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-rw-r--r--Stars45/DropShipAI.cpp120
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diff --git a/Stars45/DropShipAI.cpp b/Stars45/DropShipAI.cpp
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--- a/Stars45/DropShipAI.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
- ========
- Drop Ship (orbit/surface and surface/orbit) AI class
-*/
-
-#include "DropShipAI.h"
-#include "TacticalAI.h"
-#include "Ship.h"
-#include "ShipCtrl.h"
-#include "Drive.h"
-#include "Sim.h"
-#include "StarSystem.h"
-#include "KeyMap.h"
-
-#include "Game.h"
-
-// +----------------------------------------------------------------------+
-
-DropShipAI::DropShipAI(Ship* s)
- : ShipAI(s)
-{
- seek_gain = 20;
- seek_damp = 0.5;
-
- delete tactical;
- tactical = 0;
-}
-
-DropShipAI::~DropShipAI()
-{
-}
-
-// +--------------------------------------------------------------------+
-
-void
-DropShipAI::FindObjective()
-{
- distance = 0;
-
- if (!ship) return;
-
- Sim* sim = Sim::GetSim();
- SimRegion* self_rgn = ship->GetRegion();
-
- // if making orbit, go up:
- if (self_rgn->Type() == Sim::AIR_SPACE) {
- obj_w = self->Location() + Point(0, 1e3, 0);
- }
-
- // if breaking orbit, head for terrain region:
- else {
- SimRegion* dst_rgn = sim->FindNearestTerrainRegion(ship);
- Point dst = dst_rgn->GetOrbitalRegion()->Location() -
- self_rgn->GetOrbitalRegion()->Location() +
- Point(0, 0, -1e6);
-
- obj_w = dst.OtherHand();
- }
-
- // distance from self to navpt:
- distance = Point(obj_w - self->Location()).length();
-
- // transform into camera coords:
- objective = Transform(obj_w);
- objective.Normalize();
-}
-
-// +--------------------------------------------------------------------+
-
-void
-DropShipAI::Navigator()
-{
- accumulator.Clear();
- magnitude = 0;
-
- if (other)
- ship->SetFLCSMode(Ship::FLCS_AUTO);
- else
- ship->SetFLCSMode(Ship::FLCS_MANUAL);
-
- Accumulate(AvoidCollision());
- Accumulate(Seek(objective));
-
- // are we being asked to flee?
- if (fabs(accumulator.yaw) == 1.0 && accumulator.pitch == 0.0) {
- accumulator.pitch = -0.7f;
- accumulator.yaw *= 0.25f;
- }
-
- self->ApplyRoll((float) (accumulator.yaw * -0.4));
- self->ApplyYaw((float) (accumulator.yaw * 0.2));
-
- if (fabs(accumulator.yaw) > 0.5 && fabs(accumulator.pitch) < 0.1)
- accumulator.pitch -= 0.1f;
-
- if (accumulator.pitch != 0)
- self->ApplyPitch((float) accumulator.pitch);
-
- // if not turning, roll to orient with world coords:
- if (fabs(accumulator.yaw) < 0.1) {
- Point vrt = ((Camera*) &(self->Cam()))->vrt();
- double deflection = vrt.y;
- if (deflection != 0) {
- double theta = asin(deflection/vrt.length());
- self->ApplyRoll(-theta);
- }
- }
-
- ship->SetThrottle(100);
- ship->ExecFLCSFrame();
-}
-