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Diffstat (limited to 'Stars45/FighterTacticalAI.cpp')
-rw-r--r-- | Stars45/FighterTacticalAI.cpp | 561 |
1 files changed, 0 insertions, 561 deletions
diff --git a/Stars45/FighterTacticalAI.cpp b/Stars45/FighterTacticalAI.cpp deleted file mode 100644 index 433b3a9..0000000 --- a/Stars45/FighterTacticalAI.cpp +++ /dev/null @@ -1,561 +0,0 @@ -/* 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; -}
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