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/* Project Starshatter 4.5
Destroyer Studios LLC
Copyright © 1997-2004. All Rights Reserved.
SUBSYSTEM: Stars.exe
FILE: GroundAI.cpp
AUTHOR: John DiCamillo
OVERVIEW
========
Low-Level Artificial Intelligence class for Ground Units
*/
#include "MemDebug.h"
#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 "Game.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(__FILE__,__LINE__) 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(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) Game::GameTime() - exec_time > exec_period) {
exec_time = (int) Game::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);
}
}
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