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+/* Starshatter OpenSource Distribution
+ Copyright (c) 1997-2004, Destroyer Studios LLC.
+ All Rights Reserved.
+
+ Redistribution and use in source and binary forms, with or without
+ modification, are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+ * Neither the name "Destroyer Studios" nor the names of its contributors
+ may be used to endorse or promote products derived from this software
+ without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+ AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
+ LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ POSSIBILITY OF SUCH DAMAGE.
+
+ SUBSYSTEM: Stars.exe
+ FILE: TacticalAI.cpp
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Generic Ship Tactical Level AI class
+*/
+
+#include "MemDebug.h"
+#include "TacticalAI.h"
+#include "ShipAI.h"
+#include "CarrierAI.h"
+#include "Ship.h"
+#include "ShipDesign.h"
+#include "Element.h"
+#include "Instruction.h"
+#include "RadioMessage.h"
+#include "RadioTraffic.h"
+#include "Contact.h"
+#include "WeaponGroup.h"
+#include "Drive.h"
+#include "Hangar.h"
+#include "Sim.h"
+#include "Shot.h"
+#include "Drone.h"
+#include "StarSystem.h"
+
+#include "Game.h"
+#include "Random.h"
+
+// +----------------------------------------------------------------------+
+
+static int exec_time_seed = 0;
+
+// +----------------------------------------------------------------------+
+
+TacticalAI::TacticalAI(ShipAI* ai)
+: ship(0), ship_ai(0), carrier_ai(0), navpt(0), orders(0),
+action(0), threat_level(0), support_level(1),
+directed_tgtid(0)
+{
+ if (ai) {
+ ship_ai = ai;
+ ship = ai->GetShip();
+
+ Sim* sim = Sim::GetSim();
+
+ if (ship && ship->GetHangar() && ship->GetCommandAILevel() > 0 &&
+ ship != sim->GetPlayerShip())
+ carrier_ai = new(__FILE__,__LINE__) CarrierAI(ship, ship_ai->GetAILevel());
+ }
+
+ agression = 0;
+ roe = FLEXIBLE;
+ element_index = 1;
+ exec_time = exec_time_seed;
+ exec_time_seed += 17;
+}
+
+TacticalAI::~TacticalAI()
+{
+ delete carrier_ai;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TacticalAI::ExecFrame(double secs)
+{
+ const int exec_period = 1000;
+
+ if (!ship || !ship_ai)
+ return;
+
+ navpt = ship->GetNextNavPoint();
+ orders = ship->GetRadioOrders();
+
+ if ((int) Game::GameTime() - exec_time > exec_period) {
+ element_index = ship->GetElementIndex();
+
+ CheckOrders();
+ SelectTarget();
+ FindThreat();
+ FindSupport();
+
+ if (element_index > 1) {
+ int formation = 0;
+
+ if (orders && orders->Formation() >= 0)
+ formation = orders->Formation();
+
+ else if (navpt)
+ formation = navpt->Formation();
+
+ FindFormationSlot(formation);
+ }
+
+ ship_ai->SetNavPoint(navpt);
+
+ if (carrier_ai)
+ carrier_ai->ExecFrame(secs);
+
+ exec_time += exec_period;
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TacticalAI::CheckOrders()
+{
+ directed_tgtid = 0;
+
+ if (CheckShipOrders())
+ return;
+
+ if (CheckFlightPlan())
+ return;
+
+ if (CheckObjectives())
+ return;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+TacticalAI::CheckShipOrders()
+{
+ return ProcessOrders();
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+TacticalAI::CheckObjectives()
+{
+ bool processed = false;
+ Ship* ward = 0;
+ Element* elem = ship->GetElement();
+
+ if (elem) {
+ Instruction* obj = elem->GetTargetObjective();
+
