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SUBSYSTEM: Stars.exe FILE: ShipAI.h AUTHOR: John DiCamillo OVERVIEW ======== Common base class and interface for low-level ship AI */ #ifndef ShipAI_h #define ShipAI_h #include "Types.h" #include "SteerAI.h" // +--------------------------------------------------------------------+ class Ship; class Shot; class Instruction; class TacticalAI; class Farcaster; // +--------------------------------------------------------------------+ class ShipAI : public SteerAI { public: ShipAI(SimObject* s); virtual ~ShipAI(); virtual void ExecFrame(double seconds); virtual int Subframe() const { return true; } virtual Ship* GetShip() const { return ship; } virtual Ship* GetWard() const; virtual void SetWard(Ship* s); virtual Ship* GetThreat() const { return threat; } virtual void SetThreat(Ship* s); virtual Ship* GetSupport() const { return support; } virtual void SetSupport(Ship* s); virtual Ship* GetRumor() const { return rumor; } virtual void SetRumor(Ship* s); virtual Shot* GetThreatMissile() const { return threat_missile; } virtual void SetThreatMissile(Shot* s); virtual Instruction* GetNavPoint() const { return navpt; } virtual void SetNavPoint(Instruction* n) { navpt = n; } virtual Point GetPatrol() const; virtual void SetPatrol(const Point& p); virtual void ClearPatrol(); virtual void ClearRumor(); virtual void ClearTactical(); virtual Farcaster* GetFarcaster() { return farcaster; } // convert the goal point from world to local coords: virtual void FindObjective(); virtual void Splash(const Ship* targ); virtual void SetTarget(SimObject* targ, System* sub=0); virtual void DropTarget(double drop_time=1.5); virtual double DropTime() const { return drop_time; } virtual void SetBracket(bool bracket); virtual void SetIdentify(bool identify); virtual void SetFormationDelta(const Point& point); virtual bool Update(SimObject* obj); virtual const char* GetObserverName() const; virtual int GetAILevel() const { return ai_level; } protected: // accumulate behaviors: virtual void Navigator(); // behaviors: virtual bool AvoidTestSingleObject(SimObject* obj, const Point& bearing, double avoid_dist, double& avoid_time, Steer& steer); virtual Steer AvoidCloseObject(SimObject* obj); virtual Steer AvoidCollision(); virtual Steer AvoidTerrain(); virtual Steer SeekTarget(); virtual Steer EvadeThreat(); virtual Point ClosingVelocity(); // compute the goal point in world coords based on current ai state: virtual void FindObjectiveTarget(SimObject* tgt); virtual void FindObjectiveNavPoint(); virtual void FindObjectiveFormation(); virtual void FindObjectivePatrol(); virtual void FindObjectiveQuantum(); virtual void FindObjectiveFarcaster(SimRegion* src, SimRegion* dst); // fire on target if appropriate: virtual void AdjustDefenses(); virtual void FireControl(); virtual void HelmControl(); virtual void ThrottleControl(); virtual void NavlightControl(); virtual void CheckTarget(); Ship* ship; Ship* support; Ship* rumor; Ship* threat; Shot* threat_missile; Instruction* navpt; Point obstacle; TacticalAI* tactical; Farcaster* farcaster; int engaged_ship_id; int splash_count; Point formation_delta; double slot_dist; double throttle; double old_throttle; double seconds; double drop_time; double brake; DWORD last_avoid_time; DWORD last_call_time; int element_index; int too_close; bool bracket; bool identify; bool hold; bool takeoff; int patrol; Point patrol_loc; int ai_level; }; // +--------------------------------------------------------------------+ #endif // ShipAI_h