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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
"Air Boss" AI class for managing carrier fighter squadrons
*/
#include "MemDebug.h"
#include "CarrierAI.h"
#include "ShipAI.h"
#include "Ship.h"
#include "ShipDesign.h"
#include "Element.h"
#include "FlightPlanner.h"
#include "Instruction.h"
#include "RadioMessage.h"
#include "RadioTraffic.h"
#include "Hangar.h"
#include "FlightDeck.h"
#include "Mission.h"
#include "Contact.h"
#include "Sim.h"
#include "StarSystem.h"
#include "Callsign.h"
#include "NetUtil.h"
#include "Game.h"
#include "Random.h"
// +----------------------------------------------------------------------+
CarrierAI::CarrierAI(Ship* s, int level)
: sim(0), ship(s), hangar(0), exec_time(0), flight_planner(0),
hold_time(0), ai_level(level)
{
if (ship) {
sim = Sim::GetSim();
hangar = ship->GetHangar();
for (int i = 0; i < 4; i++)
patrol_elem[i] = 0;
if (ship)
flight_planner = new(__FILE__,__LINE__) FlightPlanner(ship);
hold_time = (int) Game::GetInstance()->GameTime();
}
}
CarrierAI::~CarrierAI()
{
delete flight_planner;
}
// +--------------------------------------------------------------------+
void
CarrierAI::ExecFrame(double secs)
{
const int INIT_HOLD = 15000;
const int EXEC_PERIOD = 3000;
if (!sim || !ship || !hangar)
return;
if (((int) Game::GetInstance()->GameTime() - hold_time >= INIT_HOLD) &&
((int) Game::GetInstance()->GameTime() - exec_time > EXEC_PERIOD)) {
CheckHostileElements();
CheckPatrolCoverage();
exec_time = (int) Game::GetInstance()->GameTime();
}
}
// +--------------------------------------------------------------------+
bool
CarrierAI::CheckPatrolCoverage()
{
const DWORD PATROL_PERIOD = 900 * 1000;
// pick up existing patrol elements:
ListIter<Element> iter = sim->GetElements();
while (++iter) {
Element* elem = iter.value();
if (elem->GetCarrier() == ship &&
(elem->Type() == Mission::PATROL ||
elem->Type() == Mission::SWEEP ||
elem->Type() == Mission::AIR_PATROL ||
elem->Type() == Mission::AIR_SWEEP) &&
!elem->IsSquadron() &&
!elem->IsFinished()) {
bool found = false;
int open = -1;
for (int i = 0; i < 4; i++) {
if (patrol_elem[i] == elem)
found = true;
else if (patrol_elem[i] == 0 && open < 0)
open = i;
}
if (!found && open >= 0) {
patrol_elem[open] = elem;
}
}
}
// manage the four screening patrols:
for (int i = 0; i < 4; i++) {
Element* elem = patrol_elem[i];
if (elem) {
if (elem->IsFinished()) {
patrol_elem[i] = 0;
}
else {
LaunchElement(elem);
}
}
else if (Game::GetInstance()->GameTime() - hangar->GetLastPatrolLaunch() > PATROL_PERIOD ||
hangar->GetLastPatrolLaunch() == 0) {
Element* patrol = CreatePackage(0, 2, Mission::PATROL, 0, "ACM Medium Range");
if (patrol) {
patrol_elem[i] = patrol;
if (flight_planner)
flight_planner->CreatePatrolRoute(patrol, i);
hangar->SetLastPatrolLaunch(Game::GetInstance()->GameTime());
return true;
}
}
}
return false;
}
// +--------------------------------------------------------------------+
bool
CarrierAI::CheckHostileElements()
{
List<Element> assigned;
ListIter<Element> iter = sim->GetElements();
while (++iter) {
Element* elem = iter.value();
// if this element is hostile to us
// or if the element is a target objective
// of the carrier, or is hostile to any
// of our squadrons...
bool hostile = false;
if (elem->IsHostileTo(ship) || elem->IsObjectiveTargetOf(ship)) {
hostile = true;
}
else {
for (int i = 0; i < hangar->NumSquadrons() && !hostile; i++) {
int squadron_iff = hangar->SquadronIFF(i);
if (elem->IsHostileTo(squadron_iff))
hostile = true;
}
}
if (hostile) {
sim->GetAssignedElements(elem, assigned);
// is one of our fighter elements already assigned to this target?
