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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
    ========
    Fighter (low-level) Artifical Intelligence class
*/

#ifndef FighterAI_h
#define FighterAI_h

#include "Types.h"
#include "ShipAI.h"

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

class Ship;
class Shot;
class InboundSlot;

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

class FighterAI : public ShipAI
{
public:
    FighterAI(SimObject* s);
    virtual ~FighterAI();

    virtual void      ExecFrame(double seconds);
    virtual int       Subframe()  const { return true; }

    // convert the goal point from world to local coords:
    virtual void      FindObjective();
    virtual void      FindObjectiveNavPoint();

protected:
    // behaviors:
    virtual Steer     AvoidTerrain();
    virtual Steer     SeekTarget();
    virtual Steer     EvadeThreat();
    virtual Point     ClosingVelocity();

    // accumulate behaviors:
    virtual void      Navigator();

    // steering functions:
    virtual Steer     Seek(const Point& point);
    virtual Steer     SeekFormationSlot();

    // fire on target if appropriate:
    virtual void      FireControl();
    virtual void      HelmControl();
    virtual void      ThrottleControl();

    virtual double    CalcDefensePerimeter(Ship* starship);
    virtual void      ReturnToBase(Ship* controller);

    Shot*             decoy_missile;
    double            missile_time;
    int               terrain_warning;
    int               drop_state;
    char              dir_info[32];
    double            brakes;
    double            z_shift;
    double            time_to_dock;
    InboundSlot*      inbound;
    int               rtb_code;
    bool              evading;
    DWORD             jink_time;
    Point             jink;
    bool              over_threshold;
    bool              form_up;
    bool              go_manual;
};

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

#endif  // FighterAI_h