1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
|
#include <u.h>
#include <libc.h>
#include <bio.h>
#include <thread.h>
#include <draw.h>
#include <mouse.h>
#include <cursor.h>
#include <keyboard.h>
#include <geometry.h>
#include "dat.h"
#include "fns.h"
#include "mixer.h"
/* Nexus-9 technology from The Rosen Association */
static char *nametab[] = {
"hannibal",
"luba",
"roy",
"irmgard",
"buster",
"rachael",
"phil",
"pris",
"polokov",
"zhora",
"kowalski",
"luv",
"sapper",
"freysa",
"mariette",
};
Point2 nwes[] = {
{0,-1,0},
{-1,0,0}, {1,0,0},
{0,1,0},
};
static char *
getaname(void)
{
return nametab[ntruerand(nelem(nametab))];
}
static void
turnaround(Andy *a)
{
if(--a->passes > 0){
a->passdir = mulpt2(a->passdir, -1);
a->lastshot = a->firsthit;
}else
a->disengage(a);
}
static void
andy_layout(Andy *a, Msg *m)
{
/* TODO write a real layout algorithm */
m->body = estrdup("layout f9v,g6v,b12v,c15v,l14v");
sendp(a->ego->battle->data, m);
}
static void
andy_shoot(Andy *a, Msg *m)
{
Point2 cell;
Retry:
switch(a->state){
case ASearching:
do
cell = Pt2(ntruerand(MAPW), ntruerand(MAPH), 1);
while(gettile(a, cell) != Twater);
break;
case ACalibrating:
do
cell = addpt2(a->firsthit, nwes[--a->ntries&3]);
while(gettile(a, cell) != Twater && a->ntries > 1);
if(a->ntries < 1 && gettile(a, cell) != Twater){
a->disengage(a);
goto Retry;
}
break;
case ABombing:
cell = addpt2(a->lastshot, a->passdir);
if(gettile(a, cell) != Twater){
turnaround(a);
goto Retry;
}
break;
}
m->body = smprint("shoot %s", cell2coords(cell));
sendp(a->ego->battle->data, m);
a->lastshot = cell;
}
static void
andy_engage(Andy *a)
{
a->firsthit = a->lastshot;
a->state = ACalibrating;
a->ntries = nelem(nwes);
a->passes = 2;
}
static void
andy_disengage(Andy *a)
{
a->state = ASearching;
}
static void
andy_registerhit(Andy *a)
{
settile(a, a->lastshot, Thit);
if(a->state == ASearching)
a->engage(a);
else if(a->state == ACalibrating){
a->passdir = subpt2(a->lastshot, a->firsthit);
a->state = ABombing;
}
}
static void
andy_registermiss(Andy *a)
{
settile(a, a->lastshot, Tmiss);
if(a->state == ACalibrating && a->ntries < 1)
a->disengage(a);
else if(a->state == ABombing)
turnaround(a);
}
Andy *
newandy(Player *p)
{
Andy *a;
a = emalloc(sizeof *a);
a->ego = p;
snprint(p->name, sizeof p->name, "%s", getaname());
a->state = ASearching;
a->layout = andy_layout;
a->shoot = andy_shoot;
a->engage = andy_engage;
a->disengage = andy_disengage;
a->registerhit = andy_registerhit;
a->registermiss = andy_registermiss;
return a;
}
void
freeandy(Andy *a)
{
free(a);
}
|