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/TacticalAI.cpp | 1942 ++++++++++++++++++++++++------------------------ 1 file changed, 983 insertions(+), 959 deletions(-) (limited to 'Stars45/TacticalAI.cpp') diff --git a/Stars45/TacticalAI.cpp b/Stars45/TacticalAI.cpp index f8e7e32..0e61015 100644 --- a/Stars45/TacticalAI.cpp +++ b/Stars45/TacticalAI.cpp @@ -1,959 +1,983 @@ -/* Project Starshatter 4.5 - Destroyer Studios LLC - Copyright (C) 1997-2004. All Rights Reserved. - - SUBSYSTEM: Stars.exe - FILE: TacticalAI.cpp - AUTHOR: John DiCamillo - - - OVERVIEW - ======== - Generic Ship Tactical Level AI class -*/ - -#include "MemDebug.h" -#include "TacticalAI.h" -#include "ShipAI.h" -#include "CarrierAI.h" -#include "Ship.h" -#include "ShipDesign.h" -#include "Element.h" -#include "Instruction.h" -#include "RadioMessage.h" -#include "RadioTraffic.h" -#include "Contact.h" -#include "WeaponGroup.h" -#include "Drive.h" -#include "Hangar.h" -#include "Sim.h" -#include "Shot.h" -#include "Drone.h" -#include "StarSystem.h" - -#include "Game.h" -#include "Random.h" - -// +----------------------------------------------------------------------+ - -static int exec_time_seed = 0; - -// +----------------------------------------------------------------------+ - -TacticalAI::TacticalAI(ShipAI* ai) -: ship(0), ship_ai(0), carrier_ai(0), navpt(0), orders(0), -action(0), threat_level(0), support_level(1), -directed_tgtid(0) -{ - if (ai) { - ship_ai = ai; - ship = ai->GetShip(); - - Sim* sim = Sim::GetSim(); - - if (ship && ship->GetHangar() && ship->GetCommandAILevel() > 0 && - ship != sim->GetPlayerShip()) - carrier_ai = new(__FILE__,__LINE__) CarrierAI(ship, ship_ai->GetAILevel()); - } - - agression = 0; - roe = FLEXIBLE; - element_index = 1; - exec_time = exec_time_seed; - exec_time_seed += 17; -} - -TacticalAI::~TacticalAI() -{ - delete carrier_ai; -} - -// +--------------------------------------------------------------------+ - -void -TacticalAI::ExecFrame(double secs) -{ - const int exec_period = 1000; - - if (!ship || !ship_ai) - return; - - navpt = ship->GetNextNavPoint(); - orders = ship->GetRadioOrders(); - - if ((int) Game::GameTime() - exec_time > exec_period) { - element_index = ship->GetElementIndex(); - - CheckOrders(); - SelectTarget(); - FindThreat(); - FindSupport(); - - if (element_index > 1) { - int formation = 0; - - if (orders && orders->Formation() >= 0) - formation = orders->Formation(); - - else if (navpt) - formation = navpt->Formation(); - - FindFormationSlot(formation); - } - - ship_ai->SetNavPoint(navpt); - - if (carrier_ai) - carrier_ai->ExecFrame(secs); - - exec_time += exec_period; - } -} - -// +--------------------------------------------------------------------+ - -void -TacticalAI::CheckOrders() -{ - directed_tgtid = 0; - - if (CheckShipOrders()) - return; - - if (CheckFlightPlan()) - return; - - if (CheckObjectives()) - return; -} - -// +--------------------------------------------------------------------+ - -bool -TacticalAI::CheckShipOrders() -{ - return ProcessOrders(); -} - -// +--------------------------------------------------------------------+ - -bool -TacticalAI::CheckObjectives() -{ - bool processed = false; - Ship* ward = 0; - Element* elem = ship->GetElement(); - - if (elem) { - Instruction* obj = elem->GetTargetObjective(); - - if (obj) { - ship_ai->ClearPatrol(); - - if (obj->Action()) { - switch (obj->Action()) { - case Instruction::INTERCEPT: - case Instruction::STRIKE: - case Instruction::ASSAULT: - { - SimObject* tgt = obj->GetTarget(); - if (tgt && tgt->Type() == SimObject::SIM_SHIP) { - roe = DIRECTED; - SelectTargetDirected((Ship*) tgt); - } - } - break; - - case Instruction::DEFEND: - case Instruction::ESCORT: - { - SimObject* tgt = obj->GetTarget(); - if (tgt && tgt->Type() == SimObject::SIM_SHIP) { - roe = DEFENSIVE; - ward = (Ship*) tgt; - } - } - break; - - default: - break; - } - } - - orders = obj; - processed = true; - } - } - - ship_ai->SetWard(ward); - return processed; -} - -// +--------------------------------------------------------------------+ - -bool -TacticalAI::ProcessOrders() -{ - if (ship_ai) - ship_ai->ClearPatrol(); - - if (orders && orders->EMCON() > 0) { - int desired_emcon = orders->EMCON(); - - if (ship_ai && (ship_ai->GetThreat() || ship_ai->GetThreatMissile())) - desired_emcon = 3; - - if (ship->GetEMCON() != desired_emcon) - ship->SetEMCON(desired_emcon); - } - - if (orders && orders->Action()) { - switch (orders->Action()) { - case RadioMessage::ATTACK: - case RadioMessage::BRACKET: - case RadioMessage::IDENTIFY: - { - bool tgt_ok = false; - SimObject* tgt = orders->GetTarget(); - - if (tgt && tgt->Type() == SimObject::SIM_SHIP) { - Ship* tgt_ship = (Ship*) tgt; - - if (CanTarget(tgt_ship)) { - roe = DIRECTED; - SelectTargetDirected((Ship*) tgt); - - ship_ai->SetBracket(orders->Action() == RadioMessage::BRACKET); - ship_ai->SetIdentify(orders->Action() == RadioMessage::IDENTIFY); - ship_ai->SetNavPoint(0); - - tgt_ok = true; - } - } - - if (!tgt_ok) - ClearRadioOrders(); - } - break; - - case RadioMessage::ESCORT: - case RadioMessage::COVER_ME: - { - SimObject* tgt = orders->GetTarget(); - if (tgt && tgt->Type() == SimObject::SIM_SHIP) { - roe = DEFENSIVE; - ship_ai->SetWard((Ship*) tgt); - ship_ai->SetNavPoint(0); - } - else { - ClearRadioOrders(); - } - } - break; - - case RadioMessage::WEP_FREE: - roe = AGRESSIVE; - ship_ai->DropTarget(0.1); - break; - - case RadioMessage::WEP_HOLD: - case RadioMessage::FORM_UP: - roe = NONE; - ship_ai->DropTarget(5); - break; - - case RadioMessage::MOVE_PATROL: - roe = SELF_DEFENSIVE; - ship_ai->SetPatrol(orders->Location()); - ship_ai->SetNavPoint(0); - ship_ai->DropTarget(Random(5, 10)); - break; - - case RadioMessage::RTB: - case RadioMessage::DOCK_WITH: - roe = NONE; - - ship_ai->DropTarget(10); - - if (!ship->GetInbound()) { - RadioMessage* msg = 0; - Ship* controller = ship->GetController(); - - if (orders->Action() == RadioMessage::DOCK_WITH && orders->GetTarget()) { - controller = (Ship*) orders->GetTarget(); - } - - if (!controller) { - Element* elem = ship->GetElement(); - if (elem && elem->GetCommander()) { - Element* cmdr = elem->GetCommander(); - controller = cmdr->GetShip(1); - } - } - - if (controller && controller->GetHangar() && - controller->GetHangar()->CanStow(ship)) { - SimRegion* self_rgn = ship->GetRegion(); - SimRegion* rtb_rgn = controller->GetRegion(); - - if (self_rgn == rtb_rgn) { - double range = Point(controller->Location() - ship->Location()).length(); - - if (range < 50e3) { - msg = new(__FILE__,__LINE__) RadioMessage(controller, ship, RadioMessage::CALL_INBOUND); - RadioTraffic::Transmit(msg); - } - } - } - else { - ship->ClearRadioOrders(); - } - - ship_ai->SetNavPoint(0); - } - break; - - case RadioMessage::QUANTUM_TO: - case RadioMessage::FARCAST_TO: - roe = NONE; - ship_ai->DropTarget(10); - break; - - } - - action = orders->Action(); - return true; - } - - // if we had an action before, this must be a "cancel orders" - else if (action) { - ClearRadioOrders(); - } - - return false; -} - -void -TacticalAI::ClearRadioOrders() -{ - action = 0; - roe = FLEXIBLE; - - if (ship_ai) - ship_ai->DropTarget(0.1); - - if (ship) - ship->ClearRadioOrders(); - -} - -// +--------------------------------------------------------------------+ - -bool -TacticalAI::CheckFlightPlan() -{ - Ship* ward = 0; - - // Find next Instruction: - navpt = ship->GetNextNavPoint(); - - roe = FLEXIBLE; - - if (navpt) { - switch (navpt->Action()) { - case Instruction::LAUNCH: - case Instruction::DOCK: - case Instruction::RTB: roe = NONE; - break; - - case Instruction::VECTOR: roe = SELF_DEFENSIVE; - break; - - case Instruction::DEFEND: - case Instruction::ESCORT: roe = DEFENSIVE; - break; - - case Instruction::INTERCEPT: - 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 (roe == DEFENSIVE) { - SimObject* tgt = navpt->GetTarget(); - - if (tgt && tgt->Type() == SimObject::SIM_SHIP) - ward = (Ship*) tgt; - } - - - if (navpt->EMCON() > 0) { - int desired_emcon = navpt->EMCON(); - - if (ship_ai && (ship_ai->GetThreat() || ship_ai->GetThreatMissile())) - desired_emcon = 3; - - if (ship->GetEMCON() != desired_emcon) - ship->SetEMCON(desired_emcon); - } - } - - if (ship_ai) - ship_ai->SetWard(ward); - - return (navpt != 0); -} - -// +--------------------------------------------------------------------+ - -void -TacticalAI::SelectTarget() -{ - if (!ship) { - roe = NONE; - return; - } - - // unarmed vessels should never engage an enemy: - if (ship->Weapons().size() < 1) - roe = NONE; - - SimObject* target = ship_ai->GetTarget(); - SimObject* ward = ship_ai->GetWard(); - - // if not allowed to engage, drop and return: - if (roe == NONE) { - if (target) - ship_ai->DropTarget(); - return; - } - - // if we have abandoned our ward, drop and return: - if (ward && roe != AGRESSIVE) { - double d = (ward->Location() - ship->Location()).length(); - double safe_zone = 50e3; - - if (target) { - if (ship->IsStarship()) - safe_zone = 100e3; - - if (d > safe_zone) { - ship_ai->DropTarget(); - return; - } - } - else { - if (d > safe_zone) { - return; - } - } - } - - // already have a target, keep it: - if (target) { - if (target->Life()) { - CheckTarget(); - - // frigates need to be ready to abandon ship-type targets - // in favor of drone-type targets, others should just go - // with what they have: - if (ship->Class() != Ship::CORVETTE && ship->Class() != Ship::FRIGATE) - return; - - // in case the check decided to drop the target: - target = ship_ai->GetTarget(); - } - - // if the old target is dead, forget it: - else { - ship_ai->DropTarget(); - target = 0; - } - } - - // if not allowed to acquire, forget it: - if (ship_ai->DropTime() > 0) - return; - - if (roe == DIRECTED) { - if (target && target->Type() == SimObject::SIM_SHIP) - SelectTargetDirected((Ship*) target); - else if (navpt && navpt->GetTarget() && navpt->GetTarget()->Type() == SimObject::SIM_SHIP) - SelectTargetDirected((Ship*) navpt->GetTarget()); - else - SelectTargetDirected(); - } - - else { - SelectTargetOpportunity(); - - // don't switch one ship target for another... - if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) { - SimObject* potential_target = ship_ai->GetTarget(); - if (target && potential_target && target != potential_target) { - if (target->Type() == SimObject::SIM_SHIP && - potential_target->Type() == SimObject::SIM_SHIP) { - - ship_ai->SetTarget(target); - } - } - } - } -} - -// +--------------------------------------------------------------------+ - -void -TacticalAI::SelectTargetDirected(Ship* tgt) -{ - Ship* potential_target = tgt; - - // try to target one of the element's objectives - // (if it shows up in the contact list) - - if (!tgt) { - 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) { - ListIter contact = ship->ContactList(); - while (++contact && !potential_target) { - Ship* test = contact->GetShip(); - - if (obj_tgt == test) { - potential_target = test; - } - } - } - } - } - } - - if (!CanTarget(potential_target)) - potential_target = 0; - - ship_ai->SetTarget(potential_target); - - if (tgt && tgt == ship_ai->GetTarget()) - directed_tgtid = tgt->Identity(); - else - directed_tgtid = 0; -} - -// +--------------------------------------------------------------------+ - -bool -TacticalAI::CanTarget(Ship* tgt) -{ - bool result = false; - - if (tgt && !tgt->InTransition()) { - if (tgt->IsRogue() || tgt->GetIFF() != ship->GetIFF()) - result = true; - } - - return result; -} - -// +--------------------------------------------------------------------+ - -void -TacticalAI::SelectTargetOpportunity() -{ - // NON-COMBATANTS do not pick targets of opportunity: - if (ship->GetIFF() == 0) - return; - - SimObject* potential_target = 0; - - // pick the closest combatant ship with a different IFF code: - double target_dist = ship->Design()->commit_range; - - SimObject* ward = ship_ai->GetWard(); - - // FRIGATES are primarily anti-air platforms, but may - // also attack smaller starships: - - if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) { - Ship* current_ship_target = 0; - Shot* current_shot_target = 0; - - // if we are escorting a larger warship, it is good to attack - // the same target as our ward: - - if (ward) { - Ship* s = (Ship*) ward; - - if (s->Class() > ship->Class()) { - SimObject* obj = s->GetTarget(); - - if (obj && obj->Type() == SimObject::SIM_SHIP) { - current_ship_target = (Ship*) obj; - target_dist = (ship->Location() - obj->Location()).length(); - } - } - } - - ListIter contact = ship->ContactList(); - while (++contact) { - Ship* c_ship = contact->GetShip(); - Shot* c_shot = contact->GetShot(); - - if (!c_ship && !c_shot) - continue; - - int c_iff = contact->GetIFF(ship); - bool rogue = c_ship && c_ship->IsRogue(); - bool tgt_ok = c_iff > 0 && - c_iff != ship->GetIFF() && - c_iff < 1000; - - if (rogue || tgt_ok) { - if (c_ship && c_ship != ship && !c_ship->InTransition()) { - if (c_ship->Class() < Ship::DESTROYER || - (c_ship->Class() >= Ship::MINE && c_ship->Class() <= Ship::DEFSAT)) { - // found an enemy, check distance: - double dist = (ship->Location() - c_ship->Location()).length(); - - if (dist < 0.75 * target_dist && - (!current_ship_target || c_ship->Class() <= current_ship_target->Class())) { - current_ship_target = c_ship; - target_dist = dist; - } - } - } - - else if (c_shot) { - // found an enemy shot, is there enough time to engage? - if (c_shot->GetEta() < 3) - 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) || c_shot->IsTracking(ship)) && - (!current_shot_target->IsTracking(ward) || - !current_shot_target->IsTracking(ship))) { - current_shot_target = c_shot; - target_dist = dist; - } - else if (dist < target_dist) { - current_shot_target = c_shot; - target_dist = dist; - } - } - } - } - } - - if (current_shot_target) - potential_target = current_shot_target; - else - potential_target = current_ship_target; - } - - // ALL OTHER SHIP CLASSES ignore fighters and only engage - // other starships: - - else { - List ward_threats; - - ListIter contact = ship->ContactList(); - while (++contact) { - Ship* c_ship = contact->GetShip(); - - if (!c_ship) - continue; - - int c_iff = contact->GetIFF(ship); - bool rogue = c_ship->IsRogue(); - bool tgt_ok = c_ship != ship && - c_iff > 0 && - c_iff != ship->GetIFF() && - !c_ship->InTransition(); - - if (rogue || tgt_ok) { - if (c_ship->IsStarship() || c_ship->IsStatic()) { - // found an enemy, check distance: - double dist = (ship->Location() - c_ship->Location()).length(); - - if (dist < 0.75 * target_dist) { - potential_target = c_ship; - target_dist = dist; - } - - if (ward && c_ship->IsTracking(ward)) { - ward_threats.append(c_ship); - } - } - } - } - - // if this