diff options
Diffstat (limited to 'Stars45/StarshipAI.cpp')
-rw-r--r-- | Stars45/StarshipAI.cpp | 1328 |
1 files changed, 664 insertions, 664 deletions
diff --git a/Stars45/StarshipAI.cpp b/Stars45/StarshipAI.cpp index 6b78fee..0fcb4b7 100644 --- a/Stars45/StarshipAI.cpp +++ b/Stars45/StarshipAI.cpp @@ -1,15 +1,15 @@ /* Project Starshatter 5.0
- Destroyer Studios LLC
- Copyright © 1997-2007. All Rights Reserved.
+ Destroyer Studios LLC
+ Copyright © 1997-2007. All Rights Reserved.
- SUBSYSTEM: Stars.exe
- FILE: StarshipAI.cpp
- AUTHOR: John DiCamillo
+ SUBSYSTEM: Stars.exe
+ FILE: StarshipAI.cpp
+ AUTHOR: John DiCamillo
- OVERVIEW
- ========
- Starship (low-level) Artificial Intelligence class
+ OVERVIEW
+ ========
+ Starship (low-level) Artificial Intelligence class
*/
#include "MemDebug.h"
@@ -36,38 +36,38 @@ // +----------------------------------------------------------------------+
StarshipAI::StarshipAI(SimObject* s)
- : ShipAI(s), sub_select_time(0), subtarget(0), tgt_point_defense(false)
+: ShipAI(s), sub_select_time(0), subtarget(0), tgt_point_defense(false)
{
- ai_type = STARSHIP;
-
- // signifies this ship is a dead hulk:
- if (ship && ship->Design()->auto_roll < 0) {
- Point torque(rand()-16000, rand()-16000, rand()-16000);
- torque.Normalize();
- torque *= ship->Mass() / 10;
-
- ship->SetFLCSMode(0);
- if (ship->GetFLCS())
- ship->GetFLCS()->PowerOff();
-
- ship->ApplyTorque(torque);
- ship->SetVelocity(RandomDirection() * Random(20, 50));
-
- for (int i = 0; i < 64; i++) {
- Weapon* w = ship->GetWeaponByIndex(i+1);
- if (w)
- w->DrainPower(0);
- else
- break;
- }
- }
-
- else {
- tactical = new(__FILE__,__LINE__) StarshipTacticalAI(this);
- }
-
- sub_select_time = Game::GameTime() + (DWORD) Random(0, 2000);
- point_defense_time = sub_select_time;
+ ai_type = STARSHIP;
+
+ // signifies this ship is a dead hulk:
+ if (ship && ship->Design()->auto_roll < 0) {
+ Point torque(rand()-16000, rand()-16000, rand()-16000);
+ torque.Normalize();
+ torque *= ship->Mass() / 10;
+
+ ship->SetFLCSMode(0);
+ if (ship->GetFLCS())
+ ship->GetFLCS()->PowerOff();
+
+ ship->ApplyTorque(torque);
+ ship->SetVelocity(RandomDirection() * Random(20, 50));
+
+ for (int i = 0; i < 64; i++) {
+ Weapon* w = ship->GetWeaponByIndex(i+1);
+ if (w)
+ w->DrainPower(0);
+ else
+ break;
+ }
+ }
+
+ else {
+ tactical = new(__FILE__,__LINE__) StarshipTacticalAI(this);
+ }
+
+ sub_select_time = Game::GameTime() + (DWORD) Random(0, 2000);
+ point_defense_time = sub_select_time;
}
@@ -81,127 +81,127 @@ StarshipAI::~StarshipAI() void
StarshipAI::FindObjective()
{
- distance = 0;
-
- int order = ship->GetRadioOrders()->Action();
-
- if (order == RadioMessage::QUANTUM_TO ||
- order == RadioMessage::FARCAST_TO) {
-
- FindObjectiveQuantum();
- objective = Transform(obj_w);
- return;
- }
-
- bool hold = order == RadioMessage::WEP_HOLD ||
- order == RadioMessage::FORM_UP;
-
- bool form = hold ||
- (!order && !target) ||
- (farcaster);
-
- // if not the element leader, stay in formation:
- if (form && element_index > 1) {
- ship->SetDirectorInfo(Game::GetText("ai.formation"));
-
- if (navpt && navpt->Action() == Instruction::LAUNCH) {
- FindObjectiveNavPoint();
- }
- else {
- navpt = 0;
- FindObjectiveFormation();
- }
-
- // transform into camera coords:
- objective = Transform(obj_w);
- return;
- }
-
- // under orders?
