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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
*/
#pragma once
#include <cstdint>
#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;
std::uint32_t last_avoid_time;
std::uint32_t 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;
};
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