Consume pop capacity + evade AI boiler plate
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22
game/main.c
22
game/main.c
@@ -167,6 +167,23 @@ bool init(void *userData) {
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// Just a single action for now
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node = bzBTAction(nodePool, root, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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}
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// evade
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BzBTNode *evade = NULL;
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{
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BzBTNode *node = NULL;
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evade = bzBTMakeRoot(nodePool);
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BzBTNode *evadeSeq = bzBTCompSequence(nodePool, evade);
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{
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiIsEnemyNearby);
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bzBTNodeSetName(node, "enemyNearby");
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiEvadeTarget);
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bzBTNodeSetName(node, "evadeTarget");
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}
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}
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// worker harvest
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{
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@@ -175,9 +192,10 @@ bool init(void *userData) {
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root = bzBTMakeRoot(nodePool);
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game->BTs.workerHarvest = root;
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//node = bzBTDecorUntilFail(nodePool, root);
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BzBTNode *pSel = bzBTCompPSelector(nodePool, root);
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bzBTSubTree(evade, pSel);
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BzBTNode *collectSeq = bzBTCompSequence(nodePool, root);
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BzBTNode *collectSeq = bzBTCompSequence(nodePool, pSel);
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BzBTNode *untilFail = bzBTDecorUntilFail(nodePool, collectSeq);
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{
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