Beispiel #1
0
/*checks through the target players list of structures and droids to see
if any support a counter battery sensor*/
void counterBatteryFire(BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget)
{
	BASE_OBJECT		*psViewer;

	/*if a null target is passed in ignore - this will be the case when a 'miss'
	projectile is sent - we may have to cater for these at some point*/
	// also ignore cases where you attack your own player
	// Also ignore cases where there are already 1000 missiles heading towards the attacker.
	if (psTarget == NULL
	    || (psAttacker != NULL && psAttacker->player == psTarget->player)
	    || aiObjectIsProbablyDoomed(psAttacker))
	{
		return;
	}

	CHECK_OBJECT(psTarget);

	for (psViewer = apsSensorList[0]; psViewer; psViewer = psViewer->psNextFunc)
	{
		if (aiCheckAlliances(psTarget->player, psViewer->player))
		{
			if ((psViewer->type == OBJ_STRUCTURE && !structCBSensor((STRUCTURE *)psViewer))
			    || (psViewer->type == OBJ_DROID && !cbSensorDroid((DROID *)psViewer)))
			{
				continue;
			}
			const int sensorRange = objSensorRange(psViewer);

			// Check sensor distance from target
			const int xDiff = psViewer->pos.x - psTarget->pos.x;
			const int yDiff = psViewer->pos.y - psTarget->pos.y;

			if (xDiff * xDiff + yDiff * yDiff < sensorRange * sensorRange)
			{
				// Inform viewer of target
				if (psViewer->type == OBJ_DROID)
				{
					orderDroidObj((DROID *)psViewer, DORDER_OBSERVE, psAttacker, ModeImmediate);
				}
				else if (psViewer->type == OBJ_STRUCTURE)
				{
					((STRUCTURE *)psViewer)->psTarget[0] = psAttacker;
				}
			}
		}
	}
}
Beispiel #2
0
/*checks through the target players list of structures and droids to see
if any support a counter battery sensor*/
void counterBatteryFire(BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget)
{
	BASE_OBJECT		*psViewer;

	/*if a null target is passed in ignore - this will be the case when a 'miss'
	projectile is sent - we may have to cater for these at some point*/
	// also ignore cases where you attack your own player
	// Also ignore cases where there are already 1000 missiles heading towards the attacker.
	if ((psTarget == NULL) ||
		((psAttacker != NULL) && (psAttacker->player == psTarget->player)) ||
		aiObjectIsProbablyDoomed(psAttacker))
	{
		return;
	}

	CHECK_OBJECT(psTarget);

	gridStartIterate(psTarget->pos.x, psTarget->pos.y, PREVIOUS_DEFAULT_GRID_SEARCH_RADIUS);
	for (psViewer = gridIterate(); psViewer != NULL; psViewer = gridIterate())
	{
		STRUCTURE	*psStruct;
		DROID		*psDroid;
		SDWORD		sensorRange = 0;

		if (psViewer->player != psTarget->player)
		{
			//ignore non target players' objects
			continue;
		}
		if (psViewer->type == OBJ_STRUCTURE)
		{
			psStruct = (STRUCTURE *)psViewer;
			//check if have a sensor of correct type
			if (structCBSensor(psStruct) || structVTOLCBSensor(psStruct))
			{
				sensorRange = psStruct->pStructureType->pSensor->range;
			}
		}
		else if (psViewer->type == OBJ_DROID)
		{
			psDroid = (DROID *)psViewer;
			//must be a CB sensor
			if (cbSensorDroid(psDroid))
			{
				sensorRange = asSensorStats[psDroid->asBits[COMP_SENSOR].
					nStat].range;
			}
		}
		//check sensor distance from target
		if (sensorRange)
		{
			SDWORD	xDiff = (SDWORD)psViewer->pos.x - (SDWORD)psTarget->pos.x;
			SDWORD	yDiff = (SDWORD)psViewer->pos.y - (SDWORD)psTarget->pos.y;

