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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
    ========
    Common base class and interface for low-level ship AI
*/

#ifndef ShipAI_h
#define ShipAI_h

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

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

class Ship;
class Shot;
class Instruction;
class TacticalAI;
class Farcaster;

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

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

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

    virtual Ship*     GetShip()                  const { return ship;    }

    virtual Ship*     GetWard()                  const;
    virtual void      SetWard(Ship* s);
    virtual Ship*     GetThreat()                const { return threat;  }
    virtual void      SetThreat(Ship* s);
    virtual Ship*     GetSupport()               const { return support; }
    virtual void      SetSupport(Ship* s);
    virtual Ship*     GetRumor()                 const { return rumor;   }
    virtual void      SetRumor(Ship* s);
    virtual Shot*     GetThreatMissile()         const { return threat_missile; }
    virtual void      SetThreatMissile(Shot* s);
    virtual Instruction* GetNavPoint()           const { return navpt; }
    virtual void      SetNavPoint(Instruction* n)      { navpt = n; }
    virtual Point     GetPatrol()                const;
    virtual void      SetPatrol(const Point& p);
    virtual void      ClearPatrol();
    virtual void      ClearRumor();
    virtual void      ClearTactical();

    virtual Farcaster* GetFarcaster() { return farcaster; }

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

    virtual void      Splash(const Ship* targ);
    virtual void      SetTarget(SimObject* targ, System* sub=0);
    virtual void      DropTarget(double drop_time=1.5);
    virtual double    DropTime()                 const { return drop_time; }
    virtual void      SetBracket(bool bracket);
    virtual void      SetIdentify(bool identify);

    virtual void      SetFormationDelta(const Point& point);

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

    virtual int       GetAILevel() const   { return ai_level; }

protected:
    // accumulate behaviors:
    virtual void      Navigator();

    // behaviors:
    virtual bool      AvoidTestSingleObject(SimObject*    obj,
    const Point&  bearing,
    double        avoid_dist,
    double&       avoid_time,
    Steer&        steer);

    virtual Steer     AvoidCloseObject(SimObject* obj);
    virtual Steer     AvoidCollision();
    virtual Steer     AvoidTerrain();
    virtual Steer     SeekTarget();
    virtual Steer     EvadeThreat();

    virtual Point     ClosingVelocity();

    // compute the goal point in world coords based on current ai state:
    virtual void      FindObjectiveTarget(SimObject* tgt);
    virtual void      FindObjectiveNavPoint();
    virtual void      FindObjectiveFormation();
    virtual void      FindObjectivePatrol();
    virtual void      FindObjectiveQuantum();
    virtual void      FindObjectiveFarcaster(SimRegion* src, SimRegion* dst);

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

    virtual void      CheckTarget();

    Ship*             ship;
    Ship*             support;
    Ship*             rumor;
    Ship*             threat;
    Shot*             threat_missile;
    Instruction*      navpt;
    Point             obstacle;
    TacticalAI*       tactical;
    Farcaster*        farcaster;
    int               engaged_ship_id;
    int               splash_count;

    Point             formation_delta;
    double            slot_dist;

    double            throttle;
    double            old_throttle;
    double            seconds;
    double            drop_time;
    double            brake;
    DWORD             last_avoid_time;
    DWORD             last_call_time;

    int               element_index;
    int               too_close;
    bool              bracket;
    bool              identify;
    bool              hold;
    bool              takeoff;

    int               patrol;
    Point             patrol_loc;
    int               ai_level;
};

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

#endif  // ShipAI_h