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/SeekerAI.cpp | 538 +++++++++++++++++++++++++++------------------------ 1 file changed, 281 insertions(+), 257 deletions(-) (limited to 'Stars45/SeekerAI.cpp') diff --git a/Stars45/SeekerAI.cpp b/Stars45/SeekerAI.cpp index 0fb0adb..86f0691 100644 --- a/Stars45/SeekerAI.cpp +++ b/Stars45/SeekerAI.cpp @@ -1,257 +1,281 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright © 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: SeekerAI.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Seeker Missile (low-level) Artificial Intelligence class -*/ - -#include "MemDebug.h" -#include "SeekerAI.h" -#include "Ship.h" -#include "Shot.h" -#include "System.h" -#include "WeaponDesign.h" - -#include "Game.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 -= Game::FrameTime(); - } - 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 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; -} - +/* 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: SeekerAI.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Seeker Missile (low-level) Artificial Intelligence class +*/ + +#include "MemDebug.h" +#include "SeekerAI.h" +#include "Ship.h" +#include "Shot.h" +#include "System.h" +#include "WeaponDesign.h" + +#include "Game.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 -= Game::FrameTime(); + } + 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 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; +} + -- cgit v1.1