summaryrefslogtreecommitdiffhomepage
path: root/StarsEx/GroundAI.cpp
diff options
context:
space:
mode:
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/GroundAI.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
downloadstarshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip
starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz
starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/GroundAI.cpp')
-rw-r--r--StarsEx/GroundAI.cpp189
1 files changed, 189 insertions, 0 deletions
diff --git a/StarsEx/GroundAI.cpp b/StarsEx/GroundAI.cpp
new file mode 100644
index 0000000..4435742
--- /dev/null
+++ b/StarsEx/GroundAI.cpp
@@ -0,0 +1,189 @@
+/* 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
+ ========
+ Low-Level Artificial Intelligence class for Ground Units
+*/
+
+#include "GroundAI.h"
+#include "SteerAI.h"
+#include "System.h"
+#include "Ship.h"
+#include "ShipDesign.h"
+#include "Shield.h"
+#include "Sim.h"
+#include "Player.h"
+#include "CarrierAI.h"
+#include "Contact.h"
+#include "Weapon.h"
+#include "WeaponGroup.h"
+
+#include "Clock.h"
+#include "Physical.h"
+
+// +----------------------------------------------------------------------+
+
+GroundAI::GroundAI(SimObject* s)
+: ship((Ship*) s), target(0), subtarget(0), exec_time(0), carrier_ai(0)
+{
+ Sim* sim = Sim::GetSim();
+ Ship* pship = sim->GetPlayerShip();
+ int player_team = 1;
+ int ai_level = 1;
+
+ if (pship)
+ player_team = pship->GetIFF();
+
+ Player* player = Player::GetCurrentPlayer();
+ if (player) {
+ if (ship && ship->GetIFF() && ship->GetIFF() != player_team) {
+ ai_level = player->AILevel();
+ }
+ else if (player->AILevel() == 0) {
+ ai_level = 1;
+ }
+ }
+
+ // evil alien ships are *always* smart:
+ if (ship && ship->GetIFF() > 1 && ship->Design()->auto_roll > 1) {
+ ai_level = 2;
+ }
+
+ if (ship && ship->GetHangar() && ship->GetCommandAILevel() > 0)
+ carrier_ai = new CarrierAI(ship, ai_level);
+}
+
+
+// +--------------------------------------------------------------------+
+
+GroundAI::~GroundAI()
+{
+ delete carrier_ai;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+GroundAI::SetTarget(SimObject* targ, System* sub)
+{
+ if (target != targ) {
+ target = targ;
+
+ if (target)
+ Observe(target);
+ }
+
+ subtarget = sub;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+GroundAI::Update(SimObject* obj)
+{
+ if (obj == target) {
+ target = 0;
+ subtarget = 0;
+ }
+
+ return SimObserver::Update(obj);
+}
+
+const char*
+GroundAI::GetObserverName() const
+{
+ static char name[64];
+ sprintf_s(name, "GroundAI(%s)", ship->Name());
+ return name;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+GroundAI::SelectTarget()
+{
+ SimObject* potential_target = 0;
+
+ // pick the closest combatant ship with a different IFF code:
+ double target_dist = 1.0e15;
+
+ Ship* current_ship_target = 0;
+
+ ListIter<Contact> c_iter = ship->ContactList();
+ while (++c_iter) {
+ Contact* contact = c_iter.value();
+ int c_iff = contact->GetIFF(ship);
+ Ship* c_ship = contact->GetShip();
+ Shot* c_shot = contact->GetShot();
+ bool rogue = false;
+
+ if (c_ship)
+ rogue = c_ship->IsRogue();
+
+ if (rogue || c_iff > 0 && c_iff != ship->GetIFF() && c_iff < 1000) {
+ if (c_ship && !c_ship->InTransition()) {
+ // found an enemy, check distance:
+ double dist = (ship->Location() - c_ship->Location()).length();
+
+ if (!current_ship_target || (c_ship->Class() <= current_ship_target->Class() &&
+ dist < target_dist)) {
+ current_ship_target = c_ship;
+ target_dist = dist;
+ }
+ }
+ }
+
+ potential_target = current_ship_target;
+ }
+
+ SetTarget(potential_target);
+}
+
+// +--------------------------------------------------------------------+
+
+int
+GroundAI::Type() const
+{
+ return SteerAI::GROUND;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+GroundAI::ExecFrame(double secs)
+{
+ const int exec_period = 1000;
+
+ if ((int) Clock::GetInstance()->GameTime() - exec_time > exec_period) {
+ exec_time = (int) Clock::GetInstance()->GameTime();
+ SelectTarget();
+ }
+
+ if (ship) {
+ Shield* shield = ship->GetShield();
+
+ if (shield)
+ shield->SetPowerLevel(100);
+
+ ListIter<WeaponGroup> iter = ship->Weapons();
+ while (++iter) {
+ WeaponGroup* group = (WeaponGroup*) iter.value();
+
+ if (group->NumWeapons() > 1 && group->CanTarget(Ship::DROPSHIPS))
+ group->SetFiringOrders(Weapon::POINT_DEFENSE);
+ else
+ group->SetFiringOrders(Weapon::AUTO);
+
+ group->SetTarget((Ship*) target, 0);
+ }
+
+ if (carrier_ai)
+ carrier_ai->ExecFrame(secs);
+ }
+}