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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)
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Moved Stars45 to StarsEx
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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-specific mid-level (tactical) AI class
+*/
+
+#include "FighterTacticalAI.h"
+#include "ShipAI.h"
+#include "Ship.h"
+#include "ShipDesign.h"
+#include "Shot.h"
+#include "Element.h"
+#include "Instruction.h"
+#include "RadioMessage.h"
+#include "Sensor.h"
+#include "Contact.h"
+#include "WeaponGroup.h"
+#include "Drive.h"
+#include "Sim.h"
+#include "StarSystem.h"
+
+#include "Clock.h"
+#include "ContentBundle.h"
+
+// +----------------------------------------------------------------------+
+
+const int WINCHESTER_FIGHTER = 0;
+const int WINCHESTER_ASSAULT = 1;
+const int WINCHESTER_STRIKE = 2;
+const int WINCHESTER_STATIC = 3;
+
+// +----------------------------------------------------------------------+
+
+FighterTacticalAI::FighterTacticalAI(ShipAI* ai)
+: TacticalAI(ai), secondary_selection_time(0)
+{
+ for (int i = 0; i < 4; i++)
+ winchester[i] = false;
+
+ ai_level = ai->GetAILevel();
+
+ switch (ai_level) {
+ default:
+ case 2: THREAT_REACTION_TIME = 1000; break;
+ case 1: THREAT_REACTION_TIME = 3000; break;
+ case 0: THREAT_REACTION_TIME = 6000; break;
+ }
+}
+
+
+// +--------------------------------------------------------------------+
+
+FighterTacticalAI::~FighterTacticalAI()
+{ }
+
+// +--------------------------------------------------------------------+
+
+bool
+FighterTacticalAI::CheckFlightPlan()
+{
+ navpt = ship->GetNextNavPoint();
+
+ int order = Instruction::PATROL;
+ roe = FLEXIBLE;
+
+ if (navpt) {
+ order = navpt->Action();
+
+ switch (order) {
+ case Instruction::LAUNCH:
+ case Instruction::DOCK:
+ case Instruction::RTB: roe = NONE;
+ break;
+
+ case Instruction::VECTOR:
+ roe = SELF_DEFENSIVE;
+ if (element_index > 1)
+ roe = DEFENSIVE;
+ break;
+
+ case Instruction::DEFEND:
+ case Instruction::ESCORT: roe = DEFENSIVE;
+ break;
+
+ case Instruction::INTERCEPT:
+ if (element_index > 1)
+ roe = DEFENSIVE;
+ else
+ roe = DIRECTED;
+ break;
+
+ case Instruction::RECON:
+ case Instruction::STRIKE:
+ case Instruction::ASSAULT: roe = DIRECTED;
+ break;
+
+ case Instruction::PATROL:
+ case Instruction::SWEEP: roe = FLEXIBLE;
+ break;
+
+ default: break;
+ }
+
+ if (order == Instruction::STRIKE) {
+ ship->SetSensorMode(Sensor::GM);
+
+ if (IsStrikeComplete(navpt)) {
+ ship->SetNavptStatus(navpt, Instruction::COMPLETE);
+ }
+ }
+
+ else if (order == Instruction::ASSAULT) {
+ if (ship->GetSensorMode() == Sensor::GM)
+ ship->SetSensorMode(Sensor::STD);
+
+ if (IsStrikeComplete(navpt)) {
+ ship->SetNavptStatus(navpt, Instruction::COMPLETE);
+ }
+ }
+
+ else {
+ if (ship->GetSensorMode() == Sensor::GM)
+ ship->SetSensorMode(Sensor::STD);
+ }
+ }
+
+ switch (roe) {
+ case NONE: ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.none")); break;
+ case SELF_DEFENSIVE: ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.self-defensive")); break;
+ case DEFENSIVE: ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.defensive")); break;
+ case DIRECTED: ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.directed")); break;
+ case FLEXIBLE: ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.flexible")); break;
+ default: ship->SetDirectorInfo(ContentBundle::GetInstance()->GetText("ai.default")); break;