+ if (obj) {
+ ship_ai->ClearPatrol();
+
+ if (obj->Action()) {
+ switch (obj->Action()) {
+ case Instruction::INTERCEPT:
+ case Instruction::STRIKE:
+ case Instruction::ASSAULT:
+ {
+ SimObject* tgt = obj->GetTarget();
+ if (tgt && tgt->Type() == SimObject::SIM_SHIP) {
+ roe = DIRECTED;
+ SelectTargetDirected((Ship*) tgt);
+ }
+ }
+ break;
+
+ case Instruction::DEFEND:
+ case Instruction::ESCORT:
+ {
+ SimObject* tgt = obj->GetTarget();
+ if (tgt && tgt->Type() == SimObject::SIM_SHIP) {
+ roe = DEFENSIVE;
+ ward = (Ship*) tgt;
+ }
+ }
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ orders = obj;
+ processed = true;
+ }
+ }
+
+ ship_ai->SetWard(ward);
+ return processed;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+TacticalAI::ProcessOrders()
+{
+ if (ship_ai)
+ ship_ai->ClearPatrol();
+
+ if (orders && orders->EMCON() > 0) {
+ int desired_emcon = orders->EMCON();
+
+ if (ship_ai && (ship_ai->GetThreat() || ship_ai->GetThreatMissile()))
+ desired_emcon = 3;
+
+ if (ship->GetEMCON() != desired_emcon)
+ ship->SetEMCON(desired_emcon);
+ }
+
+ if (orders && orders->Action()) {
+ switch (orders->Action()) {
+ case RadioMessage::ATTACK:
+ case RadioMessage::BRACKET:
+ case RadioMessage::IDENTIFY:
+ {
+ bool tgt_ok = false;
+ SimObject* tgt = orders->GetTarget();
+
+ if (tgt && tgt->Type() == SimObject::SIM_SHIP) {
+ Ship* tgt_ship = (Ship*) tgt;
+
+ if (CanTarget(tgt_ship)) {
+ roe = DIRECTED;
+ SelectTargetDirected((Ship*) tgt);
+
+ ship_ai->SetBracket(orders->Action() == RadioMessage::BRACKET);
+ ship_ai->SetIdentify(orders->Action() == RadioMessage::IDENTIFY);
+ ship_ai->SetNavPoint(0);
+
+ tgt_ok = true;
+ }
+ }
+
+ if (!tgt_ok)
+ ClearRadioOrders();
+ }
+ break;
+
+ case RadioMessage::ESCORT:
+ case RadioMessage::COVER_ME:
+ {
+ SimObject* tgt = orders->GetTarget();
+ if (tgt && tgt->Type() == SimObject::SIM_SHIP) {
+ roe = DEFENSIVE;
+ ship_ai->SetWard((Ship*) tgt);
+ ship_ai->SetNavPoint(0);
+ }
+ else {
+ ClearRadioOrders();
+ }
+ }
+ break;
+
+ case RadioMessage::WEP_FREE:
+ roe = AGRESSIVE;
+ ship_ai->DropTarget(0.1);
+ break;
+
+ case RadioMessage::WEP_HOLD:
+ case RadioMessage::FORM_UP:
+ roe = NONE;
+ ship_ai->DropTarget(5);
+ break;
+
+ case RadioMessage::MOVE_PATROL:
+ roe = SELF_DEFENSIVE;
+ ship_ai->SetPatrol(orders->Location());
+ ship_ai->SetNavPoint(0);
+ ship_ai->DropTarget(Random(5, 10));
+ break;
+
+ case RadioMessage::RTB:
+ case RadioMessage::DOCK_WITH:
+ roe = NONE;
+
+ ship_ai->DropTarget(10);
+
+ if (!ship->GetInbound()) {
+ RadioMessage* msg = 0;
+ Ship* controller = ship->GetController();
+
+ if (orders->Action() == RadioMessage::DOCK_WITH && orders->GetTarget()) {
+ controller = (Ship*) orders->GetTarget();
+ }
+
+ if (!controller) {
+ Element* elem = ship->GetElement();
+ if (elem && elem->GetCommander()) {
+ Element* cmdr = elem->GetCommander();
+ controller = cmdr->GetShip(1);
+ }
+ }
+
+ if (controller && controller->GetHangar() &&
+ controller->GetHangar()->CanStow(ship)) {
+ SimRegion* self_rgn = ship->GetRegion();
+ SimRegion* rtb_rgn = controller->GetRegion();
+
+ if (self_rgn == rtb_rgn) {
+ double range = Point(controller->Location() - ship->Location()).length();
+
+ if (range < 50e3) {
+ msg = new(__FILE__,__LINE__) RadioMessage(controller, ship, RadioMessage::CALL_INBOUND);
+ RadioTraffic::Transmit(msg);
+ }
+ }
+ }
+ else {
+ ship->ClearRadioOrders();