			if (xDiff*xDiff + yDiff*yDiff < sensorRange * sensorRange)
			{
				//inform viewer of target
				if (psViewer->type == OBJ_DROID)
				{
					orderDroidObj((DROID *)psViewer, DORDER_OBSERVE, psAttacker, ModeImmediate);
				}
				else if (psViewer->type == OBJ_STRUCTURE)
				{
					((STRUCTURE *)psViewer)->psTarget[0] = psAttacker;
				}
			}
		}
	}
}
Beispiel #3
0
/* See if there is a target in range */
BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot, BOOL bUpdateTarget, UWORD *targetOrigin)
{
	BASE_OBJECT		*psTarget = NULL;
	DROID			*psCommander;
	SDWORD			curTargetWeight=-1;
	UWORD 			tmpOrigin = ORIGIN_UNKNOWN;

	if (targetOrigin)
	{
		*targetOrigin = ORIGIN_UNKNOWN;
	}
		
	/* Get the sensor range */
	switch (psObj->type)
	{
	case OBJ_DROID:
		if (((DROID *)psObj)->asWeaps[weapon_slot].nStat == 0)
		{
			return false;
		}

		if (((DROID *)psObj)->asWeaps[0].nStat == 0 &&
			((DROID *)psObj)->droidType != DROID_SENSOR)
		{
			// Can't attack without a weapon
			return false;
		}
		break;
	case OBJ_STRUCTURE:
		if (((STRUCTURE *)psObj)->numWeaps == 0 || ((STRUCTURE *)psObj)->asWeaps[0].nStat == 0)
		{
			// Can't attack without a weapon
			return false;
		}
		break;
	default:
		break;
	}

	/* See if there is a something in range */
	if (psObj->type == OBJ_DROID)
	{
		BASE_OBJECT *psCurrTarget = ((DROID *)psObj)->psActionTarget[0];

		/* find a new target */
		int newTargetWeight = aiBestNearestTarget((DROID *)psObj, &psTarget, weapon_slot, NULL);

		/* Calculate weight of the current target if updating; but take care not to target
		 * ourselves... */
		if (bUpdateTarget && psCurrTarget != psObj)
		{
			curTargetWeight = targetAttackWeight(psCurrTarget, psObj, weapon_slot);
		}

		if (newTargetWeight >= 0		// found a new target
		    && (!bUpdateTarget			// choosing a new target, don't care if current one is better
		        || curTargetWeight <= 0		// attacker had no valid target, use new one
			|| newTargetWeight > curTargetWeight + OLD_TARGET_THRESHOLD)	// updating and new target is better
		    && validTarget(psObj, psTarget, weapon_slot)
		    && (aiDroidHasRange((DROID *)psObj, psTarget, weapon_slot) || (secondaryGetState((DROID *)psObj, DSO_HALTTYPE) != DSS_HALT_HOLD)))
		{
			ASSERT(!isDead(psTarget), "aiChooseTarget: Droid found a dead target!");
			*ppsTarget = psTarget;
			return true;
		}
	}
	else if (psObj->type == OBJ_STRUCTURE)
	{
		WEAPON_STATS	*psWStats = NULL;
		int	tarDist, longRange = 0;
		BOOL	bCommanderBlock = false;

		ASSERT(((STRUCTURE *)psObj)->asWeaps[weapon_slot].nStat > 0, "no weapons on structure");

		psWStats = ((STRUCTURE *)psObj)->asWeaps[weapon_slot].nStat + asWeaponStats;
		longRange = proj_GetLongRange(psWStats);

		// see if there is a target from the command droids
		psTarget = NULL;
		psCommander = cmdDroidGetDesignator(psObj->player);
		if (!proj_Direct(psWStats) && (psCommander != NULL) &&
			aiStructHasRange((STRUCTURE *)psObj, (BASE_OBJECT *)psCommander, weapon_slot))
		{
			// there is a commander that can fire designate for this structure
			// set bCommanderBlock so that the structure does not fire until the commander
			// has a target - (slow firing weapons will not be ready to fire otherwise).
			bCommanderBlock = true;

