Polish up AI

This commit is contained in:
2024-02-13 19:01:51 +01:00
parent 417cf081d7
commit dcd4d1940d
6 changed files with 40 additions and 22 deletions

View File

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