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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
SUBSYSTEM: Stars.exe
FILE: FighterAI.h
AUTHOR: John DiCamillo
OVERVIEW
========
Fighter (low-level) Artifical Intelligence class
*/
#ifndef FighterAI_h
#define FighterAI_h
#include "Types.h"
#include "ShipAI.h"
// +--------------------------------------------------------------------+
class Ship;
class Shot;
class InboundSlot;
// +--------------------------------------------------------------------+
class FighterAI : public ShipAI
{
public:
FighterAI(SimObject* s);
virtual ~FighterAI();
virtual void ExecFrame(double seconds);
virtual int Subframe() const { return true; }
// convert the goal point from world to local coords:
virtual void FindObjective();
virtual void FindObjectiveNavPoint();
protected:
// behaviors:
virtual Steer AvoidTerrain();
virtual Steer SeekTarget();
virtual Steer EvadeThreat();
virtual Point ClosingVelocity();
// accumulate behaviors:
virtual void Navigator();
// steering functions:
virtual Steer Seek(const Point& point);
virtual Steer SeekFormationSlot();
// fire on target if appropriate:
virtual void FireControl();
virtual void HelmControl();
virtual void ThrottleControl();
virtual double CalcDefensePerimeter(Ship* starship);
virtual void ReturnToBase(Ship* controller);
Shot* decoy_missile;
double missile_time;
int terrain_warning;
int drop_state;
char dir_info[32];
double brakes;
double z_shift;
double time_to_dock;
InboundSlot* inbound;
int rtb_code;
bool evading;
DWORD jink_time;
Point jink;
bool over_threshold;
bool form_up;
bool go_manual;
};
// +--------------------------------------------------------------------+
#endif // FighterAI_h
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