- bool directed = false;
- double threat_level = 0;
- double support_level = 1;
- Ship* ward = ship->GetWard();
-
- if (tactical) {
- directed = (tactical->RulesOfEngagement() == TacticalAI::DIRECTED);
- threat_level = tactical->ThreatLevel();
- support_level = tactical->SupportLevel();
- }
-
- // threat processing:
- if (hold || !directed && threat_level >= 2*support_level) {
-
- // seek support:
- if (support) {
- double d_support = Point(support->Location() - ship->Location()).length();
- if (d_support > 35e3) {
- ship->SetDirectorInfo(Game::GetText("ai.regroup"));
- FindObjectiveTarget(support);
- objective = Transform(obj_w);
- return;
- }
- }
-
- // run away:
- else if (threat && threat != target) {
- ship->SetDirectorInfo(Game::GetText("ai.retreat"));
- obj_w = ship->Location() + Point(ship->Location() - threat->Location()) * 100;
- objective = Transform(obj_w);
- return;
- }
- }
-
- // weapons hold:
- if (hold) {
- if (navpt) {
- ship->SetDirectorInfo(Game::GetText("ai.seek-navpt"));
- FindObjectiveNavPoint();
- }
-
- else if (patrol) {
- ship->SetDirectorInfo(Game::GetText("ai.patrol"));
- FindObjectivePatrol();
- }
-
- else {
- ship->SetDirectorInfo(Game::GetText("ai.holding"));
- objective = Point();
- }
- }
-
- // normal processing:
- else if (target) {
- ship->SetDirectorInfo(Game::GetText("ai.seek-target"));
- FindObjectiveTarget(target);
- }
-
- else if (patrol) {
- ship->SetDirectorInfo(Game::GetText("ai.patrol"));
- FindObjectivePatrol();
- }
-
- else if (ward) {
- ship->SetDirectorInfo(Game::GetText("ai.seek-ward"));
- FindObjectiveFormation();
- }
-
- else if (navpt) {
- ship->SetDirectorInfo(Game::GetText("ai.seek-navpt"));
- FindObjectiveNavPoint();
- }
-
- else if (rumor) {
- ship->SetDirectorInfo(Game::GetText("ai.search"));
- FindObjectiveTarget(rumor);
- }
-
- else {
- objective = Point();
- }
-
- // transform into camera coords:
- objective = Transform(obj_w);
+ distance = 0;
+
+ int order = ship->GetRadioOrders()->Action();
+
+ if (order == RadioMessage::QUANTUM_TO ||
+ order == RadioMessage::FARCAST_TO) {
+
+ FindObjectiveQuantum();
+ objective = Transform(obj_w);
+ return;
+ }
+
+ bool hold = order == RadioMessage::WEP_HOLD ||
+ order == RadioMessage::FORM_UP;
+
+ bool form = hold ||
+ (!order && !target) ||
+ (farcaster);
+
+ // if not the element leader, stay in formation:
+ if (form && element_index > 1) {
+ ship->SetDirectorInfo(Game::GetText("ai.formation"));
+
+ if (navpt && navpt->Action() == Instruction::LAUNCH) {
+ FindObjectiveNavPoint();
+ }
+ else {
+ navpt = 0;
+ FindObjectiveFormation();
+ }
+
+ // transform into camera coords:
+ objective = Transform(obj_w);
+ return;
+ }
+
+ // under orders?
+ bool directed = false;
+ double threat_level = 0;
+ double support_level = 1;
+ Ship* ward = ship->GetWard();
+
+ if (tactical) {
+ directed = (tactical->RulesOfEngagement() == TacticalAI::DIRECTED);
+ threat_level = tactical->ThreatLevel();
+ support_level = tactical->SupportLevel();
+ }
+
+ // threat processing:
+ if (hold || !directed && threat_level >= 2*support_level) {
+
+ // seek support:
+ if (support) {
+ double d_support = Point(support->Location() - ship->Location()).length();
+ if (d_support > 35e3) {
+ ship->SetDirectorInfo(Game::GetText("ai.regroup"));
+ FindObjectiveTarget(support);
+ objective = Transform(obj_w);
+ return;
+ }
+ }
+
+ // run away:
+ else if (threat && threat != target) {
+ ship->SetDirectorInfo(Game::GetText("ai.retreat"));
+ obj_w = ship->Location() + Point(ship->Location() - threat->Location()) * 100;
+ objective = Transform(obj_w);
+ return;
+ }
+ }
+
+ // weapons hold:
+ if (hold) {
+ if (navpt) {
+ ship->SetDirectorInfo(Game::GetText("ai.seek-navpt"));
+ FindObjectiveNavPoint();
+ }
+
+ else if (patrol) {
+ ship->SetDirectorInfo(Game::GetText("ai.patrol"));
+ FindObjectivePatrol();
+ }
+
+ else {
+ ship->SetDirectorInfo(Game::GetText("ai.holding"));
+ objective = Point();
+ }
+ }
+
+ // normal processing:
+ else if (target) {
+ ship->SetDirectorInfo(Game::GetText("ai.seek-target"));
+ FindObjectiveTarget(target);
+ }
+
+ else if (patrol) {
+ ship->SetDirectorInfo(Game::GetText("ai.patrol"));
+ FindObjectivePatrol();
+ }
+
+ else if (ward) {
+ ship->SetDirectorInfo(Game::GetText("ai.seek-ward"));
+ FindObjectiveFormation();
+ }
+
+ else if (navpt) {
+ ship->SetDirectorInfo(Game::GetText("ai.seek-navpt"));
+ FindObjectiveNavPoint();
+ }
+
+ else if (rumor) {
+ ship->SetDirectorInfo(Game::GetText("ai.search"));
+ FindObjectiveTarget(rumor);
+ }
+
+ else {
+ objective = Point();
+ }
+
