Polish up AI
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12
game/main.c
12
game/main.c
@@ -274,6 +274,8 @@ bool init(void *userData) {
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game->BTs.unit = root;
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BzBTNode *sel = bzBTCompSelector(nodePool, root);
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node = bzBTAction(nodePool, sel, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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BzBTNode *attackSeq = bzBTCompSequence(nodePool, sel);
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{
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node = bzBTAction(nodePool, attackSeq, (BzBTActionFn) aiIsEnemyNearby);
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@@ -282,9 +284,7 @@ bool init(void *userData) {
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node = bzBTAction(nodePool, attackSeq, (BzBTActionFn) aiAttackEnemy);
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bzBTNodeSetName(node, "attackEnemy");
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}
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node = bzBTAction(nodePool, sel, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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bzBTDecorDelay(nodePool, sel, 2.0f);
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bzBTDecorDelay(nodePool, sel, 0.2f);
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}
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// Unit (evasive)
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{
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@@ -294,6 +294,9 @@ bool init(void *userData) {
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game->BTs.unitEvasive = root;
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BzBTNode *sel = bzBTCompSelector(nodePool, root);
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node = bzBTAction(nodePool, sel, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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//bzBTDecorDelay(nodePool, sel, 0.2f);
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BzBTNode *evadeSeq = bzBTCompSequence(nodePool, sel);
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{
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiIsEnemyNearby);
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@@ -302,9 +305,6 @@ bool init(void *userData) {
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node = bzBTAction(nodePool, evadeSeq, (BzBTActionFn) aiEvadeEnemy);
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bzBTNodeSetName(node, "evadeEnemy");
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}
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node = bzBTAction(nodePool, sel, (BzBTActionFn) aiMoveTo);
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bzBTNodeSetName(node, "moveTo");
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bzBTDecorDelay(nodePool, sel, 2.0f);
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}
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// evade
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BzBTNode *evade = NULL;
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