diff options
author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
---|---|---|
committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
commit | d17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch) | |
tree | 4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/FighterAI.cpp | |
parent | 1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff) | |
download | starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.zip starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.gz starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/FighterAI.cpp')
-rw-r--r-- | Stars45/FighterAI.cpp | 3690 |
1 files changed, 1857 insertions, 1833 deletions
diff --git a/Stars45/FighterAI.cpp b/Stars45/FighterAI.cpp index 835bd00..3cb2776 100644 --- a/Stars45/FighterAI.cpp +++ b/Stars45/FighterAI.cpp @@ -1,1833 +1,1857 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: FighterAI.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Fighter (low-level) Artificial Intelligence class
-*/
-
-#include "MemDebug.h"
-#include "FighterAI.h"
-#include "FighterTacticalAI.h"
-#include "Ship.h"
-#include "Shot.h"
-#include "Sensor.h"
-#include "Element.h"
-#include "ShipDesign.h"
-#include "Instruction.h"
-#include "Weapon.h"
-#include "WeaponGroup.h"
-#include "Drive.h"
-#include "QuantumDrive.h"
-#include "Farcaster.h"
-#include "FlightComp.h"
-#include "FlightDeck.h"
-#include "Hangar.h"
-#include "Sim.h"
-#include "StarSystem.h"
-#include "RadioMessage.h"
-#include "RadioTraffic.h"
-
-#include "Game.h"
-
-static const double TIME_TO_DOCK = 30;
-
-// +----------------------------------------------------------------------+
-
-FighterAI::FighterAI(SimObject* s)
-: ShipAI(s), brakes(0), drop_state(0), jink_time(0), evading(false),
-decoy_missile(0), missile_time(0), terrain_warning(false), inbound(0),
-rtb_code(0), form_up(false), over_threshold(false), time_to_dock(0),
-go_manual(false)
-{
- ai_type = FIGHTER;
- seek_gain = 22;
- seek_damp = 0.55;
- brakes = 0;
- z_shift = 0;
-
- tactical = new(__FILE__,__LINE__) FighterTacticalAI(this);
-}
-
-
-// +--------------------------------------------------------------------+
-
-FighterAI::~FighterAI()
-{ }
-
-// +--------------------------------------------------------------------+
-
-static double frame_time = 0;
-
-void
-FighterAI::ExecFrame(double s)
-{
- if (!ship) return;
-
- evading = false;
- inbound = ship->GetInbound();
- missile_time -= s;
-
- int order = 0;
-
- if (navpt)
- order = navpt->Action();
-
- if (inbound) {
- form_up = false;
- rtb_code = 1;
-
- // CHEAT LANDING:
- if (inbound->Final() && time_to_dock > 0) {
- FlightDeck* deck = inbound->GetDeck();
- if (deck) {
- Point dst = deck->EndPoint();
- Point approach = deck->StartPoint() - dst;
-
- const Ship* carrier = deck->GetCarrier();
-
- Camera landing_cam;
- landing_cam.Clone(carrier->Cam());
- landing_cam.Yaw(deck->Azimuth());
-
- if (time_to_dock > TIME_TO_DOCK/2) {
- double lr, lp, lw;
- double sr, sp, sw;
-
- landing_cam.Orientation().ComputeEulerAngles(lr, lp, lw);
- ship->Cam().Orientation().ComputeEulerAngles(sr, sp, sw);
-
- double nr = sr + s*(lr-sr);
- double np = sp + s*(lp-sp);
- double nw = sw + s*(lw-sw)*0.5;
-
- Camera work;
- work.Aim(nr,np,nw);
- landing_cam.Clone(work);
- }
-
- ship->CloneCam(landing_cam);
- ship->MoveTo(dst + approach * (time_to_dock / TIME_TO_DOCK));
- ship->SetVelocity(carrier->Velocity() + ship->Heading() * 50);
- ship->SetThrottle(50);
- ship->ExecFLCSFrame();
-
- time_to_dock -= s;
-
- if (time_to_dock <= 0) {
- deck->Dock(ship);
- time_to_dock = 0;
- }
-
- return;
- }
- }
-
- else if (ship->GetFlightPhase() == Ship::DOCKING) {
- // deal with (pathological) moving carrier deck:
-
- FlightDeck* deck = inbound->GetDeck();
- if (deck) {
- Point dst = deck->EndPoint();
-
- if (ship->IsAirborne()) {
- double alt = dst.y;
- dst = ship->Location();
- dst.y = alt;
- }
-
- const Ship* carrier = deck->GetCarrier();
-
- Camera landing_cam;
- landing_cam.Clone(carrier->Cam());
- landing_cam.Yaw(deck->Azimuth());
-
- ship->CloneCam(landing_cam);
- ship->MoveTo(dst);
-
- if (!ship->IsAirborne()) {
- ship->SetVelocity(carrier->Velocity());
- }
- else {
- Point taxi(landing_cam.vpn());
- ship->SetVelocity(taxi * 95);
- }
-
- ship->SetThrottle(0);
- ship->ExecFLCSFrame();
- }
-
- return;
- }
- }
- else {
- Instruction* orders = ship->GetRadioOrders();
-
- if (orders &&
- (orders->Action() == RadioMessage::WEP_HOLD ||
- orders->Action() == RadioMessage::FORM_UP)) {
- form_up = true;
- rtb_code = 0;
- }
- else {
- form_up = false;
- }
- }
-
- if (!target && order != Instruction::STRIKE)
- ship->SetSensorMode(Sensor::STD);
-
- ShipAI::ExecFrame(s); // this must be the last line of this method
-
- // IT IS NOT SAFE TO PLACE CODE HERE
- // if this class decides to break orbit,
- // this object will be deleted during
- // ShipAI::ExecFrame() (which calls
- // FighterAI::Navigator() - see below)
-}
-
-// +--------------------------------------------------------------------+
-
-void
-FighterAI::FindObjective()
-{
- distance = 0;
-
- // ALWAYS complete initial launch navpt:
- if (!navpt) {
- navpt = ship->GetNextNavPoint();
- if (navpt && (navpt->Action() != Instruction::LAUNCH || navpt->Status() == Instruction::COMPLETE))
- navpt = 0;
- }
-
- if (navpt && navpt->Action() == Instruction::LAUNCH) {
- if (navpt->Status() != Instruction::COMPLETE) {
- FindObjectiveNavPoint();
-
- // transform into camera coords:
- objective = Transform(obj_w);
- ship->SetDirectorInfo(Game::GetText("ai.launch"));
- return;
- }
- else {
- navpt = 0;
- }
- }
-
- // runway takeoff:
- else if (takeoff) {
- obj_w = ship->Location() + ship->Heading() * 10e3;
- obj_w.y = ship->Location().y + 2e3;
-
- // transform into camera coords:
- objective = Transform(obj_w);
- ship->SetDirectorInfo(Game::GetText("ai.takeoff"));
- return;
- }
-
- // approaching a carrier or runway:
- else if (inbound) {
- FlightDeck* deck = inbound->GetDeck();
-
- if (!deck) {
- objective = Point();
- return;
- }
-
- // initial approach
- if (inbound->Approach() > 0 || !inbound->Cleared()) {
- obj_w = deck->ApproachPoint(inbound->Approach()) + inbound->Offset();
-
- distance = (obj_w - ship->Location()).length();
-
- // transform into camera coords:
- objective = Transform(obj_w);
- ship->SetDirectorInfo(Game::GetText("ai.inbound"));
-
- return;
- }
-
- // final approach
- else {
- ship->SetDirectorInfo(Game::GetText("ai.finals"));
-
- obj_w = deck->StartPoint();
- if (inbound->Final()) {
- obj_w = deck->EndPoint();
-
- if (deck->OverThreshold(ship)) {
- obj_w = deck->MountLocation();
- over_threshold = true;
- }
- }
-
- distance = (obj_w - ship->Location()).length();
-
- // transform into camera coords:
- objective = Transform(obj_w);
-
- return;
- }
- }
-
- // not inbound yet, check for RTB order:
- else {
- Instruction* orders = (Instruction*) ship->GetRadioOrders();
- int action = 0;
-
- if (orders)
- action = orders->Action();
-
- if (navpt && !action) {
- FindObjectiveNavPoint();
- if (distance < 5e3) {
- action = navpt->Action();
- }
- }
-
- if (action == RadioMessage::RTB ||
- action == RadioMessage::DOCK_WITH) {
-
- Ship* controller = ship->GetController();
-
- if (orders && orders->Action() == RadioMessage::DOCK_WITH && orders->GetTarget()) {
- controller = (Ship*) orders->GetTarget();
- }
-
- else if (navpt && navpt->Action() == RadioMessage::DOCK_WITH && navpt->GetTarget()) {
- controller = (Ship*) navpt->GetTarget();
- }
-
- ReturnToBase(controller);
-
- if (rtb_code)
- return;
- }
- }
-
- ShipAI::FindObjective();
-}
-
-void
-FighterAI::ReturnToBase(Ship* controller)
-{
- rtb_code = 0;
-
- if (controller) {
- SimRegion* self_rgn = ship->GetRegion();
- SimRegion* rtb_rgn = controller->GetRegion();
-
- if (self_rgn && !rtb_rgn) {
- rtb_rgn = self_rgn;
- }
-
- if (self_rgn && rtb_rgn && self_rgn != rtb_rgn) {
- // is the carrier in orbit above us
- // (or on the ground below us)?
