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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: FighterTacticalAI.cpp
AUTHOR: John DiCamillo
OVERVIEW
========
Fighter-specific mid-level (tactical) AI class
*/
#include "MemDebug.h"
#include "FighterTacticalAI.h"
#include "ShipAI.h"
#include "Ship.h"
#include "ShipDesign.h"
#include "Shot.h"
#include "Element.h"
#include "Instruction.h"
#include "RadioMessage.h"
#include "Sensor.h"
#include "Contact.h"
#include "WeaponGroup.h"
#include "Drive.h"
#include "Sim.h"
#include "StarSystem.h"
#include "Game.h"
// +----------------------------------------------------------------------+
const int WINCHESTER_FIGHTER = 0;
const int WINCHESTER_ASSAULT = 1;
const int WINCHESTER_STRIKE = 2;
const int WINCHESTER_STATIC = 3;
// +----------------------------------------------------------------------+
FighterTacticalAI::FighterTacticalAI(ShipAI* ai)
: TacticalAI(ai), secondary_selection_time(0)
{
for (int i = 0; i < 4; i++)
winchester[i] = false;
ai_level = ai->GetAILevel();
switch (ai_level) {
default:
case 2: THREAT_REACTION_TIME = 1000; break;
case 1: THREAT_REACTION_TIME = 3000; break;
case 0: THREAT_REACTION_TIME = 6000; break;
}
}
// +--------------------------------------------------------------------+
FighterTacticalAI::~FighterTacticalAI()
{ }
// +--------------------------------------------------------------------+
bool
FighterTacticalAI::CheckFlightPlan()
{
navpt = ship->GetNextNavPoint();
int order = Instruction::PATROL;
roe = FLEXIBLE;
if (navpt) {
order = navpt->Action();
switch (order) {
case Instruction::LAUNCH:
case Instruction::DOCK:
case Instruction::RTB: roe = NONE;
break;
case Instruction::VECTOR:
roe = SELF_DEFENSIVE;
if (element_index > 1)
roe = DEFENSIVE;
break;
case Instruction::DEFEND:
case Instruction::ESCORT: roe = DEFENSIVE;
break;
case Instruction::INTERCEPT:
if (element_index > 1)
roe = DEFENSIVE;
else
roe = DIRECTED;
break;
case Instruction::RECON:
case Instruction::STRIKE:
case Instruction::ASSAULT: roe = DIRECTED;
break;
case Instruction::PATROL:
case Instruction::SWEEP: roe = FLEXIBLE;
break;
default: break;
}
if (order == Instruction::STRIKE) {
ship->SetSensorMode(Sensor::GM);
if (IsStrikeComplete(navpt)) {
ship->SetNavptStatus(navpt, Instruction::COMPLETE);
}
}
else if (order == Instruction::ASSAULT) {
if (ship->GetSensorMode() == Sensor::GM)
ship->SetSensorMode(Sensor::STD);
if (IsStrikeComplete(navpt)) {
ship->SetNavptStatus(navpt, Instruction::COMPLETE);
}
}
else {
if (ship->GetSensorMode() == Sensor::GM)
ship->SetSensorMode(Sensor::STD);
}
}
switch (roe) {
case NONE: ship->SetDirectorInfo(Game::GetText("ai.none")); break;
case SELF_DEFENSIVE: ship->SetDirectorInfo(Game::GetText("ai.self-defensive")); break;
case DEFENSIVE: ship->SetDirectorInfo(Game::GetText("ai.defensive")); break;
case DIRECTED: ship->SetDirectorInfo(Game::GetText("ai.directed")); break;
case FLEXIBLE: ship->SetDirectorInfo(Game::GetText("ai.flexible")); break;
default: ship->SetDirectorInfo(Game::GetText("ai.default")); break;
}
return (navpt != 0);
}
// +--------------------------------------------------------------------+
void
FighterTacticalAI::SelectTarget()
{
TacticalAI::SelectTarget();
SimObject* target = ship_ai->GetTarget();
if (target && (target->Type() == SimObject::SIM_SHIP) &&
(Game::GameTime() - secondary_selection_time) > THREAT_REACTION_TIME) {
SelectSecondaryForTarget((Ship*) target);
secondary_selection_time = Game::GameTime();
}
}
// +--------------------------------------------------------------------+
void
FighterTacticalAI::SelectTargetDirected(Ship* tgt)
{
Ship* potential_target = tgt;
if (!tgt) {
// try to target one of the element's objectives
// (if it shows up in the contact list)
Element* elem = ship->GetElement();
if (elem) {
Instruction* objective = elem->GetTargetObjective();
if (objective) {
SimObject* obj_sim_obj = objective->GetTarget();
Ship* obj_tgt = 0;
if (obj_sim_obj && obj_sim_obj->Type() == SimObject::SIM_SHIP)
obj_tgt = (Ship*) obj_sim_obj;
if (obj_tgt && ship->FindContact(obj_tgt))