+ }
+
+ ship_ai->SetNavPoint(0);
+ }
+ break;
+
+ case RadioMessage::QUANTUM_TO:
+ case RadioMessage::FARCAST_TO:
+ roe = NONE;
+ ship_ai->DropTarget(10);
+ break;
+
+ }
+
+ action = orders->Action();
+ return true;
+ }
+
+ // if we had an action before, this must be a "cancel orders"
+ else if (action) {
+ ClearRadioOrders();
+ }
+
+ return false;
+}
+
+void
+TacticalAI::ClearRadioOrders()
+{
+ action = 0;
+ roe = FLEXIBLE;
+
+ if (ship_ai)
+ ship_ai->DropTarget(0.1);
+
+ if (ship)
+ ship->ClearRadioOrders();
+
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+TacticalAI::CheckFlightPlan()
+{
+ Ship* ward = 0;
+
+ // Find next Instruction:
+ navpt = ship->GetNextNavPoint();
+
+ roe = FLEXIBLE;
+
+ if (navpt) {
+ switch (navpt->Action()) {
+ case Instruction::LAUNCH:
+ case Instruction::DOCK:
+ case Instruction::RTB: roe = NONE;
+ break;
+
+ case Instruction::VECTOR: roe = SELF_DEFENSIVE;
+ break;
+
+ case Instruction::DEFEND:
+ case Instruction::ESCORT: roe = DEFENSIVE;
+ break;
+
+ case Instruction::INTERCEPT:
+ 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 (roe == DEFENSIVE) {
+ SimObject* tgt = navpt->GetTarget();
+
+ if (tgt && tgt->Type() == SimObject::SIM_SHIP)
+ ward = (Ship*) tgt;
+ }
+
+
+ if (navpt->EMCON() > 0) {
+ int desired_emcon = navpt->EMCON();
+
+ if (ship_ai && (ship_ai->GetThreat() || ship_ai->GetThreatMissile()))
+ desired_emcon = 3;
+
+ if (ship->GetEMCON() != desired_emcon)
+ ship->SetEMCON(desired_emcon);
+ }
+ }
+
+ if (ship_ai)
+ ship_ai->SetWard(ward);
+
+ return (navpt != 0);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TacticalAI::SelectTarget()
+{
+ if (!ship) {
+ roe = NONE;
+ return;
+ }
+
+ // unarmed vessels should never engage an enemy:
+ if (ship->Weapons().size() < 1)
+ roe = NONE;
+
+ SimObject* target = ship_ai->GetTarget();
+ SimObject* ward = ship_ai->GetWard();
+
+ // if not allowed to engage, drop and return:
+ if (roe == NONE) {
+ if (target)
+ ship_ai->DropTarget();
+ return;
+ }
+
+ // if we have abandoned our ward, drop and return:
+ if (ward && roe != AGRESSIVE) {
+ double d = (ward->Location() - ship->Location()).length();
+ double safe_zone = 50e3;
+
+ if (target) {
+ if (ship->IsStarship())
+ safe_zone = 100e3;
+
+ if (d > safe_zone) {
+ ship_ai->DropTarget();
+ return;
+ }
+ }
+ else {
+ if (d > safe_zone) {
+ return;
+ }
+ }
+ }
+
+ // already have a target, keep it:
+ if (target) {
+ if (target->Life()) {
+ CheckTarget();
+
+ // frigates need to be ready to abandon ship-type targets
+ // in favor of drone-type targets, others should just go
+ // with what they have:
+ if (ship->Class() != Ship::CORVETTE && ship->Class() != Ship::FRIGATE)
+ return;
+
+ // in case the check decided to drop the target:
+ target = ship_ai->GetTarget();
+ }
+
+ // if the old target is dead, forget it:
+ else {
+ ship_ai->DropTarget();
+ target = 0;
+ }
+ }
+
+ // if not allowed to acquire, forget it:
+ if (ship_ai->DropTime() > 0)
+ return;
+
+ if (roe == DIRECTED) {
+ if (target && target->Type() == SimObject::SIM_SHIP)
+ SelectTargetDirected((Ship*) target);
+ else if (navpt && navpt->GetTarget() && navpt->GetTarget()->Type() == SimObject::SIM_SHIP)
+ SelectTargetDirected((Ship*) navpt->GetTarget());
+ else
+ SelectTargetDirected();
+ }
+
+ else {
+ SelectTargetOpportunity();
+
+ // don't switch one ship target for another...