+ // transform into camera coords:
+ objective = Transform(obj_w);
}
// +--------------------------------------------------------------------+
@@ -209,45 +209,45 @@ StarshipAI::FindObjective() void
StarshipAI::Navigator()
{
- // signifies this ship is a dead hulk:
- if (ship && ship->Design()->auto_roll < 0) {
- ship->SetDirectorInfo(Game::GetText("ai.dead"));
- return;
- }
-
- accumulator.Clear();
- magnitude = 0;
-
- hold = false;
- if ((ship->GetElement() && ship->GetElement()->GetHoldTime() > 0) ||
- (navpt && navpt->Status() == Instruction::COMPLETE && navpt->HoldTime() > 0))
- hold = true;
-
- ship->SetFLCSMode(Ship::FLCS_HELM);
-
- if (!ship->GetDirectorInfo()) {
- if (target)
- ship->SetDirectorInfo(Game::GetText("ai.seek-target"));
- else if (ship->GetWard())
- ship->SetDirectorInfo(Game::GetText("ai.seek-ward"));
- else
- ship->SetDirectorInfo(Game::GetText("ai.patrol"));
- }
-
- if (farcaster && distance < 25e3) {
- accumulator = SeekTarget();
- }
- else {
- accumulator = AvoidCollision();
-
- if (!other && !hold)
- accumulator = SeekTarget();
- }
-
- HelmControl();
- ThrottleControl();
- FireControl();
- AdjustDefenses();
+ // signifies this ship is a dead hulk:
+ if (ship && ship->Design()->auto_roll < 0) {
+ ship->SetDirectorInfo(Game::GetText("ai.dead"));
+ return;
+ }
+
+ accumulator.Clear();
+ magnitude = 0;
+
+ hold = false;
+ if ((ship->GetElement() && ship->GetElement()->GetHoldTime() > 0) ||
+ (navpt && navpt->Status() == Instruction::COMPLETE && navpt->HoldTime() > 0))
+ hold = true;
+
+ ship->SetFLCSMode(Ship::FLCS_HELM);
+
+ if (!ship->GetDirectorInfo()) {
+ if (target)
+ ship->SetDirectorInfo(Game::GetText("ai.seek-target"));
+ else if (ship->GetWard())
+ ship->SetDirectorInfo(Game::GetText("ai.seek-ward"));
+ else
+ ship->SetDirectorInfo(Game::GetText("ai.patrol"));
+ }
+
+ if (farcaster && distance < 25e3) {
+ accumulator = SeekTarget();
+ }
+ else {
+ accumulator = AvoidCollision();
+
+ if (!other && !hold)
+ accumulator = SeekTarget();
+ }
+
+ HelmControl();
+ ThrottleControl();
+ FireControl();
+ AdjustDefenses();
}
// +--------------------------------------------------------------------+
@@ -255,212 +255,212 @@ StarshipAI::Navigator() void
StarshipAI::HelmControl()
{
- // signifies this ship is a dead hulk:
- if (ship && ship->Design()->auto_roll < 0) {
- return;
- }
+ // signifies this ship is a dead hulk:
+ if (ship && ship->Design()->auto_roll < 0) {
+ return;
+ }
- double trans_x = 0;
- double trans_y = 0;
- double trans_z = 0;
+ double trans_x = 0;
+ double trans_y = 0;
+ double trans_z = 0;
- bool station_keeping = distance < 0;
+ bool station_keeping = distance < 0;
- if (station_keeping) {
- accumulator.brake = 1;
- accumulator.stop = 1;
+ if (station_keeping) {
+ accumulator.brake = 1;
+ accumulator.stop = 1;
- ship->SetHelmPitch(0);
- }
+ ship->SetHelmPitch(0);
+ }
- else {
- Element* elem = ship->GetElement();
+ else {
+ Element* elem = ship->GetElement();
- Ship* ward = ship->GetWard();
- Ship* s_threat = 0;
- if (threat && threat->Class() >= ship->Class())
- s_threat = threat;
+ Ship* ward = ship->GetWard();
+ Ship* s_threat = 0;
+ if (threat && threat->Class() >= ship->Class())
+ s_threat = threat;
- if (other || target || ward || s_threat || navpt || patrol || farcaster || element_index > 1) {
- ship->SetHelmHeading(accumulator.yaw);
+ if (other || target || ward || s_threat || navpt || patrol || farcaster || element_index > 1) {
+ ship->SetHelmHeading(accumulator.yaw);
- if (elem->Type() == Mission::FLIGHT_OPS) {
- ship->SetHelmPitch(0);
+ if (elem->Type() == Mission::FLIGHT_OPS) {
+ ship->SetHelmPitch(0);
- if (ship->NumInbound() > 0) {
- ship->SetHelmHeading(ship->CompassHeading());
- }
- }
+ if (ship->NumInbound() > 0) {
+ ship->SetHelmHeading(ship->CompassHeading());
+ }
+ }
- else if (accumulator.pitch > 60*DEGREES) {
- ship->SetHelmPitch(60*DEGREES);
- }
+ else if (accumulator.pitch > 60*DEGREES) {
+ ship->SetHelmPitch(60*DEGREES);
+ }
- else if (accumulator.pitch < -60*DEGREES) {
- ship->SetHelmPitch(-60*DEGREES);
- }
+ else if (accumulator.pitch < -60*DEGREES) {
+ ship->SetHelmPitch(-60*DEGREES);
+ }
- else {
- ship->SetHelmPitch(accumulator.pitch);
- }
+ else {
+ ship->SetHelmPitch(accumulator.pitch);
+ }
- }
- else {
- ship->SetHelmPitch(0);
- }
- }
+ }
+ else {
+ ship->SetHelmPitch(0);
+ }
+ }
- ship->SetTransX(trans_x);
- ship->SetTransY(trans_y);
- ship->SetTransZ(trans_z);
+ ship->SetTransX(trans_x);
+ ship->SetTransY(trans_y);
+ ship->SetTransZ(trans_z);
- ship->ExecFLCSFrame();
+ ship->ExecFLCSFrame();