			// I do believe this will never happen, check for yourself :-)
			debug(LOG_NEVER,"Commander %d is good enough for fire designation", psCommander->id);

			if (psCommander->action == DACTION_ATTACK
			    && psCommander->psActionTarget[0] != NULL
			    && !aiObjectIsProbablyDoomed(psCommander->psActionTarget[0]))
			{
				// the commander has a target to fire on
				if (aiStructHasRange((STRUCTURE *)psObj, psCommander->psActionTarget[0], weapon_slot))
				{
					// target in range - fire on it
					tmpOrigin = ORIGIN_COMMANDER;
					psTarget = psCommander->psActionTarget[0];
				}
				else
				{
					// target out of range - release the commander block
					bCommanderBlock = false;
				}
			}
		}

		// indirect fire structures use sensor towers first
		tarDist = longRange * longRange;
		if (psTarget == NULL && !bCommanderBlock && !proj_Direct(psWStats))
		{
			psTarget = aiSearchSensorTargets(psObj, weapon_slot, psWStats, &tmpOrigin);
		}

		if (psTarget == NULL && !bCommanderBlock)
		{
			BASE_OBJECT *psCurr;

			gridStartIterate(psObj->pos.x, psObj->pos.y, PREVIOUS_DEFAULT_GRID_SEARCH_RADIUS);
			psCurr = gridIterate();
			while (psCurr != NULL)
			{
				/* Check that it is a valid target */
				if (psCurr->type != OBJ_FEATURE && !aiObjectIsProbablyDoomed(psCurr) && aiStructHasRange((STRUCTURE *)psObj, psCurr, weapon_slot)
				    && !aiCheckAlliances(psCurr->player, psObj->player)
				    && validTarget(psObj, psCurr, weapon_slot) && psCurr->visible[psObj->player])
				{
					// See if in sensor range and visible
					int distSq = objPosDiffSq(psCurr->pos, psObj->pos);

					if (distSq < tarDist
					    || (psTarget && psTarget->type == OBJ_STRUCTURE && ((STRUCTURE *)psTarget)->status != SS_BUILT)
					    || (psTarget && aiObjIsWall(psTarget) && !aiObjIsWall(psCurr)))
					{
						tmpOrigin = ORIGIN_VISUAL;
						psTarget = psCurr;
						tarDist = distSq;
					}
				}
				psCurr = gridIterate();
			}
		}

		if (psTarget)
		{
			ASSERT(!psTarget->died, "aiChooseTarget: Structure found a dead target!");
			if (targetOrigin)
			{
				*targetOrigin = tmpOrigin;
			}
			*ppsTarget = psTarget;
			return true;
		}
	}

	return false;
}
Beispiel #4
0
/* See if there is a target in range for Sensor objects*/
BOOL aiChooseSensorTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget)
{
	int		sensorRange = objSensorRange(psObj);
	unsigned int	radSquared = sensorRange * sensorRange;
	bool		radarDetector = objRadarDetector(psObj);

	if (!objActiveRadar(psObj) && !radarDetector)
	{
		ASSERT(false, "Only to be used for sensor turrets!");
		return false;
	}

	/* See if there is something in range */
	if (radarDetector)
	{
		BASE_OBJECT	*psCurr, *psTemp = NULL;
		int		tarDist = SDWORD_MAX;

		gridStartIterate(psObj->pos.x, psObj->pos.y, PREVIOUS_DEFAULT_GRID_SEARCH_RADIUS);
		psCurr = gridIterate();
		while (psCurr != NULL)
		{
			if ((psCurr->type == OBJ_STRUCTURE || psCurr->type == OBJ_DROID) &&
			    !aiObjectIsProbablyDoomed(psCurr))
			{
				if (!aiCheckAlliances(psCurr->player,psObj->player)
				    && objActiveRadar(psCurr))
				{
					// See if in twice *their* sensor range
					const int xdiff = psCurr->pos.x - psObj->pos.x;
					const int ydiff = psCurr->pos.y - psObj->pos.y;
					const unsigned int distSq = xdiff * xdiff + ydiff * ydiff;
					const int targetSensor = objSensorRange(psCurr) * 2;
					const unsigned int sensorSquared = targetSensor * targetSensor;

