Added RelentlessAI.
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@ -47,7 +47,7 @@ public class InputHandler implements InputProcessor {
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addInput(Keys.RIGHT, Name.SWING_RIGHT, false);
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addInput(Keys.RIGHT, Name.SWING_RIGHT, false);
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addInput(Keys.UP, Name.SWING_UP, false);
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addInput(Keys.UP, Name.SWING_UP, false);
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addInput(Keys.DOWN, Name.SWING_DOWN, false);
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addInput(Keys.DOWN, Name.SWING_DOWN, false);
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addInput(Keys.F2, Name.DEBUG, false);
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addInput(Keys.F2, Name.DEBUG, true);
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addInput(Keys.ESCAPE, Name.SKIP_INTRO, false);
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addInput(Keys.ESCAPE, Name.SKIP_INTRO, false);
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}
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}
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@ -79,7 +79,7 @@ public class BasicDeathListener implements CombatListener {
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}
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}
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public int getGoreAmount(int damage) {
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public int getGoreAmount(int damage) {
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return (damage - 89) / 8 * Global.GORE_LEVEL;
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return (damage - 80) / 8 * Global.GORE_LEVEL;
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}
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}
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}
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}
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@ -0,0 +1,78 @@
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/**
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* GladiatorBrawler is a 2D swordfighting game.
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* Copyright (C) 2015 Jeasonfire/Allexit
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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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package com.saltosion.gladiator.listeners.ai;
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import com.badlogic.ashley.core.Entity;
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import com.saltosion.gladiator.components.CCombat;
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import com.saltosion.gladiator.components.CPhysics;
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import com.saltosion.gladiator.listeners.AIListener;
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import com.saltosion.gladiator.util.Direction;
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import com.saltosion.gladiator.util.Log;
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import java.util.ArrayList;
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public class RelentlessAI implements AIListener {
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@Override
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public void react(ArrayList<Entity> closeEntities, Entity host) {
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float dist = -1;
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Entity closestEntity = null;
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CPhysics p0 = host.getComponent(CPhysics.class);
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p0.movingRight = false;
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p0.movingLeft = false;
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for (Entity entity : closeEntities) {
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CPhysics p1 = entity.getComponent(CPhysics.class);
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float newDist = p0.getPosition().cpy().add(p1.getPosition().cpy().scl(-1)).len();
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if (dist == -1 || newDist < dist) {
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dist = newDist;
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closestEntity = entity;
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}
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}
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if (closestEntity == null) {
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return;
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}
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CPhysics p1 = closestEntity.getComponent(CPhysics.class);
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if (p0.getPosition().x + p0.getSize().x / 3 < p1.getPosition().x - p1.getSize().x / 3) {
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p0.movingRight = true;
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} else if (p0.getPosition().x - p0.getSize().x / 3 > p1.getPosition().x + p1.getSize().x / 3) {
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p0.movingLeft = true;
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}
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CCombat c0 = host.getComponent(CCombat.class);
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c0.inputs.put(Direction.RIGHT, false);
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c0.inputs.put(Direction.LEFT, false);
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c0.inputs.put(Direction.UP, false);
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c0.inputs.put(Direction.DOWN, false);
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if (dist < c0.getSwingSize().x + c0.getSwingSize().y) {
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if (p0.getPosition().x + p0.getSize().x / 3 < p1.getPosition().x - p1.getSize().x / 3) {
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c0.inputs.put(Direction.RIGHT, true);
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} else if (p0.getPosition().x - p0.getSize().x / 3 > p1.getPosition().x + p1.getSize().x / 3) {
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c0.inputs.put(Direction.LEFT, true);
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}
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if (p0.getPosition().y < p1.getPosition().y) {
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Log.info("asd");
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c0.inputs.put(Direction.UP, true);
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} else if (p0.getPosition().y > p1.getPosition().y) {
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Log.info("asd");
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c0.inputs.put(Direction.DOWN, true);
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}
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}
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}
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}
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