}
void
StarshipAI::ThrottleControl()
{
- // signifies this ship is a dead hulk:
- if (ship && ship->Design()->auto_roll < 0) {
- return;
- }
-
- // station keeping:
-
- if (distance < 0) {
- old_throttle = 0;
- throttle = 0;
-
- ship->SetThrottle(0);
-
- if (ship->GetFLCS())
- ship->GetFLCS()->FullStop();
-
- return;
- }
-
- // normal throttle processing:
-
- double ship_speed = ship->Velocity() * ship->Heading();
- double brakes = 0;
- Ship* ward = ship->GetWard();
- Ship* s_threat = 0;
-
- if (threat && threat->Class() >= ship->Class())
- s_threat = threat;
-
- if (target || s_threat) { // target pursuit, or retreat
- throttle = 100;
-
- if (target && distance < 50e3) {
- double closing_speed = ship_speed;
-
- if (target) {
- Point delta = target->Location() - ship->Location();
- delta.Normalize();
-
- closing_speed = ship->Velocity() * delta;
- }
-
- if (closing_speed > 300) {
- throttle = 30;
- brakes = 0.25;
- }
- }
-
- throttle *= (1 - accumulator.brake);
-
- if (throttle < 1 && ship->GetFLCS() != 0)
- ship->GetFLCS()->FullStop();
- }
-
- else if (ward) { // escort, match speed of ward
- double speed = ward->Velocity().length();
- throttle = old_throttle;
-
- if (speed == 0) {
- double d = (ship->Location() - ward->Location()).length();
-
- if (d > 30e3)
- speed = (d - 30e3) / 100;
- }
-
- if (speed > 0) {
- if (ship_speed > speed) {
- throttle = old_throttle - 1;
- brakes = 0.2;
- }
- else if (ship_speed < speed - 10) {
- throttle = old_throttle + 1;
- }
- }
- else {
- throttle = 0;
- brakes = 0.5;
- }
- }
-
- else if (patrol || farcaster) { // seek patrol point
- throttle = 100;
-
- if (distance < 10 * ship_speed) {
- if (ship->Velocity().length() > 200)
- throttle = 5;
- else
- throttle = 50;
- }
- }
-
- else if (navpt) { // lead only, get speed from navpt
- double speed = navpt->Speed();
- throttle = old_throttle;
-
- if (hold) {
- throttle = 0;
- brakes = 1;
- }
-
- else {
- if (speed <= 0)
- speed = 300;
-
- if (ship_speed > speed) {
- if (throttle > 0 && old_throttle > 1)
- throttle = old_throttle - 1;
-
- brakes = 0.25;
- }
- else if (ship_speed < speed - 10) {
- throttle = old_throttle + 1;
- }
- }
- }
-
- else if (element_index > 1) { // wingman
- Ship* lead = ship->GetElement()->GetShip(1);
- double lv = lead->Velocity().length();
- double sv = ship_speed;
- double dv = lv-sv;
- double dt = 0;
-
- if (dv > 0) dt = dv * 1e-2 * seconds;
- else if (dv < 0) dt = dv * 1e-2 * seconds;
-
- throttle = old_throttle + dt;
- }
-
- else {
- throttle = 0;
- }
-
- old_throttle = throttle;
- ship->SetThrottle(throttle);
-
- if (ship_speed > 1 && brakes > 0)
- ship->SetTransY(-brakes * ship->Design()->trans_y);
-
- else if (throttle > 10 && (ship->GetEMCON() < 2 || ship->GetFuelLevel() < 10))
- ship->SetTransY(ship->Design()->trans_y);
+ // signifies this ship is a dead hulk:
+ if (ship && ship->Design()->auto_roll < 0) {
+ return;
+ }
+
+ // station keeping:
+
+ if (distance < 0) {
+ old_throttle = 0;
+ throttle = 0;
+
+ ship->SetThrottle(0);
+
+ if (ship->GetFLCS())
+ ship->GetFLCS()->FullStop();
+
+ return;
+ }
+
+ // normal throttle processing:
+
+ double ship_speed = ship->Velocity() * ship->Heading();
+ double brakes = 0;
+ Ship* ward = ship->GetWard();
+ Ship* s_threat = 0;
+
+ if (threat && threat->Class() >= ship->Class())
+ s_threat = threat;
+
+ if (target || s_threat) { // target pursuit, or retreat
+ throttle = 100;
+
+ if (target && distance < 50e3) {
+ double closing_speed = ship_speed;
+
+ if (target) {
+ Point delta = target->Location() - ship->Location();
+ delta.Normalize();
+
+ closing_speed = ship->Velocity() * delta;
+ }
+
+ if (closing_speed > 300) {
+ throttle = 30;
+ brakes = 0.25;
+ }
+ }
+
+ throttle *= (1 - accumulator.brake);
+
+ if (throttle < 1 && ship->GetFLCS() != 0)
+ ship->GetFLCS()->FullStop();
+ }
+
+ else if (ward) { // escort, match speed of ward
+ double speed = ward->Velocity().length();
+ throttle = old_throttle;
+
+ if (speed == 0) {
+ double d = (ship->Location() - ward->Location()).length();
+
+ if (d > 30e3)
+ speed = (d - 30e3) / 100;
+ }
+
+ if (speed > 0) {
+ if (ship_speed > speed) {
+ throttle = old_throttle - 1;
+ brakes = 0.2;
+ }
+ else if (ship_speed < speed - 10) {
+ throttle = old_throttle + 1;
+ }
+ }
+ else {
+ throttle = 0;
+ brakes = 0.5;
+ }
+ }
+
+ else if (patrol || farcaster) { // seek patrol point
+ throttle = 100;
+
+ if (distance < 10 * ship_speed) {
+ if (ship->Velocity().length() > 200)
+ throttle = 5;
+ else
+ throttle = 50;
+ }
+ }
+
+ else if (navpt) { // lead only, get speed from navpt