					if (distSq < sensorSquared && distSq < tarDist)
					{
						psTemp = psCurr;
						tarDist = distSq;
					}
				}
			}
			psCurr = gridIterate();
		}

		if (psTemp)
		{
			objTrace(psTemp->id, "Targetted by radar detector %d", (int)psObj->id);
			objTrace(psObj->id, "Targetting radar %d", (int)psTemp->id);
			ASSERT(!psTemp->died, "aiChooseSensorTarget gave us a dead target");
			*ppsTarget = psTemp;
			return true;
		}
	}
	else if (psObj->type == OBJ_DROID)
	{
		BASE_OBJECT	*psTarget = NULL;

		if (aiBestNearestTarget((DROID *)psObj, &psTarget, 0, NULL) >= 0)
		{
			/* See if in sensor range */
			const int xdiff = psTarget->pos.x - psObj->pos.x;
			const int ydiff = psTarget->pos.y - psObj->pos.y;
			const unsigned int distSq = xdiff * xdiff + ydiff * ydiff;

			// I do believe this will never happen, check for yourself :-)
			debug(LOG_NEVER, "Sensor droid(%d) found possible target(%d)!!!", psObj->id, psTarget->id);

			if (distSq < radSquared)
			{
				*ppsTarget = psTarget;
				return true;
			}
		}
	}
	else	// structure
	{
		BASE_OBJECT	*psCurr, *psTemp = NULL;
		int		tarDist = SDWORD_MAX;

		gridStartIterate(psObj->pos.x, psObj->pos.y, PREVIOUS_DEFAULT_GRID_SEARCH_RADIUS);
		psCurr = gridIterate();
		while (psCurr != NULL)
		{
			// Don't target features or doomed/dead objects
			if (psCurr->type != OBJ_FEATURE && !aiObjectIsProbablyDoomed(psCurr))
			{
				if (!aiCheckAlliances(psCurr->player,psObj->player) && !aiObjIsWall(psCurr))
				{
					// See if in sensor range and visible
					const int xdiff = psCurr->pos.x - psObj->pos.x;
					const int ydiff = psCurr->pos.y - psObj->pos.y;
					const unsigned int distSq = xdiff * xdiff + ydiff * ydiff;

					if (distSq < radSquared && psCurr->visible[psObj->player] && distSq < tarDist)
					{
						psTemp = psCurr;
						tarDist = distSq;
					}
				}
			}
			psCurr = gridIterate();
		}

		if (psTemp)
		{
			ASSERT(!psTemp->died, "aiChooseSensorTarget gave us a dead target");
			*ppsTarget = psTemp;
			return true;
		}
	}

	return false;
}
Beispiel #5
0
// Find the best nearest target for a droid
// Returns integer representing target priority, -1 if failed
SDWORD aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot, UWORD *targetOrigin)
{
	SDWORD				bestMod = 0,newMod, failure = -1;
	BASE_OBJECT			*psTarget = NULL, *friendlyObj, *bestTarget = NULL, *iter, *targetInQuestion, *tempTarget;
	BOOL				electronic = false;
	STRUCTURE			*targetStructure;
	WEAPON_EFFECT			weaponEffect;
	UWORD				tmpOrigin = ORIGIN_UNKNOWN;

	// reset origin
	if (targetOrigin)
	{
		*targetOrigin = ORIGIN_UNKNOWN;
	}

	//don't bother looking if empty vtol droid
	if (vtolEmpty(psDroid))
	{
		return failure;
	}

	/* Return if have no weapons */
	// The ai orders a non-combat droid to patrol = crash without it...
	if ((psDroid->asWeaps[0].nStat == 0 || psDroid->numWeaps == 0) && psDroid->droidType != DROID_SENSOR)
	{
		return failure;
	}
	// Check if we have a CB target to begin with
	if (!proj_Direct(asWeaponStats + psDroid->asWeaps[weapon_slot].nStat))
	{
		WEAPON_STATS	*psWStats = psWStats = psDroid->asWeaps[weapon_slot].nStat + asWeaponStats;

		bestTarget = aiSearchSensorTargets((BASE_OBJECT *)psDroid, weapon_slot, psWStats, &tmpOrigin);
		bestMod = targetAttackWeight(bestTarget, (BASE_OBJECT *)psDroid, weapon_slot);
	}

	weaponEffect = ((WEAPON_STATS *)(asWeaponStats + psDroid->asWeaps[weapon_slot].nStat))->weaponEffect;

	electronic = electronicDroid(psDroid);