+ if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) {
+ SimObject* potential_target = ship_ai->GetTarget();
+ if (target && potential_target && target != potential_target) {
+ if (target->Type() == SimObject::SIM_SHIP &&
+ potential_target->Type() == SimObject::SIM_SHIP) {
+
+ ship_ai->SetTarget(target);
+ }
+ }
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TacticalAI::SelectTargetDirected(Ship* tgt)
+{
+ Ship* potential_target = tgt;
+
+ // try to target one of the element's objectives
+ // (if it shows up in the contact list)
+
+ if (!tgt) {
+ 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) {
+ ListIter<Contact> contact = ship->ContactList();
+ while (++contact && !potential_target) {
+ Ship* test = contact->GetShip();
+
+ if (obj_tgt == test) {
+ potential_target = test;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if (!CanTarget(potential_target))
+ potential_target = 0;
+
+ ship_ai->SetTarget(potential_target);
+
+ if (tgt && tgt == ship_ai->GetTarget())
+ directed_tgtid = tgt->Identity();
+ else
+ directed_tgtid = 0;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+TacticalAI::CanTarget(Ship* tgt)
+{
+ bool result = false;
+
+ if (tgt && !tgt->InTransition()) {
+ if (tgt->IsRogue() || tgt->GetIFF() != ship->GetIFF())
+ result = true;
+ }
+
+ return result;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TacticalAI::SelectTargetOpportunity()
+{
+ // NON-COMBATANTS do not pick targets of opportunity:
+ if (ship->GetIFF() == 0)
+ return;
+
+ SimObject* potential_target = 0;
+
+ // pick the closest combatant ship with a different IFF code:
+ double target_dist = ship->Design()->commit_range;
+
+ SimObject* ward = ship_ai->GetWard();
+
+ // FRIGATES are primarily anti-air platforms, but may
+ // also attack smaller starships:
+
+ if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) {
+ Ship* current_ship_target = 0;
+ Shot* current_shot_target = 0;
+
+ // if we are escorting a larger warship, it is good to attack
+ // the same target as our ward:
+
+ if (ward) {
+ Ship* s = (Ship*) ward;
+
+ if (s->Class() > ship->Class()) {
+ SimObject* obj = s->GetTarget();
+
+ if (obj && obj->Type() == SimObject::SIM_SHIP) {
+ current_ship_target = (Ship*) obj;
+ target_dist = (ship->Location() - obj->Location()).length();
+ }
+ }
+ }
+
+ ListIter<Contact> contact = ship->ContactList();
+ while (++contact) {
+ Ship* c_ship = contact->GetShip();
+ Shot* c_shot = contact->GetShot();
+
+ if (!c_ship && !c_shot)
+ continue;
+
+ int c_iff = contact->GetIFF(ship);
+ bool rogue = c_ship && c_ship->IsRogue();
+ bool tgt_ok = c_iff > 0 &&
+ c_iff != ship->GetIFF() &&
+ c_iff < 1000;
+
+ if (rogue || tgt_ok) {
+ if (c_ship && c_ship != ship && !c_ship->InTransition()) {
+ if (c_ship->Class() < Ship::DESTROYER ||
+ (c_ship->Class() >= Ship::MINE && c_ship->Class() <= Ship::DEFSAT)) {
+ // found an enemy, check distance:
+ double dist = (ship->Location() - c_ship->Location()).length();
+
+ if (dist < 0.75 * target_dist &&
+ (!current_ship_target || c_ship->Class() <= current_ship_target->Class())) {
+ current_ship_target = c_ship;
+ target_dist = dist;
+ }
+ }
+ }
+
+ else if (c_shot) {
+ // found an enemy shot, is there enough time to engage?