+ double speed = navpt->Speed();
+ throttle = old_throttle;
+
+ if (hold) {
+ throttle = 0;
+ brakes = 1;
+ }
+
+ else {
+ if (speed <= 0)
+ speed = 300;
+
+ if (ship_speed > speed) {
+ if (throttle > 0 && old_throttle > 1)
+ throttle = old_throttle - 1;
+
+ brakes = 0.25;
+ }
+ else if (ship_speed < speed - 10) {
+ throttle = old_throttle + 1;
+ }
+ }
+ }
+
+ else if (element_index > 1) { // wingman
+ Ship* lead = ship->GetElement()->GetShip(1);
+ double lv = lead->Velocity().length();
+ double sv = ship_speed;
+ double dv = lv-sv;
+ double dt = 0;
+
+ if (dv > 0) dt = dv * 1e-2 * seconds;
+ else if (dv < 0) dt = dv * 1e-2 * seconds;
+
+ throttle = old_throttle + dt;
+ }
+
+ else {
+ throttle = 0;
+ }
+
+ old_throttle = throttle;
+ ship->SetThrottle(throttle);
+
+ if (ship_speed > 1 && brakes > 0)
+ ship->SetTransY(-brakes * ship->Design()->trans_y);
+
+ else if (throttle > 10 && (ship->GetEMCON() < 2 || ship->GetFuelLevel() < 10))
+ ship->SetTransY(ship->Design()->trans_y);
}
// +--------------------------------------------------------------------+
@@ -468,60 +468,60 @@ StarshipAI::ThrottleControl() Steer
StarshipAI::SeekTarget()
{
- if (navpt) {
- SimRegion* self_rgn = ship->GetRegion();
- SimRegion* nav_rgn = navpt->Region();
- QuantumDrive* qdrive = ship->GetQuantumDrive();
-
- if (self_rgn && !nav_rgn) {
- nav_rgn = self_rgn;
- navpt->SetRegion(nav_rgn);
- }
-
- bool use_farcaster = self_rgn != nav_rgn &&
- (navpt->Farcast() ||
- !qdrive ||
- !qdrive->IsPowerOn() ||
- qdrive->Status() < System::DEGRADED
- );
-
- if (use_farcaster) {
- if (!farcaster) {
- ListIter<Ship> s = self_rgn->Ships();
- while (++s && !farcaster) {
- if (s->GetFarcaster()) {
- const Ship* dest = s->GetFarcaster()->GetDest();
- if (dest && dest->GetRegion() == nav_rgn) {
- farcaster = s->GetFarcaster();
- }
- }
- }
- }
-
- if (farcaster) {
- if (farcaster->GetShip()->GetRegion() != self_rgn)
- farcaster = farcaster->GetDest()->GetFarcaster();
-
- obj_w = farcaster->EndPoint();
- distance = Point(obj_w - ship->Location()).length();
-
- if (distance < 1000)
- farcaster = 0;
- }
- }
- else if (self_rgn != nav_rgn) {
- QuantumDrive* q = ship->GetQuantumDrive();
-
- if (q) {
- if (q->ActiveState() == QuantumDrive::ACTIVE_READY) {
- q->SetDestination(navpt->Region(), navpt->Location());
- q->Engage();
- }
- }
- }
- }
-
- return ShipAI::SeekTarget();
+ if (navpt) {
+ SimRegion* self_rgn = ship->GetRegion();
+ SimRegion* nav_rgn = navpt->Region();
+ QuantumDrive* qdrive = ship->GetQuantumDrive();
+
+ if (self_rgn && !nav_rgn) {
+ nav_rgn = self_rgn;
+ navpt->SetRegion(nav_rgn);
+ }
+
+ bool use_farcaster = self_rgn != nav_rgn &&
+ (navpt->Farcast() ||
+ !qdrive ||
+ !qdrive->IsPowerOn() ||
+ qdrive->Status() < System::DEGRADED
+ );
+
+ if (use_farcaster) {
+ if (!farcaster) {
+ ListIter<Ship> s = self_rgn->Ships();
+ while (++s && !farcaster) {
+ if (s->GetFarcaster()) {
+ const Ship* dest = s->GetFarcaster()->GetDest();
+ if (dest && dest->GetRegion() == nav_rgn) {
+ farcaster = s->GetFarcaster();
+ }
+ }
+ }
+ }
+
+ if (farcaster) {
+ if (farcaster->GetShip()->GetRegion() != self_rgn)
+ farcaster = farcaster->GetDest()->GetFarcaster();
+
+ obj_w = farcaster->EndPoint();
+ distance = Point(obj_w - ship->Location()).length();
+
+ if (distance < 1000)
+ farcaster = 0;
+ }
+ }
+ else if (self_rgn != nav_rgn) {
+ QuantumDrive* q = ship->GetQuantumDrive();
+
+ if (q) {
+ if (q->ActiveState() == QuantumDrive::ACTIVE_READY) {
+ q->SetDestination(navpt->Region(), navpt->Location());
+ q->Engage();
+ }
+ }
+ }
+ }
+
+ return ShipAI::SeekTarget();
}
// +--------------------------------------------------------------------+
@@ -529,10 +529,10 @@ StarshipAI::SeekTarget() Steer
StarshipAI::AvoidCollision()
{
- if (!ship || ship->Velocity().length() < 25)
- return Steer();
+ if (!ship || ship->Velocity().length() < 25)
+ return Steer();
- return ShipAI::AvoidCollision();
+ return ShipAI::AvoidCollision();
}
// +--------------------------------------------------------------------+
@@ -540,98 +540,98 @@ StarshipAI::AvoidCollision() void
StarshipAI::FireControl()
{
- // identify unknown contacts:
- if (identify) {
- if (fabs(ship->GetHelmHeading() - ship->CompassHeading()) < 10*DEGREES) {
- Contact* contact = ship->FindContact(target);
-
- if (contact && !contact->ActLock()) {
- if (!ship->GetProbe()) {
- ship->LaunchProbe();
- }
- }
- }
-
- return;
- }
-
- // investigate last known location of enemy ship:
- if (rumor && !target && ship->GetProbeLauncher() && !ship->GetProbe()) {
- // is rumor in basket?
