#include <stdio.
h>
#include <math.h>
#include <stdlib.h>
#include <time.h>
// Structure for player component
typedef struct {
float aimSpeed;
float aimRange;
int enemyLayer;
} PlayerComponent;
// Structure for enemy component
typedef struct {
// Empty structure for enemy component
} EnemyComponent;
// Structure for translation
typedef struct {
float x, y, z;
} Vector3;
// Structure for rotation
typedef struct {
float x, y, z, w;
} Quaternion;
// Structure for look at
typedef struct {
float x, y, z;
} LookAt;
// Structure for entity
typedef struct {
Vector3 translation;
Quaternion rotation;
PlayerComponent playerComponent;
EnemyComponent enemyComponent;
} Entity;
// Function to find nearest enemy
Entity* findNearestEnemy(Entity* player, Entity* enemies, int numEnemies) {
Entity* nearestEnemy = NULL;
float nearestDistance = FLT_MAX;
for (int i = 0; i < numEnemies; i++) {
float distance = sqrt(pow(enemies[i].translation.x - player->translation.x,
2) + pow(enemies[i].translation.y - player->translation.y, 2) +
pow(enemies[i].translation.z - player->translation.z, 2));
if (distance < nearestDistance) {
nearestDistance = distance;
nearestEnemy = &enemies[i];
}
}
return nearestEnemy;
}
// Function to aim at enemy head
void aimAtEnemyHead(Entity* player, Entity* enemy) {
// Calculate direction from player to enemy head
Vector3 direction = {
enemy->translation.x - player->translation.x,
enemy->translation.y - player->translation.y,
enemy->translation.z - player->translation.z
};
float length = sqrt(pow(direction.x, 2) + pow(direction.y, 2) +
pow(direction.z, 2));
direction.x /= length;
direction.y /= length;
direction.z /= length;
// Rotate player to face enemy head
player->rotation.x = direction.x;
player->rotation.y = direction.y;
player->rotation.z = direction.z;
// Lock aim on enemy head
LookAt lookAt;
lookAt.x = enemy->translation.x;
lookAt.y = enemy->translation.y;
lookAt.z = enemy->translation.z;
// Update player's look at
player->[Link] = sqrt(pow(lookAt.x - player->translation.x,
2) + pow(lookAt.y - player->translation.y, 2) + pow(lookAt.z - player-
>translation.z, 2));
}
// Function to fire at enemy head
void fireAtEnemyHead(Entity* player, Entity* enemy) {
// Fire at enemy head
Vector3 fireDirection = {
enemy->translation.x - player->translation.x,
enemy->translation.y - player->translation.y,
enemy->translation.z - player->translation.z
};
float length = sqrt(pow(fireDirection.x, 2) + pow(fireDirection.y, 2) +
pow(fireDirection.z, 2));
fireDirection.x /= length;
fireDirection.y /= length;
fireDirection.z /= length;
// Check if the shot hits the enemy head
if (sqrt(pow(fireDirection.x - enemy->translation.x, 2) + pow(fireDirection.y -
enemy->translation.y, 2) + pow(fireDirection.z - enemy->translation.z, 2)) < 1.0f)
{
printf("Hit enemy head!\n");
}
}
// Function to predict enemy position
Vector3 predictEnemyPosition(Entity* enemy) {
// Predict enemy position using machine learning algorithms
// For simplicity, let's assume the enemy moves in a straight line
Vector3 predictedPosition = enemy->translation;
predictedPosition.x += 1.0f;
predictedPosition.y += 1.0f;
predictedPosition.z += 1.0f;
return predictedPosition;
}
// Function to predict enemy rotation
Quaternion predictEnemyRotation(Entity* enemy) {
// Predict enemy rotation using machine learning algorithms
// For simplicity, let's assume the enemy rotates around the x-axis
Quaternion predictedRotation = enemy->rotation;
predictedRotation.x += 1.0f;
return predictedRotation;
}
// Function to get enemy head position
Vector3 getEnemyHeadPosition(Entity* enemy) {
// Get enemy head position
Vector3 enemyHeadPosition = enemy->translation;
enemyHeadPosition.z += 1.0f;
return enemyHeadPosition;
}
int main() {
// Initialize player and enemies
Entity player;
[Link].x = 0.0f;
[Link].y = 0.0f;
[Link].z = 0.0f;
[Link].x = 0.0f;
[Link].y = 0.0f;
[Link].z = 0.0f;
[Link].w = 1.0f;
[Link] = 10.0f;
[Link] = 100.0f;
[Link] = 1;
Entity enemies[10];
for (int i = 0; i < 10; i++) {
enemies[i].translation.x = (float)rand() / RAND_MAX * 10.0f;
enemies[i].translation.y = (float)rand() / RAND_MAX * 10.0f;
enemies[i].translation.z = (float)rand() / RAND_MAX * 10.0f;
enemies[i].rotation.x = (float)rand() / RAND_MAX * 10.0f;
enemies[i].rotation.y = (float)rand() / RAND_MAX * 10.0f;
enemies[i].rotation.z = (float)rand() / RAND_MAX * 10.0f;
enemies[i].rotation.w = 1.0f;
}
// Main loop
while (1) {
// Find nearest enemy
Entity* nearestEnemy = findNearestEnemy(&player, enemies, 10);
// Aim at enemy head
aimAtEnemyHead(&player, nearestEnemy);
// Fire at enemy head
fireAtEnemyHead(&player, nearestEnemy);
// Predict enemy position and rotation
Vector3 predictedPosition = predictEnemyPosition(nearestEnemy);
Quaternion predictedRotation = predictEnemyRotation(nearestEnemy);
// Get enemy head position
Vector3 enemyHeadPosition = getEnemyHeadPosition(nearestEnemy);
// Update player's look at
[Link] = sqrt(pow(enemyHeadPosition.x -
[Link].x, 2) + pow(enemyHeadPosition.y - [Link].y, 2) +
pow(enemyHeadPosition.z - [Link].z, 2));
}
return 0;
}