-
- if (rtb_rgn->GetOrbitalRegion()->Primary() ==
- self_rgn->GetOrbitalRegion()->Primary()) {
-
- Point npt = rtb_rgn->Location() - self_rgn->Location();
- obj_w = npt.OtherHand();
-
- // distance from self to navpt:
- distance = Point(obj_w - ship->Location()).length();
-
- // transform into camera coords:
- objective = Transform(obj_w);
-
- if (rtb_rgn->IsAirSpace()) {
- drop_state = -1;
- }
- else if (rtb_rgn->IsOrbital()) {
- drop_state = 1;
- }
-
- rtb_code = 2;
- }
-
- // try to find a jumpgate that will take us home:
- else {
- QuantumDrive* qdrive = ship->GetQuantumDrive();
- bool use_farcaster = !qdrive ||
- !qdrive->IsPowerOn() ||
- qdrive->Status() < System::DEGRADED;
-
- if (use_farcaster) {
- if (!farcaster) {
- ListIter<Ship> s = self_rgn->Ships();
- while (++s && !farcaster) {
- if (s->GetFarcaster()) {
- const Ship* dest = s->GetFarcaster()->GetDest();
- if (dest && dest->GetRegion() == rtb_rgn) {
- farcaster = s->GetFarcaster();
- }
- }
- }
- }
-
- if (farcaster) {
- Point apt = farcaster->ApproachPoint(0);
- Point npt = farcaster->StartPoint();
- double r1 = (ship->Location() - npt).length();
-
- if (r1 > 50e3) {
- obj_w = apt;
- distance = r1;
- objective = Transform(obj_w);
- }
-
- else {
- double r2 = (ship->Location() - apt).length();
- double r3 = (npt - apt).length();
-
- if (r1+r2 < 1.2*r3) {
- obj_w = npt;
- distance = r1;
- objective = Transform(obj_w);
- }
- else {
- obj_w = apt;
- distance = r2;
- objective = Transform(obj_w);
- }
- }
-
- rtb_code = 3;
- }
-
- // can't find a way back home, ignore the RTB order:
- else {
- ship->ClearRadioOrders();
- rtb_code = 0;
- return;
- }
- }
- else if (qdrive) {
- if (qdrive->ActiveState() == QuantumDrive::ACTIVE_READY) {
- qdrive->SetDestination(rtb_rgn, controller->Location());
- qdrive->Engage();
- }
-
- rtb_code = 3;
- }
- }
- }
-
- else {
- obj_w = controller->Location();
-
- distance = (obj_w - ship->Location()).length();
-
- // transform into camera coords:
- objective = Transform(obj_w);
- ship->SetDirectorInfo(Game::GetText("ai.return-to-base"));
-
- rtb_code = 1;
- }
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-FighterAI::FindObjectiveNavPoint()
-{
- SimRegion* self_rgn = ship->GetRegion();
- SimRegion* nav_rgn = navpt->Region();
-
- if (self_rgn && !nav_rgn) {
- nav_rgn = self_rgn;
- navpt->SetRegion(nav_rgn);
- }
-
- if (self_rgn && nav_rgn && self_rgn != nav_rgn) {
- if (nav_rgn->GetOrbitalRegion()->Primary() ==
- self_rgn->GetOrbitalRegion()->Primary()) {
-
- Point npt = nav_rgn->Location() - self_rgn->Location();
- obj_w = npt.OtherHand();
-
- // distance from self to navpt:
- distance = Point(obj_w - ship->Location()).length();
-
- // transform into camera coords:
- objective = Transform(obj_w);
-
- if (nav_rgn->IsAirSpace()) {
- drop_state = -1;
- }
- else if (nav_rgn->IsOrbital()) {
- drop_state = 1;
- }
-
- return;
- }
-
- else {
- QuantumDrive* q = ship->GetQuantumDrive();
-
- if (q) {
- if (q->ActiveState() == QuantumDrive::ACTIVE_READY) {
- q->SetDestination(navpt->Region(), navpt->Location());
- q->Engage();
- return;
- }
- }
- }
- }
-
- ShipAI::FindObjectiveNavPoint();
-}
-
-// +--------------------------------------------------------------------+
-
-Point
-FighterAI::ClosingVelocity()
-{
- if (ship) {
- WeaponDesign* wep_design = ship->GetPrimaryDesign();
-
- if (target && wep_design) {
- Point aim_vec = ship->Heading();
- aim_vec.Normalize();
-
- Point shot_vel = ship->Velocity() + aim_vec * wep_design->speed;
- return shot_vel - target->Velocity();
- }
-
- else if (target) {
- return ship->Velocity() - target->Velocity();
- }
-
- else {
- return ship->Velocity();
- }
- }
-
- return Point(1,0,0);
-}
-
-// +--------------------------------------------------------------------+
-
-void
-FighterAI::Navigator()
-{
- go_manual = false;
-
- if (takeoff) {
- accumulator.Clear();
- magnitude = 0;
- brakes = 0;
- z_shift = 0;
-
- Accumulate(SeekTarget());
- HelmControl();
- ThrottleControl();
- ship->ExecFLCSFrame();
- return;
- }
-
- Element* elem = ship->GetElement();
-
- if (elem) {
- Ship* lead = elem->GetShip(1);
-
- if (lead && lead != ship) {
- if (lead->IsDropping() && !ship->IsDropping()) {
- ship->DropOrbit();
- // careful: this object has just been deleted!
- return;
- }
-
- if (lead->IsAttaining() && !ship->IsAttaining()) {
- ship->MakeOrbit();
- // careful: this object has just been deleted!
- return;
- }
- }
-
- else {
- if (drop_state < 0) {
- ship->DropOrbit();
- // careful: this object has just been deleted!
- return;
- }
-
- if (drop_state > 0) {
- ship->MakeOrbit();
- // careful: this object has just been deleted!
- return;
- }
- }
- }
-
- int order = 0;
-
- if (navpt)
- order = navpt->Action();
-
- if (rtb_code == 1 && navpt && navpt->Status() < Instruction::SKIPPED &&
- !inbound && distance < 35e3) { // (this should be distance to the ship)
-
- if (order == Instruction::RTB) {
- Ship* controller = ship->GetController();
- Hangar* hangar = controller ? controller->GetHangar() : 0;
-
- if (hangar && hangar->CanStow(ship)) {
- for (int i = 0; i < elem->NumShips(); i++) {
- Ship* s = elem->GetShip(i+1);
-
- if (s && s->GetDirector() && s->GetDirector()->Type() >= ShipAI::FIGHTER)
- RadioTraffic::SendQuickMessage(s, RadioMessage::CALL_INBOUND);
- }
-
- if (element_index == 1)
- ship->SetNavptStatus(navpt, Instruction::COMPLETE);
- }
-
- else {
- if (element_index == 1) {
- ::Print("WARNING: FighterAI NAVPT RTB, but no controller or hangar found for ship '%s'\n", ship->Name());
- ship->SetNavptStatus(navpt, Instruction::SKIPPED);
- }
- }
- }
-
- else {
- Ship* dock_target = (Ship*) navpt->GetTarget();
- if (dock_target) {
- for (int i = 0; i < elem->NumShips(); i++) {
- Ship* s = elem->GetShip(i+1);
-
- if (s) {
- RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(dock_target, s, RadioMessage::CALL_INBOUND);
- RadioTraffic::Transmit(msg);
- }
- }
-
- if (element_index == 1)
- ship->SetNavptStatus(navpt, Instruction::COMPLETE);
- }
-
- else {
- if (element_index == 1) {
- ::Print("WARNING: FighterAI NAVPT DOCK, but no dock target found for ship '%s'\n", ship->Name());
- ship->SetNavptStatus(navpt, Instruction::SKIPPED);
- }
- }
- }
- }
-
- if (target)
- ship->SetDirectorInfo(Game::GetText("ai.seek-target"));
-
- accumulator.Clear();
- magnitude = 0;
- brakes = 0;
- z_shift = 0;
-
- hold = false;
- if ((ship->GetElement() && ship->GetElement()->GetHoldTime() > 0) ||
- (navpt && navpt->Status() == Instruction::COMPLETE && navpt->HoldTime() > 0))
- hold = true;
-
- if (ship->MissionClock() < 10000) {
- if (ship->IsAirborne())
- Accumulate(SeekTarget());
- }
-
- else if ((farcaster && distance < 20e3) || (inbound && inbound->Final())) {
- Accumulate(SeekTarget());
- }
-
- else {
- if (!ship->IsAirborne() || ship->AltitudeAGL() > 100)
- ship->RaiseGear();
-
- Accumulate(AvoidTerrain());
- Steer avoid = AvoidCollision();
-
- if (other && inbound && inbound->GetDeck() && inbound->Cleared()) {
- if (other != (SimObject*) inbound->GetDeck()->GetCarrier())
- Accumulate(avoid);
- }
- else {
- Accumulate(avoid);
- }
-
- if (!too_close && !hold && !terrain_warning) {
- Accumulate(SeekTarget());
- Accumulate(EvadeThreat());
- }
- }
-
- HelmControl();
- ThrottleControl();
- FireControl();
- AdjustDefenses();
-
- ship->ExecFLCSFrame();
-}
-
-// +--------------------------------------------------------------------+
-
-void
-FighterAI::HelmControl()
-{
- Camera* cam = ((Camera*) &(ship->Cam()));
- Point vrt = cam->vrt();
- double deflection = vrt.y;
- double theta = 0;
- bool formation = element_index > 1;
- bool station_keeping = distance < 0;
- bool inverted = cam->vup().y < -0.5;
- Ship* ward = ship->GetWard();
-
- if (takeoff || inbound || station_keeping)
- formation = false;
-
- if (takeoff || navpt || farcaster || patrol || inbound || rtb_code || target || ward || threat || formation) {
- // are we being asked to flee?
- if (fabs(accumulator.yaw) == 1.0 && accumulator.pitch == 0.0) {
- accumulator.pitch = -0.7f;
- accumulator.yaw *= 0.25f;
-
- if (ship->IsAirborne() && ship->GetFlightModel() == 0)
- accumulator.pitch = -0.45f;
-
- // low ai -> lower turning rate
- accumulator.pitch += 0.1f * (2-ai_level);
- }
-
- ship->ApplyRoll((float) (accumulator.yaw * -0.7));
- ship->ApplyYaw((float) (accumulator.yaw * 0.2));
-
- if (fabs(accumulator.yaw) > 0.5 && fabs(accumulator.pitch) < 0.1)
- accumulator.pitch -= 0.1f;
-
- ship->ApplyPitch((float) accumulator.pitch);
- }
-
- else {
- ship->SetDirectorInfo(Game::GetText("ai.station-keeping"));
- station_keeping = true;
-
- // go into a slow orbit if airborne:
- if (ship->IsAirborne() && ship->Class() < Ship::LCA) {
- accumulator.brake = 0.2;
- accumulator.stop = 0;
-
- double compass_pitch = ship->CompassPitch();
- double desired_bank = -PI/4;
- double current_bank = asin(deflection);
- double theta = desired_bank - current_bank;
- ship->ApplyRoll(theta);
-
- double coord_pitch = compass_pitch - 0.2 * fabs(current_bank);
- ship->ApplyPitch(coord_pitch);
- }
- else {
- accumulator.brake = 1;
- accumulator.stop = 1;
- }
- }
-
- // if not turning, roll to orient with world coords:
- if (ship->Design()->auto_roll > 0) {
- if (fabs(accumulator.pitch) < 0.1 && fabs(accumulator.yaw) < 0.25) {
- // zolon spiral behavior:
- if (ship->Design()->auto_roll > 1) {
- if ((element_index + (ship->MissionClock()>>10)) & 0x4)
- ship->ApplyRoll( 0.60);
- else
- ship->ApplyRoll(-0.35);
- }
-
- // normal behavior - roll to upright:
- else if (fabs(deflection) > 0.1 || inverted) {
- double theta = asin(deflection/vrt.length()) * 0.5;
- ship->ApplyRoll(-theta);
- }
- }
- }
-
- // if not otherwise occupied, pitch to orient with world coords:
- if (station_keeping && (!ship->IsAirborne() || ship->Class() < Ship::LCA)) {
- Point heading = ship->Heading();
- double pitch_deflection = heading.y;
-
- if (fabs(pitch_deflection) > 0.05) {
- double rho = asin(pitch_deflection) * 3;
- ship->ApplyPitch(rho);
- }
- }
-
- ship->SetTransX(0);
- ship->SetTransY(0);
- ship->SetTransZ(z_shift * ship->Design()->trans_z);
- ship->SetFLCSMode(go_manual ? Ship::FLCS_MANUAL : Ship::FLCS_AUTO);
-}
-
-void
-FighterAI::ThrottleControl()
-{
- Element* elem = ship->GetElement();
- double ship_speed = ship->Velocity() * ship->Heading();
- double desired = 1000;
- bool formation = element_index > 1;
- bool station_keeping = distance < 0;
- bool augmenter = false;
- Ship* ward = ship->GetWard();
-
- if (inbound || station_keeping)
- formation = false;
-
- // LAUNCH / TAKEOFF
- if (ship->MissionClock() < 10000) {
- formation = false;
- throttle = 100;
- brakes = 0;
- }
-
- // STATION KEEPING
- else if (station_keeping) {
- // go into a slow orbit if airborne:
- if (ship->IsAirborne() && ship->Class() < Ship::LCA) {
- throttle = 30;
- brakes = 0;
- }
- else {
- throttle = 0;
- brakes = 1;
- }
- }
-
- // TRY TO STAY AIRBORNE, YES?
- else if (ship->IsAirborne() && ship_speed < 250 && ship->Class() < Ship::LCA) {
- throttle = 100;
- brakes = 0;
-
- if (ship_speed < 200)
- augmenter = true;
- }
-
- // INBOUND
- else if (inbound) {
- double carrier_speed = inbound->GetDeck()->GetCarrier()->Velocity().length();
- desired = 250 + carrier_speed;
-
- if (distance > 25.0e3)
- desired = 750 + carrier_speed;
-
- else if (ship->IsAirborne())
- desired = 300;
-
- else if (inbound->Final())
- desired = 75 + carrier_speed;
-
- throttle = 0;
-
- // holding short?
