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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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diff --git a/StarsEx/SteerAI.cpp b/StarsEx/SteerAI.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
+ ========
+ Steering (low-level) Artificial Intelligence class
+*/
+
+#include "SteerAI.h"
+#include "SeekerAI.h"
+#include "FighterAI.h"
+#include "StarshipAI.h"
+#include "GroundAI.h"
+#include "System.h"
+
+#include "Clock.h"
+#include "Physical.h"
+
+// +----------------------------------------------------------------------+
+
+Steer Steer::operator+(const Steer& s) const
+{
+ return Steer(yaw+s.yaw, pitch+s.pitch, roll+s.roll, (brake>s.brake)?brake:s.brake);
+}
+
+Steer Steer::operator-(const Steer& s) const
+{
+ return Steer(yaw-s.yaw, pitch-s.pitch, roll-s.roll, (brake<s.brake)?brake:s.brake);
+}
+
+Steer Steer::operator*(double f) const
+{
+ return Steer(yaw*f, pitch*f, roll*f, brake);
+}
+
+Steer Steer::operator/(double f) const
+{
+ return Steer(yaw/f, pitch/f, roll/f, brake);
+}
+
+
+Steer& Steer::operator+=(const Steer& s)
+{
+ yaw += s.yaw;
+ pitch += s.pitch;
+ roll += s.roll;
+
+ if (s.brake > brake)
+ brake = s.brake;
+
+ if (s.stop)
+ stop = 1;
+
+ return *this;
+}
+
+Steer& Steer::operator-=(const Steer& s)
+{
+ yaw -= s.yaw;
+ pitch -= s.pitch;
+ roll -= s.roll;
+
+ if (s.brake < brake)
+ brake = s.brake;
+
+ if (s.stop)
+ stop = 1;
+
+ return *this;
+}
+
+
+double
+Steer::Magnitude() const
+{
+ return sqrt(yaw*yaw + pitch*pitch);
+}
+
+// +--------------------------------------------------------------------+
+
+Director*
+SteerAI::Create(SimObject* self, int type)
+{
+ switch (type) {
+ case SEEKER: return new SeekerAI(self);
+ break;
+
+ case STARSHIP: return new StarshipAI(self);
+ break;
+
+ case GROUND: return new GroundAI(self);
+ break;
+
+ default:
+ case FIGHTER: return new FighterAI(self);
+ break;
+ }
+}
+
+// +----------------------------------------------------------------------+
+
+SteerAI::SteerAI(SimObject* ship)
+: self(ship),
+target(0), subtarget(0), other(0), distance(0.0), evade_time(0),
+objective(0.0f, 0.0f, 0.0f)
+{
+ seek_gain = 20;
+ seek_damp = 0.5;
+
+ for (int i = 0; i < 3; i++)
+ az[i] = el[i] = 0;
+}
+
+
+// +--------------------------------------------------------------------+
+
+SteerAI::~SteerAI()
+{ }
+
+// +--------------------------------------------------------------------+
+
+void
+SteerAI::SetTarget(SimObject* targ, System* sub)
+{
+ if (target != targ) {
+ target = targ;
+
+ if (target)
+ Observe(target);
+ }
+
+ subtarget = sub;
+}
+
+void
+SteerAI::DropTarget(double dtime)
+{
+ SetTarget(0);
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+SteerAI::Update(SimObject* obj)
+{
+ if (obj == target) {
+ target = 0;
+ subtarget = 0;
+ }
+
+ if (obj == other) {
+ other = 0;
+ }
+
+ return SimObserver::Update(obj);
+}
+
+const char*
+SteerAI::GetObserverName() const
+{
+ static char name[64];
+ sprintf_s(name, "SteerAI(%s)", self->Name());
+ return name;
+}
+
+// +--------------------------------------------------------------------+
+
+Point
+SteerAI::ClosingVelocity()
+{
+ if (self) {
+ if (target)
+ return self->Velocity() - target->Velocity();
+ else
+ return self->Velocity();
+ }
+
+ return Point(1, 0, 0);
+}
+
+void
+SteerAI::FindObjective()
+{
+ if (!self || !target) return;
+
+ Point cv = ClosingVelocity();
+ double cvl = cv.length();
+ double time = 0;
+
+ if (cvl > 5) {
+ // distance from self to target:
+ distance = Point(target->Location() - self->Location()).length();
+
+ // time to reach target:
+ time = distance / cvl;
+
+ // where the target will be when we reach it:
+ Point run_vec = target->Velocity();
+ obj_w = target->Location() + (run_vec * time);
+ }
+
+ else {
+ obj_w = target->Location();
+ }
+
+ // subsystem offset:
+ if (subtarget) {
+ Point offset = target->Location() - subtarget->MountLocation();
+ obj_w -= offset;
+ }
+
+ distance = Point(obj_w - self->Location()).length();
+
+ if (cvl > 5)
+ time = distance / cvl;
+
+ // where we will be when the target gets there:
