:
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Defender(AI *ai);
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void setSourceX(int sourceX) { _sourceX = sourceX; }
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void setSourceY(int sourceY) { _sourceY = sourceY; }
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void setTargetX(int targetX) { _targetX = targetX; }
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void setTargetY(int targetY) { _targetY = targetY; }
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void setSourceUnit(int sourceUnit) { _sourceUnit = sourceUnit; }
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void setPower(int power) { _power = power; }
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void setAngle(int angle) { _angle = angle; }
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void setUnit(int unit) { _unit = unit; }
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int getSourceX() const { return _sourceX; }
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int getSourceY() const { return _sourceY; }
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int getTargetX() const { return _targetX; }
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int getTargetY() const { return _targetY; }
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int getSourceUnit() const { return _sourceUnit; }
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int getPower() const { return _power; }
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int getAngle() const { return _angle; }
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int getUnit() const { return _unit; }
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int calculateDefenseUnitPosition(int targetX, int targetY, int index);
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};
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class defenseUnitCompare {
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public:
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bool operator()(DefenseUnit *x, DefenseUnit *y) {
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//disabled units go at the end
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if (x->getState() == DUS_OFF) {
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debugC(DEBUG_MOONBASE_AI, "OFF");
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return 0;
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}
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return x->getDistanceTo() < y->getDistanceTo();
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}
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};
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} // End of namespace Scumm
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#endif
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