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authorFWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2011-12-08 14:53:40 +0000
committerFWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2011-12-08 14:53:40 +0000
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+/* Project Starshatter 4.5
+ Destroyer Studios LLC
+ Copyright © 1997-2004. All Rights Reserved.
+
+ SUBSYSTEM: Stars.exe
+ FILE: SeekerAI.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Seeker Missile (low-level) Artificial Intelligence class
+*/
+
+#include "MemDebug.h"
+#include "SeekerAI.h"
+#include "Ship.h"
+#include "Shot.h"
+#include "System.h"
+#include "WeaponDesign.h"
+
+#include "Game.h"
+
+// +----------------------------------------------------------------------+
+
+SeekerAI::SeekerAI(SimObject* s)
+ : SteerAI(s), shot((Shot*) s), orig_target(0),
+ pursuit(1), delay(0), overshot(false)
+{
+ ai_type = SEEKER;
+
+ seek_gain = 25;
+ seek_damp = 0.55;
+}
+
+
+// +--------------------------------------------------------------------+
+
+SeekerAI::~SeekerAI()
+{
+ if (shot) {
+ if (shot->Owner())
+ ((Ship*) shot->Owner())->SetMissileEta(shot->Identity(), 0);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+SeekerAI::ExecFrame(double seconds)
+{
+ // setup:
+ FindObjective();
+
+ // adaptive behavior:
+ Navigator();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+SeekerAI::Navigator()
+{
+ if (delay > 0) {
+ delay -= Game::FrameTime();
+ }
+ else {
+ Steer s = SeekTarget();
+ self->ApplyYaw((float) s.yaw);
+ self->ApplyPitch((float) s.pitch);
+ }
+}
+
+void
+SeekerAI::SetTarget(SimObject* targ, System* sub)
+{
+ if (!orig_target && targ && targ->Type() == SimObject::SIM_SHIP) {
+ orig_target = (Ship*) targ;
+ Observe(orig_target);
+ }
+
+ SteerAI::SetTarget(targ, sub);
+
+ if (!target) {
+ shot->SetEta(0);
+
+ if (shot->Owner())
+ ((Ship*) shot->Owner())->SetMissileEta(shot->Identity(), 0);
+ }
+}
+
+void
+SeekerAI::FindObjective()
+{
+ if (!shot || !target) return;
+
+ if (target->Life() == 0) {
+ if (target != orig_target)
+ SetTarget(orig_target,0);
+ else
+ SetTarget(0,0);
+
+ return;
+ }
+
+ Point tloc = target->Location();
+ tloc = Transform(tloc);
+
+ // seeker head limit of 45 degrees:
+ if (tloc.z < 0 || tloc.z < fabs(tloc.x) || tloc.z < fabs(tloc.y)) {
+ overshot = true;
+ SetTarget(0,0);
+ return;
+ }
+
+ // distance from self to target:
+ distance = Point(target->Location() - self->Location()).length();
+
+ // are we being spoofed?
+ CheckDecoys(distance);
+
+ Point cv = ClosingVelocity();
+
+ // time to reach target:
+ double time = distance / cv.length();
+ double predict = time;
+ if (predict > 15)
+ predict = 15;
+
+ // pure pursuit:
+ if (pursuit == 1 || time < 0.1) {
+ obj_w = target->Location();
+ }
+
+ // lead pursuit:
+ else {
+ // where the target will be when we reach it:
+ Point run_vec = target->Velocity();
+ obj_w = target->Location() + (run_vec * predict);
+ }
+
+ // subsystem offset:
+ if (subtarget) {
+ Point offset = target->Location() - subtarget->MountLocation();
+ obj_w -= offset;
+ }
+ else if (target->Type() == SimObject::SIM_SHIP) {
+ Ship* tgt_ship = (Ship*) target;
+
+ if (tgt_ship->IsGroundUnit())
+ obj_w += Point(0,150,0);
+ }
+
+
+ distance = Point(obj_w - self->Location()).length();
+ time = distance / cv.length();
+
+ // where we will be when the target gets there:
+ if (predict > 0.1 && predict < 15) {
+ Point self_dest = self->Location() + cv * predict;
+ Point err = obj_w - self_dest;
+
+ obj_w += err;
+ }
+
+ // transform into camera coords:
+ objective = Transform(obj_w);
+ objective.Normalize();
+
+ shot->SetEta((int) time);
+
+ if (shot->Owner())
+ ((Ship*) shot->Owner())->SetMissileEta(shot->Identity(), (int) time);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+SeekerAI::CheckDecoys(double target_distance)
+{
+ // if the assigned target has the burner lit,
+ // ignore the decoys:
+ if (orig_target && orig_target->Augmenter()) {
+ SetTarget(orig_target);
+ return;
+ }
+
+ if (target &&
+ target == orig_target &&
+ orig_target->GetActiveDecoys().size()) {
+
+ ListIter<Shot> decoy = orig_target->GetActiveDecoys();
+
+ while (++decoy) {
+ double decoy_distance = Point(decoy->Location() - self->Location()).length();
+
+ if (decoy_distance < target_distance) {
+ if (rand() < 1600) {
+ SetTarget(decoy.value(), 0);
+ return;
+ }
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+SeekerAI::Overshot()
+{
+ return overshot;
+}
+
+// +--------------------------------------------------------------------+
+
+Steer
+SeekerAI::AvoidCollision()
+{
+ return Steer();
+}
+
+// +--------------------------------------------------------------------+
+
+Steer
+SeekerAI::SeekTarget()
+{
+ if (!self || !target || Overshot())
+ return Steer();
+
+ return Seek(objective);
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+SeekerAI::Update(SimObject* obj)
+{
+ if (obj == target) {
+ if (obj->Type() == SimObject::SIM_SHOT && orig_target != 0)
+ target = orig_target;
+ }
+
+ if (obj == orig_target)
+ orig_target = 0;
+
+ return SteerAI::Update(obj);
+}
+
+const char*
+SeekerAI::GetObserverName() const
+{
+ static char name[64];
+ sprintf(name, "SeekerAI(%s)", self->Name());
+ return name;
+}
+