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/SeekerAI.cpp | 257 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 257 insertions(+) create mode 100644 Stars45/SeekerAI.cpp (limited to 'Stars45/SeekerAI.cpp') diff --git a/Stars45/SeekerAI.cpp b/Stars45/SeekerAI.cpp new file mode 100644 index 0000000..c57219c --- /dev/null +++ b/Stars45/SeekerAI.cpp @@ -0,0 +1,257 @@ +/* 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(name, "SeekerAI(%s)", self->Name()); + return name; +} + -- cgit v1.1