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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, 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 mid-level (tactical) AI
*/
#ifndef TacticalAI_h
#define TacticalAI_h
#include "Types.h"
#include "Director.h"
// +--------------------------------------------------------------------+
class Ship;
class ShipAI;
class Instruction;
class CarrierAI;
// +--------------------------------------------------------------------+
class TacticalAI : public Director
{
public:
TacticalAI(ShipAI* ai);
virtual ~TacticalAI();
enum ROE {
NONE,
SELF_DEFENSIVE,
DEFENSIVE,
DIRECTED,
FLEXIBLE,
AGRESSIVE
};
virtual void ExecFrame(double seconds);
virtual ROE RulesOfEngagement() const { return roe; }
virtual double ThreatLevel() const { return threat_level; }
virtual double SupportLevel() const { return support_level; }
protected:
// pick the best target if we don't have one yet:
virtual void CheckOrders();
virtual bool CheckShipOrders();
virtual bool ProcessOrders();
virtual bool CheckFlightPlan();
virtual bool CheckObjectives();
virtual void SelectTarget();
virtual void SelectTargetDirected(Ship* tgt=0);
virtual void SelectTargetOpportunity();
virtual void CheckTarget();
virtual void FindThreat();
virtual void FindSupport();
virtual void FindFormationSlot(int formation);
virtual bool CanTarget(Ship* tgt);
virtual void ClearRadioOrders();
Ship* ship;
ShipAI* ship_ai;
CarrierAI* carrier_ai;
Instruction* navpt;
Instruction* orders;
double agression;
ROE roe;
int element_index;
int action;
int exec_time;
int directed_tgtid;
double threat_level;
double support_level;
};
// +--------------------------------------------------------------------+
#endif // TacticalAI_h
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