/dports/games/freeorion/freeorion-0.4.10.2/default/python/universe_generation/ |
H A D | teams.py | 82 dist_to_enemy = None 86 if dist_to_enemy is None or dist < dist_to_enemy: 87 dist_to_enemy = dist 88 if max_dist_to_enemy is None or dist_to_enemy > max_dist_to_enemy: 89 max_dist_to_enemy = dist_to_enemy 91 elif dist_to_enemy == max_dist_to_enemy:
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/ |
H A D | aibig.cpp | 623 if (dist_to_enemy > 500.0f) in ai_big_chase_attack() 634 if (dist_to_enemy > (weapon_travel_dist-20)) { in ai_big_chase_attack() 662 if (dist_to_enemy > weapon_travel_dist/2.0f) { in ai_big_chase_attack() 670 if (dist_to_enemy < ATTACK_STOP_DISTANCE) { in ai_big_chase_attack() 789 if (dist_to_enemy < firing_range*1.0f) { in ai_big_maybe_fire_weapons() 861 float dist_to_enemy, dot_to_enemy; in ai_big_chase() local 893 if ( ai_big_strafe_maybe_retreat(dist_to_enemy, &enemy_pos) ) { in ai_big_chase() 950 if ((dot_to_enemy < 0.9f) || (dist_to_enemy > 300.0f)) { in ai_big_chase() 1021 dist_normal_to_enemy = 0.3f * dist_to_enemy; in ai_big_chase() 1033 if (dist_to_enemy < ATTACK_COLLIDE_BASE_DIST) { in ai_big_chase() [all …]
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H A D | aicode.cpp | 3436 time_to_enemy = dist_to_enemy/pl_speed; in compute_time_to_enemy() 6625 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) { in attack_set_accel() 6664 if (dist_to_enemy > 800.0f) { in attack_set_accel() 6709 && (dist_to_enemy > 25.0f) in attack_set_accel() 7057 if (dist_to_enemy > 500.0f) { in ai_stealth_find() 7233 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius; in ai_chase_attack() 7247 if (dist_to_enemy > 500.0f) { in ai_chase_attack() 8033 float dist_to_enemy; in ai_cruiser_chase() local 8131 float dist_to_enemy, time_to_enemy; in ai_chase() local 8439 && (dist_to_enemy < 200.0f) in ai_chase() [all …]
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H A D | aiturret.cpp | 2113 float dist_to_enemy = 0.0f; in ai_fire_from_turret() local 2116 dist_to_enemy = MAX(0,vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos)); in ai_fire_from_turret() 2118 dist_to_enemy = MAX(0,vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius); in ai_fire_from_turret() 2204 if( (dist_to_enemy <= weapon_firing_range) && (dist_to_enemy >= WeaponMinRange) ) in ai_fire_from_turret() 2397 dist_to_enemy = vm_vec_normalize(&v2e); in ai_fire_from_turret() 2417 … flak_jitter_aim(&tv2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS), wip); in ai_fire_from_turret() 2444 if ((dist_to_enemy < 75.0f) || in_sight) in ai_fire_from_turret() 2452 if ((dist_to_enemy < 50.0f) || in_sight) in ai_fire_from_turret() 2460 if ((dist_to_enemy < 50.0f) || in_sight) in ai_fire_from_turret() 2471 if ((dist_to_enemy < 50.0f) || in_sight) in ai_fire_from_turret()
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H A D | ai.h | 677 extern void update_aspect_lock_information(ai_info *aip, vec3d *vec_to_enemy, float dist_to_enemy, … 682 …llide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duratio…
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/ |
H A D | aibig.cpp | 773 if (dist_to_enemy > 500.0f) in ai_big_chase_attack() 834 if (dist_to_enemy < ATTACK_STOP_DISTANCE) { in ai_big_chase_attack() 945 if (dist_to_enemy < firing_range*1.0f) { in ai_big_maybe_fire_weapons() 1018 float dist_to_enemy, dot_to_enemy; in ai_big_chase() local 1107 if ((dot_to_enemy < 0.9f) || (dist_to_enemy > 300.0f)) { in ai_big_chase() 1134 ai_big_chase_attack(aip, sip, &enemy_pos, dist_to_enemy, sip->model_num); in ai_big_chase() 1181 dist_normal_to_enemy = 0.3f * dist_to_enemy; in ai_big_chase() 1191 dist_normal_to_enemy = MAX(0.3f*dist_to_enemy, dist_normal_to_enemy); in ai_big_chase() 1193 if (dist_to_enemy < ATTACK_COLLIDE_BASE_DIST) { in ai_big_chase() 1252 if (dist_to_enemy > 4*En_objp->radius) { in ai_big_chase() [all …]
