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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/StarshipTacticalAI.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/StarshipTacticalAI.cpp')
-rw-r--r--Stars45/StarshipTacticalAI.cpp280
1 files changed, 0 insertions, 280 deletions
diff --git a/Stars45/StarshipTacticalAI.cpp b/Stars45/StarshipTacticalAI.cpp
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--- a/Stars45/StarshipTacticalAI.cpp
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-/* Starshatter: The Open Source Project
- Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
- Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
- Copyright (c) 1997-2006, Destroyer Studios LLC.
-
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Starship-specific mid-level (tactical) AI
-*/
-
-#ifndef NOMINMAX
-#define NOMINMAX
-#endif
-
-#include <algorithm>
-
-#include "StarshipTacticalAI.h"
-#include "ShipAI.h"
-#include "Ship.h"
-#include "ShipDesign.h"
-#include "Shot.h"
-#include "Element.h"
-#include "Instruction.h"
-#include "RadioMessage.h"
-#include "RadioTraffic.h"
-#include "Contact.h"
-#include "WeaponGroup.h"
-#include "Drive.h"
-#include "QuantumDrive.h"
-#include "Sim.h"
-#include "StarSystem.h"
-#include "Starshatter.h"
-#include "Random.h"
-
-#include "Clock.h"
-
-const double STARSHIP_TACTICAL_DROP_TIME = 15;
-
-// +----------------------------------------------------------------------+
-
-StarshipTacticalAI::StarshipTacticalAI(ShipAI* ai)
-: TacticalAI(ai), drop_time(1.0e9), bugout(false), ai_level(0), initial_integrity(0)
-{
- if (ai && ai->GetShip()) {
- ai_level = ai->GetAILevel();
- initial_integrity = ai->GetShip()->Integrity();
- }
-
- switch (ai_level) {
- default:
- case 2: THREAT_REACTION_TIME = 500; break;
- case 1: THREAT_REACTION_TIME = 1000; break;
- case 0: THREAT_REACTION_TIME = 2500;
- drop_time = STARSHIP_TACTICAL_DROP_TIME +
- Random(0, STARSHIP_TACTICAL_DROP_TIME);
- break;
- }
-}
-
-
-// +--------------------------------------------------------------------+
-
-StarshipTacticalAI::~StarshipTacticalAI()
-{ }
-
-// +--------------------------------------------------------------------+
-
-void
-StarshipTacticalAI::ExecFrame(double seconds)
-{
- TacticalAI::ExecFrame(seconds);
-
- drop_time -= seconds;
-
- if (drop_time <= 0) {
- drop_time = STARSHIP_TACTICAL_DROP_TIME;
-
- ship_ai->DropTarget(STARSHIP_TACTICAL_DROP_TIME/4);
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-StarshipTacticalAI::FindThreat()
-{
- // pick the closest contact on Threat Warning System:
- Ship* threat_ship = 0;
- Shot* threat_missile = 0;
- Ship* rumor = 0;
- double threat_dist = 1e9;
- double CELL_SIZE = 20e3;
-
- threat_level = 0;
- support_level = ship->AIValue() / CELL_SIZE;
-
- ListIter<Contact> iter = ship->ContactList();
-
- while (++iter) {
- Contact* contact = iter.value();
- Ship* c_ship = contact->GetShip();
- Shot* c_shot = contact->GetShot();
-
- if (!c_ship && !c_shot)
- continue;
-
- if (c_ship && c_ship != ship) {
- double basis = std::max(contact->Range(ship), CELL_SIZE);
- double ai_value = c_ship->AIValue() / basis;
-
- if (c_ship->GetIFF() == ship->GetIFF()) {
- support_level += ai_value;
- }
- else if (ship->GetIFF() > 0 && c_ship->GetIFF() > 0) {
- threat_level += ai_value;
- }
- else if (c_ship->GetIFF() > 1) { // neutrals should not be afraid of alliance