	// Range was previously 9*TILE_UNITS. Increasing this doesn't seem to help much, though. Not sure why.
	gridStartIterate(psDroid->pos.x, psDroid->pos.y, psDroid->sensorRange + 6*TILE_UNITS);
	for (iter = gridIterate(); iter != NULL; iter = gridIterate())
	{
		friendlyObj = NULL;
		targetInQuestion = iter;

		/* This is a friendly unit, check if we can reuse its target */
		if(aiCheckAlliances(targetInQuestion->player,psDroid->player))
		{
			friendlyObj = targetInQuestion;
			targetInQuestion = NULL;

			/* Can we see what it is doing? */
			if(friendlyObj->visible[psDroid->player])
			{
				if(friendlyObj->type == OBJ_DROID)
				{
					DROID	*friendlyDroid = (DROID *)friendlyObj;

					/* See if friendly droid has a target */
					tempTarget = friendlyDroid->psActionTarget[0];
					if(tempTarget && !aiObjectIsProbablyDoomed(tempTarget))
					{
						//make sure a weapon droid is targeting it
						if(friendlyDroid->numWeaps > 0)
						{
							// make sure this target wasn't assigned explicitly to this droid
							if(friendlyDroid->order != DORDER_ATTACK)
							{
								// make sure target is near enough
								if (aiDroidHasRange(psDroid, tempTarget, weapon_slot))
								{
									targetInQuestion = tempTarget;		//consider this target
								}
							}
						}
					}
				}
				else if(friendlyObj->type == OBJ_STRUCTURE)
				{
					tempTarget = ((STRUCTURE*)friendlyObj)->psTarget[0];
					if (tempTarget && !aiObjectIsProbablyDoomed(tempTarget) && aiDroidHasRange(psDroid, tempTarget, weapon_slot))
					{
						targetInQuestion = tempTarget;
					}
				}
			}
		}

		if (targetInQuestion != NULL
		    && targetInQuestion != (BASE_OBJECT *)psDroid		// in case friendly unit had me as target
		    && (targetInQuestion->type == OBJ_DROID || targetInQuestion->type == OBJ_STRUCTURE || targetInQuestion->type == OBJ_FEATURE)
		    && targetInQuestion->visible[psDroid->player]
		    && !aiCheckAlliances(targetInQuestion->player,psDroid->player)
		    && validTarget((BASE_OBJECT *)psDroid, targetInQuestion, weapon_slot)
		    && aiDroidHasRange(psDroid, targetInQuestion, weapon_slot))
		{
			if (targetInQuestion->type == OBJ_DROID)
			{
				// in multiPlayer - don't attack Transporters with EW
				if (bMultiPlayer)
				{
					// if not electronic then valid target
					if (!electronic
					    || (electronic
					        && ((DROID *)targetInQuestion)->droidType != DROID_TRANSPORTER))
					{
						//only a valid target if NOT a transporter
						psTarget = targetInQuestion;
					}
				}
				else
				{
					psTarget = targetInQuestion;
				}
			}
			else if (targetInQuestion->type == OBJ_STRUCTURE)
			{
				STRUCTURE *psStruct = (STRUCTURE *)targetInQuestion;

				if (electronic)
				{
					/* don't want to target structures with resistance of zero if using electronic warfare */
					if (validStructResistance((STRUCTURE *)targetInQuestion))
					{
						psTarget = targetInQuestion;
					}
				}
				else if (psStruct->asWeaps[weapon_slot].nStat > 0)
				{
					// structure with weapons - go for this
					psTarget = targetInQuestion;
				}
				else if ((psStruct->pStructureType->type != REF_WALL && psStruct->pStructureType->type != REF_WALLCORNER)
				         || driveModeActive() || (bMultiPlayer && !isHumanPlayer(psDroid->player)))
				{
					psTarget = targetInQuestion;
				}
			}
			else if (targetInQuestion->type == OBJ_FEATURE
			         && gameTime - psDroid->lastFrustratedTime < FRUSTRATED_TIME
			         && ((FEATURE *)targetInQuestion)->psStats->damageable
			         && !(game.scavengers && psDroid->player == 7))			// hack to avoid scavs blowing up their nice feature walls
			{
				psTarget = targetInQuestion;
			}

