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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:         SteerAI.h
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Steering (low-level) Artifical Intelligence class
*/

#ifndef SteerAI_h
#define SteerAI_h

#include "Types.h"
#include "SimObject.h"
#include "Director.h"
#include "Geometry.h"

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

class System;

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

struct Steer
{
    Steer() : yaw(0), pitch(0), roll(0), brake(0), stop(0) { }
    Steer(double y, double p, double r, double b=0) : yaw(y), pitch(p), roll(r), brake(b), stop(0) { }
    Steer(const Steer& s) : yaw(s.yaw), pitch(s.pitch), roll(s.roll), brake(s.brake), stop(s.stop) { }

    Steer& operator = (const Steer& s) { yaw=s.yaw; pitch=s.pitch; roll=s.roll; brake = s.brake; stop = s.stop; return *this; }

    Steer  operator+(const Steer& s) const;
    Steer  operator-(const Steer& s) const;
    Steer  operator*(double f)       const;
    Steer  operator/(double f)       const;

    Steer& operator+=(const Steer& s);
    Steer& operator-=(const Steer& s);

    double Magnitude() const;

    void Clear() { yaw=0; pitch=0; roll=0; brake=0; stop=0; }

    double yaw, pitch, roll;
    double brake;
    int    stop;
};

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

class SteerAI : public Director, public SimObserver
{
public:
    enum Type { SEEKER = 1000, FIGHTER, STARSHIP, GROUND };

    SteerAI(SimObject* self);
    virtual ~SteerAI();

    static Director*  Create(SimObject*, int type);

    virtual void      SetTarget(SimObject* targ, System* sub=0);
    virtual SimObject* GetTarget() const { return target; }
    virtual System*   GetSubTarget() const { return subtarget; }
    virtual void      DropTarget(double drop_time=1.5);
    virtual int       Type()      const { return ai_type; }

    virtual bool         Update(SimObject* obj);
    virtual const char*  GetObserverName() const;

    // debug:
    virtual Point        GetObjective() const { return obj_w; }
    virtual SimObject*   GetOther()     const { return other; }

protected:

    // accumulate behaviors:
    virtual void      Navigator();
    virtual int       Accumulate(const Steer& steer);

    // steering functions:
    virtual Steer     Seek(const Point& point);
    virtual Steer     Flee(const Point& point);
    virtual Steer     Avoid(const Point& point, float radius);
    virtual Steer     Evade(const Point& point, const Point& vel);

    // compute the goal point based on target stats:
    virtual void      FindObjective();
    virtual Point     ClosingVelocity();

    virtual Point     Transform(const Point& pt);
    virtual Point     AimTransform(const Point& pt);

    int               seeking;

    SimObject*        self;
    SimObject*        target;
    System*           subtarget;
    SimObject*        other;

    Point             obj_w;
    Point             objective;

    double            distance;
    double            az[3], el[3];

    Steer             accumulator;
    double            magnitude;
    DWORD             evade_time;

    double            seek_gain;
    double            seek_damp;

    int               ai_type;
};


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

#endif SteerAI_h