- Point rmr = Transform(rumor->Location());
- rmr.Normalize();
-
- double dx = fabs(rmr.x);
- double dy = fabs(rmr.y);
-
- if (dx < 10*DEGREES && dy < 10*DEGREES && rmr.z > 0) {
- ship->LaunchProbe();
- }
- }
-
- // Corvettes and Frigates are anti-air platforms. They need to
- // target missile threats even when the threat is aimed at another
- // friendly ship. Forward facing weapons must be on auto fire,
- // while lateral and aft facing weapons are set to point defense.
-
- if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) {
- ListIter<WeaponGroup> iter = ship->Weapons();
- while (++iter) {
- WeaponGroup* group = iter.value();
-
- ListIter<Weapon> w_iter = group->GetWeapons();
- while (++w_iter) {
- Weapon* weapon = w_iter.value();
-
- double az = weapon->GetAzimuth();
- if (fabs(az) < 45*DEGREES) {
- weapon->SetFiringOrders(Weapon::AUTO);
- weapon->SetTarget(target, 0);
- }
-
- else {
- weapon->SetFiringOrders(Weapon::POINT_DEFENSE);
- }
- }
- }
- }
-
- // All other starships are free to engage ship targets. Weapon
- // fire control is managed by the type of weapon.
-
- else {
- System* subtgt = SelectSubtarget();
-
- ListIter<WeaponGroup> iter = ship->Weapons();
- while (++iter) {
- WeaponGroup* weapon = iter.value();
-
- if (weapon->GetDesign()->target_type & Ship::DROPSHIPS) { // anti-air weapon?
- weapon->SetFiringOrders(Weapon::POINT_DEFENSE);
- }
- else if (weapon->IsDrone()) { // torpedoes
- weapon->SetFiringOrders(Weapon::MANUAL);
- weapon->SetTarget(target, 0);
-
- if (target && target->GetRegion() == ship->GetRegion()) {
- Point delta = target->Location() - ship->Location();
- double range = delta.length();
-
- if (range < weapon->GetDesign()->max_range * 0.9 &&
- !AssessTargetPointDefense())
- weapon->SetFiringOrders(Weapon::AUTO);
-
- else if (range < weapon->GetDesign()->max_range * 0.5)
- weapon->SetFiringOrders(Weapon::AUTO);
- }
- }
- else { // anti-ship weapon
- weapon->SetFiringOrders(Weapon::AUTO);
- weapon->SetTarget(target, subtgt);
- weapon->SetSweep(subtgt ? Weapon::SWEEP_NONE : Weapon::SWEEP_TIGHT);
- }
- }
- }
+ // identify unknown contacts:
+ if (identify) {
+ if (fabs(ship->GetHelmHeading() - ship->CompassHeading()) < 10*DEGREES) {
+ Contact* contact = ship->FindContact(target);
+
+ if (contact && !contact->ActLock()) {
+ if (!ship->GetProbe()) {
+ ship->LaunchProbe();
+ }
+ }
+ }
+
+ return;
+ }
+
+ // investigate last known location of enemy ship:
+ if (rumor && !target && ship->GetProbeLauncher() && !ship->GetProbe()) {
+ // is rumor in basket?
+ Point rmr = Transform(rumor->Location());
+ rmr.Normalize();
+
+ double dx = fabs(rmr.x);
+ double dy = fabs(rmr.y);
+
+ if (dx < 10*DEGREES && dy < 10*DEGREES && rmr.z > 0) {
+ ship->LaunchProbe();
+ }
+ }
+
+ // Corvettes and Frigates are anti-air platforms. They need to
+ // target missile threats even when the threat is aimed at another
+ // friendly ship. Forward facing weapons must be on auto fire,
+ // while lateral and aft facing weapons are set to point defense.