ship is protecting a ward, - // prefer targets that are threatening that ward: - if (potential_target && ward_threats.size() && !ward_threats.contains((Ship*)potential_target)) { - target_dist *= 2; - - ListIter iter = ward_threats; - while (++iter) { - Ship* threat = iter.value(); - - double dist = (ward->Location() - threat->Location()).length(); - - if (dist < target_dist) { - potential_target = threat; - target_dist = dist; - } - } - } - } - - if (ship->Class() != Ship::CARRIER && ship->Class() != Ship::SWACS) - ship_ai->SetTarget(potential_target); -} - -// +--------------------------------------------------------------------+ - -void -TacticalAI::CheckTarget() -{ - SimObject* tgt = ship_ai->GetTarget(); - - if (!tgt) return; - - if (tgt->GetRegion() != ship->GetRegion()) { - ship_ai->DropTarget(); - return; - } - - if (tgt->Type() == SimObject::SIM_SHIP) { - Ship* target = (Ship*) tgt; - - // has the target joined our side? - if (target->GetIFF() == ship->GetIFF() && !target->IsRogue()) { - ship_ai->DropTarget(); - return; - } - - // is the target already jumping/breaking/dying? - if (target->InTransition()) { - ship_ai->DropTarget(); - return; - } - - // have we been ordered to pursue the target? - if (directed_tgtid) { - if (directed_tgtid != target->Identity()) { - ship_ai->DropTarget(); - } - - return; - } - - // can we catch the target? - if (target->Design()->vlimit <= ship->Design()->vlimit || - ship->Velocity().length() <= ship->Design()->vlimit) - return; - - // is the target now out of range? - WeaponDesign* wep_dsn = ship->GetPrimaryDesign(); - if (!wep_dsn) - return; - - // compute the "give up" range: - double drop_range = 3 * wep_dsn->max_range; - if (drop_range > 0.75 * ship->Design()->commit_range) - drop_range = 0.75 * ship->Design()->commit_range; - - double range = Point(target->Location() - ship->Location()).length(); - if (range < drop_range) - return; - - // is the target closing or separating? - Point delta = (target->Location() + target->Velocity()) - - (ship->Location() + ship->Velocity()); - - if (delta.length() < range) - return; - - ship_ai->DropTarget(); - } - - else if (tgt->Type() == SimObject::SIM_DRONE) { - Drone* drone = (Drone*) tgt; - - // is the target still a threat? - if (drone->GetEta() < 1 || drone->GetTarget() == 0) - ship_ai->DropTarget(); - } -} - -// +--------------------------------------------------------------------+ - -void -TacticalAI::FindThreat() -{ - // pick the closest contact on Threat Warning System: - Ship* threat = 0; - Shot* threat_missile = 0; - Ship* rumor = 0; - double threat_dist = 1e9; - const DWORD THREAT_REACTION_TIME = 1000; // 1 second - - ListIter iter = ship->ContactList(); - - while (++iter) { - Contact* contact = iter.value(); - - if (contact->Threat(ship) && - (Game::GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) { - - if (contact->GetShot()) { - threat_missile = contact->GetShot(); - rumor = (Ship*) threat_missile->Owner(); - } - else { - double rng = contact->Range(ship); - - Ship* c_ship = contact->GetShip(); - if (c_ship && !c_ship->InTransition() && - c_ship->Class() != Ship::FREIGHTER && - c_ship->Class() != Ship::FARCASTER) { - - if (c_ship->GetTarget() == ship) { - if (!threat || c_ship->Class() > threat->Class()) { - threat = c_ship; - threat_dist = 0; - } - } - else if (rng < threat_dist) { - threat = c_ship; - threat_dist = rng; - } - } - } - } - } - - if (rumor && !rumor->InTransition()) { - iter.reset(); - - while (++iter) { - if (iter->GetShip() == rumor) { - rumor = 0; - ship_ai->ClearRumor(); - break; - } - } - } - else { - rumor = 0; - ship_ai->ClearRumor(); - } - - ship_ai->SetRumor(rumor); - ship_ai->SetThreat(threat); - ship_ai->SetThreatMissile(threat_missile); -} - -// +--------------------------------------------------------------------+ - -void -TacticalAI::FindSupport() -{ - if (!ship_ai->GetThreat()) { - ship_ai->SetSupport(0); - return; - } - - // pick the biggest friendly contact in the sector: - Ship* support = 0; - double support_dist = 1e9; - - ListIter contact = ship->ContactList(); - - while (++contact) { - if (contact->GetShip() && contact->GetIFF(ship) == ship->GetIFF()) { - Ship* c_ship = contact->GetShip(); - - if (c_ship != ship && c_ship->Class() >= ship->Class() && !c_ship->InTransition()) { - if (!support || c_ship->Class() > support->Class()) - support = c_ship; - } - } - } - - ship_ai->SetSupport(support); -} - -// +--------------------------------------------------------------------+ - -void -TacticalAI::FindFormationSlot(int formation) -{ - // find the formation delta: - int s = element_index - 1; - Point delta(10*s, 0, 10*s); - - // diamond: - if (formation == Instruction::DIAMOND) { - switch (element_index) { - case 2: delta = Point( 10, 0, -12); break; - case 3: delta = Point(-10, 0, -12); break; - case 4: delta = Point( 0, 0, -24); 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, -1, -15); break; - case 4: delta = Point(15, -1, -15); break; - } - } - - // trail: - if (formation == Instruction::TRAIL) { - delta = Point(0, 0, -15*s); - } - - ship_ai->SetFormationDelta(delta * ship->Radius() * 2); -} +/* 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: TacticalAI.