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/* Starshatter: The Open Source Project
Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Drop Ship (orbit/surface and surface/orbit) AI class
*/
#include "DropShipAI.h"
#include "TacticalAI.h"
#include "Ship.h"
#include "ShipCtrl.h"
#include "Drive.h"
#include "Sim.h"
#include "StarSystem.h"
#include "KeyMap.h"
#include "Game.h"
// +----------------------------------------------------------------------+
DropShipAI::DropShipAI(Ship* s)
: ShipAI(s)
{
seek_gain = 20;
seek_damp = 0.5;
delete tactical;
tactical = 0;
}
DropShipAI::~DropShipAI()
{
}
// +--------------------------------------------------------------------+
void
DropShipAI::FindObjective()
{
distance = 0;
if (!ship) return;
Sim* sim = Sim::GetSim();
SimRegion* self_rgn = ship->GetRegion();
// if making orbit, go up:
if (self_rgn->Type() == Sim::AIR_SPACE) {
obj_w = self->Location() + Point(0, 1e3, 0);
}
// if breaking orbit, head for terrain region:
else {
SimRegion* dst_rgn = sim->FindNearestTerrainRegion(ship);
Point dst = dst_rgn->GetOrbitalRegion()->Location() -
self_rgn->GetOrbitalRegion()->Location() +
Point(0, 0, -1e6);
obj_w = dst.OtherHand();
}
// distance from self to navpt:
distance = Point(obj_w - self->Location()).length();
// transform into camera coords:
objective = Transform(obj_w);
objective.Normalize();
}
// +--------------------------------------------------------------------+
void
DropShipAI::Navigator()
{
accumulator.Clear();
magnitude = 0;
if (other)
ship->SetFLCSMode(Ship::FLCS_AUTO);
else
ship->SetFLCSMode(Ship::FLCS_MANUAL);
Accumulate(AvoidCollision());
Accumulate(Seek(objective));
// are we being asked to flee?
if (fabs(accumulator.yaw) == 1.0 && accumulator.pitch == 0.0) {
accumulator.pitch = -0.7f;
accumulator.yaw *= 0.25f;
}
self->ApplyRoll((float) (accumulator.yaw * -0.4));
self->ApplyYaw((float) (accumulator.yaw * 0.2));
if (fabs(accumulator.yaw) > 0.5 && fabs(accumulator.pitch) < 0.1)
accumulator.pitch -= 0.1f;
if (accumulator.pitch != 0)
self->ApplyPitch((float) accumulator.pitch);
// if not turning, roll to orient with world coords:
if (fabs(accumulator.yaw) < 0.1) {
Point vrt = ((Camera*) &(self->Cam()))->vrt();
double deflection = vrt.y;
if (deflection != 0) {
double theta = asin(deflection/vrt.length());
self->ApplyRoll(-theta);
}
}
ship->SetThrottle(100);
ship->ExecFLCSFrame();
}
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