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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
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