+ }
+
+ return (navpt != 0);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+FighterTacticalAI::SelectTarget()
+{
+ TacticalAI::SelectTarget();
+
+ SimObject* target = ship_ai->GetTarget();
+
+ if (target && (target->Type() == SimObject::SIM_SHIP) &&
+ (Clock::GetInstance()->GameTime() - secondary_selection_time) > THREAT_REACTION_TIME) {
+ SelectSecondaryForTarget((Ship*) target);
+ secondary_selection_time = Clock::GetInstance()->GameTime();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+FighterTacticalAI::SelectTargetDirected(Ship* tgt)
+{
+ Ship* potential_target = tgt;
+
+ if (!tgt) {
+ // try to target one of the element's objectives
+ // (if it shows up in the contact list)
+
+ Element* elem = ship->GetElement();
+
+ if (elem) {
+ Instruction* objective = elem->GetTargetObjective();
+
+ if (objective) {
+ SimObject* obj_sim_obj = objective->GetTarget();
+ Ship* obj_tgt = 0;
+
+ if (obj_sim_obj && obj_sim_obj->Type() == SimObject::SIM_SHIP)
+ obj_tgt = (Ship*) obj_sim_obj;
+
+ if (obj_tgt && ship->FindContact(obj_tgt))
+ potential_target = obj_tgt;
+ }
+ }
+ }
+
+ if (!CanTarget(potential_target))
+ potential_target = 0;
+
+ ship_ai->SetTarget(potential_target);
+ SelectSecondaryForTarget(potential_target);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+FighterTacticalAI::SelectTargetOpportunity()
+{
+ // NON-COMBATANTS do not pick targets of opportunity:
+ if (ship->GetIFF() == 0)
+ return;
+
+ Ship* potential_target = 0;
+ Shot* current_shot_target = 0;
+
+ // pick the closest combatant ship with a different IFF code:
+ double target_dist = 1.0e15;
+ double min_dist = 5.0e3;
+
+ // FIGHTERS are primarily anti-air platforms, but may
+ // also attack smaller starships:
+
+ Ship* ward = 0;
+ if (element_index > 1)
+ ward = ship->GetLeader();
+
+ // commit range for patrol/sweep is 80 Km
+ // (about 2 minutes for a fighter at max speed)
+ if (roe == FLEXIBLE || roe == AGRESSIVE)
+ target_dist = ship->Design()->commit_range;
+
+ if (roe < FLEXIBLE)
+ target_dist = 0.5 * ship->Design()->commit_range;
+
+ int class_limit = Ship::LCA;
+
+ if (ship->Class() == Ship::ATTACK)
+ class_limit = Ship::DESTROYER;
+
+ ListIter<Contact> c_iter = ship->ContactList();
+ while (++c_iter) {
+ Contact* contact = c_iter.value();
+ Ship* c_ship = contact->GetShip();
+ Shot* c_shot = contact->GetShot();
+ int c_iff = contact->GetIFF(ship);
+ bool rogue = false;
+
+ if (c_ship)
+ rogue = c_ship->IsRogue();
+
+ if (!rogue && (c_iff <= 0 || c_iff == ship->GetIFF() || c_iff == 1000))
+ continue;
+
+ // reasonable target?
+ if (c_ship && c_ship->Class() <= class_limit && !c_ship->InTransition()) {
+ if (!rogue) {
+ SimObject* ttgt = c_ship->GetTarget();
+
+ // if we are self-defensive, is this contact engaging us?
+ if (roe == SELF_DEFENSIVE && ttgt != ship)
+ continue;
+
+ // if we are defending, is this contact engaging us or our ward?
+ if (roe == DEFENSIVE && ttgt != ship && ttgt != ward)
+ continue;
+ }
+
+ // found an enemy, check distance:
+ double dist = (ship->Location() - c_ship->Location()).length();
+
+ if (dist < 0.75 * target_dist) {
+
+ // if on patrol, check target distance from navpoint:
+ if (roe == FLEXIBLE && navpt) {
+ double ndist = (navpt->Location().OtherHand() - c_ship->Location()).length();
+ if (ndist > 80e3)
+ continue;
+ }
+
+ potential_target = c_ship;
+ target_dist = dist;
+ }
+ }
+
+ else if (c_shot && c_shot->IsDrone()) {
+ // found an enemy shot, do we have enough time to engage?
