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/StarshipAI.cpp | 1668 ++++++++++++++++++++++++------------------------ 1 file changed, 846 insertions(+), 822 deletions(-) (limited to 'Stars45/StarshipAI.cpp') diff --git a/Stars45/StarshipAI.cpp b/Stars45/StarshipAI.cpp index 0fcb4b7..14af058 100644 --- a/Stars45/StarshipAI.cpp +++ b/Stars45/StarshipAI.cpp @@ -1,822 +1,846 @@ -/* Project Starshatter 5.0 - Destroyer Studios LLC - Copyright © 1997-2007. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: StarshipAI.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Starship (low-level) Artificial Intelligence class -*/ - -#include "MemDebug.h" -#include "StarshipAI.h" -#include "StarshipTacticalAI.h" -#include "Ship.h" -#include "ShipDesign.h" -#include "Element.h" -#include "Mission.h" -#include "Instruction.h" -#include "RadioMessage.h" -#include "Contact.h" -#include "WeaponGroup.h" -#include "Drive.h" -#include "Sim.h" -#include "StarSystem.h" -#include "FlightComp.h" -#include "Farcaster.h" -#include "QuantumDrive.h" - -#include "Game.h" -#include "Random.h" - -// +----------------------------------------------------------------------+ - -StarshipAI::StarshipAI(SimObject* s) -: ShipAI(s), sub_select_time(0), subtarget(0), tgt_point_defense(false) -{ - ai_type = STARSHIP; - - // signifies this ship is a dead hulk: - if (ship && ship->Design()->auto_roll < 0) { - Point torque(rand()-16000, rand()-16000, rand()-16000); - torque.Normalize(); - torque *= ship->Mass() / 10; - - ship->SetFLCSMode(0); - if (ship->GetFLCS()) - ship->GetFLCS()->PowerOff(); - - ship->ApplyTorque(torque); - ship->SetVelocity(RandomDirection() * Random(20, 50)); - - for (int i = 0; i < 64; i++) { - Weapon* w = ship->GetWeaponByIndex(i+1); - if (w) - w->DrainPower(0); - else - break; - } - } - - else { - tactical = new(__FILE__,__LINE__) StarshipTacticalAI(this); - } - - sub_select_time = Game::GameTime() + (DWORD) Random(0, 2000); - point_defense_time = sub_select_time; -} - - -// +--------------------------------------------------------------------+ - -StarshipAI::~StarshipAI() -{ } - -// +--------------------------------------------------------------------+ - -void -StarshipAI::FindObjective() -{ - distance = 0; - - int order = ship->GetRadioOrders()->Action(); - - if (order == RadioMessage::QUANTUM_TO || - order == RadioMessage::FARCAST_TO) { - - FindObjectiveQuantum(); - objective = Transform(obj_w); - return; - } - - bool hold = order == RadioMessage::WEP_HOLD || - order == RadioMessage::FORM_UP; - - bool form = hold || - (!order && !target) || - (farcaster); - - // if not the element leader, stay in formation: - if (form && element_index > 1) { - ship->SetDirectorInfo(Game::GetText("ai.formation")); - - if (navpt && navpt->Action() == Instruction::LAUNCH) { - FindObjectiveNavPoint(); - } - else { - navpt = 0; - FindObjectiveFormation(); - } - - // transform into camera coords: - objective = Transform(obj_w); - return; - } - - // under orders? - bool directed = false; - double threat_level = 0; - double support_level = 1; - Ship* ward = ship->GetWard(); - - if (tactical) { - directed = (tactical->RulesOfEngagement() == TacticalAI::DIRECTED); - threat_level = tactical->ThreatLevel(); - support_level = tactical->SupportLevel(); - } - - // threat processing: - if (hold || !directed && threat_level >= 2*support_level) { - - // seek support: - if (support) { - double d_support = Point(support->Location() - ship->Location()).length(); - if (d_support > 35e3) { - ship->SetDirectorInfo(Game::GetText("ai.regroup")); - FindObjectiveTarget(support); - objective = Transform(obj_w); - return; - } - } - - // run away: - else if (threat && threat != target) { - ship->SetDirectorInfo(Game::GetText("ai.retreat")); - obj_w = ship->Location() + Point(ship->Location() - threat->Location()) * 100; - objective = Transform(obj_w); - return; - } - } - - // weapons hold: - if (hold) { - if (navpt) { - ship->SetDirectorInfo(Game::GetText("ai.seek-navpt")); - FindObjectiveNavPoint(); - } - - else if (patrol) { - ship->SetDirectorInfo(Game::GetText("ai.patrol")); - FindObjectivePatrol(); - } - - else { - ship->SetDirectorInfo(Game::GetText("ai.holding")); - objective = Point(); - } - } - - // normal processing: - else if (target) { - ship->SetDirectorInfo(Game::GetText("ai.seek-target")); - FindObjectiveTarget(target); - } - - else if (patrol) { - ship->SetDirectorInfo(Game::GetText("ai.patrol")); - FindObjectivePatrol(); - } - - else if (ward) { - ship->SetDirectorInfo(Game::GetText("ai.seek-ward")); - FindObjectiveFormation(); - } - - else if (navpt) { - ship->SetDirectorInfo(Game::GetText("ai.seek-navpt")); - FindObjectiveNavPoint(); - } - - else if (rumor) { - ship->SetDirectorInfo(Game::GetText("ai.search")); - FindObjectiveTarget(rumor); - } - - else { - objective = Point(); - } - - // transform into camera coords: - objective = Transform(obj_w); -} - -// +--------------------------------------------------------------------+ - -void -StarshipAI::Navigator() -{ - // signifies this ship is a dead hulk: - if (ship && ship->Design()->auto_roll < 0) { - ship->SetDirectorInfo(Game::GetText("ai.dead")); - return; - } - - accumulator.Clear(); - magnitude = 0; - - hold = false; - if ((ship->GetElement() && ship->GetElement()->GetHoldTime() > 0) || - (navpt && navpt->Status() == Instruction::COMPLETE && navpt->HoldTime() > 0)) - hold = true; - - ship->SetFLCSMode(Ship::FLCS_HELM); - - if (!ship->GetDirectorInfo()) { - if (target) - ship->SetDirectorInfo(Game::GetText("ai.seek-target")); - else if (ship->GetWard()) - ship->SetDirectorInfo(Game::GetText("ai.seek-ward")); - else - ship->SetDirectorInfo(Game::GetText("ai.patrol")); - } - - if (farcaster && distance < 25e3) { - accumulator = SeekTarget(); - } - else { - accumulator = AvoidCollision(); - - if (!other && !hold) - accumulator = SeekTarget(); - } - - HelmControl(); - ThrottleControl(); - FireControl(); - AdjustDefenses(); -} - -// +--------------------------------------------------------------------+ - -void -StarshipAI::HelmControl() -{ - // signifies this ship is a dead hulk: - if (ship && ship->Design()->auto_roll < 0) { - return; - } - - double trans_x = 0; - double trans_y = 0; - double trans_z = 0; - - bool station_keeping = distance < 0; - - if (station_keeping) { - accumulator.brake = 1; - accumulator.stop = 1; - - ship->SetHelmPitch(0); - } - - else { - Element* elem = ship->GetElement(); - - Ship* ward = ship->GetWard(); - Ship* s_threat = 0; - if (threat && threat->Class() >= ship->Class()) - s_threat = threat; - - if (other || target || ward || s_threat || navpt || patrol || farcaster || element_index > 1) { - ship->SetHelmHeading(accumulator.yaw); - - if (elem->Type() == Mission::FLIGHT_OPS) { - ship->SetHelmPitch(0); - - if (ship->NumInbound() > 0) { - ship->SetHelmHeading(ship->CompassHeading()); - } - } - - else if (accumulator.pitch > 60*DEGREES) { - ship->SetHelmPitch(60*DEGREES); - } - - else if (accumulator.pitch < -60*DEGREES) { - ship->SetHelmPitch(-60*DEGREES); - } - - else { - ship->SetHelmPitch(accumulator.pitch); - } - - } - else { - ship->SetHelmPitch(0); - } - } - - ship->SetTransX(trans_x); - ship->SetTransY(trans_y); - ship->SetTransZ(trans_z); - - ship->ExecFLCSFrame(); -} - -void -StarshipAI::ThrottleControl() -{ - // signifies this ship is a dead hulk: - if (ship && ship->Design()->auto_roll < 0) { - return; - } - - // station keeping: - - if (distance < 0) { - old_throttle = 0; - throttle = 0; - - ship->SetThrottle(0); - - if (ship->GetFLCS()) - ship->GetFLCS()->FullStop(); - - return; - } - - // normal throttle processing: - - double ship_speed = ship->Velocity() * ship->Heading(); - double brakes = 0; - Ship* ward = ship->GetWard(); - Ship* s_threat = 0; - - if (threat && threat->Class() >= ship->Class()) - s_threat = threat; - - if (target || s_threat) { // target pursuit, or retreat - throttle = 100; - - if (target && distance < 50e3) { - double closing_speed = ship_speed; - - if (target) { - Point delta = target->Location() - ship->Location(); - delta.Normalize(); - - closing_speed = ship->Velocity() * delta; - } - - if (closing_speed > 300) { - throttle = 30; - brakes = 0.25; - } - } - - throttle *= (1 - accumulator.brake); - - if (throttle < 1 && ship->GetFLCS() != 0) - ship->GetFLCS()->FullStop(); - } - - else if (ward) { // escort, match speed of ward - double speed = ward->Velocity().length(); - throttle = old_throttle; - - if (speed == 0) { - double d = (ship->Location() - ward->Location()).length(); - - if (d > 30e3) - speed = (d - 30e3) / 100; - } - - if (speed > 0) { - if (ship_speed > speed) { - throttle = old_throttle - 1; - brakes = 0.2; - } - else if (ship_speed < speed - 10) { - throttle = old_throttle + 1; - } - } - else { - throttle = 0; - brakes = 0.5; - } - } - - else if (patrol || farcaster) { // seek patrol point - throttle = 100; - - if (distance < 10 * ship_speed) { - if (ship->Velocity().length() > 200) - throttle = 5; - else - throttle = 50; - } - } - - else if (navpt) { // lead only, get speed from navpt - double speed = navpt->Speed(); - throttle = old_throttle; - - if (hold) { - throttle = 0; - brakes = 1; - } - - else { - if (speed <= 0) - speed = 300; - - if (ship_speed > speed) { - if (throttle > 0 && old_throttle > 1) - throttle = old_throttle - 1; - - brakes = 0.25; - } - else if (ship_speed < speed - 10) { - throttle = old_throttle + 1; - } - } - } - - else if (element_index > 1) { // wingman - Ship* lead = ship->GetElement()->GetShip(1); - double lv = lead->Velocity().length(); - double sv = ship_speed; - double dv = lv-sv; - double dt = 0; - - if (dv > 0) dt = dv * 1e-2 * seconds; - else if (dv < 0) dt = dv * 1e-2 * seconds; - - throttle = old_throttle + dt; - } - - else { - throttle = 0; - } - - old_throttle = throttle; - ship->SetThrottle(throttle); - - if (ship_speed > 1 && brakes > 0) - ship->SetTransY(-brakes * ship->Design()->trans_y); - - else if (throttle > 10 && (ship->GetEMCON() < 2 || ship->GetFuelLevel() < 10)) - ship->SetTransY(ship->Design()->trans_y); -} - -// +--------------------------------------------------------------------+ - -Steer -StarshipAI::SeekTarget() -{ - if (navpt) { - SimRegion* self_rgn = ship->GetRegion(); - SimRegion* nav_rgn = navpt->Region(); - QuantumDrive* qdrive = ship->GetQuantumDrive(); - - if (self_rgn && !nav_rgn) { - nav_rgn = self_rgn; - navpt->SetRegion(nav_rgn); - } - - bool use_farcaster = self_rgn != nav_rgn && - (navpt->Farcast() || - !qdrive || - !qdrive->IsPowerOn() || - qdrive->Status() < System::DEGRADED - ); - - if (use_farcaster) { - if (!farcaster) { - ListIter s = self_rgn->Ships(); - while (++s && !farcaster) { - if (s->GetFarcaster()) { - const Ship* dest = s->GetFarcaster()->GetDest(); - if (dest && dest->GetRegion() == nav_rgn) { - farcaster = s->GetFarcaster(); - } - } - } - } - - if (farcaster) { - if (farcaster->GetShip()->GetRegion() != self_rgn) - farcaster = farcaster->GetDest()->GetFarcaster(); - - obj_w = farcaster->EndPoint(); - distance = Point(obj_w - ship->Location()).length(); - - if (distance < 1000) - farcaster = 0; - } - } - else if (self_rgn != nav_rgn) { - QuantumDrive* q = ship->GetQuantumDrive(); - - if (q) { - if (q->ActiveState() == QuantumDrive::ACTIVE_READY) { - q->SetDestination(navpt->Region(), navpt->Location()); - q->Engage(); - } - } - } - } - - return ShipAI::SeekTarget(); -} - -// +--------------------------------------------------------------------+ - -Steer -StarshipAI::AvoidCollision() -{ - if (!ship || ship->Velocity().length() < 25) - return Steer(); - - return ShipAI::AvoidCollision(); -} - -// +--------------------------------------------------------------------+ - -void -StarshipAI::FireControl() -{ - // identify unknown contacts: - if (identify) { - if (fabs(ship->GetHelmHeading() - ship->CompassHeading()) < 10*DEGREES) { - Contact* contact = ship->FindContact(target); - - if (contact && !contact->ActLock()) { - if (!ship->GetProbe()) { - ship->LaunchProbe(); - } - } - } - - return; - } - - // investigate last known location of enemy ship: - if (rumor && !target && ship->GetProbeLauncher() && !ship->GetProbe()) { - // is rumor in basket? - Point rmr = Transform(rumor->Location()); - rmr.Normalize(); - - double dx = fabs(rmr.x); - double dy = fabs(rmr.y); - - if (dx < 10*DEGREES && dy < 10*DEGREES && rmr.z > 0) { - ship->LaunchProbe(); - } - } - - // Corvettes and Frigates are anti-air platforms. They need to - // target missile threats even when the threat is aimed at another - // friendly ship. Forward facing weapons must be on auto fire, - // while lateral and aft facing weapons are set to point defense. - - if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) { - ListIter iter = ship->Weapons(); - while (++iter) { - WeaponGroup* group = iter.value(); - - ListIter w_iter = group->GetWeapons(); - while (++w_iter) { - Weapon* weapon = w_iter.value(); - - double az = weapon->GetAzimuth(); - if (fabs(az) < 45*DEGREES) { - weapon->SetFiringOrders(Weapon::AUTO); - weapon->SetTarget(target, 0); - } - - else { - weapon->SetFiringOrders(Weapon::POINT_DEFENSE); - } - } - } - } - - // All other starships are free to engage ship targets. Weapon - // fire control is managed by the type of weapon. - - else { - System* subtgt = SelectSubtarget(); - - ListIter