- if (inbound->Approach() == 0 && !inbound->Cleared() &&
- distance < 2000 && !ship->IsAirborne())
- desired = 0;
-
- if (ship_speed > desired+5)
- brakes = 0.25;
-
- else if (ship->IsAirborne() || Ship::GetFlightModel() > 0) {
- throttle = old_throttle + 1;
- }
-
- else if (ship_speed < 0.85 * desired) {
- throttle = 100;
-
- if (ship_speed < 0 && ship->GetFuelLevel() > 10)
- augmenter = true;
- }
-
- else if (ship_speed < desired-5) {
- throttle = 30;
- }
- }
-
- else if (rtb_code || farcaster) {
- desired = 750;
-
- if (threat || threat_missile) {
- throttle = 100;
-
- if (!threat_missile && ship->GetFuelLevel() > 15)
- augmenter = true;
- }
-
- else {
- throttle = 0;
-
- if (ship_speed > desired+5)
- brakes = 0.25;
-
- else if (Ship::GetFlightModel() > 0) {
- throttle = old_throttle + 1;
- }
-
- else if (ship_speed < 0.85 * desired) {
- throttle = 100;
-
- if (ship_speed < 0 && ship->GetFuelLevel() > 10)
- augmenter = true;
- }
-
- else if (ship_speed < desired-5) {
- throttle = 30;
- }
- }
- }
-
- // RUN AWAY!!!
- else if (evading) {
- throttle = 100;
-
- if (!threat_missile && ship->GetFuelLevel() > 15)
- augmenter = true;
- }
-
- // PATROL AND FORMATION
- else if (!navpt && !target && !ward) {
- if (!elem || !formation) { // element lead
- if (patrol) {
- desired = 250;
-
- if (distance > 10e3)
- desired = 750;
-
- if (ship_speed > desired+5) {
- brakes = 0.25;
- throttle = old_throttle - 5;
- }
-
- else if (ship_speed < 0.85 * desired) {
- throttle = 100;
-
- if (ship_speed < 0 && ship->GetFuelLevel() > 10)
- augmenter = true;
- }
-
- else if (ship_speed < desired-5)
- throttle = old_throttle + 5;
- }
-
- else {
- throttle = 35;
-
- if (threat)
- throttle = 100;
-
- brakes = accumulator.brake;
-
- if (brakes > 0.1)
- throttle = 0;
- }
- }
-
- else { // wingman
- Ship* lead = elem->GetShip(1);
- double zone = ship->Radius() * 3;
-
- if (lead)
- desired = lead->Velocity() * lead->Heading();
-
- if (fabs(slot_dist) < distance/4) // try to prevent porpoising
- throttle = old_throttle;
-
- else if (slot_dist > zone*2) {
- throttle = 100;
-
- if (objective.z > 10e3 && ship_speed < desired && ship->GetFuelLevel() > 25)
- augmenter = true;
- }
-
- else if (slot_dist > zone)
- throttle = lead->Throttle() + 10;
-
- else if (slot_dist < -zone*2) {
- throttle = old_throttle - 10;
- brakes = 1;
- }
-
- else if (slot_dist < -zone) {
- throttle = old_throttle;
- brakes = 0.5;
- }
-
- else if (lead) {
- double lv = lead->Velocity().length();
- double sv = ship_speed;
- double dv = lv-sv;
- double dt = 0;
-
- if (dv > 0) dt = dv * 1e-5 * frame_time;
- else if (dv < 0) dt = dv * 1e-2 * frame_time;
-
- throttle = old_throttle + dt;
- }
-
- else {
- throttle = old_throttle;
- }
- }
- }
-
- // TARGET/WARD/NAVPOINT SEEKING
- else {
- throttle = old_throttle;
-
- if (target) {
- desired = 1250;
-
- if (ai_level < 1) {
- throttle = 70;
- }
-
- else if (ship->IsAirborne()) {
- throttle = 100;
-
- if (!threat_missile && fabs(objective.z) > 6e3 && ship->GetFuelLevel() > 25)
- augmenter = true;
- }
-
- else {
- throttle = 100;
-
- if (objective.z > 20e3 && ship_speed < desired && ship->GetFuelLevel() > 35)
- augmenter = true;
-
- else if (objective.z > 0 && objective.z < 10e3)
- throttle = 50;
- }
- }
-
- else if (ward) {
- double d = (ship->Location() - ward->Location()).length();
-
- if (d > 5000) {
- if (ai_level < 1)
- throttle = 50;
- else
- throttle = 80;
- }
- else {
- double speed = ward->Velocity().length();
-
- if (speed > 0) {
- if (ship_speed > speed) {
- throttle = old_throttle - 5;
- brakes = 0.25;
- }
- else if (ship_speed < speed - 10) {
- throttle = old_throttle + 1;
- }
- }
- }
- }
-
- else if (navpt) {
- desired = navpt->Speed();
-
- if (hold) {
- // go into a slow orbit if airborne:
- if (ship->IsAirborne() && ship->Class() < Ship::LCA) {
- throttle = 25;
- brakes = 0;
- }
- else {
- throttle = 0;
- brakes = 1;
- }
- }
-
- else if (desired > 0) {
- if (ship_speed > desired) {
- throttle = old_throttle - 5;
- brakes = 0.25;
- }
-
- else if (ship_speed < 0.85 * desired) {
- throttle = 100;
-
- if ((ship->IsAirborne() || ship_speed < 0.35 * desired) && ship->GetFuelLevel() > 30)
- augmenter = true;
- }
-
- else if (ship_speed < desired - 10) {
- throttle = old_throttle + 1;
- }
-
- else if (Ship::GetFlightModel() > 0) {
- throttle = old_throttle;
- }
- }
- }
-
- else {
- throttle = 0;
- brakes = 1;
- }
- }
-
- if (ship->IsAirborne() && throttle < 20 && ship->Class() < Ship::LCA)
- throttle = 20;
- else if (ship->Design()->auto_roll > 1 && throttle < 5)
- throttle = 5;
- else if (throttle < 0)
- throttle = 0;
-
- old_throttle = throttle;
- ship->SetThrottle((int) throttle);
- ship->SetAugmenter(augmenter);
-
- if (accumulator.stop && ship->GetFLCS() != 0)
- ship->GetFLCS()->FullStop();
-
- else if (ship_speed > 1 && brakes > 0)
- ship->SetTransY(-brakes * ship->Design()->trans_y);
-
- else if (throttle > 10 && (ship->GetEMCON() < 2 || ship->GetFuelLevel() < 10))
- ship->SetTransY(ship->Design()->trans_y);
-}
-
-// +--------------------------------------------------------------------+
-
-Steer
-FighterAI::AvoidTerrain()
-{
- Steer avoid;
-
- terrain_warning = false;
-
- if (!ship || !ship->GetRegion() || !ship->GetRegion()->IsActive() ||
- (navpt && navpt->Action() == Instruction::LAUNCH))
- return avoid;
-
- if (ship->IsAirborne() && ship->GetFlightPhase() == Ship::ACTIVE) {
- // too high?
- if (ship->AltitudeMSL() > 25e3) {
- if (!navpt || (navpt->Region() == ship->GetRegion() && navpt->Location().z < 27e3)) {
- terrain_warning = true;
- ship->SetDirectorInfo(Game::GetText("ai.too-high"));
-
- // where will we be?
- Point selfpt = ship->Location() + ship->Velocity() + Point(0, -15e3, 0);
-
- // transform into camera coords:
- Point obj = Transform(selfpt);
-
- // head down!
- avoid = Seek(obj);
- }
- }
-
- // too low?
- else if (ship->AltitudeAGL() < 2500) {
- terrain_warning = true;
- ship->SetDirectorInfo(Game::GetText("ai.too-low"));
-
- // way too low?
- if (ship->AltitudeAGL() < 1500) {
- ship->SetDirectorInfo(Game::GetText("ai.way-too-low"));
- target = 0;
- drop_time = 5;
- }
-
- // where will we be?
- Point selfpt = ship->Location() + ship->Velocity() + Point(0, 10e3, 0);
-
- // transform into camera coords:
- Point obj = Transform(selfpt);
-
- // pull up!
- avoid = Seek(obj);
- }
- }
-
- return avoid;
-}
-
-// +--------------------------------------------------------------------+
-
-Steer
-FighterAI::SeekTarget()
-{
- if (ship->GetFlightPhase() < Ship::ACTIVE)
- return Seek(objective);
-
- Ship* ward = ship->GetWard();
-
- if ((!target && !ward && !navpt && !farcaster && !patrol && !inbound && !rtb_code) || ship->MissionClock() < 10000) {
- if (element_index > 1) {
- // break formation if threatened:
- if (threat_missile)
- return Steer();
-
- else if (threat && !form_up)
- return Steer();
-
- // otherwise, keep in formation:
- return SeekFormationSlot();
- }
- else {
- return Steer();
- }
- }
-
- if (patrol) {
- Steer result = Seek(objective);
- ship->SetDirectorInfo(Game::GetText("ai.seek-patrol-point"));
-
- if (distance < 10 * self->Radius()) {
- patrol = 0;
- result.brake = 1;
- result.stop = 1;
- }
-
- return result;
- }
-
- if (inbound) {
- Steer result = Seek(objective);
-
- if (over_threshold && objective.z < 0) {
- result = Steer();
- result.brake = 1;
- result.stop = 1;
- }
- else {
- ship->SetDirectorInfo(Game::GetText("ai.seek-inbound"));
-
- // approach legs:
- if (inbound->Approach() > 0) {
- if (distance < 20 * self->Radius())
- inbound->SetApproach(inbound->Approach() - 1);
- }
-
- // marshall point and finals:
- else {
- if (inbound->Cleared() && distance < 10 * self->Radius()) {
- if (!inbound->Final()) {
- time_to_dock = TIME_TO_DOCK;
-
- FlightDeck* deck = inbound->GetDeck();
- if (deck) {
- double total_dist = Point(deck->EndPoint() - deck->StartPoint()).length();
- double current_dist = Point(deck->EndPoint() - ship->Location()).length();
-
- time_to_dock *= (current_dist / total_dist);
- }
-
- RadioTraffic::SendQuickMessage(ship, RadioMessage::CALL_FINALS);
- }
-
- inbound->SetFinal(true);
- ship->LowerGear();
- result.brake = 1;
- result.stop = 1;
- }
-
- else if (!inbound->Cleared() && distance < 2000) {
- ship->SetDirectorInfo(Game::GetText("ai.hold-final"));
- result = Steer();
- result.brake = 1;
- result.stop = 1;
- }
- }
- }
-
- return result;
- }
-
- else if (rtb_code) {
- return Seek(objective);
- }
-
- SimObject* tgt = target;
-
- if (ward && !tgt)
- tgt = ward;
-
- if (tgt && too_close == tgt->Identity()) {
- drop_time = 4;
- return Steer();
- }
-
- else if (navpt && navpt->Action() == Instruction::LAUNCH) {
- ship->SetDirectorInfo(Game::GetText("ai.launch"));
- return Seek(objective);
- }
-
- else if (farcaster) {
- // wingmen should
- if (element_index > 1)
- return SeekFormationSlot();
-
- ship->SetDirectorInfo(Game::GetText("ai.seek-farcaster"));
- return Seek(objective);
- }
-
- else if (drop_time > 0) {
- return Steer();
- }
-
- if (tgt) {
- double basis = self->Radius() + tgt->Radius();
- double gap = distance - basis;
-
- // target behind:
- if (objective.z < 0) {
- // leave some room for an attack run:
- if (gap < 8000) {
- Steer s;
-
- s.pitch = -0.1;
- if (objective.x > 0) s.yaw = 0.1;
- else s.yaw = -0.1;
-
- return s;
- }
-
- // start the attack run:
- else {
- return Seek(objective);
- }
- }
-
- // target in front:
- else {
- if (tgt->Type() == SimObject::SIM_SHIP) {
- Ship* tgt_ship = (Ship*) tgt;
-
- // capital target strike:
- if (tgt_ship->IsStatic()) {
- if (gap < 2500)
- return Flee(objective);
- }
-
- else if (tgt_ship->IsStarship()) {
- if (gap < 1000)
- return Flee(objective);
-
- else if (ship->GetFlightModel() == Ship::FM_STANDARD && gap < 20e3)
- go_manual = true;
- }
- }
-
- // fighter melee:
- if (tgt->Velocity() * ship->Velocity() < 0) {
- // head-to-head pass:
- if (gap < 1250)
- return Flee(objective);
- }
-
- else if (gap < 250) {
- return Steer();
- }
-
- ship->SetDirectorInfo(Game::GetText("ai.seek-target"));
- return Seek(objective);
- }
- }
-
- if (navpt) {
- ship->SetDirectorInfo(Game::GetText("ai.seek-navpt"));
- }
-
- return Seek(objective);
-}
-
-// +--------------------------------------------------------------------+
-
-Steer
-FighterAI::SeekFormationSlot()
-{
- Steer s;
-
- // advance memory pipeline:
- az[2] = az[1]; az[1] = az[0];
- el[2] = el[1]; el[1] = el[0];
-
- Element* elem = ship->GetElement();
- Ship* lead = elem->GetShip(1);
-
- if (lead) {
- SimRegion* self_rgn = ship->GetRegion();
- SimRegion* lead_rgn = lead->GetRegion();
-
- if (self_rgn != lead_rgn) {
- QuantumDrive* qdrive = ship->GetQuantumDrive();
- bool use_farcaster = !qdrive ||
- !qdrive->IsPowerOn() ||
- qdrive->Status() < System::DEGRADED;
-
- if (use_farcaster) {
- FindObjectiveFarcaster(self_rgn, lead_rgn);
- }
-
- else if (qdrive) {
- if (qdrive->ActiveState() == QuantumDrive::ACTIVE_READY) {
- qdrive->SetDestination(lead_rgn, lead->Location());
- qdrive->Engage();
- }
- }
- }
- }
-
- // do station keeping?