+ Point self_dest = self->Location() + cv * time;
+ Point err = obj_w - self_dest;
+
+ obj_w += err;
+
+ // transform into camera coords:
+ objective = Transform(obj_w);
+ objective.Normalize();
+
+ distance = Point(obj_w - self->Location()).length();
+}
+
+Point
+SteerAI::Transform(const Point& pt)
+{
+ Point obj_t = pt - self->Location();
+ Point result;
+
+ if (self->FlightPathYawAngle() != 0 || self->FlightPathPitchAngle() != 0) {
+ double az = self->FlightPathYawAngle();
+ double el = self->FlightPathPitchAngle();
+
+ const double MAX_ANGLE = 15*DEGREES;
+ const double MIN_ANGLE = 3*DEGREES;
+
+ if (az > MAX_ANGLE)
+ az = MAX_ANGLE;
+ else if (az < -MAX_ANGLE)
+ az = -MAX_ANGLE;
+ else if (az > MIN_ANGLE)
+ az = MIN_ANGLE + (az-MIN_ANGLE)/2;
+ else if (az < -MIN_ANGLE)
+ az = -MIN_ANGLE + (az+MIN_ANGLE)/2;
+
+ if (el > MAX_ANGLE)
+ el = MAX_ANGLE;
+ else if (el < -MAX_ANGLE)
+ el = -MAX_ANGLE;
+ else if (el > MIN_ANGLE)
+ el = MIN_ANGLE + (el-MIN_ANGLE)/2;
+ else if (el < -MIN_ANGLE)
+ el = -MIN_ANGLE + (el+MIN_ANGLE)/2;
+
+ Camera cam;
+ cam.Clone(self->Cam());
+ cam.Yaw(az);
+ cam.Pitch(-el);
+
+ result = Point(obj_t * cam.vrt(),
+ obj_t * cam.vup(),
+ obj_t * cam.vpn());
+ }
+ else {
+ Camera& cam = (Camera&) self->Cam(); // cast away const
+
+ result = Point(obj_t * cam.vrt(),
+ obj_t * cam.vup(),
+ obj_t * cam.vpn());
+ }
+
+ return result;
+}
+
+Point
+SteerAI::AimTransform(const Point& pt)
+{
+ Camera& cam = (Camera&) self->Cam(); // cast away const
+ Point obj_t = pt - self->Location();
+
+ Point result = Point(obj_t * cam.vrt(),
+ obj_t * cam.vup(),
+ obj_t * cam.vpn());
+
+ return result;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+SteerAI::Navigator()
+{
+ accumulator.Clear();
+ magnitude = 0;
+}
+
+int
+SteerAI::Accumulate(const Steer& steer)
+{
+ int overflow = 0;
+
+ double mag = steer.Magnitude();
+
+ if (magnitude + mag > 1) {
+ overflow = 1;
+ double scale = (1 - magnitude) / mag;
+
+ accumulator += steer * scale;
+ magnitude = 1;
+
+ if (seeking) {
+ az[0] *= scale;
+ el[0] *= scale;
+ seeking = 0;
+ }
+ }
+ else {
+ accumulator += steer;
+ magnitude += mag;
+ }
+
+ return overflow;
+}
+
+// +--------------------------------------------------------------------+
+
+Steer
+SteerAI::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);
+ }
+
+ // reverse
+ else {
+ if (point.x > 0) s.yaw = 1.0f;
+ else s.yaw = -1.0f;
+
+ s.pitch = -point.y * 0.5f;
+ }
+
+ seeking = 1;
+
+ return s;
+}
+
+// +--------------------------------------------------------------------+
+
+Steer
+SteerAI::Flee(const Point& pt)
+{
+ Steer s;
+
+ Point point = pt;
+ point.Normalize();
+
+ // approach
+ if (point.z > 0.0f) {
+ if (point.x > 0) s.yaw = -1.0f;
+ else s.yaw = 1.0f;
+ }
+
+ // flee
+ else {
+ s.yaw = -point.x;
+ s.pitch = point.y;
+ }
+
+ return s;
+}
+
+// +--------------------------------------------------------------------+
+
+Steer
+SteerAI::Avoid(const Point& point, float radius)
+{
+ Steer s;
+
+ if (point.z > 0) {
+ double ax = radius - fabs(point.x);
+ double ay = radius - fabs(point.y);
+
+ // go around?
+ if (ax < ay) {
+ s.yaw = atan2(ax, point.z) * seek_gain;
+ if (point.x > 0) s.yaw = -s.yaw;
+ }
+
+ // go over/under:
+ else {
+ s.pitch = atan2(ay, point.z) * seek_gain;
+ if (point.y < 0) s.pitch = -s.pitch;
+ }
+ }
+
+ return s;
+}
+
+// +--------------------------------------------------------------------+
+
+Steer
+SteerAI::Evade(const Point& point, const Point& vel)
+{
+ Steer evade;
+
+ if (Clock::GetInstance()->GameTime() - evade_time > 1250) {
+ evade_time = Clock::GetInstance()->GameTime();
+
+ int direction = (rand()>>9) & 0x07;
+
+ switch (direction) {
+ default:
+ case 0: evade.yaw = 0; evade.pitch = -0.5; break;
+ case 1: evade.yaw = 0; evade.pitch = -1.0; break;
+ case 2: evade.yaw = 1; evade.pitch = -0.3; break;
+ case 3: evade.yaw = 1; evade.pitch = -0.6; break;
+ case 4: evade.yaw = 1; evade.pitch = -1.0; break;
+ case 5: evade.yaw = -1; evade.pitch = -0.3; break;
+ case 6: evade.yaw = -1; evade.pitch = -0.6; break;
+ case 7: evade.yaw = -1; evade.pitch = -1.0; break;
+ }
+ }
+
+ return evade;
+}
+