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/*  Project Starshatter 4.5
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    SUBSYSTEM:    Stars.exe
    FILE:         DropShipAI.cpp
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Drop Ship (orbit/surface and surface/orbit) AI class
*/

#include "MemDebug.h"
#include "DropShipAI.h"
#include "TacticalAI.h"
#include "Ship.h"
#include "ShipCtrl.h"
#include "Drive.h"
#include "Sim.h"
#include "StarSystem.h"
#include "KeyMap.h"

#include "Game.h"

// +----------------------------------------------------------------------+

DropShipAI::DropShipAI(Ship* s)
   : ShipAI(s)
{
   seek_gain = 20;
   seek_damp = 0.5;

   delete tactical;
   tactical = 0;
}

DropShipAI::~DropShipAI()
{
}

// +--------------------------------------------------------------------+

void
DropShipAI::FindObjective()
{
   distance = 0;

   if (!ship)  return;

   Sim*        sim = Sim::GetSim();
   SimRegion*  self_rgn = ship->GetRegion();

   // if making orbit, go up:
   if (self_rgn->Type() == Sim::AIR_SPACE) {
      obj_w = self->Location() + Point(0, 1e3, 0);
   }

   // if breaking orbit, head for terrain region:
   else {
      SimRegion* dst_rgn = sim->FindNearestTerrainRegion(ship);
      Point      dst     = dst_rgn->GetOrbitalRegion()->Location() -
                           self_rgn->GetOrbitalRegion()->Location() +
                           Point(0, 0, -1e6);
      
      obj_w =    dst.OtherHand();
   }

   // distance from self to navpt:
   distance = Point(obj_w - self->Location()).length();
   
   // transform into camera coords:
   objective = Transform(obj_w);
   objective.Normalize();
}

// +--------------------------------------------------------------------+

void
DropShipAI::Navigator()
{
   accumulator.Clear();
   magnitude = 0;

   if (other)
      ship->SetFLCSMode(Ship::FLCS_AUTO);
   else
      ship->SetFLCSMode(Ship::FLCS_MANUAL);

   Accumulate(AvoidCollision());
   Accumulate(Seek(objective));

   // are we being asked to flee?
   if (fabs(accumulator.yaw) == 1.0 && accumulator.pitch == 0.0) {
      accumulator.pitch  = -0.7f;
      accumulator.yaw   *= 0.25f;
   }

   self->ApplyRoll((float) (accumulator.yaw * -0.4));
   self->ApplyYaw((float) (accumulator.yaw * 0.2));
   
   if (fabs(accumulator.yaw) > 0.5 && fabs(accumulator.pitch) < 0.1)
      accumulator.pitch -= 0.1f;

   if (accumulator.pitch != 0)
      self->ApplyPitch((float) accumulator.pitch);

   // if not turning, roll to orient with world coords:
   if (fabs(accumulator.yaw) < 0.1) {
      Point vrt = ((Camera*) &(self->Cam()))->vrt();
      double deflection = vrt.y;
      if (deflection != 0) {
         double theta = asin(deflection/vrt.length());
         self->ApplyRoll(-theta);
      }
   }

   ship->SetThrottle(100);
   ship->ExecFLCSFrame();
}