- if (distance < ship->Radius() * 10 && lead->Velocity().length() < 50) {
- distance = -1;
- return s;
- }
-
- // approach
- if (objective.z > ship->Radius() * -4) {
- az[0] = atan2(fabs(objective.x), objective.z) * 50;
- el[0] = atan2(fabs(objective.y), objective.z) * 50;
-
- if (objective.x < 0) az[0] = -az[0];
- if (objective.y > 0) el[0] = -el[0];
-
- s.yaw = az[0] - seek_damp * (az[1] + az[2] * 0.5);
- s.pitch = el[0] - seek_damp * (el[1] + el[2] * 0.5);
- }
-
- // reverse
- else {
- if (objective.x > 0) s.yaw = 1.0f;
- else s.yaw = -1.0f;
-
- s.pitch = -objective.y * 0.5f;
- }
-
- seeking = 1;
- ship->SetDirectorInfo(Game::GetText("ai.seek-formation"));
-
- return s;
-}
-
-// +--------------------------------------------------------------------+
-
-Steer
-FighterAI::Seek(const Point& point)
-{
- Steer s;
-
- // advance memory pipeline:
- az[2] = az[1]; az[1] = az[0];
- el[2] = el[1]; el[1] = el[0];
-
- // approach
- if (point.z > 0.0f) {
- az[0] = atan2(fabs(point.x), point.z) * seek_gain;
- el[0] = atan2(fabs(point.y), point.z) * seek_gain;
-
- if (point.x < 0) az[0] = -az[0];
- if (point.y > 0) el[0] = -el[0];
-
- s.yaw = az[0] - seek_damp * (az[1] + az[2] * 0.5);
- s.pitch = el[0] - seek_damp * (el[1] + el[2] * 0.5);
-
- // pull up:
- if (ship->IsAirborne() && point.y > 5e3)
- s.pitch = -1.0f;
- }
-
- // reverse
- else {
- if (ship->IsAirborne()) {
- // pull up:
- if (point.y > 5e3) {
- s.pitch = -1.0f;
- }
-
- // head down:
- else if (point.y < -5e3) {
- s.pitch = 1.0f;
- }
-
- // level turn:
- else {
- if (point.x > 0) s.yaw = 1.0f;
- else s.yaw = -1.0f;
-
- s.brake = 0.5f;
- }
- }
-
- else {
- if (point.x > 0) s.yaw = 1.0f;
- else s.yaw = -1.0f;
- }
- }
-
- seeking = 1;
-
- return s;
-}
-
-// +--------------------------------------------------------------------+
-
-Steer
-FighterAI::EvadeThreat()
-{
- // MISSILE THREAT REACTION:
- if (threat_missile) {
- evading = true;
- SetTarget(0);
- drop_time = 3 * (3-ai_level);
-
- // dropped a decoy for this missile yet?
- if (decoy_missile != threat_missile) {
- ship->FireDecoy();
- decoy_missile = threat_missile;
- }
-
- // beam the missile
- ship->SetDirectorInfo(Game::GetText("ai.evade-missile"));
-
- Point beam_line = threat_missile->Velocity().cross(Point(0,1,0));
- beam_line.Normalize();
- beam_line *= 1e6;
-
- Point evade_p;
- Point evade_w1 = threat_missile->Location() + beam_line;
- Point evade_w2 = threat_missile->Location() - beam_line;
-
- double d1 = Point(evade_w1 - ship->Location()).length();
- double d2 = Point(evade_w2 - ship->Location()).length();
-
- if (d1 > d2)
- evade_p = Transform(evade_w1);
- else
- evade_p = Transform(evade_w2);
-
- return Seek(evade_p);
- }
-
- // GENERAL THREAT EVASION:
- if (threat && !form_up) {
- double threat_range = 20e3;
-
- Ship* threat_ship = (Ship*) threat;
- double threat_dist = Point(threat->Location() - ship->Location()).length();
-
- if (threat_ship->IsStarship()) {
- threat_range = CalcDefensePerimeter(threat_ship);
- }
-
- if (threat_dist <= threat_range) {
- ship->SetDirectorInfo(Game::GetText("ai.evade-threat"));
-
- if (ship->IsAirborne()) {
- evading = true;
- Point beam_line = threat->Velocity().cross(Point(0,1,0));
- beam_line.Normalize();
- beam_line *= threat_range;
-
- Point evade_w = threat->Location() + beam_line;
- Point evade_p = Transform(evade_w);
-
- return Seek(evade_p);
- }
-
- else if (threat_ship->IsStarship()) {
- evading = true;
-
- if (target == threat_ship && threat_dist < threat_range / 4) {
- SetTarget(0);
- drop_time = 5;
- }
-
- if (!target) {
- ship->SetDirectorInfo(Game::GetText("ai.evade-starship"));
-
- // flee for three seconds:
- if ((ship->MissionClock() & 3) != 3) {
- return Flee(Transform(threat->Location()));
- }
-
- // jink for one second:
- else {
- if (Game::GameTime() - jink_time > 1500) {
- jink_time = Game::GameTime();
- jink = Point(rand() - 16384,
- rand() - 16384,
- rand() - 16384) * 15e3;
- }
-
- Point evade_w = ship->Location() + jink;
- Point evade_p = Transform(evade_w);
-
- return Seek(evade_p);
- }
- }
-
- else {
- ship->SetDirectorInfo(Game::GetText("ai.evade-and-seek"));
-
- // seek for three seconds:
- if ((ship->MissionClock() & 3) < 3) {
- return Steer(); // no evasion
- }
-
- // jink for one second:
- else {
- if (Game::GameTime() - jink_time > 1000) {
- jink_time = Game::GameTime();
- jink = Point(rand() - 16384,
- rand() - 16384,
- rand() - 16384);
- }
-
- Point evade_w = target->Location() + jink;
- Point evade_p = Transform(evade_w);
-
- return Seek(evade_p);
- }
- }
- }
-
- else {
- evading = true;
-
- if (target != nullptr) {
- if (target == threat) {
- if (target->Type() == SimObject::SIM_SHIP) {
- Ship* tgt_ship = (Ship*) target;
- if (tgt_ship->GetTrigger(0)) {
- SetTarget(0);
- drop_time = 3;
- }
- }
- }
-
- else if (target && threat_dist < threat_range / 2) {
- SetTarget(0);
- drop_time = 3;
- }
- }
-
- if (target)
- ship->SetDirectorInfo(Game::GetText("ai.evade-and-seek"));
- else
- ship->SetDirectorInfo(Game::GetText("ai.random-evade"));
-
- // beam the threat
- Point beam_line = threat->Velocity().cross(Point(0,1,0));
- beam_line.Normalize();
- beam_line *= 1e6;
-
- Point evade_p;
- Point evade_w1 = threat->Location() + beam_line;
- Point evade_w2 = threat->Location() - beam_line;
-
- double d1 = Point(evade_w1 - ship->Location()).length();
- double d2 = Point(evade_w2 - ship->Location()).length();
-
- if (d1 > d2)
- evade_p = Transform(evade_w1);
- else
- evade_p = Transform(evade_w2);
-
- if (!target) {
- DWORD jink_rate = 400 + 200 * (3-ai_level);
-
- if (Game::GameTime() - jink_time > jink_rate) {
- jink_time = Game::GameTime();
- jink = Point(rand() - 16384,
- rand() - 16384,
- rand() - 16384) * 2000;
- }
-
- evade_p += jink;
- }
-
- Steer steer = Seek(evade_p);
-
- if (target)
- return steer / 4;
-
- return steer;
- }
- }
- }
-
- return Steer();
-}
-
-// +--------------------------------------------------------------------+
-
-void
-FighterAI::FireControl()
-{
- // if nothing to shoot at, forget it:
- if (!target || target->Integrity() < 1)
- return;
-
- // if the objective is a navpt or landing bay (not a target), then don't shoot!
- if (inbound || farcaster || navpt && navpt->Action() < Instruction::DEFEND)
- return;
-
- // object behind us, or too close:
- if (objective.z < 0 || distance < 4 * self->Radius())
- return;
-
- // compute the firing cone:
- double cross_section = 2 * target->Radius() / distance;
- double gun_basket = cross_section * 2;
-
- Weapon* primary = ship->GetPrimary();
- Weapon* secondary = ship->GetSecondary();
- const WeaponDesign* dsgn_primary = 0;
- const WeaponDesign* dsgn_secondary = 0;
- bool use_primary = true;
- Ship* tgt_ship = 0;
-
- if (target->Type() == SimObject::SIM_SHIP) {
- tgt_ship = (Ship*) target;
-
- if (tgt_ship->InTransition())
- return;
- }
-
- if (primary) {
- dsgn_primary = primary->Design();
-
- if (dsgn_primary->aim_az_max > 5*DEGREES && distance > dsgn_primary->max_range/2)
- gun_basket = cross_section * 4;
-
- gun_basket *= (3-ai_level);
-
- if (tgt_ship) {
- if (!primary->CanTarget(tgt_ship->Class()))
- use_primary = false;
-
- /*** XXX NEED TO SUBTARGET SYSTEMS IF TARGET IS STARSHIP...
- else if (tgt_ship->ShieldStrength() > 10)
- use_primary = false;
- ***/
- }
-
- if (use_primary) {
- // is target in the basket?
- double dx = fabs(objective.x / distance);
- double dy = fabs(objective.y / distance);
-
- if (primary->GetFiringOrders() == Weapon::MANUAL &&
- dx < gun_basket && dy < gun_basket &&
- distance > dsgn_primary->min_range &&
- distance < dsgn_primary->max_range &&
- !primary->IsBlockedFriendly())
- {
- ship->FirePrimary();
- }
- }
- }
-
- if (secondary && secondary->GetFiringOrders() == Weapon::MANUAL) {
- dsgn_secondary = secondary->Design();
-
- if (missile_time <= 0 && secondary->Ammo() && !secondary->IsBlockedFriendly()) {
- if (secondary->Locked() || !dsgn_secondary->self_aiming) {
- // is target in basket?
