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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: ShipAI.h
AUTHOR: John DiCamillo
OVERVIEW
========
Common base class and interface for low-level ship AI
*/
#ifndef ShipAI_h
#define ShipAI_h
#include "Types.h"
#include "SteerAI.h"
// +--------------------------------------------------------------------+
class Ship;
class Shot;
class Instruction;
class TacticalAI;
class Farcaster;
// +--------------------------------------------------------------------+
class ShipAI : public SteerAI
{
public:
ShipAI(SimObject* s);
virtual ~ShipAI();
virtual void ExecFrame(double seconds);
virtual int Subframe() const { return true; }
virtual Ship* GetShip() const { return ship; }
virtual Ship* GetWard() const;
virtual void SetWard(Ship* s);
virtual Ship* GetThreat() const { return threat; }
virtual void SetThreat(Ship* s);
virtual Ship* GetSupport() const { return support; }
virtual void SetSupport(Ship* s);
virtual Ship* GetRumor() const { return rumor; }
virtual void SetRumor(Ship* s);
virtual Shot* GetThreatMissile() const { return threat_missile; }
virtual void SetThreatMissile(Shot* s);
virtual Instruction* GetNavPoint() const { return navpt; }
virtual void SetNavPoint(Instruction* n) { navpt = n; }
virtual Point GetPatrol() const;
virtual void SetPatrol(const Point& p);
virtual void ClearPatrol();
virtual void ClearRumor();
virtual void ClearTactical();
virtual Farcaster* GetFarcaster() { return farcaster; }
// convert the goal point from world to local coords:
virtual void FindObjective();
virtual void Splash(const Ship* targ);
virtual void SetTarget(SimObject* targ, System* sub=0);
virtual void DropTarget(double drop_time=1.5);
virtual double DropTime() const { return drop_time; }
virtual void SetBracket(bool bracket);
virtual void SetIdentify(bool identify);
virtual void SetFormationDelta(const Point& point);
virtual bool Update(SimObject* obj);
virtual const char* GetObserverName() const;
virtual int GetAILevel() const { return ai_level; }
protected:
// accumulate behaviors:
virtual void Navigator();
// behaviors:
virtual bool AvoidTestSingleObject(SimObject* obj,
const Point& bearing,
double avoid_dist,
double& avoid_time,
Steer& steer);
virtual Steer AvoidCloseObject(SimObject* obj);
virtual Steer AvoidCollision();
virtual Steer AvoidTerrain();
virtual Steer SeekTarget();
virtual Steer EvadeThreat();
virtual Point ClosingVelocity();
// compute the goal point in world coords based on current ai state:
virtual void FindObjectiveTarget(SimObject* tgt);
virtual void FindObjectiveNavPoint();
virtual void FindObjectiveFormation();
virtual void FindObjectivePatrol();
virtual void FindObjectiveQuantum();
virtual void FindObjectiveFarcaster(SimRegion* src, SimRegion* dst);
// fire on target if appropriate:
virtual void AdjustDefenses();
virtual void FireControl();
virtual void HelmControl();
virtual void ThrottleControl();
virtual void NavlightControl();
virtual void CheckTarget();
Ship* ship;
Ship* support;
Ship* rumor;
Ship* threat;
Shot* threat_missile;
Instruction* navpt;
Point obstacle;
TacticalAI* tactical;
Farcaster* farcaster;
int engaged_ship_id;
int splash_count;
Point formation_delta;
double slot_dist;
double throttle;
double old_throttle;
double seconds;
double drop_time;
double brake;
DWORD last_avoid_time;
DWORD last_call_time;
int element_index;
int too_close;
bool bracket;
bool identify;
bool hold;
bool takeoff;
int patrol;
Point patrol_loc;
int ai_level;
};
// +--------------------------------------------------------------------+
#endif // ShipAI_h
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