From d17521c8b9085a91d08fecfd0b51bbbf7b1dccac Mon Sep 17 00:00:00 2001 From: "milo24x7@gmail.com" Date: Sun, 7 Jul 2013 22:08:49 +0000 Subject: Updated open source license declaration and fixed some formatting issues. --- Stars45/CarrierAI.cpp | 824 ++++++++++++++++++++++++++------------------------ 1 file changed, 424 insertions(+), 400 deletions(-) (limited to 'Stars45/CarrierAI.cpp') diff --git a/Stars45/CarrierAI.cpp b/Stars45/CarrierAI.cpp index fa94bf7..2c1f50b 100644 --- a/Stars45/CarrierAI.cpp +++ b/Stars45/CarrierAI.cpp @@ -1,400 +1,424 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: CarrierAI.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - "Air Boss" AI class for managing carrier fighter squadrons -*/ - -#include "MemDebug.h" -#include "CarrierAI.h" -#include "ShipAI.h" -#include "Ship.h" -#include "ShipDesign.h" -#include "Element.h" -#include "FlightPlanner.h" -#include "Instruction.h" -#include "RadioMessage.h" -#include "RadioTraffic.h" -#include "Hangar.h" -#include "FlightDeck.h" -#include "Mission.h" -#include "Contact.h" -#include "Sim.h" -#include "StarSystem.h" -#include "Callsign.h" -#include "NetUtil.h" - -#include "Game.h" -#include "Random.h" - -// +----------------------------------------------------------------------+ - -CarrierAI::CarrierAI(Ship* s, int level) -: sim(0), ship(s), hangar(0), exec_time(0), flight_planner(0), -hold_time(0), ai_level(level) -{ - if (ship) { - sim = Sim::GetSim(); - hangar = ship->GetHangar(); - - for (int i = 0; i < 4; i++) - patrol_elem[i] = 0; - - if (ship) - flight_planner = new(__FILE__,__LINE__) FlightPlanner(ship); - - hold_time = (int) Game::GameTime(); - } -} - -CarrierAI::~CarrierAI() -{ - delete flight_planner; -} - -// +--------------------------------------------------------------------+ - -void -CarrierAI::ExecFrame(double secs) -{ - const int INIT_HOLD = 15000; - const int EXEC_PERIOD = 3000; - - if (!sim || !ship || !hangar) - return; - - if (((int) Game::GameTime() - hold_time >= INIT_HOLD) && - ((int) Game::GameTime() - exec_time > EXEC_PERIOD)) { - - CheckHostileElements(); - CheckPatrolCoverage(); - - exec_time = (int) Game::GameTime(); - } -} - -// +--------------------------------------------------------------------+ - -bool -CarrierAI::CheckPatrolCoverage() -{ - const DWORD PATROL_PERIOD = 900 * 1000; - - // pick up existing patrol elements: - - ListIter iter = sim->GetElements(); - while (++iter) { - Element* elem = iter.value(); - - if (elem->GetCarrier() == ship && - (elem->Type() == Mission::PATROL || - elem->Type() == Mission::SWEEP || - elem->Type() == Mission::AIR_PATROL || - elem->Type() == Mission::AIR_SWEEP) && - !elem->IsSquadron() && - !elem->IsFinished()) { - - bool found = false; - int open = -1; - - for (int i = 0; i < 4; i++) { - if (patrol_elem[i] == elem) - found = true; - - else if (patrol_elem[i] == 0 && open < 0) - open = i; - } - - if (!found && open >= 0) { - patrol_elem[open] = elem; - } - } - } - - // manage the four screening patrols: - - for (int i = 0; i < 4; i++) { - Element* elem = patrol_elem[i]; - - if (elem) { - if (elem->IsFinished()) { - patrol_elem[i] = 0; - } - - else { - LaunchElement(elem); - } - } - - else if (Game::GameTime() - hangar->GetLastPatrolLaunch() > PATROL_PERIOD || - hangar->GetLastPatrolLaunch() == 0) { - Element* patrol = CreatePackage(0, 2, Mission::PATROL, 0, "ACM Medium Range"); - if (patrol) { - patrol_elem[i] = patrol; - - if (flight_planner) - flight_planner->CreatePatrolRoute(patrol, i); - - hangar->SetLastPatrolLaunch(Game::GameTime()); - return true; - } - } - } - - return