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Generic Ship Tactical Level AI class +*/ + +#include "MemDebug.h" +#include "TacticalAI.h" +#include "ShipAI.h" +#include "CarrierAI.h" +#include "Ship.h" +#include "ShipDesign.h" +#include "Element.h" +#include "Instruction.h" +#include "RadioMessage.h" +#include "RadioTraffic.h" +#include "Contact.h" +#include "WeaponGroup.h" +#include "Drive.h" +#include "Hangar.h" +#include "Sim.h" +#include "Shot.h" +#include "Drone.h" +#include "StarSystem.h" + +#include "Game.h" +#include "Random.h" + +// +----------------------------------------------------------------------+ + +static int exec_time_seed = 0; + +// +----------------------------------------------------------------------+ + +TacticalAI::TacticalAI(ShipAI* ai) +: ship(0), ship_ai(0), carrier_ai(0), navpt(0), orders(0), +action(0), threat_level(0), support_level(1), +directed_tgtid(0) +{ + if (ai) { + ship_ai = ai; + ship = ai->GetShip(); + + Sim* sim = Sim::GetSim(); + + if (ship && ship->GetHangar() && ship->GetCommandAILevel() > 0 && + ship != sim->GetPlayerShip()) + carrier_ai = new(__FILE__,__LINE__) CarrierAI(ship, ship_ai->GetAILevel()); + } + + agression = 0; + roe = FLEXIBLE; + element_index = 1; + exec_time = exec_time_seed; + exec_time_seed += 17; +} + +TacticalAI::~TacticalAI() +{ + delete carrier_ai; +} + +// +--------------------------------------------------------------------+ + +void +TacticalAI::ExecFrame(double secs) +{ + const int exec_period = 1000; + + if (!ship || !ship_ai) + return; + + navpt = ship->GetNextNavPoint(); + orders = ship->GetRadioOrders(); + + if ((int) Game::GameTime() - exec_time > exec_period) { + element_index = ship->GetElementIndex(); + + CheckOrders(); + SelectTarget(); + FindThreat(); + FindSupport(); + + if (element_index > 1) { + int formation = 0; + + if (orders && orders->Formation() >= 0) + formation = orders->Formation(); + + else if (navpt) + formation = navpt->Formation(); + + FindFormationSlot(formation); + } + + ship_ai->SetNavPoint(navpt); + + if (carrier_ai) + carrier_ai->ExecFrame(secs); + + exec_time += exec_period; + } +} + +// +--------------------------------------------------------------------+ + +void +TacticalAI::CheckOrders() +{ + directed_tgtid = 0; + + if (CheckShipOrders()) + return; + + if (CheckFlightPlan()) + return; + + if (CheckObjectives()) + return; +} + +// +--------------------------------------------------------------------+ + +bool +TacticalAI::CheckShipOrders() +{ + return ProcessOrders(); +} + +// +--------------------------------------------------------------------+ + +bool +TacticalAI::CheckObjectives() +{ + bool processed = false; + Ship* ward = 0; + Element* elem = ship->GetElement(); + + if (elem) { + Instruction* obj = elem->GetTargetObjective(); + + if (obj) { + ship_ai->ClearPatrol(); + + if (obj->Action()) { + switch (obj->Action()) { + case Instruction::INTERCEPT: + case Instruction::STRIKE: + case Instruction::ASSAULT: + { + SimObject* tgt = obj->GetTarget(); + if (tgt && tgt->Type() == SimObject::SIM_SHIP) { + roe = DIRECTED; + SelectTargetDirected((Ship*) tgt); + } + } + break; + + case Instruction::DEFEND: + case Instruction::ESCORT: + { + SimObject* tgt = obj->GetTarget(); + if (tgt && tgt->Type() == SimObject::SIM_SHIP) { + roe = DEFENSIVE; + ward = (Ship*) tgt; + } + } + break; + + default: + break; + } + } + + orders = obj; + processed = true; + } + } + + ship_ai->SetWard(ward); + return processed; +} + +// +--------------------------------------------------------------------+ + +bool +TacticalAI::ProcessOrders() +{ + if (ship_ai) + ship_ai->ClearPatrol(); + + if (orders && orders->EMCON() > 0) { + int desired_emcon = orders->EMCON(); + + if (ship_ai && (ship_ai->GetThreat() || ship_ai->GetThreatMissile())) + desired_emcon = 3; + + if (ship->GetEMCON() != desired_emcon) + ship->SetEMCON(desired_emcon); + } + + if (orders && orders->Action()) { + switch (orders->Action()) { + case RadioMessage::ATTACK: + case RadioMessage::BRACKET: + case RadioMessage::IDENTIFY: + { + bool tgt_ok = false; + SimObject* tgt = orders->GetTarget(); + + if (tgt && tgt->Type() == SimObject::SIM_SHIP) { + Ship* tgt_ship = (Ship*) tgt; + + if (CanTarget(tgt_ship)) { + roe = DIRECTED; + SelectTargetDirected((Ship*) tgt); + + ship_ai->SetBracket(orders->Action() == RadioMessage::BRACKET); + ship_ai->SetIdentify(orders->Action() == RadioMessage::IDENTIFY); + ship_ai->SetNavPoint(0); + + tgt_ok = true; + } + } + + if (!tgt_ok) + ClearRadioOrders(); + } + break; + + case RadioMessage::ESCORT: + case RadioMessage::COVER_ME: + { + SimObject* tgt = orders->GetTarget(); + if (tgt && tgt->Type() == SimObject::SIM_SHIP) { + roe = DEFENSIVE; + ship_ai->SetWard((Ship*) tgt); + ship_ai->SetNavPoint(0); + } + else { + ClearRadioOrders(); + } + } + break; + + case RadioMessage::WEP_FREE: + roe = AGRESSIVE; + ship_ai->DropTarget(0.1); + break; + + case RadioMessage::WEP_HOLD: + case RadioMessage::FORM_UP: + roe = NONE; + ship_ai->DropTarget(5); + break; + + case RadioMessage::MOVE_PATROL: + roe = SELF_DEFENSIVE; + ship_ai->SetPatrol(orders->Location()); + ship_ai->SetNavPoint(0); + ship_ai->DropTarget(Random(5, 10)); + break; + + case RadioMessage::RTB: + case RadioMessage::DOCK_WITH: + roe = NONE; + + ship_ai->DropTarget(10); + + if (!ship->GetInbound()) { + RadioMessage* msg = 0; + Ship* controller = ship->GetController(); + + if (orders->Action() == RadioMessage::DOCK_WITH && orders->GetTarget()) { + controller = (Ship*) orders->GetTarget(); + } + + if (!controller) { + Element* elem = ship->GetElement(); + if (elem && elem->GetCommander()) { + Element* cmdr = elem->GetCommander(); + controller = cmdr->GetShip(1); + } + } + + if (controller && controller->GetHangar() && + controller->GetHangar()->CanStow(ship)) { + SimRegion* self_rgn = ship->GetRegion(); + SimRegion* rtb_rgn = controller->GetRegion(); + + if (self_rgn == rtb_rgn) { + double range = Point(controller->Location() - ship->Location()).length(); + + if (range < 50e3) { + msg = new(__FILE__,__LINE__) RadioMessage(controller, ship, RadioMessage::CALL_INBOUND); + RadioTraffic::Transmit(msg); + } + } + } + else { + ship->ClearRadioOrders(); + } + + ship_ai->SetNavPoint(0); + } + break; + + case RadioMessage::QUANTUM_TO: + case RadioMessage::FARCAST_TO: + roe = NONE; + ship_ai->DropTarget(10); + break; + + } + + action = orders->Action(); + return true; + } + + // if we had an action before, this must be a "cancel orders" + else if (action) { + ClearRadioOrders(); + } + + return false; +} + +void +TacticalAI::ClearRadioOrders() +{ + action = 0; + roe = FLEXIBLE; + + if (ship_ai) + ship_ai->DropTarget(0.1); + + if (ship) + ship->ClearRadioOrders(); + +} + +// +--------------------------------------------------------------------+ + +bool +TacticalAI::CheckFlightPlan() +{ + Ship* ward = 0; + + // Find next Instruction: + navpt = ship->GetNextNavPoint(); + + roe = FLEXIBLE; + + if (navpt) { + switch (navpt->Action()) { + case Instruction::LAUNCH: + case Instruction::DOCK: + case Instruction::RTB: roe = NONE; + break; + + case Instruction::VECTOR: roe = SELF_DEFENSIVE; + break; + + case Instruction::DEFEND: + case Instruction::ESCORT: roe = DEFENSIVE; + break; + + case Instruction::INTERCEPT: + 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 (roe == DEFENSIVE) { + SimObject* tgt = navpt->GetTarget(); + + if (tgt && tgt->Type() == SimObject::SIM_SHIP) + ward = (Ship*) tgt; + } + + + if (navpt->EMCON() > 0) { + int desired_emcon = navpt->EMCON(); + + if (ship_ai && (ship_ai->GetThreat() || ship_ai->GetThreatMissile())) + desired_emcon = 3; + + if (ship->GetEMCON() != desired_emcon) + ship->SetEMCON(desired_emcon); + } + } + + if (ship_ai) + ship_ai->SetWard(ward); + + return (navpt != 0); +} + +// +--------------------------------------------------------------------+ + +void +TacticalAI::SelectTarget() +{ + if (!ship) { + roe = NONE; + return; + } + + // unarmed vessels should never engage an enemy: + if (ship->Weapons().size() < 1) + roe = NONE; + + SimObject* target = ship_ai->GetTarget(); + SimObject* ward = ship_ai->GetWard(); + + // if not allowed to engage, drop and return: + if (roe == NONE) { + if (target) + ship_ai->DropTarget(); + return; + } + + // if we have abandoned our ward, drop and return: + if (ward && roe != AGRESSIVE) { + double d = (ward->Location() - ship->Location()).length(); + double safe_zone = 50e3; + + if (target) { + if (ship->IsStarship()) + safe_zone = 100e3; + + if (d > safe_zone) { + ship_ai->DropTarget(); + return; + } + } + else { + if (d > safe_zone) { + return; + } + } + } + + // already have a target, keep it: + if (target) { + if (target->Life()) { + CheckTarget(); + + // frigates need to be ready to abandon ship-type targets + // in favor of drone-type targets, others should just go + // with what they have: + if (ship->Class() != Ship::CORVETTE && ship->Class() != Ship::FRIGATE) + return; + + // in case the check decided to drop the target: + target = ship_ai->GetTarget(); + } + + // if the old target is dead, forget it: + else { + ship_ai->DropTarget(); + target = 0; + } + } + + // if not allowed to acquire, forget it: + if (ship_ai->DropTime() > 0) + return; + + if (roe == DIRECTED) { + if (target && target->Type() == SimObject::SIM_SHIP) + SelectTargetDirected((Ship*) target); + else if (navpt && navpt->GetTarget() && navpt->GetTarget()->Type() == SimObject::SIM_SHIP) + SelectTargetDirected((Ship*) navpt->GetTarget()); + else + SelectTargetDirected(); + } + + else { + SelectTargetOpportunity(); + + // don't switch one ship target for another... + if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) { + SimObject* potential_target = ship_ai->GetTarget(); + if (target && potential_target && target != potential_target) { + if (target->Type() == SimObject::SIM_SHIP && + potential_target->Type() == SimObject::SIM_SHIP) { + + ship_ai->SetTarget(target); + } + } + } + } +} + +// +--------------------------------------------------------------------+ + +void +TacticalAI::SelectTargetDirected(Ship* tgt) +{ + Ship* potential_target = tgt; + + // try to target one of the element's objectives + // (if it shows up in the contact list) + + if (!tgt) { + 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) { + ListIter contact = ship->ContactList(); + while (++contact && !potential_target) { + Ship* test = contact->GetShip(); + + if (obj_tgt == test) { + potential_target = test; + } + } + } + } + } + } + + if (!CanTarget(potential_target)) + potential_target = 0; + + ship_ai->SetTarget(potential_target); + + if (tgt && tgt == ship_ai->GetTarget()) + directed_tgtid = tgt->Identity(); + else + directed_tgtid = 0; +} + +// +--------------------------------------------------------------------+ + +bool +TacticalAI::CanTarget(Ship* tgt) +{ + bool result = false; + + if (tgt && !tgt->InTransition()) { + if (tgt->IsRogue() || tgt->GetIFF() != ship->GetIFF()) + result = true; + } + + return result; +} + +// +--------------------------------------------------------------------+ + +void +TacticalAI::SelectTargetOpportunity() +{ + // NON-COMBATANTS do not pick targets of opportunity: + if (ship->GetIFF() == 0) + return; + + SimObject* potential_target = 0; + + // pick the closest combatant ship with a different IFF code: + double target_dist = ship->Design()->commit_range; + + SimObject* ward = ship_ai->GetWard(); + + // FRIGATES are primarily anti-air platforms, but may + // also attack smaller starships: + + if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) { + Ship* current_ship_target = 0; + Shot* current_shot_target = 0; + + // if we are escorting a larger warship, it is good to attack + // the same target as our ward: + + if (ward) { + Ship* s = (Ship*) ward; + + if (s->Class() > ship->Class()) { + SimObject* obj = s->GetTarget(); + + if (obj && obj->Type() == SimObject::SIM_SHIP) { + current_ship_target = (Ship*) obj; + target_dist = (ship->Location() - obj->Location()).length(); + } + } + } + + ListIter contact = ship->ContactList(); + while (++contact) { + Ship* c_ship = contact->GetShip(); + Shot* c_shot = contact->GetShot(); + + if (!c_ship && !c_shot) + continue; + + int c_iff = contact->GetIFF(ship); + bool rogue = c_ship && c_ship->IsRogue(); + bool tgt_ok = c_iff > 0 && + c_iff != ship->GetIFF() && + c_iff < 1000; + + if (rogue || tgt_ok) { + if (c_ship && c_ship != ship && !c_ship->InTransition()) { + if (c_ship->Class() < Ship::DESTROYER || + (c_ship->Class() >= Ship::MINE && c_ship->Class() <= Ship::DEFSAT)) { + // found an enemy, check distance: + double dist = (ship->Location() - c_ship->Location()).length(); + + if (dist < 0.75 * target_dist && + (!current_ship_target || c_ship->Class() <= current_ship_target->Class())) { + current_ship_target = c_ship; + target_dist = dist; + } + } + } + + else if (c_shot) { + // found an enemy shot, is there enough time to engage? + if (c_shot->GetEta() < 3) + 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) || c_shot->IsTracking(ship)) && + (!current_shot_target->IsTracking(ward) || + !current_shot_target->IsTracking(ship))) { + current_shot_target = c_shot; + target_dist = dist; + } + else if (dist < target_dist) { + current_shot_target = c_shot; + target_dist = dist; + } + } + } + } + } + + if (current_shot_target) + potential_target = current_shot_target; + else + potential_target = current_ship_target; + } + + // ALL OTHER SHIP CLASSES ignore fighters and only engage + // other starships: + + else { + List ward_threats; + + ListIter contact = ship->ContactList(); + while (++contact) { + Ship* c_ship = contact->GetShip(); + + if (!c_ship) + continue; + + int c_iff = contact->GetIFF(ship); + bool rogue = c_ship->IsRogue(); + bool tgt_ok = c_ship != ship && + c_iff > 0 && + c_iff != ship->GetIFF() && + !c_ship->InTransition(); + + if (rogue || tgt_ok) { + if (c_ship->IsStarship() || c_ship->IsStatic()) { + // found an enemy, check distance: + double dist = (ship->Location() - c_ship->Location()).length(); + + if (dist < 0.75 * target_dist) { + potential_target = c_ship; + target_dist = dist; + } + + if (ward && c_ship->IsTracking(ward)) { + ward_threats.append(c_ship); + } + } + } + } + + // if this ship is protecting a ward, + // prefer targets that are threatening that ward: + if (potential_target && ward_threats.size() && !ward_threats.contains((Ship*)potential_target)) { + target_dist *= 2; + + ListIter iter = ward_threats; + while (++iter) { + Ship* threat = iter.value(); + + double dist = (ward->Location() - threat->Location()).length(); + + if (dist < target_dist) { + potential_target = threat; + target_dist = dist; + } + } + } + } + + if (ship->Class() != Ship::CARRIER && ship->Class() != Ship::SWACS) + ship_ai->SetTarget(potential_target); +} + +// +--------------------------------------------------------------------+ + +void +TacticalAI::CheckTarget() +{ + SimObject* tgt = ship_ai->GetTarget(); + + if (!tgt) return; + + if (tgt->GetRegion() != ship->GetRegion()) { + ship_ai->DropTarget(); + return; + } + + if (tgt->Type() == SimObject::SIM_SHIP) { + Ship* target = (Ship*) tgt; + + // has the target joined our side? + if (target->GetIFF() == ship->GetIFF() && !target->IsRogue()) { + ship_ai->DropTarget(); + return; + } + + // is the target already jumping/breaking/dying? + if (target->InTransition()) { + ship_ai->DropTarget(); + return; + } + + // have we been ordered to pursue the target? + if (directed_tgtid) { + if (directed_tgtid != target->Identity()) { + ship_ai->DropTarget(); + } + + return; + } + + // can we catch the target? + if (target->Design()->vlimit <= ship->Design()->vlimit || + ship->Velocity().length() <= ship->Design()->vlimit) + return; + + // is the target now out of range? + WeaponDesign* wep_dsn = ship->GetPrimaryDesign(); + if (!wep_dsn) + return; + + // compute the "give up" range: + double drop_range = 3 * wep_dsn->max_range; + if (drop_range > 0.75 * ship->Design()->commit_range) + drop_range = 0.75 * ship->Design()->commit_range; + + double range = Point(target->Location() - ship->Location()).length(); + if (range < drop_range) + return; + + // is the target closing or separating? + Point delta = (target->Location() + target->Velocity()) - + (ship->Location() + ship->Velocity()); + + if (delta.length() < range) + return; + + ship_ai->DropTarget(); + } + + else if (tgt->Type() == SimObject::SIM_DRONE) { + Drone* drone = (Drone*) tgt; + + // is the target still a threat? + if (drone->GetEta() < 1 || drone->GetTarget() == 0) + ship_ai->DropTarget(); + } +} + +// +--------------------------------------------------------------------+ + +void +TacticalAI::FindThreat() +{ + // pick the closest contact on Threat Warning System: + Ship* threat = 0; + Shot* threat_missile = 0; + Ship* rumor = 0; + double threat_dist = 1e9; + const DWORD THREAT_REACTION_TIME = 1000; // 1 second + + ListIter iter = ship->ContactList(); + + while (++iter) { + Contact* contact = iter.value(); + + if (contact->Threat(ship) && + (Game::GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) { + + if (contact->GetShot()) { + threat_missile = contact->GetShot(); + rumor = (Ship*) threat_missile->Owner(); + } + else { + double rng = contact->Range(ship); + + Ship* c_ship = contact->GetShip(); + if (c_ship && !c_ship->InTransition() && + c_ship->Class() != Ship::FREIGHTER && + c_ship->Class() != Ship::FARCASTER) { + + if (c_ship->GetTarget() == ship) { + if (!threat || c_ship->Class() > threat->Class()) { + threat = c_ship; + threat_dist = 0; + } + } + else if (rng < threat_dist) { + threat = c_ship; + threat_dist = rng; + } + } + } + } + } + + if (rumor && !rumor->InTransition()) { + iter.reset(); + + while (++iter) { + if (iter->GetShip() == rumor) { + rumor = 0; + ship_ai->ClearRumor(); + break; + } + } + } + else { + rumor = 0; + ship_ai->ClearRumor(); + } + + ship_ai->SetRumor(rumor); + ship_ai->SetThreat(threat); + ship_ai->SetThreatMissile(threat_missile); +} + +// +--------------------------------------------------------------------+ + +void +TacticalAI::FindSupport() +{ + if (!ship_ai->GetThreat()) { + ship_ai->SetSupport(0); + return; + } + + // pick the biggest friendly contact in the sector: + Ship* support = 0; + double support_dist = 1e9; + + ListIter contact = ship->ContactList(); + + while (++contact) { + if (contact->GetShip() && contact->GetIFF(ship) == ship->GetIFF()) { + Ship* c_ship = contact->GetShip(); + + if (c_ship != ship && c_ship->Class() >= ship->Class() && !c_ship->InTransition()) { + if (!support || c_ship->Class() > support->Class()) + support = c_ship; + } + } + } + + ship_ai->SetSupport(support); +} + +// +--------------------------------------------------------------------+ + +void +TacticalAI::FindFormationSlot(int formation) +{ + // find the formation delta: + int s = element_index - 1; + Point delta(10*s, 0, 10*s); + + // diamond: + if (formation == Instruction::DIAMOND) { + switch (element_index) { + case 2: delta = Point( 10, 0, -12); break; + case 3: delta = Point(-10, 0, -12); break; + case 4: delta = Point( 0, 0, -24); 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, -1, -15); break; + case 4: delta = Point(15, -1, -15); break; + } + } + + // trail: + if (formation == Instruction::TRAIL) { + delta = Point(0, 0, -15*s); + } + + ship_ai->SetFormationDelta(delta * ship->Radius() * 2); +} -- cgit v1.1