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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; }