+
+ if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) {
+ ListIter<WeaponGroup> iter = ship->Weapons();
+ while (++iter) {
+ WeaponGroup* group = iter.value();
+
+ ListIter<Weapon> w_iter = group->GetWeapons();
+ while (++w_iter) {
+ Weapon* weapon = w_iter.value();
+
+ double az = weapon->GetAzimuth();
+ if (fabs(az) < 45*DEGREES) {
+ weapon->SetFiringOrders(Weapon::AUTO);
+ weapon->SetTarget(target, 0);
+ }
+
+ else {
+ weapon->SetFiringOrders(Weapon::POINT_DEFENSE);
+ }
+ }
+ }
+ }
+
+ // All other starships are free to engage ship targets. Weapon
+ // fire control is managed by the type of weapon.
+
+ else {
+ System* subtgt = SelectSubtarget();
+
+ ListIter<WeaponGroup> iter = ship->Weapons();
+ while (++iter) {
+ WeaponGroup* weapon = iter.value();
+
+ if (weapon->GetDesign()->target_type & Ship::DROPSHIPS) { // anti-air weapon?
+ weapon->SetFiringOrders(Weapon::POINT_DEFENSE);
+ }
+ else if (weapon->IsDrone()) { // torpedoes
+ weapon->SetFiringOrders(Weapon::MANUAL);
+ weapon->SetTarget(target, 0);
+
+ if (target && target->GetRegion() == ship->GetRegion()) {
+ Point delta = target->Location() - ship->Location();
+ double range = delta.length();
+
+ if (range < weapon->GetDesign()->max_range * 0.9 &&
+ !AssessTargetPointDefense())
+ weapon->SetFiringOrders(Weapon::AUTO);
+
+ else if (range < weapon->GetDesign()->max_range * 0.5)
+ weapon->SetFiringOrders(Weapon::AUTO);
+ }
+ }
+ else { // anti-ship weapon
+ weapon->SetFiringOrders(Weapon::AUTO);
+ weapon->SetTarget(target, subtgt);
+ weapon->SetSweep(subtgt ? Weapon::SWEEP_NONE : Weapon::SWEEP_TIGHT);
+ }
+ }
+ }
}
// +--------------------------------------------------------------------+
@@ -639,87 +639,87 @@ StarshipAI::FireControl() System*
StarshipAI::SelectSubtarget()
{
- if (Game::GameTime() - sub_select_time < 2345)
- return subtarget;
-
- subtarget = 0;
-
- if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 1)
- return subtarget;
-
- Ship* tgt_ship = (Ship*) target;
-
- if (!tgt_ship->IsStarship())
- return subtarget;
-
- Weapon* subtgt = 0;
- double dist = 50e3;
- Point svec = ship->Location() - tgt_ship->Location();
-
- sub_select_time = Game::GameTime();
-
- // first pass: turrets
- ListIter<WeaponGroup> g_iter = tgt_ship->Weapons();
- while (++g_iter) {
- WeaponGroup* g = g_iter.value();
-
- if (g->GetDesign() && g->GetDesign()->turret_model) {
- ListIter<Weapon> w_iter = g->GetWeapons();
- while (++w_iter) {
- Weapon* w = w_iter.value();
-
- if (w->Availability() < 35)
- continue;
-
- if (w->GetAimVector() * svec < 0)
- continue;
-
- if (w->GetTurret()) {
- Point tloc = w->GetTurret()->Location();
- Point delta = tloc - ship->Location();
- double dlen = delta.length();
-
- if (dlen < dist) {
- subtgt = w;
- dist = dlen;
- }
- }
- }
- }
- }
-
- // second pass: major weapons
- if (!subtgt) {
- g_iter.reset();
- while (++g_iter) {
- WeaponGroup* g = g_iter.value();
-
- if (g->GetDesign() && !g->GetDesign()->turret_model) {
- ListIter<Weapon> w_iter = g->GetWeapons();
- while (++w_iter) {
- Weapon* w = w_iter.value();
-
- if (w->Availability() < 35)
- continue;
-
- if (w->GetAimVector() * svec < 0)
- continue;
-
- Point tloc = w->MountLocation();
- Point delta = tloc - ship->Location();
- double dlen = delta.length();
-
- if (dlen < dist) {
- subtgt = w;
- dist = dlen;
- }
- }
- }
- }
- }
-
- subtarget = subtgt;
- return subtarget;
+ if (Game::GameTime() - sub_select_time < 2345)
+ return subtarget;
+
+ subtarget = 0;
+
+ if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 1)
+ return subtarget;
+
+ Ship* tgt_ship = (Ship*) target;
+
+ if (!tgt_ship->IsStarship())
+ return subtarget;
+
+ Weapon* subtgt = 0;
+ double dist = 50e3;
+ Point svec = ship->Location() - tgt_ship->Location();
+
+ sub_select_time = Game::GameTime();
+
+ // first pass: turrets
+ ListIter<WeaponGroup> g_iter = tgt_ship->Weapons();
+ while (++g_iter) {
+ WeaponGroup* g = g_iter.value();
+
+ if (g->GetDesign() && g->GetDesign()->turret_model) {
+ ListIter<Weapon> w_iter = g->GetWeapons();
+ while (++w_iter) {
+ Weapon* w = w_iter.value();
+
+ if (w->Availability() < 35)
+ continue;
+
+ if (w->GetAimVector() * svec < 0)
+ continue;
+
+ if (w->GetTurret()) {
+ Point tloc = w->GetTurret()->Location();
+ Point delta = tloc - ship->Location();
+ double dlen = delta.length();
+