bool found = false;
ListIter<Element> a_iter = assigned;
while (++a_iter && !found) {
Element* a = a_iter.value();
if (a->GetCarrier() == ship)
found = true;
}
// nobody is assigned yet, create an attack package
if (!found && CreateStrike(elem)) {
hold_time = (int) Game::GetInstance()->GameTime() + 30000;
return true;
}
}
}
return false;
}
bool
CarrierAI::CreateStrike(Element* elem)
{
Element* strike = 0;
Ship* target = elem->GetShip(1);
if (target && !target->IsGroundUnit()) {
Contact* contact = ship->FindContact(target);
if (contact && contact->GetIFF(ship) > 0) {
// fighter intercept
if (target->IsDropship()) {
int squadron = 0;
if (hangar->NumShipsReady(1) >= hangar->NumShipsReady(0))
squadron = 1;
int count = 2;
if (count < elem->NumShips())
count = elem->NumShips();
strike = CreatePackage(squadron, count, Mission::INTERCEPT, elem->Name(), "ACM Medium Range");
if (strike) {
strike->SetAssignment(elem);
if (flight_planner)
flight_planner->CreateStrikeRoute(strike, elem);
}
}
// starship or station assault
else {
int squadron = 0;
if (hangar->NumSquadrons() > 1)
squadron = 1;
if (hangar->NumSquadrons() > 2)
squadron = 2;
int count = 2;
if (target->Class() > Ship::FRIGATE) {
count = 4;
strike = CreatePackage(squadron, count, Mission::ASSAULT, elem->Name(), "Hvy Ship Strike");
}
else {
count = 2;
strike = CreatePackage(squadron, count, Mission::ASSAULT, elem->Name(), "Ship Strike");
}
if (strike) {
strike->SetAssignment(elem);
if (flight_planner)
flight_planner->CreateStrikeRoute(strike, elem);
// strike escort if target has fighter protection:
if (target->GetHangar()) {
if (squadron > 1) squadron--;
Element* escort = CreatePackage(squadron, 2, Mission::ESCORT_STRIKE, strike->Name(), "ACM Short Range");
if (escort && flight_planner)
flight_planner->CreateEscortRoute(escort, strike);
}
}
}
}
}
return strike != 0;
}
// +--------------------------------------------------------------------+
Element*
CarrierAI::CreatePackage(int squadron, int size, int code, const char* target, const char* loadname)
{
if (squadron < 0 || size < 1 || code < Mission::PATROL || hangar->NumShipsReady(squadron) < size)
return 0;
Sim* sim = Sim::GetSim();
const char* call = sim->FindAvailCallsign(ship->GetIFF());
Element* elem = sim->CreateElement(call, ship->GetIFF(), code);
FlightDeck* deck = 0;
int queue = 1000;
int* load = 0;
const ShipDesign*
design = hangar->SquadronDesign(squadron);
elem->SetSquadron(hangar->SquadronName(squadron));
elem->SetCarrier(ship);
if (target) {
int i_code = 0;
switch (code) {
case Mission::ASSAULT: i_code = Instruction::ASSAULT; break;
case Mission::STRIKE: i_code = Instruction::STRIKE; break;
case Mission::AIR_INTERCEPT:
case Mission::INTERCEPT: i_code = Instruction::INTERCEPT; break;
case Mission::ESCORT:
case Mission::ESCORT_STRIKE:
case Mission::ESCORT_FREIGHT:
i_code = Instruction::ESCORT; break;
case Mission::DEFEND: i_code = Instruction::DEFEND; break;
}
Instruction* objective = new(__FILE__,__LINE__) Instruction(i_code, target);
if (objective)
elem->AddObjective(objective);
}
if (design && loadname) {
Text name = loadname;
name.setSensitive(false);
ListIter<ShipLoad> sl = (List<ShipLoad>&) design->loadouts;
while (++sl) {
if (name == sl->name) {
load = sl->load;
elem->SetLoadout(load);
}
}
}
for (int i = 0; i < ship->NumFlightDecks(); i++) {
FlightDeck* d = ship->GetFlightDeck(i);
if (d && d->IsLaunchDeck()) {
int dq = hangar->PreflightQueue(d);
if (dq < queue) {
queue = dq;
deck = d;
}
}
}
int npackage = 0;
int slots[4];
for (int i = 0; i < 4; i++)
slots[i] = -1;
for (int slot = 0; slot < hangar->SquadronSize(squadron); slot++) {
const HangarSlot* s = hangar->GetSlot(squadron, slot);
if (hangar->GetState(s) == Hangar::STORAGE) {
if (npackage < 4)
slots[npackage] = slot;
hangar->GotoAlert(squadron, slot, deck, elem, load, code > Mission::SWEEP);
npackage++;
if (npackage >= size)
break;
}
}
NetUtil::SendElemCreate(elem, squadron, slots, code <= Mission::SWEEP);
return elem;
}
// +--------------------------------------------------------------------+
bool
CarrierAI::LaunchElement(Element* elem)
{
bool result = false;
if (!elem)
return result;
for (int squadron = 0; squadron < hangar->NumSquadrons(); squadron++) {
for (int slot = 0; slot < hangar->SquadronSize(squadron); slot++) {
const HangarSlot* s = hangar->GetSlot(squadron, slot);
if (hangar->GetState(s) == Hangar::ALERT &&
hangar->GetPackageElement(s) == elem) {
hangar->Launch(squadron, slot);
NetUtil::SendShipLaunch(ship, squadron, slot);
result = true;
}
}
}
return result;
}
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