false; -} - -// +--------------------------------------------------------------------+ - -bool -CarrierAI::CheckHostileElements() -{ - List assigned; - ListIter iter = sim->GetElements(); - while (++iter) { - Element* elem = iter.value(); - - // if this element is hostile to us - // or if the element is a target objective - // of the carrier, or is hostile to any - // of our squadrons... - - bool hostile = false; - - if (elem->IsHostileTo(ship) || elem->IsObjectiveTargetOf(ship)) { - hostile = true; - } - else { - for (int i = 0; i < hangar->NumSquadrons() && !hostile; i++) { - int squadron_iff = hangar->SquadronIFF(i); - - if (elem->IsHostileTo(squadron_iff)) - hostile = true; - } - } - - if (hostile) { - sim->GetAssignedElements(elem, assigned); - - // is one of our fighter elements already assigned to this target? - bool found = false; - ListIter a_iter = assigned; - while (++a_iter && !found) { - Element* a = a_iter.value(); - - if (a->GetCarrier() == ship) - found = true; - } - - // nobody is assigned yet, create an attack package - if (!found && CreateStrike(elem)) { - hold_time = (int) Game::GameTime() + 30000; - return true; - } - } - } - - return false; -} - -bool -CarrierAI::CreateStrike(Element* elem) -{ - Element* strike = 0; - Ship* target = elem->GetShip(1); - - if (target && !target->IsGroundUnit()) { - Contact* contact = ship->FindContact(target); - if (contact && contact->GetIFF(ship) > 0) { - - // fighter intercept - if (target->IsDropship()) { - int squadron = 0; - if (hangar->NumShipsReady(1) >= hangar->NumShipsReady(0)) - squadron = 1; - - int count = 2; - - if (count < elem->NumShips()) - count = elem->NumShips(); - - strike = CreatePackage(squadron, count, Mission::INTERCEPT, elem->Name(), "ACM Medium Range"); - - if (strike) { - strike->SetAssignment(elem); - - if (flight_planner) - flight_planner->CreateStrikeRoute(strike, elem); - } - } - - // starship or station assault - else { - int squadron = 0; - if (hangar->NumSquadrons() > 1) - squadron = 1; - if (hangar->NumSquadrons() > 2) - squadron = 2; - - int count = 2; - - if (target->Class() > Ship::FRIGATE) { - count = 4; - strike = CreatePackage(squadron, count, Mission::ASSAULT, elem->Name(), "Hvy Ship Strike"); - } - else { - count = 2; - strike = CreatePackage(squadron, count, Mission::ASSAULT, elem->Name(), "Ship Strike"); - } - - if (strike) { - strike->SetAssignment(elem); - - if (flight_planner) - flight_planner->CreateStrikeRoute(strike, elem); - - // strike escort if target has fighter protection: - if (target->GetHangar()) { - if (squadron > 1) squadron--; - Element* escort = CreatePackage(squadron, 2, Mission::ESCORT_STRIKE, strike->Name(), "ACM Short Range"); - - if (escort && flight_planner) - flight_planner->CreateEscortRoute(escort, strike); - } - } - } - } - } - - return strike != 0; -} - -// +--------------------------------------------------------------------+ - -Element* -CarrierAI::CreatePackage(int squadron, int size, int code, const char* target, const char* loadname) -{ - if (squadron < 0 || size < 1 || code < Mission::PATROL || hangar->NumShipsReady(squadron) < size) - return 0; - - Sim* sim = Sim::GetSim(); - const char* call = sim->FindAvailCallsign(ship->GetIFF()); - Element* elem = sim->CreateElement(call, ship->GetIFF(), code); - FlightDeck* deck = 0; - int queue = 1000; - int* load = 0; - const ShipDesign* - design = hangar->SquadronDesign(squadron); - - elem->SetSquadron(hangar->SquadronName(squadron)); - elem->SetCarrier(ship); - - if (target) { - int i_code = 0; - - switch (code) { - case Mission::ASSAULT: i_code = Instruction::ASSAULT; break; - case