			/* Check if our weapon is most effective against this object */
			if(psTarget != NULL && psTarget == targetInQuestion)		//was assigned?
			{
				newMod = targetAttackWeight(psTarget, (BASE_OBJECT *)psDroid, weapon_slot);

				/* Remember this one if it's our best target so far */
				if( newMod >= 0 && (newMod > bestMod || bestTarget == NULL))
				{
					bestMod = newMod;
					tmpOrigin = ORIGIN_ALLY;
					bestTarget = psTarget;
				}

			}
		}

	}

	if (bestTarget)
	{
		ASSERT(!bestTarget->died, "aiBestNearestTarget: AI gave us a target that is already dead.");
		targetStructure = visGetBlockingWall((BASE_OBJECT *)psDroid, bestTarget);

		/* See if target is blocked by a wall; only affects direct weapons */
		if (proj_Direct(asWeaponStats + psDroid->asWeaps[weapon_slot].nStat)
		 && targetStructure)
		{
			//are we any good against walls?
			if(asStructStrengthModifier[weaponEffect][targetStructure->pStructureType->strength] >= 100)		//can attack atleast with default strength
			{
				bestTarget = (BASE_OBJECT *)targetStructure;			//attack wall
			}
		}

		if (targetOrigin)
		{
			*targetOrigin = tmpOrigin;
		}
		*ppsObj = bestTarget;
		return bestMod;
	}

	return failure;
}
Beispiel #6
0
/* Calculates attack priority for a certain target */
static SDWORD targetAttackWeight(BASE_OBJECT *psTarget, BASE_OBJECT *psAttacker, SDWORD weapon_slot)
{
	SDWORD			targetTypeBonus=0, damageRatio=0, attackWeight=0, noTarget=-1;
	UDWORD			weaponSlot;
	DROID			*targetDroid=NULL,*psAttackerDroid=NULL,*psGroupDroid,*psDroid;
	STRUCTURE		*targetStructure=NULL;
	WEAPON_EFFECT	weaponEffect;
	WEAPON_STATS	*attackerWeapon;
	BOOL			bEmpWeap=false,bCmdAttached=false,bTargetingCmd=false;

	if (psTarget == NULL || psAttacker == NULL || aiObjectIsProbablyDoomed(psTarget))
	{
		return noTarget;
	}
	ASSERT(psTarget != psAttacker, "targetAttackWeight: Wanted to evaluate the worth of attacking ourselves...");

	targetTypeBonus = 0;			//Sensors/ecm droids, non-military structures get lower priority

	/* Get attacker weapon effect */
	if(psAttacker->type == OBJ_DROID)
	{
		psAttackerDroid = (DROID *)psAttacker;

		attackerWeapon = (WEAPON_STATS *)(asWeaponStats + psAttackerDroid->asWeaps[weapon_slot].nStat);

		//check if this droid is assigned to a commander
		bCmdAttached = hasCommander(psAttackerDroid);

		//find out if current target is targeting our commander
		if(bCmdAttached)
		{
			if(psTarget->type == OBJ_DROID)
			{
				psDroid = (DROID *)psTarget;