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H A D | aicode.cpp | 3545 time_to_enemy = dist_to_enemy/pl_speed; in compute_time_to_enemy() 7118 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) { in attack_set_accel() 7217 && (dist_to_enemy > 25.0f) in attack_set_accel() 7561 if (dist_to_enemy > 500.0f) { in ai_stealth_find() 7734 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius; in ai_chase_attack() 7748 if (dist_to_enemy > 500.0f) { in ai_chase_attack() 8503 float dist_to_enemy; in ai_cruiser_chase() local 8601 float dist_to_enemy; in ai_chase() local 8938 && (dist_to_enemy < 200.0f) in ai_chase() 8939 && (dist_to_enemy > 50.0f) in ai_chase() [all …]
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H A D | aiturret.cpp | 2239 float dist_to_enemy = 0.0f; in ai_turret_execute_behavior() local 2242 dist_to_enemy = MAX(0, vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos)); in ai_turret_execute_behavior() 2244 dist_to_enemy = MAX(0, vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius); in ai_turret_execute_behavior() 2331 if (dist_to_enemy < weapon_min_range || dist_to_enemy > weapon_firing_range) { in ai_turret_execute_behavior() 2563 dist_to_enemy = vm_vec_normalize(&v2e); in ai_turret_execute_behavior() 2592 if ((dist_to_enemy < 75.0f) || in_sight) in ai_turret_execute_behavior() 2601 if ((dist_to_enemy < 50.0f) || in_sight) in ai_turret_execute_behavior() 2610 if ((dist_to_enemy < 50.0f) || in_sight) in ai_turret_execute_behavior() 2622 if ((dist_to_enemy < 50.0f) || in_sight) in ai_turret_execute_behavior() 2687 …flak_jitter_aim(&shoot_vector, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS… in ai_turret_execute_behavior()
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H A D | ai.h | 618 extern void update_aspect_lock_information(ai_info *aip, vec3d *vec_to_enemy, float dist_to_enemy, … 623 …llide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duratio…
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/dports/games/pyspacewar/pyspacewar-1.1.1/src/pyspacewar/ |
H A D | ai.py | 24 dist_to_enemy = self.ship.distance_to(enemy) 26 dist_to_enemy = 1e999 34 if enemy is None or dist < dist_to_enemy - threshold:
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/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/ |
H A D | hudtarget.h | 154 … object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist_to_enemy, vec3d *last_d…
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H A D | hudtarget.cpp | 3771 … object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist_to_enemy, vec3d *last_d… in polish_predicted_target_pos() argument 3790 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos); in polish_predicted_target_pos() 3791 time_to_enemy = dist_to_enemy/weapon_speed; in polish_predicted_target_pos()
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/ |
H A D | hudtarget.h | 168 … object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist_to_enemy, vec3d *last_d…
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H A D | hudtarget.cpp | 3726 … object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist_to_enemy, vec3d *last_d… in polish_predicted_target_pos() argument 3754 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &reference_pos); in polish_predicted_target_pos() 3755 time_to_enemy = dist_to_enemy/weapon_speed; in polish_predicted_target_pos()
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