- Point tgt = AimTransform(target->Location());
- double tgt_range = tgt.Normalize();
-
- int factor = 2-ai_level;
- double s_range = 0.5 + 0.2 * factor;
- double s_basket = 0.3 + 0.2 * factor;
- double extra_time = 10 * factor * factor + 5;
-
- if (!dsgn_secondary->self_aiming)
- s_basket *= 0.33;
-
- if (tgt_ship) {
- if (tgt_ship->Class() == Ship::MINE) {
- extra_time = 10;
- s_range = 0.75;
- }
-
- else if (!tgt_ship->IsDropship()) {
- extra_time = 0.5 * factor + 0.5;
- s_range = 0.9;
- }
- }
-
- // is target in decent range?
- if (tgt_range < secondary->Design()->max_range * s_range) {
- double dx = fabs(tgt.x);
- double dy = fabs(tgt.y);
-
- if (dx < s_basket && dy < s_basket && tgt.z > 0) {
- if (ship->FireSecondary()) {
- missile_time = secondary->Design()->salvo_delay + extra_time;
-
- if (Game::GameTime() - last_call_time > 6000) {
- // call fox:
- int call = RadioMessage::FOX_3; // A2A
-
- if (secondary->CanTarget(Ship::GROUND_UNITS)) // AGM
- call = RadioMessage::FOX_1;
-
- else if (secondary->CanTarget(Ship::DESTROYER)) // ASM
- call = RadioMessage::FOX_2;
-
- RadioTraffic::SendQuickMessage(ship, call);
- last_call_time = Game::GameTime();
- }
- }
- }
- }
- }
- }
- }
-}
-
-// +--------------------------------------------------------------------+
-
-double
-FighterAI::CalcDefensePerimeter(Ship* starship)
-{
- double perimeter = 15e3;
-
- if (starship) {
- ListIter<WeaponGroup> g_iter = starship->Weapons();
- while (++g_iter) {
- WeaponGroup* group = g_iter.value();
-
- ListIter<Weapon> w_iter = group->GetWeapons();
- while (++w_iter) {
- Weapon* weapon = w_iter.value();
-
- if (weapon->Ammo() &&
- weapon->GetTarget() == ship &&
- !weapon->IsBlockedFriendly()) {
-
- double range = weapon->Design()->max_range * 1.2;
- if (range > perimeter)
- perimeter = range;
- }
- }
- }
- }
-
- return perimeter;
-}
-
-
-
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: FighterAI.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Fighter (low-level) Artificial Intelligence class +*/ + +#include "MemDebug.h" +#include "FighterAI.h" +#include "FighterTacticalAI.h" +#include "Ship.h" +#include "Shot.h" +#include "Sensor.h" +#include "Element.h" +#include "ShipDesign.h" +#include "Instruction.h" +#include "Weapon.h" +#include "WeaponGroup.h" +#include "Drive.h" +#include "QuantumDrive.h" +#include "Farcaster.h" +#include "FlightComp.h" +#include "FlightDeck.h" +#include "Hangar.h" +#include "Sim.h" +#include "StarSystem.h" +#include "RadioMessage.h" +#include "RadioTraffic.h" + +#include "Game.h" + +static const double TIME_TO_DOCK = 30; + +// +----------------------------------------------------------------------+ + +FighterAI::FighterAI(SimObject* s) +: ShipAI(s), brakes(0), drop_state(0), jink_time(0), evading(false), +decoy_missile(0), missile_time(0), terrain_warning(false), inbound(0), +rtb_code(0), form_up(false), over_threshold(false), time_to_dock(0), +go_manual(false) +{ + ai_type = FIGHTER; + seek_gain = 22; + seek_damp = 0.55; + brakes = 0; + z_shift = 0; + + tactical = new(__FILE__,__LINE__) FighterTacticalAI(this); +} + + +// +--------------------------------------------------------------------+ + +FighterAI::~FighterAI() +{ } + +// +--------------------------------------------------------------------+ + +static double frame_time = 0; + +void +FighterAI::ExecFrame(double s) +{ + if (!ship) return; + + evading = false; + inbound = ship->GetInbound(); + missile_time -= s; + + int order = 0; + + if (navpt) + order = navpt->Action(); + + if (inbound) { + form_up = false; + rtb_code = 1; + + // CHEAT LANDING: + if (inbound->Final() && time_to_dock > 0) { + FlightDeck* deck = inbound->GetDeck(); + if (deck) { + Point dst = deck->EndPoint(); + Point approach = deck->StartPoint() - dst; + + const Ship* carrier = deck->GetCarrier(); + + Camera landing_cam; + landing_cam.Clone(carrier->Cam()); + landing_cam.Yaw(deck->Azimuth()); + + if (time_to_dock > TIME_TO_DOCK/2) { + double lr, lp, lw; + double sr, sp, sw; + + landing_cam.Orientation().ComputeEulerAngles(lr, lp, lw); + ship->Cam().Orientation().ComputeEulerAngles(sr, sp, sw); + + double nr = sr + s*(lr-sr); + double np = sp + s*(lp-sp); + double nw = sw + s*(lw-sw)*0.5; + + Camera work; + work.Aim(nr,np,nw); + landing_cam.Clone(work); + } + + ship->CloneCam(landing_cam); + ship->MoveTo(dst + approach * (time_to_dock / TIME_TO_DOCK)); + ship->SetVelocity(carrier->Velocity() + ship->Heading() * 50); + ship->SetThrottle(50); + ship->ExecFLCSFrame(); + + time_to_dock -= s; + + if (time_to_dock <= 0) { + deck->Dock(ship); + time_to_dock = 0; + } + + return; + } + } + + else if (ship->GetFlightPhase() == Ship::DOCKING) { + // deal with (pathological) moving carrier deck: + + FlightDeck* deck = inbound->GetDeck(); + if (deck) { + Point dst = deck->EndPoint(); + + if (ship->IsAirborne()) { + double alt = dst.y; + dst = ship->Location(); + dst.y = alt; + } + + const Ship* carrier = deck->GetCarrier(); + + Camera landing_cam; + landing_cam.Clone(carrier->Cam()); + landing_cam.Yaw(deck->Azimuth()); + + ship->CloneCam(landing_cam); + ship->MoveTo(dst); + + if (!ship->IsAirborne()) { + ship->SetVelocity(carrier->Velocity()); + } + else { + Point taxi(landing_cam.vpn()); + ship->SetVelocity(taxi * 95); + } + + ship->SetThrottle(0); + ship->ExecFLCSFrame(); + } + + return; + } + } + else { + Instruction* orders = ship->GetRadioOrders(); + + if (orders && + (orders->Action() == RadioMessage::WEP_HOLD || + orders->Action() == RadioMessage::FORM_UP)) { + form_up = true; + rtb_code = 0; + } + else { + form_up = false; + } + } + + if (!target && order != Instruction::STRIKE) + ship->SetSensorMode(Sensor::STD); + + ShipAI::ExecFrame(s); // this must be the last line of this method + + // IT IS NOT SAFE TO PLACE CODE HERE + // if this class decides to break orbit, + // this object will be deleted during + // ShipAI::ExecFrame() (which calls + // FighterAI::Navigator() - see below) +} + +// +--------------------------------------------------------------------+ + +void +FighterAI::FindObjective() +{ + distance = 0; + + // ALWAYS complete initial launch navpt: + if (!navpt) { + navpt = ship->GetNextNavPoint(); + if (navpt && (navpt->Action() != Instruction::LAUNCH || navpt->Status() == Instruction::COMPLETE)) + navpt = 0; + } + + if (navpt && navpt->Action() == Instruction::LAUNCH) { + if (navpt->Status() != Instruction::COMPLETE) { + FindObjectiveNavPoint(); + + // transform into camera coords: + objective = Transform(obj_w); + ship->SetDirectorInfo(Game::GetText("ai.launch")); + return; + } + else { + navpt = 0; + } + } + + // runway takeoff: + else if (takeoff) { + obj_w = ship->Location() + ship->Heading() * 10e3; + obj_w.y = ship->Location().y + 2e3; + + // transform into camera coords: + objective = Transform(obj_w); + ship->SetDirectorInfo(Game::GetText("ai.takeoff")); + return; + } + + // approaching a carrier or runway: + else if (inbound) { + FlightDeck* deck = inbound->GetDeck(); + + if (!deck) { + objective = Point(); + return; + } + + // initial approach + if (inbound->Approach() > 0 || !inbound->Cleared()) { + obj_w = deck->ApproachPoint(inbound->Approach()) + inbound->Offset(); + + distance = (obj_w - ship->Location()).length(); + + // transform into camera coords: + objective = Transform(obj_w); + ship->SetDirectorInfo(Game::GetText("ai.inbound")); + + return; + } + + // final approach + else { + ship->SetDirectorInfo(Game::GetText("ai.finals")); + + obj_w = deck->StartPoint(); + if (inbound->Final()) { + obj_w = deck->EndPoint(); + + if (deck->OverThreshold(ship)) { + obj_w = deck->MountLocation(); + over_threshold = true; + } + } + + distance = (obj_w - ship->Location()).length(); + + // transform into camera coords: + objective = Transform(obj_w); + + return; + } + } + + // not inbound yet, check for RTB order: + else { + Instruction* orders = (Instruction*) ship->GetRadioOrders(); + int action = 0; + + if (orders) + action = orders->Action(); + + if (navpt && !action) { + FindObjectiveNavPoint(); + if (distance < 5e3) { + action = navpt->Action(); + } + } + + if (action == RadioMessage::RTB || + action == RadioMessage::DOCK_WITH) { + + Ship* controller = ship->GetController(); + + if (orders && orders->Action() == RadioMessage::DOCK_WITH && orders->GetTarget()) { + controller = (Ship*) orders->GetTarget(); + } + + else if (navpt && navpt->Action() == RadioMessage::DOCK_WITH && navpt->GetTarget()) { + controller = (Ship*) navpt->GetTarget(); + } + + ReturnToBase(controller); + + if (rtb_code) + return; + } + } + + ShipAI::FindObjective(); +} + +void +FighterAI::ReturnToBase(Ship* controller) +{ + rtb_code = 0; + + if (controller) { + SimRegion* self_rgn = ship->GetRegion(); + SimRegion* rtb_rgn = controller->GetRegion(); + + if (self_rgn && !rtb_rgn) { + rtb_rgn = self_rgn; + } + + if (self_rgn && rtb_rgn && self_rgn != rtb_rgn) { + // is the carrier in orbit above us + // (or on the ground below us)? + + if (rtb_rgn->GetOrbitalRegion()->Primary() == + self_rgn->GetOrbitalRegion()->Primary()) { + + Point npt = rtb_rgn->Location() - self_rgn->Location(); + obj_w = npt.OtherHand(); + + // distance from self to navpt: + distance = Point(obj_w - ship->Location()).length(); + + // transform into camera coords: + objective = Transform(obj_w); + + if (rtb_rgn->IsAirSpace()) { + drop_state = -1; + } + else if (rtb_rgn->IsOrbital()) { + drop_state = 1; + } + + rtb_code = 2; + } + + // try to find a jumpgate that will take us home: + else { + QuantumDrive* qdrive = ship->GetQuantumDrive(); + bool use_farcaster = !qdrive || + !qdrive->IsPowerOn() || + qdrive->Status() < System::DEGRADED; + + if (use_farcaster) { + if (!farcaster) { + ListIter<Ship> s = self_rgn->Ships(); + while (++s && !farcaster) { + if (s->GetFarcaster()) { + const Ship* dest = s->GetFarcaster()->GetDest(); + if (dest && dest->GetRegion() == rtb_rgn) { + farcaster = s->GetFarcaster(); + } + } + } + } + + if (farcaster) { + Point apt = farcaster->ApproachPoint(0); + Point npt = farcaster->StartPoint(); + double r1 = (ship->Location() - npt).length(); + + if (r1 > 50e3) { + obj_w = apt; + distance = r1; + objective = Transform(obj_w); + } + + else { + double r2 = (ship->Location() - apt).length(); + double r3 = (npt - apt).length(); + + if (r1+r2 < 1.2*r3) { + obj_w = npt; + distance = r1; + objective = Transform(obj_w); + } + else { + obj_w = apt; + distance = r2; + objective = Transform(obj_w); + } + } + + rtb_code = 3; + } + + // can't find a way back home, ignore the RTB order: + else { + ship->ClearRadioOrders(); + rtb_code = 0; + return; + } + } + else if (qdrive) { + if (qdrive->ActiveState() == QuantumDrive::ACTIVE_READY) { + qdrive->SetDestination(rtb_rgn, controller->Location()); + qdrive->Engage(); + } + + rtb_code = 3; + } + } + } + + else { + obj_w = controller->Location(); + + distance = (obj_w - ship->Location()).length(); + + // transform into camera coords: + objective = Transform(obj_w); + ship->SetDirectorInfo(Game::GetText("ai.return-to-base")); + + rtb_code = 1; + } + } +} + +// +--------------------------------------------------------------------+ + +void +FighterAI::FindObjectiveNavPoint() +{ + SimRegion* self_rgn = ship->GetRegion(); + SimRegion* nav_rgn = navpt->Region(); + + if (self_rgn && !nav_rgn) { + nav_rgn = self_rgn; + navpt->SetRegion(nav_rgn); + } + + if (self_rgn && nav_rgn && self_rgn != nav_rgn) { + if (nav_rgn->GetOrbitalRegion()->Primary() == + self_rgn->GetOrbitalRegion()->Primary()) { + + Point npt = nav_rgn->Location() - self_rgn->Location(); + obj_w = npt.OtherHand(); + + // distance from self to navpt: + distance = Point(obj_w - ship->Location()).length(); + + // transform into camera coords: + objective = Transform(obj_w); + + if (nav_rgn->IsAirSpace()) { + drop_state = -1; + } + else if (nav_rgn->IsOrbital()) { + drop_state = 1; + } + + return; + } + + else { + QuantumDrive* q = ship->GetQuantumDrive(); + + if (q) { + if (q->ActiveState() == QuantumDrive::ACTIVE_READY) { + q->SetDestination(navpt->Region(), navpt->Location()); + q->Engage(); + return; + } + } + } + } + + ShipAI::FindObjectiveNavPoint(); +} + +// +--------------------------------------------------------------------+ + +Point +FighterAI::ClosingVelocity() +{ + if (ship) { + WeaponDesign* wep_design = ship->GetPrimaryDesign(); + + if (target && wep_design) { + Point aim_vec = ship->Heading(); + aim_vec.Normalize(); + + Point shot_vel = ship->Velocity() + aim_vec * wep_design->speed; + return shot_vel - target->Velocity(); + } + + else if (target) { + return ship->Velocity() - target->Velocity(); + } + + else { + return ship->Velocity(); + } + } + + return Point(1,0,0); +} + +// +--------------------------------------------------------------------+ + +void +FighterAI::Navigator() +{ + go_manual = false; + + if (takeoff) { + accumulator.Clear(); + magnitude = 0; + brakes = 0; + z_shift = 0; + + Accumulate(SeekTarget()); + HelmControl(); + ThrottleControl(); + ship->ExecFLCSFrame(); + return; + } + + Element* elem = ship->GetElement(); + + if (elem) { + Ship* lead = elem->GetShip(1); + + if (lead && lead != ship) { + if (lead->IsDropping() && !ship->IsDropping()) { + ship->DropOrbit(); + // careful: this object has just been deleted! + return; + } + + if (lead->IsAttaining() && !ship->IsAttaining()) { + ship->MakeOrbit(); + // careful: this object has just been deleted! + return; + } + } + + else { + if (drop_state < 0) { + ship->DropOrbit(); + // careful: this object has just been deleted! + return; + } + + if (drop_state > 0) { + ship->MakeOrbit(); + // careful: this object has just been deleted! + return; + } + } + } + + int order = 0; + + if (navpt) + order = navpt->Action(); + + if (rtb_code == 1 && navpt && navpt->Status() < Instruction::SKIPPED && + !inbound && distance < 35e3) { // (this should be distance to the ship) + + if (order == Instruction::RTB) { + Ship* controller = ship->GetController(); + Hangar* hangar = controller ? controller->GetHangar() : 0; + + if (hangar && hangar->CanStow(ship)) { + for (int i = 0; i < elem->NumShips(); i++) { + Ship* s = elem->GetShip(i+1); + + if (s && s->GetDirector() && s->GetDirector()->Type() >= ShipAI::FIGHTER) + RadioTraffic::SendQuickMessage(s, RadioMessage::CALL_INBOUND); + } + + if (element_index == 1) + ship->SetNavptStatus(navpt, Instruction::COMPLETE); + } + + else { + if (element_index == 1) { + ::Print("WARNING: FighterAI NAVPT RTB, but no controller or hangar found for ship '%s'\n", ship->Name()); + ship->SetNavptStatus(navpt, Instruction::SKIPPED); + } + } + } + + else { + Ship* dock_target = (Ship*) navpt->GetTarget(); + if (dock_target) { + for (int i = 0; i < elem->NumShips(); i++) { + Ship* s = elem->GetShip(i+1); + + if (s) { + RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(dock_target, s, RadioMessage::CALL_INBOUND); + RadioTraffic::Transmit(msg); + } + } + + if (element_index == 1) + ship->SetNavptStatus(navpt, Instruction::COMPLETE); + } + + else { + if (element_index == 1) { + ::Print("WARNING: FighterAI NAVPT DOCK, but no dock target found for ship '%s'\n", ship->Name()); + ship->SetNavptStatus(navpt, Instruction::SKIPPED); + } + } + } + } + + if (target) + ship->SetDirectorInfo(Game::GetText("ai.seek-target")); + + accumulator.Clear(); + magnitude = 0; + brakes = 0; + z_shift = 0; + + hold = false; + if ((ship->GetElement() && ship->GetElement()->GetHoldTime() > 0) || + (navpt && navpt->Status() == Instruction::COMPLETE && navpt->HoldTime() > 0)) + hold = true; + + if (ship->MissionClock() < 10000) { + if (ship->IsAirborne()) + Accumulate(SeekTarget()); + } + + else if ((farcaster && distance < 20e3) || (inbound && inbound->Final())) { + Accumulate(SeekTarget()); + } + + else { + if (!ship->IsAirborne() || ship->AltitudeAGL() > 100) + ship->RaiseGear(); + + Accumulate(AvoidTerrain()); + Steer avoid = AvoidCollision(); + + if (other && inbound && inbound->GetDeck() && inbound->Cleared()) { + if (other != (SimObject*) inbound->GetDeck()->GetCarrier()) + Accumulate(avoid); + } + else { + Accumulate(avoid); + } + + if (!too_close && !hold && !terrain_warning) { + Accumulate(SeekTarget()); + Accumulate(EvadeThreat()); + } + } + + HelmControl(); + ThrottleControl(); + FireControl(); + AdjustDefenses(); + + ship->ExecFLCSFrame(); +} + +// +--------------------------------------------------------------------+ + +void +FighterAI::HelmControl() +{ + Camera* cam = ((Camera*) &(ship->Cam())); + Point vrt = cam->vrt(); + double deflection = vrt.y; + double theta = 0; + bool formation = element_index > 1; + bool station_keeping = distance < 0; + bool inverted = cam->vup().y < -0.5; + Ship* ward = ship->GetWard(); + + if (takeoff || inbound || station_keeping) + formation = false; + + if (takeoff || navpt || farcaster || patrol || inbound || rtb_code || target || ward || threat || formation) { + // are we being asked to flee? + if (fabs(accumulator.yaw) == 1.0 && accumulator.pitch == 0.0) { + accumulator.pitch = -0.7f; + accumulator.yaw *= 0.25f; + + if (ship->IsAirborne() && ship->GetFlightModel() == 0) + accumulator.pitch = -0.45f; + + // low ai -> lower turning rate + accumulator.pitch += 0.1f * (2-ai_level); + } + + ship->ApplyRoll((float) (accumulator.yaw * -0.7)); + ship->ApplyYaw((float) (accumulator.yaw * 0.2)); + + if (fabs(accumulator.yaw) > 0.5 && fabs(accumulator.pitch) < 0.1) + accumulator.pitch -= 0.1f; + + ship->ApplyPitch((float) accumulator.pitch); + } + + else { + ship->SetDirectorInfo(Game::GetText("ai.station-keeping")); + station_keeping = true; + + // go into a slow orbit if airborne: + if (ship->IsAirborne() && ship->Class() < Ship::LCA) { + accumulator.brake = 0.2; + accumulator.stop = 0; + + double compass_pitch = ship->CompassPitch(); + double desired_bank = -PI/4; + double current_bank = asin(deflection); + double theta = desired_bank - current_bank; + ship->ApplyRoll(theta); + + double coord_pitch = compass_pitch - 0.2 * fabs(current_bank); + ship->ApplyPitch(coord_pitch); + } + else { + accumulator.brake = 1; + accumulator.stop = 1; + } + } + + // if not turning, roll to orient with world coords: + if (ship->Design()->auto_roll > 0) { + if (fabs(accumulator.pitch) < 0.1 && fabs(accumulator.yaw) < 0.25) { + // zolon spiral behavior: + if (ship->Design()->auto_roll > 1) { + if ((element_index + (ship->MissionClock()>>10)) & 0x4) + ship->ApplyRoll( 0.60); + else + ship->ApplyRoll(-0.35); + } + + // normal behavior - roll to upright: + else if (fabs(deflection) > 0.1 || inverted) { + double theta = asin(deflection/vrt.length()) * 0.5; + ship->ApplyRoll(-theta); + } + } + } + + // if not otherwise occupied, pitch to orient with world coords: + if (station_keeping && (!ship->IsAirborne() || ship->Class() < Ship::LCA)) { + Point heading = ship->Heading(); + double pitch_deflection = heading.y; + + if (fabs(pitch_deflection) > 0.05) { + double rho = asin(pitch_deflection) * 3; + ship->ApplyPitch(rho); + } + } + + ship->SetTransX(0); + ship->SetTransY(0); + ship->SetTransZ(z_shift * ship->Design()->trans_z); + ship->SetFLCSMode(go_manual ? Ship::FLCS_MANUAL : Ship::FLCS_AUTO); +} + +void +FighterAI::ThrottleControl() +{ + Element* elem = ship->GetElement(); + double ship_speed = ship->Velocity() * ship->Heading(); + double desired = 1000; + bool formation = element_index > 1; + bool station_keeping = distance < 0; + bool augmenter = false; + Ship* ward = ship->GetWard(); + + if (inbound || station_keeping) + formation = false; + + // LAUNCH / TAKEOFF + if (ship->MissionClock() < 10000) { + formation = false; + throttle = 100; + brakes = 0; + } + + // STATION KEEPING + else if (station_keeping) { + // go into a slow orbit if airborne: + if (ship->IsAirborne() && ship->Class() < Ship::LCA) { + throttle = 30; + brakes = 0; + } + else { + throttle = 0; + brakes = 1; + } + } + + // TRY TO STAY AIRBORNE, YES? + else if (ship->IsAirborne() && ship_speed < 250 && ship->Class() < Ship::LCA) { + throttle = 100; + brakes = 0; + + if (ship_speed < 200) + augmenter = true; + } + + // INBOUND + else if (inbound) { + double carrier_speed = inbound->GetDeck()->GetCarrier()->Velocity().length(); + desired = 250 + carrier_speed; + + if (distance > 25.0e3) + desired = 750 + carrier_speed; + + else if (ship->IsAirborne()) + desired = 300; + + else if (inbound->Final()) + desired = 75 + carrier_speed; + + throttle = 0; + + // holding short? + if (inbound->Approach() == 0 && !inbound->Cleared() && + distance < 2000 && !ship->IsAirborne()) + desired = 0; + + if (ship_speed > desired+5) + brakes = 0.25; + + else if (ship->IsAirborne() || Ship::GetFlightModel() > 