- threat_level += ai_value;
- }
- }
-
- if (contact->Threat(ship) &&
- (Clock::GetInstance()->GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) {
-
- if (c_shot) {
- threat_missile = c_shot;
- rumor = (Ship* ) threat_missile->Owner();
- }
- else {
- double rng = contact->Range(ship);
-
- if (c_ship &&
- c_ship->Class() != Ship::FREIGHTER &&
- c_ship->Class() != Ship::FARCASTER) {
-
-
- if (c_ship->GetTarget() == ship) {
- if (!threat_ship || c_ship->Class() > threat_ship->Class()) {
- threat_ship = c_ship;
- threat_dist = 0;
- }
- }
- else if (rng < threat_dist) {
- threat_ship = c_ship;
- threat_dist = rng;
- }
-
- CheckBugOut(c_ship, rng);
- }
- }
- }
- }
-
- if (rumor) {
- iter.reset();
-
- while (++iter) {
- if (iter->GetShip() == rumor) {
- rumor = 0;
- ship_ai->ClearRumor();
- break;
- }
- }
- }
-
- ship_ai->SetRumor(rumor);
- ship_ai->SetThreat(threat_ship);
- ship_ai->SetThreatMissile(threat_missile);
-}
-
-// +--------------------------------------------------------------------+
-
-void
-StarshipTacticalAI::FindSupport()
-{
- if (threat_level < 0.01) {
- ship_ai->SetSupport(0);
- return;
- }
-
- // pick the biggest friendly contact in the sector:
- Ship* support = 0;
- double support_dist = 1e9;
-
- ListIter<Contact> c_iter = ship->ContactList();
-
- while (++c_iter) {
- Contact* contact = c_iter.value();
- if (contact->GetShip() && contact->GetIFF(ship) == ship->GetIFF()) {
- Ship* c_ship = contact->GetShip();
-
- if (c_ship != ship && c_ship->Class() >= ship->Class()) {
- if (!support || c_ship->Class() > support->Class())
- support = c_ship;
- }
- }
- }
-
- ship_ai->SetSupport(support);
-}
-
-void
-StarshipTacticalAI::CheckBugOut(Ship* c_ship, double rng)
-{
- // see if carrier should bug out...
- if (!ship || !c_ship || ship->Class() != Ship::CARRIER && ship->Class() != Ship::SWACS)
- return;
-
- if (bugout)
- return;
-
- if (ship->GetElement() && ship->GetElement()->GetZoneLock())
- return;
-
- if (c_ship->Class() < Ship::DESTROYER || c_ship->Class() > Ship::STATION)
- return;
-
- Starshatter* stars = Starshatter::GetInstance();
- if (stars && stars->InCutscene())
- return;
-
- double sustained_damage = initial_integrity - ship->Integrity();
- double allowable_damage = ship->Design()->integrity * 0.25;
-
- if (rng > 50e3 && sustained_damage < allowable_damage)
- return;
-
- // still here? we must need to bug out!
-
- Sim* sim = Sim::GetSim();
- SimRegion* dst = 0;
-
- List<SimRegion>& regions = sim->GetRegions();
-
- if (regions.size() > 1) {
- int tries = 10;
- while (!dst && tries--) {
- int n = RandomIndex() % regions.size();
- dst = regions[n];
-
- if (dst == ship->GetRegion() || dst->IsAirSpace())
- dst = 0;
- }
- }
-
- if (dst) {
- // bug out!
- QuantumDrive* quantum = ship->GetQuantumDrive();
- if (quantum) {
- quantum->SetDestination(dst, Point(0,0,0));
- quantum->Engage();
- }
-
- // ask highest ranking escort to go with you:
- Element* escort = 0;
-
- ListIter<Element> iter = sim->GetElements();
- while (++iter) {
- Element* elem = iter.value();
-
- if (!escort || elem->GetShipClass() > escort->GetShipClass()) {
- if (ship->GetElement()->CanCommand(elem))
- escort = elem;
- }
- }
-
- if (escort) {
- RadioMessage* msg = new RadioMessage(escort, ship, RadioMessage::QUANTUM_TO);
- if (msg) {
- msg->SetInfo(dst->Name());
- RadioTraffic::Transmit(msg);
- }
- }
-
- bugout = true;
- }
-}