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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 /StarsEx/FighterAI.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/FighterAI.cpp')
-rw-r--r--StarsEx/FighterAI.cpp1832
1 files changed, 1832 insertions, 0 deletions
diff --git a/StarsEx/FighterAI.cpp b/StarsEx/FighterAI.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
+ ========
+ Fighter (low-level) Artificial Intelligence class
+*/
+
+#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 "Clock.h"
+#include "ContentBundle.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 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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->GetText("ai.inbound"));
+
+ return;
+ }
+
+ // final approach
+ else {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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 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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->GetText("ai.too-low"));
+
+ // way too low?
+ if (ship->AltitudeAGL() < 1500) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->GetText("ai.launch"));
+ return Seek(objective);
+ }
+
+ else if (farcaster) {
+ // wingmen should
+ if (element_index > 1)
+ return SeekFormationSlot();
+
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->GetText("ai.seek-target"));
+ return Seek(objective);
+ }
+ }
+
+ if (navpt) {
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->GetText("ai.evade-starship"));
+
+ // flee for three seconds:
+ if ((ship->MissionClock() & 3) != 3) {
+ return Flee(Transform(threat->Location()));
+ }
+
+ // jink for one second:
+ else {
+ if (Clock::GetInstance()->GameTime() - jink_time > 1500) {
+ jink_time = Clock::GetInstance()->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(ContentBundle::GetInstance()->GetText("ai.evade-and-seek"));
+
+ // seek for three seconds:
+ if ((ship->MissionClock() & 3) < 3) {
+ return Steer(); // no evasion
+ }
+
+ // jink for one second:
+ else {
+ if (Clock::GetInstance()->GameTime() - jink_time > 1000) {
+ jink_time = Clock::GetInstance()->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(ContentBundle::GetInstance()->GetText("ai.evade-and-seek"));
+ else
+ ship->SetDirectorInfo(ContentBundle::GetInstance()->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 (Clock::GetInstance()->GameTime() - jink_time > jink_rate) {
+ jink_time = Clock::GetInstance()->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 (Clock::GetInstance()->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 = Clock::GetInstance()->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;
+}
+
+
+