iter = ship->Weapons(); - while (++iter) { - WeaponGroup* weapon = iter.value(); - - if (weapon->GetDesign()->target_type & Ship::DROPSHIPS) { // anti-air weapon? - weapon->SetFiringOrders(Weapon::POINT_DEFENSE); - } - else if (weapon->IsDrone()) { // torpedoes - weapon->SetFiringOrders(Weapon::MANUAL); - weapon->SetTarget(target, 0); - - if (target && target->GetRegion() == ship->GetRegion()) { - Point delta = target->Location() - ship->Location(); - double range = delta.length(); - - if (range < weapon->GetDesign()->max_range * 0.9 && - !AssessTargetPointDefense()) - weapon->SetFiringOrders(Weapon::AUTO); - - else if (range < weapon->GetDesign()->max_range * 0.5) - weapon->SetFiringOrders(Weapon::AUTO); - } - } - else { // anti-ship weapon - weapon->SetFiringOrders(Weapon::AUTO); - weapon->SetTarget(target, subtgt); - weapon->SetSweep(subtgt ? Weapon::SWEEP_NONE : Weapon::SWEEP_TIGHT); - } - } - } -} - -// +--------------------------------------------------------------------+ - -System* -StarshipAI::SelectSubtarget() -{ - if (Game::GameTime() - sub_select_time < 2345) - return subtarget; - - subtarget = 0; - - if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 1) - return subtarget; - - Ship* tgt_ship = (Ship*) target; - - if (!tgt_ship->IsStarship()) - return subtarget; - - Weapon* subtgt = 0; - double dist = 50e3; - Point svec = ship->Location() - tgt_ship->Location(); - - sub_select_time = Game::GameTime(); - - // first pass: turrets - ListIter g_iter = tgt_ship->Weapons(); - while (++g_iter) { - WeaponGroup* g = g_iter.value(); - - if (g->GetDesign() && g->GetDesign()->turret_model) { - ListIter w_iter = g->GetWeapons(); - while (++w_iter) { - Weapon* w = w_iter.value(); - - if (w->Availability() < 35) - continue; - - if (w->GetAimVector() * svec < 0) - continue; - - if (w->GetTurret()) { - Point tloc = w->GetTurret()->Location(); - Point delta = tloc - ship->Location(); - double dlen = delta.length(); - - if (dlen < dist) { - subtgt = w; - dist = dlen; - } - } - } - } - } - - // second pass: major weapons - if (!subtgt) { - g_iter.reset(); - while (++g_iter) { - WeaponGroup* g = g_iter.value(); - - if (g->GetDesign() && !g->GetDesign()->turret_model) { - ListIter w_iter = g->GetWeapons(); - while (++w_iter) { - Weapon* w = w_iter.value(); - - if (w->Availability() < 35) - continue; - - if (w->GetAimVector() * svec < 0) - continue; - - Point tloc = w->MountLocation(); - Point delta = tloc - ship->Location(); - double dlen = delta.length(); - - if (dlen < dist) { - subtgt = w; - dist = dlen; - } - } - } - } - } - - subtarget = subtgt; - return subtarget; -} - -// +--------------------------------------------------------------------+ - -bool -StarshipAI::AssessTargetPointDefense() -{ - if (Game::GameTime() - point_defense_time < 3500) - return tgt_point_defense; - - tgt_point_defense = false; - - if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 2) - return tgt_point_defense; - - Ship* tgt_ship = (Ship*) target; - - if (!tgt_ship->IsStarship()) - return tgt_point_defense; - - Weapon* subtgt = 0; - Point svec = ship->Location() - tgt_ship->Location(); - - point_defense_time = Game::GameTime(); - - // first pass: turrets - ListIter g_iter = tgt_ship->Weapons(); - while (++g_iter && !tgt_point_defense) { - WeaponGroup* g = g_iter.value(); - - if (g->CanTarget(1)) { - ListIter w_iter = g->GetWeapons(); - while (++w_iter && !tgt_point_defense) { - Weapon* w = w_iter.value(); - - if (w->Availability() > 35 && w->GetAimVector() * svec > 0) - tgt_point_defense = true; - } - } - } - - return tgt_point_defense; -} - - -// +--------------------------------------------------------------------+ - -Point -StarshipAI::Transform(const Point& point) -{ - return point - self->Location(); -} - -Steer -StarshipAI::Seek(const Point& point) -{ - // the point is in relative world coordinates - // x: distance east(-) / west(+) - // y: altitude down(-) / up(+) - // z: distance north(-) / south(+) - - Steer result; - - result.yaw = atan2(point.x, point.z) + PI; - - double adjacent = sqrt(point.x*point.x + point.z*point.z); - if (fabs(point.y) > ship->Radius() && adjacent > ship->Radius()) - result.pitch = atan(point.y / adjacent); - - if (!_finite(result.yaw)) - result.yaw = 0; - - if (!