+ if (dlen < dist) {
+ subtgt = w;
+ dist = dlen;
+ }
+ }
+ }
+ }
+ }
+
+ // second pass: major weapons
+ if (!subtgt) {
+ g_iter.reset();
+ while (++g_iter) {
+ WeaponGroup* g = g_iter.value();
+
+ if (g->GetDesign() && !g->GetDesign()->turret_model) {
+ ListIter<Weapon> w_iter = g->GetWeapons();
+ while (++w_iter) {
+ Weapon* w = w_iter.value();
+
+ if (w->Availability() < 35)
+ continue;
+
+ if (w->GetAimVector() * svec < 0)
+ continue;
+
+ Point tloc = w->MountLocation();
+ Point delta = tloc - ship->Location();
+ double dlen = delta.length();
+
+ if (dlen < dist) {
+ subtgt = w;
+ dist = dlen;
+ }
+ }
+ }
+ }
+ }
+
+ subtarget = subtgt;
+ return subtarget;
}
// +--------------------------------------------------------------------+
@@ -727,41 +727,41 @@ StarshipAI::SelectSubtarget() bool
StarshipAI::AssessTargetPointDefense()
{
- if (Game::GameTime() - point_defense_time < 3500)
- return tgt_point_defense;
+ if (Game::GameTime() - point_defense_time < 3500)
+ return tgt_point_defense;
- tgt_point_defense = false;
+ tgt_point_defense = false;
- if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 2)
- return tgt_point_defense;
+ if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 2)
+ return tgt_point_defense;
- Ship* tgt_ship = (Ship*) target;
+ Ship* tgt_ship = (Ship*) target;
- if (!tgt_ship->IsStarship())
- return tgt_point_defense;
+ if (!tgt_ship->IsStarship())
+ return tgt_point_defense;
- Weapon* subtgt = 0;
- Point svec = ship->Location() - tgt_ship->Location();
+ Weapon* subtgt = 0;
+ Point svec = ship->Location() - tgt_ship->Location();
- point_defense_time = Game::GameTime();
+ point_defense_time = Game::GameTime();
- // first pass: turrets
- ListIter<WeaponGroup> g_iter = tgt_ship->Weapons();
- while (++g_iter && !tgt_point_defense) {
- WeaponGroup* g = g_iter.value();
+ // first pass: turrets
+ ListIter<WeaponGroup> g_iter = tgt_ship->Weapons();
+ while (++g_iter && !tgt_point_defense) {
+ WeaponGroup* g = g_iter.value();
- if (g->CanTarget(1)) {
- ListIter<Weapon> w_iter = g->GetWeapons();
- while (++w_iter && !tgt_point_defense) {
- Weapon* w = w_iter.value();
+ if (g->CanTarget(1)) {
+ ListIter<Weapon> w_iter = g->GetWeapons();
+ while (++w_iter && !tgt_point_defense) {
+ Weapon* w = w_iter.value();
- if (w->Availability() > 35 && w->GetAimVector() * svec > 0)
- tgt_point_defense = true;
- }
- }
- }
+ if (w->Availability() > 35 && w->GetAimVector() * svec > 0)
+ tgt_point_defense = true;
+ }
+ }
+ }
- return tgt_point_defense;
+ return tgt_point_defense;
}
@@ -770,53 +770,53 @@ StarshipAI::AssessTargetPointDefense() Point
StarshipAI::Transform(const Point& point)
{
- return point - self->Location();
+ return point - self->Location();
}
Steer
StarshipAI::Seek(const Point& point)
{
- // the point is in relative world coordinates
- // x: distance east(-) / west(+)
- // y: altitude down(-) / up(+)
- // z: distance north(-) / south(+)
+ // the point is in relative world coordinates
+ // x: distance east(-) / west(+)
+ // y: altitude down(-) / up(+)
+ // z: distance north(-) / south(+)
- Steer result;
+ Steer result;
- result.yaw = atan2(point.x, point.z) + PI;
+ result.yaw = atan2(point.x, point.z) + PI;
- double adjacent = sqrt(point.x*point.x + point.z*point.z);
- if (fabs(point.y) > ship->Radius() && adjacent > ship->Radius())
- result.pitch = atan(point.y / adjacent);
+ double adjacent = sqrt(point.x*point.x + point.z*point.z);
+ if (fabs(point.y) > ship->Radius() && adjacent > ship->Radius())
+ result.pitch = atan(point.y / adjacent);
- if (!_finite(result.yaw))
- result.yaw = 0;
+ if (!_finite(result.yaw))
+ result.yaw = 0;
- if (!_finite(result.pitch))
- result.pitch = 0;
+ if (!_finite(result.pitch))
+ result.pitch = 0;
- return result;
+ return result;
}
Steer
StarshipAI::Flee(const Point& point)
{
- Steer result = Seek(point);
- result.yaw += PI;
- return result;
+ Steer result = Seek(point);
+ result.yaw += PI;
+ return result;
}
Steer
StarshipAI::Avoid(const Point& point, float radius)
{
- Steer result = Seek(point);
+ Steer result = Seek(point);
- if (point * ship->BeamLine() > 0)
- result.yaw -= PI/2;
- else
- result.yaw += PI/2;
+ if (point * ship->BeamLine() > 0)
+ result.yaw -= PI/2;
+ else
+ result.yaw += PI/2;
- return result;
+ return result;
}
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