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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: SeekerAI.h
AUTHOR: John DiCamillo
OVERVIEW
========
Seeker Missile (low-level) Artifical Intelligence class
*/
#ifndef SeekerAI_h
#define SeekerAI_h
#include "Types.h"
#include "SteerAI.h"
#include "SimObject.h"
// +--------------------------------------------------------------------+
class Ship;
class Shot;
class SeekerAI : public SteerAI
{
public:
SeekerAI(SimObject* s);
virtual ~SeekerAI();
virtual int Type() const { return 1001; }
virtual int Subframe() const { return true; }
virtual void ExecFrame(double seconds);
virtual void FindObjective();
virtual void SetTarget(SimObject* targ, System* sub=0);
virtual bool Overshot();
virtual void SetPursuit(int p) { pursuit = p; }
virtual int GetPursuit() const { return pursuit; }
virtual void SetDelay(double d) { delay = d; }
virtual double GetDelay() const { return delay; }
virtual bool Update(SimObject* obj);
virtual const char* GetObserverName() const;
protected:
// behaviors:
virtual Steer AvoidCollision();
virtual Steer SeekTarget();
// accumulate behaviors:
virtual void Navigator();
virtual void CheckDecoys(double distance);
Ship* orig_target;
Shot* shot;
int pursuit; // type of pursuit curve
// 1: pure pursuit
// 2: lead pursuit
double delay; // don't start seeking until then
bool overshot;
};
// +--------------------------------------------------------------------+
#endif SeekerAI_h
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