_finite(result.pitch)) - result.pitch = 0; - - return result; -} - -Steer -StarshipAI::Flee(const Point& point) -{ - Steer result = Seek(point); - result.yaw += PI; - return result; -} - -Steer -StarshipAI::Avoid(const Point& point, float radius) -{ - Steer result = Seek(point); - - if (point * ship->BeamLine() > 0) - result.yaw -= PI/2; - else - result.yaw += PI/2; - - 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: StarshipAI.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Starship (low-level) Artificial Intelligence class +*/ + +#include "MemDebug.h" +#include "StarshipAI.h" +#include "StarshipTacticalAI.h" +#include "Ship.h" +#include "ShipDesign.h" +#include "Element.h" +#include "Mission.h" +#include "Instruction.h" +#include "RadioMessage.h" +#include "Contact.h" +#include "WeaponGroup.h" +#include "Drive.h" +#include "Sim.h" +#include "StarSystem.h" +#include "FlightComp.h" +#include "Farcaster.h" +#include "QuantumDrive.h" + +#include "Game.h" +#include "Random.h" + +// +----------------------------------------------------------------------+ + +StarshipAI::StarshipAI(SimObject* s) +: ShipAI(s), sub_select_time(0), subtarget(0), tgt_point_defense(false) +{ + ai_type = STARSHIP; + + // signifies this ship is a dead hulk: + if (ship && ship->Design()->auto_roll < 0) { + Point torque(rand()-16000, rand()-16000, rand()-16000); + torque.Normalize(); + torque *= ship->Mass() / 10; + + ship->SetFLCSMode(0); + if (ship->GetFLCS()) + ship->GetFLCS()->PowerOff(); + + ship->ApplyTorque(torque); + ship->SetVelocity(RandomDirection() * Random(20, 50)); + + for (int i = 0; i < 64; i++) { + Weapon* w = ship->GetWeaponByIndex(i+1); + if (w) + w->DrainPower(0); + else + break; + } + } + + else { + tactical = new(__FILE__,__LINE__) StarshipTacticalAI(this); + } + + sub_select_time = Game::GameTime() + (DWORD) Random(0, 2000); + point_defense_time = sub_select_time; +} + + +// +--------------------------------------------------------------------+ + +StarshipAI::~StarshipAI() +{ } + +// +--------------------------------------------------------------------+ + +void +StarshipAI::FindObjective() +{ + distance = 0; + + int order = ship->GetRadioOrders()->Action(); + + if (order == RadioMessage::QUANTUM_TO || + order == RadioMessage::FARCAST_TO) { + + FindObjectiveQuantum(); + objective = Transform(obj_w); + return; + } + + bool hold = order == RadioMessage::WEP_HOLD || + order == RadioMessage::FORM_UP; + + bool form = hold || + (!order && !target) || + (farcaster); + + // if not the element leader, stay in formation: + if (form && element_index > 1) { + ship->SetDirectorInfo(Game::GetText("ai.formation")); + + if (navpt && navpt->Action() == Instruction::LAUNCH) { + FindObjectiveNavPoint(); + } + else { + navpt = 0; + FindObjectiveFormation(); + } + + // transform into camera coords: + objective = Transform(obj_w); + return; + } + + // under orders? + bool directed = false; + double threat_level = 0; + double support_level = 1; + Ship* ward = ship->GetWard(); + + if (tactical) { + directed = (tactical->RulesOfEngagement() == TacticalAI::DIRECTED); + threat_level = tactical->ThreatLevel(); + support_level = tactical->SupportLevel(); + } + + // threat processing: + if (hold || !directed && threat_level >= 2*support_level) { + + // seek support: + if (support) { + double d_support = Point(support->Location() - ship->Location()).length(); + if (d_support > 35e3) { + ship->SetDirectorInfo(Game::GetText("ai.regroup")); + FindObjectiveTarget(support); + objective = Transform(obj_w); + return; + } + } + + // run away: + else if (threat && threat != target) { + ship->SetDirectorInfo(Game::GetText("ai.retreat")); + obj_w = ship->Location() + Point(ship->Location() - threat->Location()) * 100; + objective = Transform(obj_w); + return; + } + } + + // weapons hold: + if (hold) { + if (navpt) { + ship->SetDirectorInfo(Game::GetText("ai.seek-navpt")); + FindObjectiveNavPoint(); + } + + else if (patrol) { + ship->SetDirectorInfo(Game::GetText("ai.patrol")); + FindObjectivePatrol(); + } + + else { + ship->SetDirectorInfo(Game::GetText("ai.holding")); + objective = Point(); + } + } + + // normal processing: + else if (target) { + ship->SetDirectorInfo(Game::GetText("ai.seek-target")); + FindObjectiveTarget(target); + } + + else if (patrol) { + ship->SetDirectorInfo(Game::GetText("ai.patrol")); + FindObjectivePatrol(); + } + + else if (ward) { + ship->SetDirectorInfo(Game::GetText("ai.seek-ward")); + FindObjectiveFormation(); + } + + else if (navpt) { + ship->SetDirectorInfo(Game::GetText("ai.seek-navpt")); + FindObjectiveNavPoint(); + } + + else