summaryrefslogtreecommitdiffhomepage
path: root/Stars45/GroundAI.cpp
blob: 443574249cde488ce9d96487b75e75729eaee60a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
/*  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
    ========
    Low-Level Artificial Intelligence class for Ground Units
*/

#include "GroundAI.h"
#include "SteerAI.h"
#include "System.h"
#include "Ship.h"
#include "ShipDesign.h"
#include "Shield.h"
#include "Sim.h"
#include "Player.h"
#include "CarrierAI.h"
#include "Contact.h"
#include "Weapon.h"
#include "WeaponGroup.h"

#include "Clock.h"
#include "Physical.h"

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

GroundAI::GroundAI(SimObject* s)
: ship((Ship*) s), target(0), subtarget(0), exec_time(0), carrier_ai(0)
{
    Sim*  sim         = Sim::GetSim();
    Ship* pship       = sim->GetPlayerShip();
    int   player_team = 1;
    int   ai_level    = 1;

    if (pship)
    player_team = pship->GetIFF();

    Player* player = Player::GetCurrentPlayer();
    if (player) {
        if (ship && ship->GetIFF() && ship->GetIFF() != player_team) {
            ai_level = player->AILevel();
        }
        else if (player->AILevel() == 0) {
            ai_level = 1;
        }
    }

    // evil alien ships are *always* smart:
    if (ship && ship->GetIFF() > 1 && ship->Design()->auto_roll > 1) {
        ai_level = 2;
    }

    if (ship && ship->GetHangar() && ship->GetCommandAILevel() > 0)
    carrier_ai = new CarrierAI(ship, ai_level);
}


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

GroundAI::~GroundAI()
{
    delete carrier_ai;
}

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

void
GroundAI::SetTarget(SimObject* targ, System* sub)
{
    if (target != targ) {
        target = targ;

        if (target)
        Observe(target);
    }

    subtarget = sub;
}

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

bool
GroundAI::Update(SimObject* obj)
{
    if (obj == target) {
        target = 0;
        subtarget = 0;
    }

    return SimObserver::Update(obj);
}

const char*
GroundAI::GetObserverName() const
{
    static char name[64];
    sprintf_s(name, "GroundAI(%s)", ship->Name());
    return name;
}

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

void
GroundAI::SelectTarget()
{
    SimObject* potential_target = 0;

    // pick the closest combatant ship with a different IFF code:
    double target_dist = 1.0e15;

    Ship* current_ship_target = 0;

    ListIter<Contact> c_iter = ship->ContactList();
    while (++c_iter) {
        Contact* contact = c_iter.value();
        int      c_iff   = contact->GetIFF(ship);
        Ship*    c_ship  = contact->GetShip();
        Shot*    c_shot  = contact->GetShot();
        bool     rogue   = false;

        if (c_ship)
        rogue = c_ship->IsRogue();

        if (rogue || c_iff > 0 && c_iff != ship->GetIFF() && c_iff < 1000) {
            if (c_ship && !c_ship->InTransition()) {
                // found an enemy, check distance:
                double dist = (ship->Location() - c_ship->Location()).length();

                if (!current_ship_target || (c_ship->Class() <= current_ship_target->Class() &&
                            dist < target_dist)) {
                    current_ship_target = c_ship;
                    target_dist = dist;
                }
            }
        }

        potential_target = current_ship_target;
    }

    SetTarget(potential_target);
}

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

int
GroundAI::Type() const
{
    return SteerAI::GROUND;
}

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

void
GroundAI::ExecFrame(double secs)
{
    const int exec_period = 1000;

    if ((int) Clock::GetInstance()->GameTime() - exec_time > exec_period) {
        exec_time = (int) Clock::GetInstance()->GameTime();
        SelectTarget();
    }

    if (ship) {
        Shield* shield = ship->GetShield();

        if (shield)
        shield->SetPowerLevel(100);

        ListIter<WeaponGroup> iter = ship->Weapons();
        while (++iter) {
            WeaponGroup* group = (WeaponGroup*) iter.value();

            if (group->NumWeapons() > 1 && group->CanTarget(Ship::DROPSHIPS))
            group->SetFiringOrders(Weapon::POINT_DEFENSE);
            else
            group->SetFiringOrders(Weapon::AUTO);

            group->SetTarget((Ship*) target, 0);
        }

        if (carrier_ai)
        carrier_ai->ExecFrame(secs);
    }
}