typedef struct { int location; segment2 player; segment2 opponent; vec2 intersection; float t_player, t_opponent; } AI_Configuration; typedef struct { float front, left, right, backleft; } AI_Distances; typedef struct { int minTurnTime[4]; float maxSegLength[4]; float critical[4]; int spiral[4]; int rlDelta[4]; } AI_Parameters; extern AI_Parameters ai_params; void ai_getDistances(int player, AI_Distances *distances); void ai_getClosestOpponent(int player, int* opponent, float *distance); void ai_getConfig(int player, int opponent, AI_Configuration *config); void ai_aggressive(int player, int opponent, int location, AI_Distances *distances); void ai_evasive(int player, int opponent, int location, AI_Distances *distances);