+ if (c_shot->GetEta() < 3)
+ 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) || c_shot->IsTracking(ship)) &&
+ (!current_shot_target->IsTracking(ward) ||
+ !current_shot_target->IsTracking(ship))) {
+ current_shot_target = c_shot;
+ target_dist = dist;
+ }
+ else if (dist < target_dist) {
+ current_shot_target = c_shot;
+ target_dist = dist;
+ }
+ }
+ }
+ }
+ }
+
+ if (current_shot_target)
+ potential_target = current_shot_target;
+ else
+ potential_target = current_ship_target;
+ }
+
+ // ALL OTHER SHIP CLASSES ignore fighters and only engage
+ // other starships:
+
+ else {
+ List<Ship> ward_threats;
+
+ ListIter<Contact> contact = ship->ContactList();
+ while (++contact) {
+ Ship* c_ship = contact->GetShip();
+
+ if (!c_ship)
+ continue;
+
+ int c_iff = contact->GetIFF(ship);
+ bool rogue = c_ship->IsRogue();
+ bool tgt_ok = c_ship != ship &&
+ c_iff > 0 &&
+ c_iff != ship->GetIFF() &&
+ !c_ship->InTransition();
+
+ if (rogue || tgt_ok) {
+ if (c_ship->IsStarship() || c_ship->IsStatic()) {
+ // found an enemy, check distance:
+ double dist = (ship->Location() - c_ship->Location()).length();
+
+ if (dist < 0.75 * target_dist) {
+ potential_target = c_ship;
+ target_dist = dist;
+ }
+
+ if (ward && c_ship->IsTracking(ward)) {
+ ward_threats.append(c_ship);
+ }
+ }
+ }
+ }
+
+ // if this ship is protecting a ward,
+ // prefer targets that are threatening that ward:
+ if (potential_target && ward_threats.size() && !ward_threats.contains((Ship*)potential_target)) {
+ target_dist *= 2;
+
+ ListIter<Ship> iter = ward_threats;
+ while (++iter) {
+ Ship* threat = iter.value();
+
+ double dist = (ward->Location() - threat->Location()).length();
+
+ if (dist < target_dist) {
+ potential_target = threat;
+ target_dist = dist;
+ }
+ }
+ }
+ }
+
+ if (ship->Class() != Ship::CARRIER && ship->Class() != Ship::SWACS)
+ ship_ai->SetTarget(potential_target);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TacticalAI::CheckTarget()
+{
+ SimObject* tgt = ship_ai->GetTarget();
+
+ if (!tgt) return;
+
+ if (tgt->GetRegion() != ship->GetRegion()) {
+ ship_ai->DropTarget();
+ return;
+ }
+
+ if (tgt->Type() == SimObject::SIM_SHIP) {
+ Ship* target = (Ship*) tgt;
+
+ // has the target joined our side?
+ if (target->GetIFF() == ship->GetIFF() && !target->IsRogue()) {
+ ship_ai->DropTarget();
+ return;
+ }
+
+ // is the target already jumping/breaking/dying?
+ if (target->InTransition()) {
+ ship_ai->DropTarget();
+ return;
+ }
+
+ // have we been ordered to pursue the target?
+ if (directed_tgtid) {
+ if (directed_tgtid != target->Identity()) {
+ ship_ai->DropTarget();
+ }
+
+ return;
+ }
+
+ // can we catch the target?
+ if (target->Design()->vlimit <= ship->Design()->vlimit ||
+ ship->Velocity().length() <= ship->Design()->vlimit)
+ return;
+
+ // is the target now out of range?
+ WeaponDesign* wep_dsn = ship->GetPrimaryDesign();
+ if (!wep_dsn)
+ return;
+
+ // compute the "give up" range:
+ double drop_range = 3 * wep_dsn->max_range;
+ if (drop_range > 0.75 * ship->Design()->commit_range)
+ drop_range = 0.75 * ship->Design()->commit_range;
+
+ double range = Point(target->Location() - ship->Location()).length();
+ if (range < drop_range)
+ return;
+
+ // is the target closing or separating?