potential_target = obj_tgt;
}
}
}
if (!CanTarget(potential_target))
potential_target = 0;
ship_ai->SetTarget(potential_target);
SelectSecondaryForTarget(potential_target);
}
// +--------------------------------------------------------------------+
void
FighterTacticalAI::SelectTargetOpportunity()
{
// NON-COMBATANTS do not pick targets of opportunity:
if (ship->GetIFF() == 0)
return;
Ship* potential_target = 0;
Shot* current_shot_target = 0;
// pick the closest combatant ship with a different IFF code:
double target_dist = 1.0e15;
double min_dist = 5.0e3;
// FIGHTERS are primarily anti-air platforms, but may
// also attack smaller starships:
Ship* ward = 0;
if (element_index > 1)
ward = ship->GetLeader();
// commit range for patrol/sweep is 80 Km
// (about 2 minutes for a fighter at max speed)
if (roe == FLEXIBLE || roe == AGRESSIVE)
target_dist = ship->Design()->commit_range;
if (roe < FLEXIBLE)
target_dist = 0.5 * ship->Design()->commit_range;
int class_limit = Ship::LCA;
if (ship->Class() == Ship::ATTACK)
class_limit = Ship::DESTROYER;
ListIter<Contact> c_iter = ship->ContactList();
while (++c_iter) {
Contact* contact = c_iter.value();
Ship* c_ship = contact->GetShip();
Shot* c_shot = contact->GetShot();
int c_iff = contact->GetIFF(ship);
bool rogue = false;
if (c_ship)
rogue = c_ship->IsRogue();
if (!rogue && (c_iff <= 0 || c_iff == ship->GetIFF() || c_iff == 1000))
continue;
// reasonable target?
if (c_ship && c_ship->Class() <= class_limit && !c_ship->InTransition()) {
if (!rogue) {
SimObject* ttgt = c_ship->GetTarget();
// if we are self-defensive, is this contact engaging us?
if (roe == SELF_DEFENSIVE && ttgt != ship)
continue;
// if we are defending, is this contact engaging us or our ward?
if (roe == DEFENSIVE && ttgt != ship && ttgt != ward)
continue;
}
// found an enemy, check distance:
double dist = (ship->Location() - c_ship->Location()).length();
if (dist < 0.75 * target_dist) {
// if on patrol, check target distance from navpoint:
if (roe == FLEXIBLE && navpt) {
double ndist = (navpt->Location().OtherHand() - c_ship->Location()).length();
if (ndist > 80e3)
continue;
}
potential_target = c_ship;
target_dist = dist;
}
}
else if (c_shot && c_shot->IsDrone()) {
// found an enemy shot, do we have enough time to engage?
if (c_shot->GetEta() < 10)
continue;
// found an enemy shot, check distance:
double dist = (ship->Location() - c_shot->Location()).length();
if (!current_shot_target) {
current_shot_target = c_shot;
target_dist = dist;
}
// is this shot a better target than the one we've found?
else {
Ship* ward = ship_ai->GetWard();
if ((c_shot->IsTracking(ward) && !current_shot_target->IsTracking(ward)) ||
(dist < target_dist)) {
current_shot_target = c_shot;
target_dist = dist;
}
}
}
}
if (current_shot_target) {
ship_ai->SetTarget(current_shot_target);
}
else {
ship_ai->SetTarget(potential_target);
SelectSecondaryForTarget(potential_target);
}
}
// +--------------------------------------------------------------------+
int
FighterTacticalAI::ListSecondariesForTarget(Ship* tgt, List<WeaponGroup>& weps)
{
weps.clear();
if (tgt) {
ListIter<WeaponGroup> iter = ship->Weapons();
while (++iter) {
WeaponGroup* w = iter.value();
if (w->Ammo() && w->CanTarget(tgt->Class()))
weps.append(w);
}
}
return weps.size();
}
void
FighterTacticalAI::SelectSecondaryForTarget(Ship* tgt)
{
if (tgt) {
int wix = WINCHESTER_FIGHTER;
if (tgt->IsGroundUnit()) wix = WINCHESTER_STRIKE;
else if (tgt->IsStatic()) wix = WINCHESTER_STATIC;
else if (tgt->IsStarship()) wix = WINCHESTER_ASSAULT;
WeaponGroup* best = 0;
List<WeaponGroup> weps;
if (ListSecondariesForTarget(tgt, weps)) {
winchester[wix] = false;
// select best weapon for the job:
double range = (ship->Location() - tgt->Location()).length();
double best_range = 0;
double best_damage = 0;
ListIter<WeaponGroup> iter = weps;
while (++iter) {
WeaponGroup* w = iter.value();
if (!best) {
best = w;
WeaponDesign* d = best->GetDesign();
best_range = d->max_range;
best_damage = d->damage * d->ripple_count;
if (best_range < range)
best = 0;
}
else {
WeaponDesign* d = w->GetDesign();