				//go through all enemy weapon slots
				for(weaponSlot = 0; !bTargetingCmd &&
					weaponSlot < ((DROID *)psTarget)->numWeaps; weaponSlot++)
				{
					//see if this weapon is targeting our commander
					if (psDroid->psActionTarget[weaponSlot] == (BASE_OBJECT *)psAttackerDroid->psGroup->psCommander)
					{
						bTargetingCmd = true;
					}
				}
			}
			else
			{
				if(psTarget->type == OBJ_STRUCTURE)
				{
					//go through all enemy weapons
					for(weaponSlot = 0; !bTargetingCmd && weaponSlot < ((STRUCTURE *)psTarget)->numWeaps; weaponSlot++)
					{
						if (((STRUCTURE *)psTarget)->psTarget[weaponSlot] == 
						    (BASE_OBJECT *)psAttackerDroid->psGroup->psCommander)
						{
							bTargetingCmd = true;
						}
					}
				}
			}
		}
	}
	else if(psAttacker->type == OBJ_STRUCTURE)
	{
		attackerWeapon = ((WEAPON_STATS *)(asWeaponStats + ((STRUCTURE *)psAttacker)->asWeaps[weapon_slot].nStat));
	}
	else	/* feature */
	{
		ASSERT(!"invalid attacker object type", "targetAttackWeight: Invalid attacker object type");
		return noTarget;
	}

	//Get weapon effect
	weaponEffect = attackerWeapon->weaponEffect;

	//See if attacker is using an EMP weapon
	bEmpWeap = (attackerWeapon->weaponSubClass == WSC_EMP);

	/* Calculate attack weight */
	if(psTarget->type == OBJ_DROID)
	{
		targetDroid = (DROID *)psTarget;

		if (targetDroid->died)
		{
			debug(LOG_NEVER, "Target droid is dead, skipping invalid droid.\n");
			return noTarget;
		}

		/* Calculate damage this target suffered */
		if (targetDroid->originalBody == 0) // FIXME Somewhere we get 0HP droids from
		{
			damageRatio = 0;
			debug(LOG_ERROR, "targetAttackWeight: 0HP droid detected!");
			debug(LOG_ERROR, "  Type: %i Name: \"%s\" Owner: %i \"%s\")",
				  targetDroid->droidType, targetDroid->aName, targetDroid->player, getPlayerName(targetDroid->player));
		}
		else
		{
			damageRatio = 1 - targetDroid->body / targetDroid->originalBody;
		}
		assert(targetDroid->originalBody != 0); // Assert later so we get the info from above

		/* See if this type of a droid should be prioritized */
		switch (targetDroid->droidType)
		{
			case DROID_SENSOR:
			case DROID_ECM:
			case DROID_PERSON:
			case DROID_TRANSPORTER:
			case DROID_DEFAULT:
			case DROID_ANY:
				break;

			case DROID_CYBORG:
			case DROID_WEAPON:
			case DROID_CYBORG_SUPER:
				targetTypeBonus = WEIGHT_WEAPON_DROIDS;
				break;

			case DROID_COMMAND:
				targetTypeBonus = WEIGHT_COMMAND_DROIDS;
				break;

			case DROID_CONSTRUCT:
			case DROID_REPAIR:
			case DROID_CYBORG_CONSTRUCT:
			case DROID_CYBORG_REPAIR:
				targetTypeBonus = WEIGHT_SERVICE_DROIDS;
				break;
		}

		/* Now calculate the overall weight */
		attackWeight = asWeaponModifier[weaponEffect][(asPropulsionStats + targetDroid->asBits[COMP_PROPULSION].nStat)->propulsionType] // Our weapon's effect against target
				+ WEIGHT_DIST_TILE_DROID * psAttacker->sensorRange/TILE_UNITS
				- WEIGHT_DIST_TILE_DROID * map_coord(iHypot(psAttacker->pos.x - targetDroid->pos.x, psAttacker->pos.y - targetDroid->pos.y)) // farer droids are less attractive
				+ WEIGHT_HEALTH_DROID * damageRatio // we prefer damaged droids
				+ targetTypeBonus; // some droid types have higher priority

		/* If attacking with EMP try to avoid targets that were already "EMPed" */
		if(bEmpWeap &&
			(targetDroid->lastHitWeapon == WSC_EMP) &&
			((gameTime - targetDroid->timeLastHit) < EMP_DISABLE_TIME))		//target still disabled
		{
			attackWeight /= EMP_DISABLED_PENALTY_F;
		}
	}
	else if(psTarget->type == OBJ_STRUCTURE)
	{
		targetStructure = (STRUCTURE *)psTarget;