+ if (c_shot->GetEta() < 10)
+ continue;
+
+ // found an enemy shot, check distance:
+ double dist = (ship->Location() - c_shot->Location()).length();
+
+ if (!current_shot_target) {
+ current_shot_target = c_shot;
+ target_dist = dist;
+ }
+
+ // is this shot a better target than the one we've found?
+ else {
+ Ship* ward = ship_ai->GetWard();
+
+ if ((c_shot->IsTracking(ward) && !current_shot_target->IsTracking(ward)) ||
+ (dist < target_dist)) {
+ current_shot_target = c_shot;
+ target_dist = dist;
+ }
+ }
+ }
+ }
+
+ if (current_shot_target) {
+ ship_ai->SetTarget(current_shot_target);
+ }
+ else {
+ ship_ai->SetTarget(potential_target);
+ SelectSecondaryForTarget(potential_target);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+int
+FighterTacticalAI::ListSecondariesForTarget(Ship* tgt, List<WeaponGroup>& weps)
+{
+ weps.clear();
+
+ if (tgt) {
+ ListIter<WeaponGroup> iter = ship->Weapons();
+ while (++iter) {
+ WeaponGroup* w = iter.value();
+
+ if (w->Ammo() && w->CanTarget(tgt->Class()))
+ weps.append(w);
+ }
+ }
+
+ return weps.size();
+}
+
+void
+FighterTacticalAI::SelectSecondaryForTarget(Ship* tgt)
+{
+ if (tgt) {
+ int wix = WINCHESTER_FIGHTER;
+
+ if (tgt->IsGroundUnit()) wix = WINCHESTER_STRIKE;
+ else if (tgt->IsStatic()) wix = WINCHESTER_STATIC;
+ else if (tgt->IsStarship()) wix = WINCHESTER_ASSAULT;
+
+ WeaponGroup* best = 0;
+ List<WeaponGroup> weps;
+
+ if (ListSecondariesForTarget(tgt, weps)) {
+ winchester[wix] = false;
+
+ // select best weapon for the job:
+ double range = (ship->Location() - tgt->Location()).length();
+ double best_range = 0;
+ double best_damage = 0;
+
+ ListIter<WeaponGroup> iter = weps;
+ while (++iter) {
+ WeaponGroup* w = iter.value();
+
+ if (!best) {
+ best = w;
+
+ WeaponDesign* d = best->GetDesign();
+ best_range = d->max_range;
+ best_damage = d->damage * d->ripple_count;
+
+ if (best_range < range)
+ best = 0;
+ }
+
+ else {
+ WeaponDesign* d = w->GetDesign();
+ double w_range = d->max_range;
+ double w_damage = d->damage * d->ripple_count;
+
+ if (w_range > range) {
+ if (w_range < best_range || w_damage > best_damage)
+ best = w;
+ }
+ }
+ }
+
+ // now cycle weapons until you pick the best one:
+ WeaponGroup* current_missile = ship->GetSecondaryGroup();
+
+ if (current_missile && best && current_missile != best) {
+ ship->CycleSecondary();
+ WeaponGroup* m = ship->GetSecondaryGroup();
+
+ while (m != current_missile && m != best) {
+ ship->CycleSecondary();
+ m = ship->GetSecondaryGroup();
+ }
+ }
+ }
+
+ else {
+ winchester[wix] = true;
+
+ // if we have NO weapons that can hit this target,
+ // just drop it:
+
+ Weapon* primary = ship->GetPrimary();
+ if (!primary || !primary->CanTarget(tgt->Class())) {
+ ship_ai->DropTarget(3);
+ ship->DropTarget();
+ }
+ }
+
+ if (tgt->IsGroundUnit())
+ ship->SetSensorMode(Sensor::GM);
+
+ else if (ship->GetSensorMode() == Sensor::GM)
+ ship->SetSensorMode(Sensor::STD);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+FighterTacticalAI::FindFormationSlot(int formation)
+{
+ // find the formation delta:
+ int s = element_index - 1;
+ Point delta(5*s, 0, -5*s);
+
+ // diamond:
+ if (formation == Instruction::DIAMOND) {
+ switch (element_index) {
+ case 2: delta = Point( 12, -1, -10); break;
+ case 3: delta = Point(-12, -1, -10); break;
+ case 4: delta = Point( 0, -2, -20); break;
+ }
+ }
+
+ // spread:
+ if (formation == Instruction::SPREAD) {
+ switch (element_index) {
+ case 2: delta = Point( 15, 0, 0); break;
+ case 3: delta = Point(-15, 0, 0); break;
+ case 4: delta = Point(-30, 0, 0); break;
+ }
+ }
+
+ // box:
+ if (formation == Instruction::BOX) {
+ switch (element_index) {
+ case 2: delta = Point(15, 0, 0); break;
+ case 3: delta = Point( 0, -2, -20); break;
+ case 4: delta = Point(15, -2, -20); break;
+ }
+ }
+
+ // trail:
+ if (formation == Instruction::TRAIL) {
+ delta = Point(0, s, -20*s);
+ }
+
+ ship_ai->SetFormationDelta(delta * ship->Radius() * 2);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+FighterTacticalAI::FindThreat()
+{
+ // pick the closest contact on Threat Warning System:
+ Ship* threat_ship = 0;
+ Shot* threat_missile = 0;
+ double threat_dist = 1e9;
+
+ ListIter<Contact> c_iter = ship->ContactList();
+
+ while (++c_iter) {
+ Contact* contact = c_iter.value();
+
+ if (contact->Threat(ship) &&
+ (Clock::GetInstance()->GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) {
+
+ double rng = contact->Range(ship);
+
+ if (contact->GetShot()) {
+ threat_missile = contact->GetShot();
+ }
+
+ else if (rng < threat_dist && contact->GetShip()) {
+ Ship* candidate = contact->GetShip();
+
+ if (candidate->InTransition())
+ continue;
+
+ if (candidate->IsStarship() && rng < 50e3) {
+ threat_ship = candidate;
+ threat_dist = rng;
+ }
+
+ else if (candidate->IsDropship() && rng < 25e3) {
+ threat_ship = candidate;
+ threat_dist = rng;
+ }
+
+ // static and ground units:
+ else if (rng < 30e3) {
+ threat_ship = candidate;
+ threat_dist = rng;
+ }
+ }
+ }
+ }
+
+ ship_ai->SetThreat(threat_ship);
+ ship_ai->SetThreatMissile(threat_missile);
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+FighterTacticalAI::IsStrikeComplete(Instruction* instr)
+{
+ // wingmen can not call a halt to a strike:
+ if (!ship || element_index > 1)
+ return false;
+
+ // if there's nothing to shoot at, we must be done:
+ if (!instr || !instr->GetTarget() || instr->GetTarget()->Life() == 0 ||
+ instr->GetTarget()->Type() != SimObject::SIM_SHIP)
+ return true;
+
+ // break off strike only when ALL weapons are expended:
+ // (remember to check all relevant wingmen)
+ Element* element = ship->GetElement();
+ Ship* target = (Ship*) instr->GetTarget();
+
+ if (!element)
+ return true;
+
+ for (int i = 0; i < element->NumShips(); i++) {
+ Ship* s = element->GetShip(i+1);
+
+ if (!s || s->Integrity() < 25) // || (s->Location() - target->Location()).length() > 250e3)
+ continue;
+
+ ListIter<WeaponGroup> g_iter = s->Weapons();
+ while (++g_iter) {
+ WeaponGroup* w = g_iter.value();
+
+ if (w->Ammo() && w->CanTarget(target->Class())) {
+ ListIter<Weapon> w_iter = w->GetWeapons();
+
+ while (++w_iter) {
+ Weapon* weapon = w_iter.value();
+
+ if (weapon->Status() > System::CRITICAL)
+ return false;
+ }
+ }
+ }
+ }
+
+ // still here? we must be done!
+ return true;
+} \ No newline at end of file