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Searched refs:dist_to_enemy (Results 1 – 14 of 14) sorted by relevance

/dports/games/freeorion/freeorion-0.4.10.2/default/python/universe_generation/
H A Dteams.py82 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:
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/ai/
H A Daibig.cpp623 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 …]
H A Daicode.cpp3436 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 …]
H A Daiturret.cpp2113 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()
H A Dai.h677 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…
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/ai/
H A Daibig.cpp773 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 …]
H A Daicode.cpp3545 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 …]
H A Daiturret.cpp2239 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()
H A Dai.h618 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…
/dports/games/pyspacewar/pyspacewar-1.1.1/src/pyspacewar/
H A Dai.py24 dist_to_enemy = self.ship.distance_to(enemy)
26 dist_to_enemy = 1e999
34 if enemy is None or dist < dist_to_enemy - threshold:
/dports/games/diaspora/Diaspora_R1_Linux/Diaspora/fs2_open/code/hud/
H A Dhudtarget.h154 … object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist_to_enemy, vec3d *last_d…
H A Dhudtarget.cpp3771 … 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()
/dports/games/fs2open/fs2open.github.com-release_21_4_1/code/hud/
H A Dhudtarget.h168 … object *targetp, vec3d *enemy_pos, vec3d *predicted_enemy_pos, float dist_to_enemy, vec3d *last_d…
H A Dhudtarget.cpp3726 … 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()