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Enemy Targeting System in C

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0% found this document useful (0 votes)
2 views4 pages

Enemy Targeting System in C

Uploaded by

ja91698
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

#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;
}

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