From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Stars45/FighterTacticalAI.cpp | 562 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 562 insertions(+) create mode 100644 Stars45/FighterTacticalAI.cpp (limited to 'Stars45/FighterTacticalAI.cpp') diff --git a/Stars45/FighterTacticalAI.cpp b/Stars45/FighterTacticalAI.cpp new file mode 100644 index 0000000..dc0c417 --- /dev/null +++ b/Stars45/FighterTacticalAI.cpp @@ -0,0 +1,562 @@ +/* Project Starshatter 4.5 + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. + + SUBSYSTEM: Stars.exe + FILE: FighterTacticalAI.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Fighter-specific mid-level (tactical) AI class +*/ + +#include "MemDebug.h" +#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 "Game.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(Game::GetText("ai.none")); break; + case SELF_DEFENSIVE: ship->SetDirectorInfo(Game::GetText("ai.self-defensive")); break; + case DEFENSIVE: ship->SetDirectorInfo(Game::GetText("ai.defensive")); break; + case DIRECTED: ship->SetDirectorInfo(Game::GetText("ai.directed")); break; + case FLEXIBLE: ship->SetDirectorInfo(Game::GetText("ai.flexible")); break; + default: ship->SetDirectorInfo(Game::GetText("ai.default")); break; + } + + return (navpt != 0); +} + +// +--------------------------------------------------------------------+ + +void +FighterTacticalAI::SelectTarget() +{ + TacticalAI::SelectTarget(); + + SimObject* target = ship_ai->GetTarget(); + + if (target && (target->Type() == SimObject::SIM_SHIP) && + (Game::GameTime() - secondary_selection_time) > THREAT_REACTION_TIME) { + SelectSecondaryForTarget((Ship*) target); + secondary_selection_time = Game::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 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& weps) +{ + weps.clear(); + + if (tgt) { + ListIter 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 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 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 c_iter = ship->ContactList(); + + while (++c_iter) { + Contact* contact = c_iter.value(); + + if (contact->Threat(ship) && + (Game::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 g_iter = s->Weapons(); + while (++g_iter) { + WeaponGroup* w = g_iter.value(); + + if (w->Ammo() && w->CanTarget(target->Class())) { + ListIter 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; +} \ No newline at end of file -- cgit v1.1