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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: TacticalAI.h
AUTHOR: John DiCamillo
OVERVIEW
========
Common base class and interface for mid-level (tactical) AI
*/
#ifndef TacticalAI_h
#define TacticalAI_h
#include "Types.h"
#include "Director.h"
// +--------------------------------------------------------------------+
class Ship;
class ShipAI;
class Instruction;
class CarrierAI;
// +--------------------------------------------------------------------+
class TacticalAI : public Director
{
public:
TacticalAI(ShipAI* ai);
virtual ~TacticalAI();
enum ROE {
NONE,
SELF_DEFENSIVE,
DEFENSIVE,
DIRECTED,
FLEXIBLE,
AGRESSIVE
};
virtual void ExecFrame(double seconds);
virtual ROE RulesOfEngagement() const { return roe; }
virtual double ThreatLevel() const { return threat_level; }
virtual double SupportLevel() const { return support_level; }
protected:
// pick the best target if we don't have one yet:
virtual void CheckOrders();
virtual bool CheckShipOrders();
virtual bool ProcessOrders();
virtual bool CheckFlightPlan();
virtual bool CheckObjectives();
virtual void SelectTarget();
virtual void SelectTargetDirected(Ship* tgt=0);
virtual void SelectTargetOpportunity();
virtual void CheckTarget();
virtual void FindThreat();
virtual void FindSupport();
virtual void FindFormationSlot(int formation);
virtual bool CanTarget(Ship* tgt);
virtual void ClearRadioOrders();
Ship* ship;
ShipAI* ship_ai;
CarrierAI* carrier_ai;
Instruction* navpt;
Instruction* orders;
double agression;
ROE roe;
int element_index;
int action;
int exec_time;
int directed_tgtid;
double threat_level;
double support_level;
};
// +--------------------------------------------------------------------+
#endif // TacticalAI_h
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