if (rumor) { + ship->SetDirectorInfo(Game::GetText("ai.search")); + FindObjectiveTarget(rumor); + } + + else { + objective = Point(); + } + + // transform into camera coords: + objective = Transform(obj_w); +} + +// +--------------------------------------------------------------------+ + +void +StarshipAI::Navigator() +{ + // signifies this ship is a dead hulk: + if (ship && ship->Design()->auto_roll < 0) { + ship->SetDirectorInfo(Game::GetText("ai.dead")); + return; + } + + accumulator.Clear(); + magnitude = 0; + + hold = false; + if ((ship->GetElement() && ship->GetElement()->GetHoldTime() > 0) || + (navpt && navpt->Status() == Instruction::COMPLETE && navpt->HoldTime() > 0)) + hold = true; + + ship->SetFLCSMode(Ship::FLCS_HELM); + + if (!ship->GetDirectorInfo()) { + if (target) + ship->SetDirectorInfo(Game::GetText("ai.seek-target")); + else if (ship->GetWard()) + ship->SetDirectorInfo(Game::GetText("ai.seek-ward")); + else + ship->SetDirectorInfo(Game::GetText("ai.patrol")); + } + + if (farcaster && distance < 25e3) { + accumulator = SeekTarget(); + } + else { + accumulator = AvoidCollision(); + + if (!other && !hold) + accumulator = SeekTarget(); + } + + HelmControl(); + ThrottleControl(); + FireControl(); + AdjustDefenses(); +} + +// +--------------------------------------------------------------------+ + +void +StarshipAI::HelmControl() +{ + // signifies this ship is a dead hulk: + if (ship && ship->Design()->auto_roll < 0) { + return; + } + + double trans_x = 0; + double trans_y = 0; + double trans_z = 0; + + bool station_keeping = distance < 0; + + if (station_keeping) { + accumulator.brake = 1; + accumulator.stop = 1; + + ship->SetHelmPitch(0); + } + + else { + Element* elem = ship->GetElement(); + + Ship* ward = ship->GetWard(); + Ship* s_threat = 0; + if (threat && threat->Class() >= ship->Class()) + s_threat = threat; + + if (other || target || ward || s_threat || navpt || patrol || farcaster || element_index > 1) { + ship->SetHelmHeading(accumulator.yaw); + + if (elem->Type() == Mission::FLIGHT_OPS) { + ship->SetHelmPitch(0); + + if (ship->NumInbound() > 0) { + ship->SetHelmHeading(ship->CompassHeading()); + } + } + + else if (accumulator.pitch > 60*DEGREES) { + ship->SetHelmPitch(60*DEGREES); + } + + else if (accumulator.pitch < -60*DEGREES) { + ship->SetHelmPitch(-60*DEGREES); + } + + else { + ship->SetHelmPitch(accumulator.pitch); + } + + } + else { + ship->SetHelmPitch(0); + } + } + + ship->SetTransX(trans_x); + ship->SetTransY(trans_y); + ship->SetTransZ(trans_z); + + ship->ExecFLCSFrame(); +} + +void +StarshipAI::ThrottleControl() +{ + // signifies this ship is a dead hulk: + if (ship && ship->Design()->auto_roll < 0) { + return; + } + + // station keeping: + + if (distance < 0) { + old_throttle = 0; + throttle = 0; + + ship->SetThrottle(0); + + if (ship->GetFLCS()) + ship->GetFLCS()->FullStop(); + + return; + } + + // normal throttle processing: + + double ship_speed = ship->Velocity() * ship->Heading(); + double brakes = 0; + Ship* ward = ship->GetWard(); + Ship* s_threat = 0; + + if (threat && threat->Class() >= ship->Class()) + s_threat = threat; + + if (target || s_threat) { // target pursuit, or retreat + throttle = 100; + + if (target && distance < 50e3) { + double closing_speed = ship_speed; + + if (target) { + Point delta = target->Location() - ship->Location(); + delta.Normalize(); + + closing_speed = ship->Velocity() * delta; + } + + if (closing_speed > 300) { + throttle = 30; + brakes = 0.25; + } + } + + throttle *= (1 - accumulator.brake); + + if (throttle < 1 && ship->GetFLCS() != 0) + ship->GetFLCS()->FullStop(); + } + + else if (ward) { // escort, match speed of ward + double speed = ward->Velocity().length(); + throttle = old_throttle; + + if (speed == 0) { + double d = (ship->Location() - ward->Location()).length(); + + if (d > 30e3) + speed = (d - 30e3) / 100; + } + + if (speed > 0) { + if (ship_speed > speed) { + throttle = old_throttle - 1; + brakes = 0.2; + } + else if (ship_speed < speed - 10) { + throttle = old_throttle + 1; + } + } + else { + throttle = 0; + brakes = 0.5; + } + } + + else if (patrol || farcaster) { // seek patrol point + throttle = 100; + + if (distance < 10 * ship_speed) { + if (ship->Velocity().length() > 200) + throttle = 5; + else + throttle = 50; + } + } + + else if (navpt) { // lead only, get speed from navpt + double speed = navpt->Speed(); + throttle = old_throttle; + + if (hold) { + throttle = 0; + brakes = 1; + } + + else { + if (speed <= 0) + speed = 300; + + if (ship_speed > speed) { + if (throttle > 0 && old_throttle > 1) + throttle = old_throttle - 1; + + brakes = 0.25; + } + else if (ship_speed < speed - 10) { + throttle = old_throttle + 1; + } + } + } + + else if (element_index > 1) { // wingman + Ship* lead = ship->GetElement()->GetShip(1); + double lv = lead->Velocity().length(); + double sv = ship_speed; + double dv = lv-sv; + double dt = 0; + + if (dv > 0) dt = dv * 1e-2 * seconds; + else if (dv < 0) dt = dv * 1e-2 * seconds; + + throttle = old_throttle + dt; + } + + else { + throttle = 0; + } + + old_throttle = throttle; + ship->SetThrottle(throttle); + + if (ship_speed > 1 && brakes > 0) + ship->SetTransY(-brakes * ship->Design()->trans_y); + + else if (throttle > 10 && (ship->GetEMCON() < 2 || ship->GetFuelLevel() < 10)) + ship->SetTransY(ship->Design()->trans_y); +} + +// +--------------------------------------------------------------------+ + +Steer +StarshipAI::SeekTarget() +{ + if (navpt) { + SimRegion* self_rgn = ship->GetRegion(); + SimRegion* nav_rgn = navpt->Region(); + QuantumDrive* qdrive = ship->GetQuantumDrive(); + + if (self_rgn && !nav_rgn) { + nav_rgn = self_rgn; + navpt->SetRegion(nav_rgn); + } + + bool use_farcaster = self_rgn != nav_rgn && + (navpt->Farcast() || + !qdrive || + !qdrive->IsPowerOn() || + qdrive->Status() < System::DEGRADED + ); + + if (use_farcaster) { + if (!farcaster) { + ListIter s = self_rgn->Ships(); + while (++s && !farcaster) { + if (s->GetFarcaster()) { + const Ship* dest = s->GetFarcaster()->GetDest(); + if (dest && dest->GetRegion() == nav_rgn) { + farcaster = s->GetFarcaster(); + } + } + } + } + + if (farcaster) { + if (farcaster->GetShip()->GetRegion() != self_rgn) + farcaster = farcaster->GetDest()->GetFarcaster(); + + obj_w = farcaster->EndPoint(); + distance = Point(obj_w - ship->Location()).length(); + + if (distance < 1000) + farcaster = 0; + } + } + else if (self_rgn != nav_rgn) { + QuantumDrive* q = ship->GetQuantumDrive(); + + if (q) { + if (q->ActiveState() == QuantumDrive::ACTIVE_READY) { + q->SetDestination(navpt->Region(), navpt->Location()); + q->Engage(); + } + } + } + } + + return ShipAI::SeekTarget(); +} + +// +--------------------------------------------------------------------+ + +Steer +StarshipAI::AvoidCollision() +{ + if (!ship || ship->Velocity().length() < 25) + return Steer(); + + return ShipAI::AvoidCollision(); +} + +// +--------------------------------------------------------------------+ + +void +StarshipAI::FireControl() +{ + // identify unknown contacts: + if (identify) { + if (fabs(ship->GetHelmHeading() - ship->CompassHeading()) < 10*DEGREES) { + Contact* contact = ship->FindContact(target); + + if (contact && !contact->ActLock()) { + if (!ship->GetProbe()) { + ship->LaunchProbe(); + } + } + } + + return; + } + + // investigate last known location of enemy ship: + if (rumor && !target && ship->GetProbeLauncher() && !ship->GetProbe()) { + // is rumor in basket? + Point rmr = Transform(rumor->Location()); + rmr.Normalize(); + + double dx = fabs(rmr.x); + double dy = fabs(rmr.y); + + if (dx < 10*DEGREES && dy < 10*DEGREES && rmr.z > 0) { + ship->LaunchProbe(); + } + } + + // Corvettes and Frigates are anti-air platforms. They need to + // target missile threats even when the threat is aimed at another + // friendly ship. Forward facing weapons must be on auto fire, + // while lateral and aft facing weapons are set to point defense. + + if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) { + ListIter iter = ship->Weapons(); + while (++iter) { + WeaponGroup* group = iter.value(); + + ListIter w_iter = group->GetWeapons(); + while (++w_iter) { + Weapon* weapon = w_iter.value(); + + double az = weapon->GetAzimuth(); + if (fabs(az) < 45*DEGREES) { + weapon->SetFiringOrders(Weapon::AUTO); + weapon->SetTarget(target, 0); + } + + else { + weapon->SetFiringOrders(Weapon::POINT_DEFENSE); + } + } + } + } + + // All other starships are free to engage ship targets. Weapon + // fire control is managed by the type of weapon. + + else { + System* subtgt = SelectSubtarget(); + + ListIter iter = ship->Weapons(); + while (++iter) { + WeaponGroup* weapon = iter.value(); + + if (weapon->GetDesign()->target_type & Ship::DROPSHIPS) { // anti-air weapon? + weapon->SetFiringOrders(Weapon::POINT_DEFENSE); + } + else if (weapon->IsDrone()) { // torpedoes + weapon->SetFiringOrders(Weapon::MANUAL); + weapon->SetTarget(target, 0); + + if (target && target->GetRegion() == ship->GetRegion()) { + Point delta = target->Location() - ship->Location(); + double range = delta.length(); + + if (range < weapon->GetDesign()->max_range * 0.9 && + !AssessTargetPointDefense()) + weapon->SetFiringOrders(Weapon::AUTO); + + else if (range < weapon->GetDesign()->max_range * 0.5) + weapon->SetFiringOrders(Weapon::AUTO); + } + } + else { // anti-ship weapon + weapon->SetFiringOrders(Weapon::AUTO); + weapon->SetTarget(target, subtgt); + weapon->SetSweep(subtgt ? Weapon::SWEEP_NONE : Weapon::SWEEP_TIGHT); + } + } + } +} + +// +--------------------------------------------------------------------+ + +System* +StarshipAI::SelectSubtarget() +{ + if (Game::GameTime() - sub_select_time < 2345) + return subtarget; + + subtarget = 0; + + if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 1) + return subtarget; + + Ship* tgt_ship = (Ship*) target; + + if (!tgt_ship->IsStarship()) + return subtarget; + + Weapon* subtgt = 0; + double dist = 50e3; + Point svec = ship->Location() - tgt_ship->Location(); + + sub_select_time = Game::GameTime(); + + // first pass: turrets + ListIter g_iter = tgt_ship->Weapons(); + while (++g_iter) { + WeaponGroup* g = g_iter.value(); + + if (g->GetDesign() && g->GetDesign()->turret_model) { + ListIter w_iter = g->GetWeapons(); + while (++w_iter) { + Weapon* w = w_iter.value(); + + if (w->Availability() < 35) + continue; + + if (w->GetAimVector() * svec < 0) + continue; + + if (w->GetTurret()) { + Point tloc = w->GetTurret()->Location(); + Point delta = tloc - ship->Location(); + double dlen = delta.length(); + + if (dlen < dist) { + subtgt = w; + dist = dlen; + } + } + } + } + } + + // second pass: major weapons + if (!subtgt) { + g_iter.reset(); + while (++g_iter) { + WeaponGroup* g = g_iter.value(); + + if (g->GetDesign() && !g->GetDesign()->turret_model) { + ListIter w_iter = g->GetWeapons(); + while (++w_iter) { + Weapon* w = w_iter.value(); + + if (w->Availability() < 35) + continue; + + if (w->GetAimVector() * svec < 0) + continue; + + Point tloc = w->MountLocation(); + Point delta = tloc - ship->Location(); + double dlen = delta.length(); + + if (dlen < dist) { + subtgt = w; + dist = dlen; + } + } + } + } + } + + subtarget = subtgt; + return subtarget; +} + +// +--------------------------------------------------------------------+ + +bool +StarshipAI::AssessTargetPointDefense() +{ + if (Game::GameTime() - point_defense_time < 3500) + return tgt_point_defense; + + tgt_point_defense = false; + + if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 2) + return tgt_point_defense; + + Ship* tgt_ship = (Ship*) target; + + if (!tgt_ship->IsStarship()) + return tgt_point_defense; + + Weapon* subtgt = 0; + Point svec = ship->Location() - tgt_ship->Location(); + + point_defense_time = Game::GameTime(); + + // first pass: turrets + ListIter g_iter = tgt_ship->Weapons(); + while (++g_iter && !tgt_point_defense) { + WeaponGroup* g = g_iter.value(); + + if (g->CanTarget(1)) { + ListIter w_iter = g->GetWeapons(); + while (++w_iter && !tgt_point_defense) { + Weapon* w = w_iter.value(); + + if (w->Availability() > 35 && w->GetAimVector() * svec > 0) + tgt_point_defense = true; + } + } + } + + return tgt_point_defense; +} + + +// +--------------------------------------------------------------------+ + +Point +StarshipAI::Transform(const Point& point) +{ + return point - self->Location(); +} + +Steer +StarshipAI::Seek(const Point& point) +{ + // the point is in relative world coordinates + // x: distance east(-) / west(+) + // y: altitude down(-) / up(+) + // z: distance north(-) / south(+) + + Steer result; + + result.yaw = atan2(point.x, point.z) + PI; + + double adjacent = sqrt(point.x*point.x + point.z*point.z); + if (fabs(point.y) > ship->Radius() && adjacent > ship->Radius()) + result.pitch = atan(point.y / adjacent); + + if (!_finite(result.yaw)) + result.yaw = 0; + + if (!_finite(result.pitch)) + result.pitch = 0; + + return result; +} + +Steer +StarshipAI::Flee(const Point& point) +{ + Steer result = Seek(point); + result.yaw += PI; + return result; +} + +Steer +StarshipAI::Avoid(const Point& point, float radius) +{ + Steer result = Seek(point); + + if (point * ship->BeamLine() > 0) + result.yaw -= PI/2; + else + result.yaw += PI/2; + + return result; +} + + -- cgit v1.1