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-rw-r--r--Stars45/SeekerAI.cpp255
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diff --git a/Stars45/SeekerAI.cpp b/Stars45/SeekerAI.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
- ========
- Seeker Missile (low-level) Artificial Intelligence class
-*/
-
-#include "SeekerAI.h"
-#include "Ship.h"
-#include "Shot.h"
-#include "System.h"
-#include "WeaponDesign.h"
-
-#include "Clock.h"
-
-// +----------------------------------------------------------------------+
-
-SeekerAI::SeekerAI(SimObject* s)
- : SteerAI(s), shot((Shot*) s), orig_target(0),
- pursuit(1), delay(0), overshot(false)
-{
- ai_type = SEEKER;
-
- seek_gain = 25;
- seek_damp = 0.55;
-}
-
-
-// +--------------------------------------------------------------------+
-
-SeekerAI::~SeekerAI()
-{
- if (shot) {
- if (shot->Owner())
- ((Ship*) shot->Owner())->SetMissileEta(shot->Identity(), 0);
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-SeekerAI::ExecFrame(double seconds)
-{
- // setup:
- FindObjective();
-
- // adaptive behavior:
- Navigator();
-}
-
-// +--------------------------------------------------------------------+
-
-void
-SeekerAI::Navigator()
-{
- if (delay > 0) {
- delay -= Clock::GetInstance()->Delta();
- }
- else {
- Steer s = SeekTarget();
- self->ApplyYaw((float) s.yaw);
- self->ApplyPitch((float) s.pitch);
- }
-}
-
-void
-SeekerAI::SetTarget(SimObject* targ, System* sub)
-{
- if (!orig_target && targ && targ->Type() == SimObject::SIM_SHIP) {
- orig_target = (Ship*) targ;
- Observe(orig_target);
- }
-
- SteerAI::SetTarget(targ, sub);
-
- if (!target) {
- shot->SetEta(0);
-
- if (shot->Owner())
- ((Ship*) shot->Owner())->SetMissileEta(shot->Identity(), 0);
- }
-}
-
-void
-SeekerAI::FindObjective()
-{
- if (!shot || !target) return;
-
- if (target->Life() == 0) {
- if (target != orig_target)
- SetTarget(orig_target,0);
- else
- SetTarget(0,0);
-
- return;
- }
-
- Point tloc = target->Location();
- tloc = Transform(tloc);
-
- // seeker head limit of 45 degrees:
- if (tloc.z < 0 || tloc.z < fabs(tloc.x) || tloc.z < fabs(tloc.y)) {
- overshot = true;
- SetTarget(0,0);
- return;
- }
-
- // distance from self to target:
- distance = Point(target->Location() - self->Location()).length();
-
- // are we being spoofed?
- CheckDecoys(distance);
-
- Point cv = ClosingVelocity();
-
- // time to reach target:
- double time = distance / cv.length();
- double predict = time;
- if (predict > 15)
- predict = 15;
-
- // pure pursuit:
- if (pursuit == 1 || time < 0.1) {
- obj_w = target->Location();
- }
-
- // lead pursuit:
- else {
- // where the target will be when we reach it:
- Point run_vec = target->Velocity();
- obj_w = target->Location() + (run_vec * predict);
- }
-
- // subsystem offset:
- if (subtarget) {
- Point offset = target->Location() - subtarget->MountLocation();
- obj_w -= offset;
- }
- else if (target->Type() == SimObject::SIM_SHIP) {
- Ship* tgt_ship = (Ship*) target;
-
- if (tgt_ship->IsGroundUnit())
- obj_w += Point(0,150,0);
- }
-
-
- distance = Point(obj_w - self->Location()).length();
- time = distance / cv.length();
-
- // where we will be when the target gets there:
- if (predict > 0.1 && predict < 15) {
- Point self_dest = self->Location() + cv * predict;
- Point err = obj_w - self_dest;
-
- obj_w += err;
- }
-
- // transform into camera coords:
- objective = Transform(obj_w);
- objective.Normalize();
-
- shot->SetEta((int) time);
-
- if (shot->Owner())
- ((Ship*) shot->Owner())->SetMissileEta(shot->Identity(), (int) time);
-}
-
-// +--------------------------------------------------------------------+
-
-void
-SeekerAI::CheckDecoys(double target_distance)
-{
- // if the assigned target has the burner lit,
- // ignore the decoys:
- if (orig_target && orig_target->Augmenter()) {
- SetTarget(orig_target);
- return;
- }
-
- if (target &&
- target == orig_target &&
- orig_target->GetActiveDecoys().size()) {
-
- ListIter<Shot> decoy = orig_target->GetActiveDecoys();
-
- while (++decoy) {
- double decoy_distance = Point(decoy->Location() - self->Location()).length();
-
- if (decoy_distance < target_distance) {
- if (rand() < 1600) {
- SetTarget(decoy.value(), 0);
- return;
- }
- }
- }
- }
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-SeekerAI::Overshot()
-{
- return overshot;
-}
-
-// +--------------------------------------------------------------------+
-
-Steer
-SeekerAI::AvoidCollision()
-{
- return Steer();
-}
-
-// +--------------------------------------------------------------------+
-
-Steer
-SeekerAI::SeekTarget()
-{
- if (!self || !target || Overshot())
- return Steer();
-
- return Seek(objective);
-}
-
-// +--------------------------------------------------------------------+
-
-bool
-SeekerAI::Update(SimObject* obj)
-{
- if (obj == target) {
- if (obj->Type() == SimObject::SIM_SHOT && orig_target != 0)
- target = orig_target;
- }
-
- if (obj == orig_target)
- orig_target = 0;
-
- return SteerAI::Update(obj);
-}
-
-const char*
-SeekerAI::GetObserverName() const
-{
- static char name[64];
- sprintf_s(name, "SeekerAI(%s)", self->Name());
- return name;
-}
-