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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
    ========
    Seeker Missile (low-level) Artifical Intelligence class
*/

#ifndef SeekerAI_h
#define SeekerAI_h

#include "Types.h"
#include "SteerAI.h"
#include "SimObject.h"

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

class Ship;
class Shot;

class SeekerAI : public SteerAI
{
public:
    SeekerAI(SimObject* s);
    virtual ~SeekerAI();

    virtual int       Type()      const { return 1001; }
    virtual int       Subframe()  const { return true; }

    virtual void      ExecFrame(double seconds);
    virtual void      FindObjective();
    virtual void      SetTarget(SimObject* targ, System* sub=0);
    virtual bool      Overshot();

    virtual void      SetPursuit(int p)  { pursuit = p;    }
    virtual int       GetPursuit() const { return pursuit; }

    virtual void      SetDelay(double d) { delay = d;      }
    virtual double    GetDelay() const   { return delay;   }

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

protected:
    // behaviors:
    virtual Steer     AvoidCollision();
    virtual Steer     SeekTarget();

    // accumulate behaviors:
    virtual void      Navigator();

    virtual void      CheckDecoys(double distance);

    Ship*             orig_target;
    Shot*             shot;
    int               pursuit;    // type of pursuit curve
    // 1: pure pursuit
    // 2: lead pursuit

    double            delay;      // don't start seeking until then
    bool              overshot;
};

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

#endif  // SeekerAI_h