+ Point delta = (target->Location() + target->Velocity()) -
+ (ship->Location() + ship->Velocity());
+
+ if (delta.length() < range)
+ return;
+
+ ship_ai->DropTarget();
+ }
+
+ else if (tgt->Type() == SimObject::SIM_DRONE) {
+ Drone* drone = (Drone*) tgt;
+
+ // is the target still a threat?
+ if (drone->GetEta() < 1 || drone->GetTarget() == 0)
+ ship_ai->DropTarget();
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TacticalAI::FindThreat()
+{
+ // pick the closest contact on Threat Warning System:
+ Ship* threat = 0;
+ Shot* threat_missile = 0;
+ Ship* rumor = 0;
+ double threat_dist = 1e9;
+ const DWORD THREAT_REACTION_TIME = 1000; // 1 second
+
+ ListIter<Contact> iter = ship->ContactList();
+
+ while (++iter) {
+ Contact* contact = iter.value();
+
+ if (contact->Threat(ship) &&
+ (Game::GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) {
+
+ if (contact->GetShot()) {
+ threat_missile = contact->GetShot();
+ rumor = (Ship*) threat_missile->Owner();
+ }
+ else {
+ double rng = contact->Range(ship);
+
+ Ship* c_ship = contact->GetShip();
+ if (c_ship && !c_ship->InTransition() &&
+ c_ship->Class() != Ship::FREIGHTER &&
+ c_ship->Class() != Ship::FARCASTER) {
+
+ if (c_ship->GetTarget() == ship) {
+ if (!threat || c_ship->Class() > threat->Class()) {
+ threat = c_ship;
+ threat_dist = 0;
+ }
+ }
+ else if (rng < threat_dist) {
+ threat = c_ship;
+ threat_dist = rng;
+ }
+ }
+ }
+ }
+ }
+
+ if (rumor && !rumor->InTransition()) {
+ iter.reset();
+
+ while (++iter) {
+ if (iter->GetShip() == rumor) {
+ rumor = 0;
+ ship_ai->ClearRumor();
+ break;
+ }
+ }
+ }
+ else {
+ rumor = 0;
+ ship_ai->ClearRumor();
+ }
+
+ ship_ai->SetRumor(rumor);
+ ship_ai->SetThreat(threat);
+ ship_ai->SetThreatMissile(threat_missile);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TacticalAI::FindSupport()
+{
+ if (!ship_ai->GetThreat()) {
+ ship_ai->SetSupport(0);
+ return;
+ }
+
+ // pick the biggest friendly contact in the sector:
+ Ship* support = 0;
+ double support_dist = 1e9;
+
+ ListIter<Contact> contact = ship->ContactList();
+
+ while (++contact) {
+ if (contact->GetShip() && contact->GetIFF(ship) == ship->GetIFF()) {
+ Ship* c_ship = contact->GetShip();
+
+ if (c_ship != ship && c_ship->Class() >= ship->Class() && !c_ship->InTransition()) {
+ if (!support || c_ship->Class() > support->Class())
+ support = c_ship;
+ }
+ }
+ }
+
+ ship_ai->SetSupport(support);
+}
+
+// +--------------------------------------------------------------------+
+
+void
+TacticalAI::FindFormationSlot(int formation)
+{
+ // find the formation delta:
+ int s = element_index - 1;
+ Point delta(10*s, 0, 10*s);
+
+ // diamond:
+ if (formation == Instruction::DIAMOND) {
+ switch (element_index) {
+ case 2: delta = Point( 10, 0, -12); break;
+ case 3: delta = Point(-10, 0, -12); break;
+ case 4: delta = Point( 0, 0, -24); 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, -1, -15); break;
+ case 4: delta = Point(15, -1, -15); break;
+ }
+ }
+
+ // trail:
+ if (formation == Instruction::TRAIL) {
+ delta = Point(0, 0, -15*s);
+ }
+
+ ship_ai->SetFormationDelta(delta * ship->Radius() * 2);
+}