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SUBSYSTEM: Stars.exe FILE: StarshipTacticalAI.cpp AUTHOR: John DiCamillo OVERVIEW ======== Starship-specific mid-level (tactical) AI */ #include "MemDebug.h" #include "StarshipTacticalAI.h" #include "ShipAI.h" #include "Ship.h" #include "ShipDesign.h" #include "Shot.h" #include "Element.h" #include "Instruction.h" #include "RadioMessage.h" #include "RadioTraffic.h" #include "Contact.h" #include "WeaponGroup.h" #include "Drive.h" #include "QuantumDrive.h" #include "Sim.h" #include "StarSystem.h" #include "Starshatter.h" #include "Random.h" #include "Game.h" const double STARSHIP_TACTICAL_DROP_TIME = 15; // +----------------------------------------------------------------------+ StarshipTacticalAI::StarshipTacticalAI(ShipAI* ai) : TacticalAI(ai), drop_time(1.0e9), bugout(false), ai_level(0), initial_integrity(0) { if (ai && ai->GetShip()) { ai_level = ai->GetAILevel(); initial_integrity = ai->GetShip()->Integrity(); } switch (ai_level) { default: case 2: THREAT_REACTION_TIME = 500; break; case 1: THREAT_REACTION_TIME = 1000; break; case 0: THREAT_REACTION_TIME = 2500; drop_time = STARSHIP_TACTICAL_DROP_TIME + Random(0, STARSHIP_TACTICAL_DROP_TIME); break; } } // +--------------------------------------------------------------------+ StarshipTacticalAI::~StarshipTacticalAI() { } // +--------------------------------------------------------------------+ void StarshipTacticalAI::ExecFrame(double seconds) { TacticalAI::ExecFrame(seconds); drop_time -= seconds; if (drop_time <= 0) { drop_time = STARSHIP_TACTICAL_DROP_TIME; ship_ai->DropTarget(STARSHIP_TACTICAL_DROP_TIME/4); } } // +--------------------------------------------------------------------+ void StarshipTacticalAI::FindThreat() { // pick the closest contact on Threat Warning System: Ship* threat_ship = 0; Shot* threat_missile = 0; Ship* rumor = 0; double threat_dist = 1e9; double CELL_SIZE = 20e3; threat_level = 0; support_level = ship->AIValue() / CELL_SIZE; ListIter iter = ship->ContactList(); while (++iter) { Contact* contact = iter.value(); Ship* c_ship = contact->GetShip(); Shot* c_shot = contact->GetShot(); if (!c_ship && !c_shot) continue; if (c_ship && c_ship != ship) { double basis = max(contact->Range(ship), CELL_SIZE); double ai_value = c_ship->AIValue() / basis; if (c_ship->GetIFF() == ship->GetIFF()) { support_level += ai_value; } else if (ship->GetIFF() > 0 && c_ship->GetIFF() > 0) { threat_level += ai_value; } else if (c_ship->GetIFF() > 1) { // neutrals should not be afraid of alliance threat_level += ai_value; } } if (contact->Threat(ship) && (Game::GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) { if (c_shot) { threat_missile = c_shot; rumor = (Ship* ) threat_missile->Owner(); } else { double rng = contact->Range(ship); if (c_ship && c_ship->Class() != Ship::FREIGHTER && c_ship->Class() != Ship::FARCASTER) { if (c_ship->GetTarget() == ship) { if (!threat_ship || c_ship->Class() > threat_ship->Class()) { threat_ship = c_ship; threat_dist = 0; } } else if (rng < threat_dist) { threat_ship = c_ship; threat_dist = rng; } CheckBugOut(c_ship, rng); } } } } if (rumor) { iter.reset(); while (++iter) { if (iter->GetShip() == rumor) { rumor = 0; ship_ai->ClearRumor(); break; } } } ship_ai->SetRumor(rumor); ship_ai->SetThreat(threat_ship); ship_ai->SetThreatMissile(threat_missile); } // +--------------------------------------------------------------------+ void StarshipTacticalAI::FindSupport() { if (threat_level < 0.01) { ship_ai->SetSupport(0); return; } // pick the biggest friendly contact in the sector: Ship* support = 0; double support_dist = 1e9; ListIter c_iter = ship->ContactList(); while (++c_iter) { Contact* contact = c_iter.value(); if (contact->GetShip() && contact->GetIFF(ship) == ship->GetIFF()) { Ship* c_ship = contact->GetShip(); if (c_ship != ship && c_ship->Class() >= ship->Class()) { if (!support || c_ship->Class() > support->Class()) support = c_ship; } } } ship_ai->SetSupport(support); } void StarshipTacticalAI::CheckBugOut(Ship* c_ship, double rng) { // see if carrier should bug out... if (!ship || !c_ship || ship->Class() != Ship::CARRIER && ship->Class() != Ship::SWACS) return; if (bugout) return; if (ship->GetElement() && ship->GetElement()->GetZoneLock()) return; if (c_ship->Class() < Ship::DESTROYER || c_ship->Class() > Ship::STATION) return; Starshatter* stars = Starshatter::GetInstance(); if (stars && stars->InCutscene()) return; double sustained_damage = initial_integrity - ship->Integrity(); double allowable_damage = ship->Design()->integrity * 0.25; if (rng > 50e3 && sustained_damage < allowable_damage) return; // still here? we must need to bug out! Sim* sim = Sim::GetSim(); SimRegion* dst = 0; List& regions = sim->GetRegions(); if (regions.size() > 1) { int tries = 10; while (!dst && tries--) { int n = RandomIndex() % regions.size(); dst = regions[n]; if (dst == ship->GetRegion() || dst->IsAirSpace()) dst = 0; } } if (dst) { // bug out! QuantumDrive* quantum = ship->GetQuantumDrive(); if (quantum) { quantum->SetDestination(dst, Point(0,0,0)); quantum->Engage(); } // ask highest ranking escort to go with you: Element* escort = 0; ListIter iter = sim->GetElements(); while (++iter) { Element* elem = iter.value(); if (!escort || elem->GetShipClass() > escort->GetShipClass()) { if (ship->GetElement()->CanCommand(elem)) escort = elem; } } if (escort) { RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(escort, ship, RadioMessage::QUANTUM_TO); if (msg) { msg->SetInfo(dst->Name()); RadioTraffic::Transmit(msg); } } bugout = true; } }