0) { + throttle = old_throttle + 1; + } + + else if (ship_speed < 0.85 * desired) { + throttle = 100; + + if (ship_speed < 0 && ship->GetFuelLevel() > 10) + augmenter = true; + } + + else if (ship_speed < desired-5) { + throttle = 30; + } + } + + else if (rtb_code || farcaster) { + desired = 750; + + if (threat || threat_missile) { + throttle = 100; + + if (!threat_missile && ship->GetFuelLevel() > 15) + augmenter = true; + } + + else { + throttle = 0; + + if (ship_speed > desired+5) + brakes = 0.25; + + else if (Ship::GetFlightModel() > 0) { + throttle = old_throttle + 1; + } + + else if (ship_speed < 0.85 * desired) { + throttle = 100; + + if (ship_speed < 0 && ship->GetFuelLevel() > 10) + augmenter = true; + } + + else if (ship_speed < desired-5) { + throttle = 30; + } + } + } + + // RUN AWAY!!! + else if (evading) { + throttle = 100; + + if (!threat_missile && ship->GetFuelLevel() > 15) + augmenter = true; + } + + // PATROL AND FORMATION + else if (!navpt && !target && !ward) { + if (!elem || !formation) { // element lead + if (patrol) { + desired = 250; + + if (distance > 10e3) + desired = 750; + + if (ship_speed > desired+5) { + brakes = 0.25; + throttle = old_throttle - 5; + } + + else if (ship_speed < 0.85 * desired) { + throttle = 100; + + if (ship_speed < 0 && ship->GetFuelLevel() > 10) + augmenter = true; + } + + else if (ship_speed < desired-5) + throttle = old_throttle + 5; + } + + else { + throttle = 35; + + if (threat) + throttle = 100; + + brakes = accumulator.brake; + + if (brakes > 0.1) + throttle = 0; + } + } + + else { // wingman + Ship* lead = elem->GetShip(1); + double zone = ship->Radius() * 3; + + if (lead) + desired = lead->Velocity() * lead->Heading(); + + if (fabs(slot_dist) < distance/4) // try to prevent porpoising + throttle = old_throttle; + + else if (slot_dist > zone*2) { + throttle = 100; + + if (objective.z > 10e3 && ship_speed < desired && ship->GetFuelLevel() > 25) + augmenter = true; + } + + else if (slot_dist > zone) + throttle = lead->Throttle() + 10; + + else if (slot_dist < -zone*2) { + throttle = old_throttle - 10; + brakes = 1; + } + + else if (slot_dist < -zone) { + throttle = old_throttle; + brakes = 0.5; + } + + else if (lead) { + double lv = lead->Velocity().length(); + double sv = ship_speed; + double dv = lv-sv; + double dt = 0; + + if (dv > 0) dt = dv * 1e-5 * frame_time; + else if (dv < 0) dt = dv * 1e-2 * frame_time; + + throttle = old_throttle + dt; + } + + else { + throttle = old_throttle; + } + } + } + + // TARGET/WARD/NAVPOINT SEEKING + else { + throttle = old_throttle; + + if (target) { + desired = 1250; + + if (ai_level < 1) { + throttle = 70; + } + + else if (ship->IsAirborne()) { + throttle = 100; + + if (!threat_missile && fabs(objective.z) > 6e3 && ship->GetFuelLevel() > 25) + augmenter = true; + } + + else { + throttle = 100; + + if (objective.z > 20e3 && ship_speed < desired && ship->GetFuelLevel() > 35) + augmenter = true; + + else if (objective.z > 0 && objective.z < 10e3) + throttle = 50; + } + } + + else if (ward) { + double d = (ship->Location() - ward->Location()).length(); + + if (d > 5000) { + if (ai_level < 1) + throttle = 50; + else + throttle = 80; + } + else { + double speed = ward->Velocity().length(); + + if (speed > 0) { + if (ship_speed > speed) { + throttle = old_throttle - 5; + brakes = 0.25; + } + else if (ship_speed < speed - 10) { + throttle = old_throttle + 1; + } + } + } + } + + else if (navpt) { + desired = navpt->Speed(); + + if (hold) { + // go into a slow orbit if airborne: + if (ship->IsAirborne() && ship->Class() < Ship::LCA) { + throttle = 25; + brakes = 0; + } + else { + throttle = 0; + brakes = 1; + } + } + + else if (desired > 0) { + if (ship_speed > desired) { + throttle = old_throttle - 5; + brakes = 0.25; + } + + else if (ship_speed < 0.85 * desired) { + throttle = 100; + + if ((ship->IsAirborne() || ship_speed < 0.35 * desired) && ship->GetFuelLevel() > 30) + augmenter = true; + } + + else if (ship_speed < desired - 10) { + throttle = old_throttle + 1; + } + + else if (Ship::GetFlightModel() > 0) { + throttle = old_throttle; + } + } + } + + else { + throttle = 0; + brakes = 1; + } + } + + if (ship->IsAirborne() && throttle < 20 && ship->Class() < Ship::LCA) + throttle = 20; + else if (ship->Design()->auto_roll > 1 && throttle < 5) + throttle = 5; + else if (throttle < 0) + throttle = 0; + + old_throttle = throttle; + ship->SetThrottle((int) throttle); + ship->SetAugmenter(augmenter); + + if (accumulator.stop && ship->GetFLCS() != 0) + ship->GetFLCS()->FullStop(); + + else if (ship_speed > 1 && brakes > 0) + ship->SetTransY(-brakes * ship->Design()->trans_y); + + else if (throttle > 10 && (ship->GetEMCON() < 2 || ship->GetFuelLevel() < 10)) + ship->SetTransY(ship->Design()->trans_y); +} + +// +--------------------------------------------------------------------+ + +Steer +FighterAI::AvoidTerrain() +{ + Steer avoid; + + terrain_warning = false; + + if (!ship || !ship->GetRegion() || !ship->GetRegion()->IsActive() || + (navpt && navpt->Action() == Instruction::LAUNCH)) + return avoid; + + if (ship->IsAirborne() && ship->GetFlightPhase() == Ship::ACTIVE) { + // too high? + if (ship->AltitudeMSL() > 25e3) { + if (!navpt || (navpt->Region() == ship->GetRegion() && navpt->Location().z < 27e3)) { + terrain_warning = true; + ship->SetDirectorInfo(Game::GetText("ai.too-high")); + + // where will we be? + Point selfpt = ship->Location() + ship->Velocity() + Point(0, -15e3, 0); + + // transform into camera coords: + Point obj = Transform(selfpt); + + // head down! + avoid = Seek(obj); + } + } + + // too low? + else if (ship->AltitudeAGL() < 2500) { + terrain_warning = true; + ship->SetDirectorInfo(Game::GetText("ai.too-low")); + + // way too low? + if (ship->AltitudeAGL() < 1500) { + ship->SetDirectorInfo(Game::GetText("ai.way-too-low")); + target = 0; + drop_time = 5; + } + + // where will we be? + Point selfpt = ship->Location() + ship->Velocity() + Point(0, 10e3, 0); + + // transform into camera coords: + Point obj = Transform(selfpt); + + // pull up! + avoid = Seek(obj); + } + } + + return avoid; +} + +// +--------------------------------------------------------------------+ + +Steer +FighterAI::SeekTarget() +{ + if (ship->GetFlightPhase() < Ship::ACTIVE) + return Seek(objective); + + Ship* ward = ship->GetWard(); + + if ((!target && !ward && !navpt && !farcaster && !patrol && !inbound && !rtb_code) || ship->MissionClock() < 10000) { + if (element_index > 1) { + // break formation if threatened: + if (threat_missile) + return Steer(); + + else if (threat && !form_up) + return Steer(); + + // otherwise, keep in formation: + return SeekFormationSlot(); + } + else { + return Steer(); + } + } + + if (patrol) { + Steer result = Seek(objective); + ship->SetDirectorInfo(Game::GetText("ai.seek-patrol-point")); + + if (distance < 10 * self->Radius()) { + patrol = 0; + result.brake = 1; + result.stop = 1; + } + + return result; + } + + if (inbound) { + Steer result = Seek(objective); + + if (over_threshold && objective.z < 0) { + result = Steer(); + result.brake = 1; + result.stop = 1; + } + else { + ship->SetDirectorInfo(Game::GetText("ai.seek-inbound")); + + // approach legs: + if (inbound->Approach() > 0) { + if (distance < 20 * self->Radius()) + inbound->SetApproach(inbound->Approach() - 1); + } + + // marshall point and finals: + else { + if (inbound->Cleared() && distance < 10 * self->Radius()) { + if (!inbound->Final()) { + time_to_dock = TIME_TO_DOCK; + + FlightDeck* deck = inbound->GetDeck(); + if (deck) { + double total_dist = Point(deck->EndPoint() - deck->StartPoint()).length(); + double current_dist = Point(deck->EndPoint() - ship->Location()).length(); + + time_to_dock *= (current_dist / total_dist); + } + + RadioTraffic::SendQuickMessage(ship, RadioMessage::CALL_FINALS); + } + + inbound->SetFinal(true); + ship->LowerGear(); + result.brake = 1; + result.stop = 1; + } + + else if (!inbound->Cleared() && distance < 2000) { + ship->SetDirectorInfo(Game::GetText("ai.hold-final")); + result = Steer(); + result.brake = 1; + result.stop = 1; + } + } + } + + return result; + } + + else if (rtb_code) { + return Seek(objective); + } + + SimObject* tgt = target; + + if (ward && !tgt) + tgt = ward; + + if (tgt && too_close == tgt->Identity()) { + drop_time = 4; + return Steer(); + } + + else if (navpt && navpt->Action() == Instruction::LAUNCH) { + ship->SetDirectorInfo(Game::GetText("ai.launch")); + return Seek(objective); + } + + else if (farcaster) { + // wingmen should + if (element_index > 1) + return SeekFormationSlot(); + + ship->SetDirectorInfo(Game::GetText("ai.seek-farcaster")); + return Seek(objective); + } + + else if (drop_time > 0) { + return Steer(); + } + + if (tgt) { + double basis = self->Radius() + tgt->Radius(); + double gap = distance - basis; + + // target behind: + if (objective.z < 0) { + // leave some room for an attack run: + if (gap < 8000) { + Steer s; + + s.pitch = -0.1; + if (objective.x > 0) s.yaw = 0.1; + else s.yaw = -0.1; + + return s; + } + + // start the attack run: + else { + return Seek(objective); + } + } + + // target in front: + else { + if (tgt->Type() == SimObject::SIM_SHIP) { + Ship* tgt_ship = (Ship*) tgt; + + // capital target strike: + if (tgt_ship->IsStatic()) { + if (gap < 2500) + return Flee(objective); + } + + else if (tgt_ship->IsStarship()) { + if (gap < 1000) + return Flee(objective); + + else if (ship->GetFlightModel() == Ship::FM_STANDARD && gap < 20e3) + go_manual = true; + } + } + + // fighter melee: + if (tgt->Velocity() * ship->Velocity() < 0) { + // head-to-head pass: + if (gap < 1250) + return Flee(objective); + } + + else if (gap < 250) { + return Steer(); + } + + ship->SetDirectorInfo(Game::GetText("ai.seek-target")); + return Seek(objective); + } + } + + if (navpt) { + ship->SetDirectorInfo(Game::GetText("ai.seek-navpt")); + } + + return Seek(objective); +} + +// +--------------------------------------------------------------------+ + +Steer +FighterAI::SeekFormationSlot() +{ + Steer s; + + // advance memory pipeline: + az[2] = az[1]; az[1] = az[0]; + el[2] = el[1]; el[1] = el[0]; + + Element* elem = ship->GetElement(); + Ship* lead = elem->GetShip(1); + + if (lead) { + SimRegion* self_rgn = ship->GetRegion(); + SimRegion* lead_rgn = lead->GetRegion(); + + if (self_rgn != lead_rgn) { + QuantumDrive* qdrive = ship->GetQuantumDrive(); + bool use_farcaster = !qdrive || + !qdrive->IsPowerOn() || + qdrive->Status() < System::DEGRADED; + + if (use_farcaster) { + FindObjectiveFarcaster(self_rgn, lead_rgn); + } + + else if (qdrive) { + if (qdrive->ActiveState() == QuantumDrive::ACTIVE_READY) { + qdrive->SetDestination(lead_rgn, lead->Location()); + qdrive->Engage(); + } + } + } + } + + // do station keeping? + if (distance < ship->Radius() * 10 && lead->Velocity().length() < 50) { + distance = -1; + return s; + } + + // approach + if (objective.z > ship->Radius() * -4) { + az[0] = atan2(fabs(objective.x), objective.z) * 50; + el[0] = atan2(fabs(objective.y), objective.z) * 50; + + if (objective.x < 0) az[0] = -az[0]; + if (objective.y > 0) el[0] = -el[0]; + + s.yaw = az[0] - seek_damp * (az[1] + az[2] * 0.5); + s.pitch = el[0] - seek_damp * (el[1] + el[2] * 0.5); + } + + // reverse + else { + if (objective.x > 0) s.yaw = 1.0f; + else s.yaw = -1.0f; + + s.pitch = -objective.y * 0.5f; + } + + seeking = 1; + ship->SetDirectorInfo(Game::GetText("ai.seek-formation")); + + return s; +} + +// +--------------------------------------------------------------------+ + +Steer +FighterAI::Seek(const Point& point) +{ + Steer s; + + // advance memory pipeline: + az[2] = az[1]; az[1] = az[0]; + el[2] = el[1]; el[1] = el[0]; + + // approach + if (point.z > 0.0f) { + az[0] = atan2(fabs(point.x), point.z) * seek_gain; + el[0] = atan2(fabs(point.y), point.z) * seek_gain; + + if (point.x < 0) az[0] = -az[0]; + if (point.y > 0) el[0] = -el[0]; + + s.yaw = az[0] - seek_damp * (az[1] + az[2] * 0.5); + s.pitch = el[0] - seek_damp * (el[1] + el[2] * 0.5); + + // pull up: + if (ship->IsAirborne() && point.y > 5e3) + s.pitch = -1.0f; + } + + // reverse + else { + if (ship->IsAirborne()) { + // pull up: + if (point.y > 5e3) { + s.pitch = -1.0f; + } + + // head down: + else if (point.y < -5e3) { + s.pitch = 1.0f; + } + + // level turn: + else { + if (point.x > 0) s.yaw = 1.0f; + else s.yaw = -1.0f; + + s.brake = 0.5f; + } + } + + else { + if (point.x > 0) s.yaw = 1.0f; + else s.yaw = -1.0f; + } + } + + seeking = 1; + + return s; +} + +// +--------------------------------------------------------------------+ + +Steer +FighterAI::EvadeThreat() +{ + // MISSILE THREAT REACTION: + if (threat_missile) { + evading = true; + SetTarget(0); + drop_time = 3 * (3-ai_level); + + // dropped a decoy for this missile yet? + if (decoy_missile != threat_missile) { + ship->FireDecoy(); + decoy_missile = threat_missile; + } + + // beam the missile + ship->SetDirectorInfo(Game::GetText("ai.evade-missile")); + + Point beam_line = threat_missile->Velocity().cross(Point(0,1,0)); + beam_line.Normalize(); + beam_line *= 1e6; + + Point evade_p; + Point evade_w1 = threat_missile->Location() + beam_line; + Point evade_w2 = threat_missile->Location() - beam_line; + + double d1 = Point(evade_w1 - ship->Location()).length(); + double d2 = Point(evade_w2 - ship->Location()).length(); + + if (d1 > d2) + evade_p = Transform(evade_w1); + else + evade_p = Transform(evade_w2); + + return Seek(evade_p); + } + + // GENERAL THREAT EVASION: + if (threat && !form_up) { + double threat_range = 20e3; + + Ship* threat_ship = (Ship*) threat; + double threat_dist = Point(threat->Location() - ship->Location()).length(); + + if (threat_ship->IsStarship()) { + threat_range = CalcDefensePerimeter(threat_ship); + } + + if (threat_dist <= threat_range) { + ship->SetDirectorInfo(Game::GetText("ai.evade-threat")); + + if (ship->IsAirborne()) { + evading = true; + Point beam_line = threat->Velocity().cross(Point(0,1,0)); + beam_line.Normalize(); + beam_line *= threat_range; + + Point evade_w = threat->Location() + beam_line; + Point evade_p = Transform(evade_w); + + return Seek(evade_p); + } + + else if (threat_ship->IsStarship()) { + evading = true; + + if (target == threat_ship && threat_dist < threat_range / 4) { + SetTarget(0); + drop_time = 5; + } + + if (!target) { + ship->SetDirectorInfo(Game::GetText("ai.evade-starship")); + + // flee for three seconds: + if ((ship->MissionClock() & 3) != 3) { + return Flee(Transform(threat->Location())); + } + + // jink for one second: + else { + if (Game::GameTime() - jink_time > 1500) { + jink_time = Game::GameTime(); + jink = Point(rand() - 16384, + rand() - 16384, + rand() - 16384) * 15e3; + } + + Point evade_w = ship->Location() + jink; + Point evade_p = Transform(evade_w); + + return Seek(evade_p); + } + } + + else { + ship->SetDirectorInfo(Game::GetText("ai.evade-and-seek")); + + // seek for three seconds: + if ((ship->MissionClock() & 3) < 3) { + return Steer(); // no evasion + } + + // jink for one second: + else { + if (Game::GameTime() - jink_time > 1000) { + jink_time = Game::GameTime(); + jink = Point(rand() - 16384, + rand() - 16384, + rand() - 16384); + } + + Point evade_w = target->Location() + jink; + Point evade_p = Transform(evade_w); + + return Seek(evade_p); + } + } + } + + else { + evading = true; + + if (target != nullptr) { + if (target == threat) { + if (target->Type() == SimObject::SIM_SHIP) { + Ship* tgt_ship = (Ship*) target; + if (tgt_ship->GetTrigger(0)) { + SetTarget(0); + drop_time = 3; + } + } + } + + else if (target && threat_dist < threat_range / 2) { + SetTarget(0); + drop_time = 3; + } + } + + if (target) + ship->SetDirectorInfo(Game::GetText("ai.evade-and-seek")); + else + ship->SetDirectorInfo(Game::GetText("ai.random-evade")); + + // beam the threat + Point beam_line = threat->Velocity().cross(Point(0,1,0)); + beam_line.Normalize(); + beam_line *= 1e6; + + Point evade_p; + Point evade_w1 = threat->Location() + beam_line; + Point evade_w2 = threat->Location() - beam_line; + + double d1 = Point(evade_w1 - ship->Location()).length(); + double d2 = Point(evade_w2 - ship->Location()).length(); + + if (d1 > d2) + evade_p = Transform(evade_w1); + else + evade_p = Transform(evade_w2); + + if (!target) { + DWORD jink_rate = 400 + 200 * (3-ai_level); + + if (Game::GameTime() - jink_time > jink_rate) { + jink_time = Game::GameTime(); + jink = Point(rand() - 16384, + rand() - 16384, + rand() - 16384) * 2000; + } + + evade_p += jink; + } + + Steer steer = Seek(evade_p); + + if (target) + return steer / 4; + + return steer; + } + } + } + + return Steer(); +} + +// +--------------------------------------------------------------------+ + +void +FighterAI::FireControl() +{ + // if nothing to shoot at, forget it: + if (!target || target->Integrity() < 1) + return; + + // if the objective is a navpt or landing bay (not a target), then don't shoot! + if (inbound || farcaster || navpt && navpt->Action() < Instruction::DEFEND) + return; + + // object behind us, or too close: + if (objective.z < 0 || distance < 4 * self->Radius()) + return; + + // compute the firing cone: + double cross_section = 2 * target->Radius() / distance; + double gun_basket = cross_section * 2; + + Weapon* primary = ship->GetPrimary(); + Weapon* secondary = ship->GetSecondary(); + const WeaponDesign* dsgn_primary = 0; + const WeaponDesign* dsgn_secondary = 0; + bool use_primary = true; + Ship* tgt_ship = 0; + + if (target->Type() == SimObject::SIM_SHIP) { + tgt_ship = (Ship*) target; + + if (tgt_ship->InTransition()) + return; + } + + if (primary) { + dsgn_primary = primary->Design(); + + if (dsgn_primary->aim_az_max > 5*DEGREES && distance > dsgn_primary->max_range/2) + gun_basket = cross_section * 4; + + gun_basket *= (3-ai_level); + + if (tgt_ship) { + if (!primary->CanTarget(tgt_ship->Class())) + use_primary = false; + + /*** XXX NEED TO SUBTARGET SYSTEMS IF TARGET IS STARSHIP... + else if (tgt_ship->ShieldStrength() > 10) + use_primary = false; + ***/ + } + + if (use_primary) { + // is target in the basket? + double dx = fabs(objective.x / distance); + double dy = fabs(objective.y / distance); + + if (primary->GetFiringOrders() == Weapon::MANUAL && + dx < gun_basket && dy < gun_basket && + distance > dsgn_primary->min_range && + distance < dsgn_primary->max_range && + !primary->IsBlockedFriendly()) + { + ship->FirePrimary(); + } + } + } + + if (secondary && secondary->GetFiringOrders() == Weapon::MANUAL) { + dsgn_secondary = secondary->Design(); + + if (missile_time <= 0 && secondary->Ammo() && !secondary->IsBlockedFriendly()) { + if (secondary->Locked() || !dsgn_secondary->self_aiming) { + // is target in basket? + Point tgt = AimTransform(target->Location()); + double tgt_range = tgt.Normalize(); + + int factor = 2-ai_level; + double s_range = 0.5 + 0.2 * factor; + double s_basket = 0.3 + 0.2 * factor; + double extra_time = 10 * factor * factor + 5; + + if (!dsgn_secondary->self_aiming) + s_basket *= 0.33; + + if (tgt_ship) { + if (tgt_ship->Class() == Ship::MINE) { + extra_time = 10; + s_range = 0.75; + } + + else if (!tgt_ship->IsDropship()) { + extra_time = 0.5 * factor + 0.5; + s_range = 0.9; + } + } + + // is target in decent range? + if (tgt_range < secondary->Design()->max_range * s_range) { + double dx = fabs(tgt.x); + double dy = fabs(tgt.y); + + if (dx < s_basket && dy < s_basket && tgt.z > 0) { + if (ship->FireSecondary()) { + missile_time = secondary->Design()->salvo_delay + extra_time; + + if (Game::GameTime() - last_call_time > 6000) { + // call fox: + int call = RadioMessage::FOX_3; // A2A + + if (secondary->CanTarget(Ship::GROUND_UNITS)) // AGM + call = RadioMessage::FOX_1; + + else if (secondary->CanTarget(Ship::DESTROYER)) // ASM + call = RadioMessage::FOX_2; + + RadioTraffic::SendQuickMessage(ship, call); + last_call_time = Game::GameTime(); + } + } + } + } + } + } + } +} + +// +--------------------------------------------------------------------+ + +double +FighterAI::CalcDefensePerimeter(Ship* starship) +{ + double perimeter = 15e3; + + if (starship) { + ListIter<WeaponGroup> g_iter = starship->Weapons(); + while (++g_iter) { + WeaponGroup* group = g_iter.value(); + + ListIter<Weapon> w_iter = group->GetWeapons(); + while (++w_iter) { + Weapon* weapon = w_iter.value(); + + if (weapon->Ammo() && + weapon->GetTarget() == ship && + !weapon->IsBlockedFriendly()) { + + double range = weapon->Design()->max_range * 1.2; + if (range > perimeter) + perimeter = range; + } + } + } + } + + return perimeter; +} + + + |