Mission::STRIKE: i_code = Instruction::STRIKE; break; - - case Mission::AIR_INTERCEPT: - case Mission::INTERCEPT: i_code = Instruction::INTERCEPT; break; - - case Mission::ESCORT: - case Mission::ESCORT_STRIKE: - case Mission::ESCORT_FREIGHT: - i_code = Instruction::ESCORT; break; - - case Mission::DEFEND: i_code = Instruction::DEFEND; break; - } - - Instruction* objective = new(__FILE__,__LINE__) Instruction(i_code, target); - if (objective) - elem->AddObjective(objective); - } - - if (design && loadname) { - Text name = loadname; - name.setSensitive(false); - - ListIter sl = (List&) design->loadouts; - while (++sl) { - if (name == sl->name) { - load = sl->load; - elem->SetLoadout(load); - } - } - } - - for (int i = 0; i < ship->NumFlightDecks(); i++) { - FlightDeck* d = ship->GetFlightDeck(i); - - if (d && d->IsLaunchDeck()) { - int dq = hangar->PreflightQueue(d); - - if (dq < queue) { - queue = dq; - deck = d; - } - } - } - - int npackage = 0; - int slots[4]; - - for (int i = 0; i < 4; i++) - slots[i] = -1; - - for (int slot = 0; slot < hangar->SquadronSize(squadron); slot++) { - const HangarSlot* s = hangar->GetSlot(squadron, slot); - - if (hangar->GetState(s) == Hangar::STORAGE) { - if (npackage < 4) - slots[npackage] = slot; - - hangar->GotoAlert(squadron, slot, deck, elem, load, code > Mission::SWEEP); - npackage++; - - if (npackage >= size) - break; - } - } - - NetUtil::SendElemCreate(elem, squadron, slots, code <= Mission::SWEEP); - - return elem; -} - -// +--------------------------------------------------------------------+ - -bool -CarrierAI::LaunchElement(Element* elem) -{ - bool result = false; - - if (!elem) - return result; - - for (int squadron = 0; squadron < hangar->NumSquadrons(); squadron++) { - for (int slot = 0; slot < hangar->SquadronSize(squadron); slot++) { - const HangarSlot* s = hangar->GetSlot(squadron, slot); - - if (hangar->GetState(s) == Hangar::ALERT && - hangar->GetPackageElement(s) == elem) { - - hangar->Launch(squadron, slot); - NetUtil::SendShipLaunch(ship, squadron, slot); - - result = true; - } - } - } - - return result; -} +/* 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: CarrierAI.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + "Air Boss" AI class for managing carrier fighter squadrons +*/ + +#include "MemDebug.h" +#include "CarrierAI.h" +#include "ShipAI.h" +#include "Ship.h" +#include "ShipDesign.h" +#include "Element.h" +#include "FlightPlanner.h" +#include "Instruction.h" +#include "RadioMessage.h" +#include "RadioTraffic.h" +#include "Hangar.h" +#include "FlightDeck.h" +#include "Mission.h" +#include "Contact.h" +#include "Sim.h" +#include "StarSystem.h" +#include "Callsign.h" +#include "NetUtil.h" + +#include "Game.h" +#include "Random.h" + +// +----------------------------------------------------------------------+ + +CarrierAI::CarrierAI(Ship* s, int level) + : sim(0), ship(s), hangar(0), exec_time(0), flight_planner(0), + hold_time(0), ai_level(level) +{ + if (ship) { + sim = Sim::GetSim(); + hangar = ship->GetHangar(); + + for (int i = 0; i < 4; i++) + patrol_elem[i] = 0; + + if (ship) + flight_planner = new(__FILE__,__LINE__) FlightPlanner(ship); + + hold_time = (int) Game::GameTime(); + } +} + +CarrierAI::~CarrierAI() +{ + delete flight_planner; +} + +// +--------------------------------------------------------------------+ + +void +CarrierAI::ExecFrame(double secs) +{ + const int INIT_HOLD = 15000; + const int EXEC_PERIOD = 3000; + + if (!sim || !ship || !hangar) + return; + + if (((int) Game::GameTime() - hold_time >= INIT_HOLD) && + ((int) Game::GameTime() - exec_time > EXEC_PERIOD)) { + + CheckHostileElements(); + CheckPatrolCoverage(); + + exec_time = (int) Game::GameTime(); + } +} + +// +--------------------------------------------------------------------+ + +bool +CarrierAI::CheckPatrolCoverage() +{ + const DWORD PATROL_PERIOD = 900 * 1000; + + // pick up existing patrol elements: + + ListIter iter = sim->GetElements(); + while (++iter) { + Element* elem = iter.value(); + + if (elem->GetCarrier() == ship && + (elem->Type() == Mission::PATROL || + elem->Type() == Mission::SWEEP || + elem->Type() == Mission::AIR_PATROL || + elem->Type() == Mission::AIR_SWEEP) && + !elem->IsSquadron() && + !elem->IsFinished()) { + + bool found = false; + int open = -1; + + for (int i = 0; i < 4; i++) { + if (patrol_elem[i] == elem) + found = true; + + else if (patrol_elem[i] == 0 && open < 0) + open = i; + } + + if (!found && open >= 0) { + patrol_elem[open] = elem; + } + } + } + + // manage the four screening patrols: + + for (int i = 0; i < 4; i++) { + Element* elem = patrol_elem[i]; + + if (elem) { + if (elem->IsFinished()) { + patrol_elem[i] = 0; + } + + else { + LaunchElement(elem); + } + } + + else if (Game::GameTime() - hangar->GetLastPatrolLaunch() > PATROL_PERIOD || + hangar->GetLastPatrolLaunch() == 0) { + Element* patrol = CreatePackage(0, 2, Mission::PATROL, 0, "ACM Medium Range"); + if (patrol) { + patrol_elem[i] = patrol; + + if (flight_planner) + flight_planner->CreatePatrolRoute(patrol, i); + + hangar->SetLastPatrolLaunch(Game::GameTime()); + return true; + } + } + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +CarrierAI::CheckHostileElements() +{ + List assigned; + ListIter iter = sim->GetElements(); + while (++iter) { + Element* elem = iter.value(); + + // if this element is hostile to us + // or if the element is a target objective + // of the carrier, or is hostile to any + // of our squadrons... + + bool hostile = false; + + if (elem->IsHostileTo(ship) || elem->IsObjectiveTargetOf(ship)) { + hostile = true; + } + else { + for (int i = 0; i < hangar->NumSquadrons() && !hostile; i++) { + int squadron_iff = hangar->SquadronIFF(i); + + if (elem->IsHostileTo(squadron_iff)) + hostile = true; + } + } + + if (hostile) { + sim->GetAssignedElements(elem, assigned); + + // is one of our fighter elements already assigned to this target? + bool found = false; + ListIter a_iter = assigned; + while (++a_iter && !found) { + Element* a = a_iter.value(); + + if (a->GetCarrier() == ship) + found = true; + } + + // nobody is assigned yet, create an attack package + if (!found && CreateStrike(elem)) { + hold_time = (int) Game::GameTime() + 30000; + return true; + } + } + } + + return false; +} + +bool +CarrierAI::CreateStrike(Element* elem) +{ + Element* strike = 0; + Ship* target = elem->GetShip(1); + + if (target && !target->IsGroundUnit()) { + Contact* contact = ship->FindContact(target); + if (contact && contact->GetIFF(ship) > 0) { + + // fighter intercept + if (target->IsDropship()) { + int squadron = 0; + if (hangar->NumShipsReady(1) >= hangar->NumShipsReady(0)) + squadron = 1; + + int count = 2; + + if (count < elem->NumShips()) + count = elem->NumShips(); + + strike = CreatePackage(squadron, count, Mission::INTERCEPT, elem->Name(), "ACM Medium Range"); + + if (strike) { + strike->SetAssignment(elem); + + if (flight_planner) + flight_planner->CreateStrikeRoute(strike, elem); + } + } + + // starship or station assault + else { + int squadron = 0; + if (hangar->NumSquadrons() > 1) + squadron = 1; + if (hangar->NumSquadrons() > 2) + squadron = 2; + + int count = 2; + + if (target->Class() > Ship::FRIGATE) { + count = 4; + strike = CreatePackage(squadron, count, Mission::ASSAULT, elem->Name(), "Hvy Ship Strike"); + } + else { + count = 2; + strike = CreatePackage(squadron, count, Mission::ASSAULT, elem->Name(), "Ship Strike"); + } + + if (strike) { + strike->SetAssignment(elem); + + if (flight_planner) + flight_planner->CreateStrikeRoute(strike, elem); + + // strike escort if target has fighter protection: + if (target->GetHangar()) { + if (squadron > 1) squadron--; + Element* escort = CreatePackage(squadron, 2, Mission::ESCORT_STRIKE, strike->Name(), "ACM Short Range"); + + if (escort && flight_planner) + flight_planner->CreateEscortRoute(escort, strike); + } + } + } + } + } + + return strike != 0; +} + +// +--------------------------------------------------------------------+ + +Element* +CarrierAI::CreatePackage(int squadron, int size, int code, const char* target, const char* loadname) +{ + if (squadron < 0 || size < 1 || code < Mission::PATROL || hangar->NumShipsReady(squadron) < size) + return 0; + + Sim* sim = Sim::GetSim(); + const char* call = sim->FindAvailCallsign(ship->GetIFF()); + Element* elem = sim->CreateElement(call, ship->GetIFF(), code); + FlightDeck* deck = 0; + int queue = 1000; + int* load = 0; + const ShipDesign* + design = hangar->SquadronDesign(squadron); + + elem->SetSquadron(hangar->SquadronName(squadron)); + elem->SetCarrier(ship); + + if (target) { + int i_code = 0; + + switch (code) { + case Mission::ASSAULT: i_code = Instruction::ASSAULT; break; + case Mission::STRIKE: i_code = Instruction::STRIKE; break; + + case Mission::AIR_INTERCEPT: + case Mission::INTERCEPT: i_code = Instruction::INTERCEPT; break; + + case Mission::ESCORT: + case Mission::ESCORT_STRIKE: + case Mission::ESCORT_FREIGHT: + i_code = Instruction::ESCORT; break; + + case Mission::DEFEND: i_code = Instruction::DEFEND; break; + } + + Instruction* objective = new(__FILE__,__LINE__) Instruction(i_code, target); + if (objective) + elem->AddObjective(objective); + } + + if (design && loadname) { + Text name = loadname; + name.setSensitive(false); + + ListIter sl = (List&) design->loadouts; + while (++sl) { + if (name == sl->name) { + load = sl->load; + elem->SetLoadout(load); + } + } + } + + for (int i = 0; i < ship->NumFlightDecks(); i++) { + FlightDeck* d = ship->GetFlightDeck(i); + + if (d && d->IsLaunchDeck()) { + int dq = hangar->PreflightQueue(d); + + if (dq < queue) { + queue = dq; + deck = d; + } + } + } + + int npackage = 0; + int slots[4]; + + for (int i = 0; i < 4; i++) + slots[i] = -1; + + for (int slot = 0; slot < hangar->SquadronSize(squadron); slot++) { + const HangarSlot* s = hangar->GetSlot(squadron, slot); + + if (hangar->GetState(s) == Hangar::STORAGE) { + if (npackage < 4) + slots[npackage] = slot; + + hangar->GotoAlert(squadron, slot, deck, elem, load, code > Mission::SWEEP); + npackage++; + + if (npackage >= size) + break; + } + } + + NetUtil::SendElemCreate(elem, squadron, slots, code <= Mission::SWEEP); + + return elem; +} + +// +--------------------------------------------------------------------+ + +bool +CarrierAI::LaunchElement(Element* elem) +{ + bool result = false; + + if (!elem) + return result; + + for (int squadron = 0; squadron < hangar->NumSquadrons(); squadron++) { + for (int slot = 0; slot < hangar->SquadronSize(squadron); slot++) { + const HangarSlot* s = hangar->GetSlot(squadron, slot); + + if (hangar->GetState(s) == Hangar::ALERT && + hangar->GetPackageElement(s) == elem) { + + hangar->Launch(squadron, slot); + NetUtil::SendShipLaunch(ship, squadron, slot); + + result = true; + } + } + } + + return result; +} -- cgit v1.1