double w_range = d->max_range;
double w_damage = d->damage * d->ripple_count;
if (w_range > range) {
if (w_range < best_range || w_damage > best_damage)
best = w;
}
}
}
// now cycle weapons until you pick the best one:
WeaponGroup* current_missile = ship->GetSecondaryGroup();
if (current_missile && best && current_missile != best) {
ship->CycleSecondary();
WeaponGroup* m = ship->GetSecondaryGroup();
while (m != current_missile && m != best) {
ship->CycleSecondary();
m = ship->GetSecondaryGroup();
}
}
}
else {
winchester[wix] = true;
// if we have NO weapons that can hit this target,
// just drop it:
Weapon* primary = ship->GetPrimary();
if (!primary || !primary->CanTarget(tgt->Class())) {
ship_ai->DropTarget(3);
ship->DropTarget();
}
}
if (tgt->IsGroundUnit())
ship->SetSensorMode(Sensor::GM);
else if (ship->GetSensorMode() == Sensor::GM)
ship->SetSensorMode(Sensor::STD);
}
}
// +--------------------------------------------------------------------+
void
FighterTacticalAI::FindFormationSlot(int formation)
{
// find the formation delta:
int s = element_index - 1;
Point delta(5*s, 0, -5*s);
// diamond:
if (formation == Instruction::DIAMOND) {
switch (element_index) {
case 2: delta = Point( 12, -1, -10); break;
case 3: delta = Point(-12, -1, -10); break;
case 4: delta = Point( 0, -2, -20); break;
}
}
// spread:
if (formation == Instruction::SPREAD) {
switch (element_index) {
case 2: delta = Point( 15, 0, 0); break;
case 3: delta = Point(-15, 0, 0); break;
case 4: delta = Point(-30, 0, 0); break;
}
}
// box:
if (formation == Instruction::BOX) {
switch (element_index) {
case 2: delta = Point(15, 0, 0); break;
case 3: delta = Point( 0, -2, -20); break;
case 4: delta = Point(15, -2, -20); break;
}
}
// trail:
if (formation == Instruction::TRAIL) {
delta = Point(0, s, -20*s);
}
ship_ai->SetFormationDelta(delta * ship->Radius() * 2);
}
// +--------------------------------------------------------------------+
void
FighterTacticalAI::FindThreat()
{
// pick the closest contact on Threat Warning System:
Ship* threat_ship = 0;
Shot* threat_missile = 0;
double threat_dist = 1e9;
ListIter<Contact> c_iter = ship->ContactList();
while (++c_iter) {
Contact* contact = c_iter.value();
if (contact->Threat(ship) &&
(Game::GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) {
double rng = contact->Range(ship);
if (contact->GetShot()) {
threat_missile = contact->GetShot();
}
else if (rng < threat_dist && contact->GetShip()) {
Ship* candidate = contact->GetShip();
if (candidate->InTransition())
continue;
if (candidate->IsStarship() && rng < 50e3) {
threat_ship = candidate;
threat_dist = rng;
}
else if (candidate->IsDropship() && rng < 25e3) {
threat_ship = candidate;
threat_dist = rng;
}
// static and ground units:
else if (rng < 30e3) {
threat_ship = candidate;
threat_dist = rng;
}
}
}
}
ship_ai->SetThreat(threat_ship);
ship_ai->SetThreatMissile(threat_missile);
}
// +--------------------------------------------------------------------+
bool
FighterTacticalAI::IsStrikeComplete(Instruction* instr)
{
// wingmen can not call a halt to a strike:
if (!ship || element_index > 1)
return false;
// if there's nothing to shoot at, we must be done:
if (!instr || !instr->GetTarget() || instr->GetTarget()->Life() == 0 ||
instr->GetTarget()->Type() != SimObject::SIM_SHIP)
return true;
// break off strike only when ALL weapons are expended:
// (remember to check all relevant wingmen)
Element* element = ship->GetElement();
Ship* target = (Ship*) instr->GetTarget();
if (!element)
return true;
for (int i = 0; i < element->NumShips(); i++) {
Ship* s = element->GetShip(i+1);
if (!s || s->Integrity() < 25) // || (s->Location() - target->Location()).length() > 250e3)
continue;
ListIter<WeaponGroup> g_iter = s->Weapons();
while (++g_iter) {
WeaponGroup* w = g_iter.value();
if (w->Ammo() && w->CanTarget(target->Class())) {
ListIter<Weapon> w_iter = w->GetWeapons();
while (++w_iter) {
Weapon* weapon = w_iter.value();
if (weapon->Status() > System::CRITICAL)
return false;
}
}
}
}
// still here? we must be done!
return true;
}
|