		/* Calculate damage this target suffered */
		damageRatio = 1 - targetStructure->body / structureBody(targetStructure);

		/* See if this type of a structure should be prioritized */
		switch(targetStructure->pStructureType->type)
		{
			case REF_DEFENSE:
				targetTypeBonus = WEIGHT_WEAPON_STRUCT;
				break;

			case REF_RESOURCE_EXTRACTOR:
				targetTypeBonus = WEIGHT_DERRICK_STRUCT;
				break;

			case REF_FACTORY:
			case REF_CYBORG_FACTORY:
			case REF_REPAIR_FACILITY:
				targetTypeBonus = WEIGHT_MILITARY_STRUCT;
				break;
			default:
				break;
		}

		/* Now calculate the overall weight */
		attackWeight = asStructStrengthModifier[weaponEffect][targetStructure->pStructureType->strength] // Our weapon's effect against target
				+ WEIGHT_DIST_TILE_STRUCT * psAttacker->sensorRange/TILE_UNITS
				- WEIGHT_DIST_TILE_STRUCT * map_coord(iHypot(psAttacker->pos.x - targetStructure->pos.x, psAttacker->pos.y - targetStructure->pos.y)) // farer structs are less attractive
				+ WEIGHT_HEALTH_STRUCT * damageRatio // we prefer damaged structures
				+ targetTypeBonus; // some structure types have higher priority

		/* Go for unfinished structures only if nothing else found (same for non-visible structures) */
		if(targetStructure->status != SS_BUILT)		//a decoy?
		{
			attackWeight /= WEIGHT_STRUCT_NOTBUILT_F;
		}

		/* EMP should only attack structures if no enemy droids are around */
		if(bEmpWeap)
		{
			attackWeight /= EMP_STRUCT_PENALTY_F;
		}
	}
	else	//a feature
	{
		return 1;
	}

	/* We prefer objects we can see and can attack immediately */
	if(!visibleObject((BASE_OBJECT *)psAttacker, psTarget, true))
	{
		attackWeight /= WEIGHT_NOT_VISIBLE_F;
	}

	/* Commander-related criterias */
	if(bCmdAttached)	//attached to a commander and don't have a target assigned by some order
	{
		ASSERT(psAttackerDroid->psGroup->psCommander != NULL, "Commander is NULL");

		//if commander is being targeted by our target, try to defend the commander
		if(bTargetingCmd)
		{
			attackWeight += WEIGHT_CMD_RANK * ( 1 + getDroidLevel(psAttackerDroid->psGroup->psCommander));
		}

		//fire support - go through all droids assigned to the commander
		for (psGroupDroid = psAttackerDroid->psGroup->psList; psGroupDroid; psGroupDroid = psGroupDroid->psGrpNext)
		{
			for(weaponSlot = 0; weaponSlot < psGroupDroid->numWeaps; weaponSlot++)
			{
				//see if this droid is currently targeting current target
				if(psGroupDroid->psTarget == psTarget ||
				   psGroupDroid->psActionTarget[weaponSlot] == psTarget)
				{
					//we prefer targets that are already targeted and hence will be destroyed faster
					attackWeight += WEIGHT_CMD_SAME_TARGET;
				}
			}
		}
	}

	return attackWeight;
}
Beispiel #7
0
/** Search the global list of sensors for a possible target for psObj. */
static BASE_OBJECT *aiSearchSensorTargets(BASE_OBJECT *psObj, int weapon_slot, WEAPON_STATS *psWStats, UWORD *targetOrigin)
{
	int		longRange = proj_GetLongRange(psWStats);
	int		tarDist = longRange * longRange;
	BOOL		foundCB = false;
	int		minDist = psWStats->minRange * psWStats->minRange;
	BASE_OBJECT	*psSensor, *psTarget = NULL;

	if (targetOrigin)
	{
		*targetOrigin = ORIGIN_UNKNOWN;
	}

	for (psSensor = apsSensorList[0]; psSensor; psSensor = psSensor->psNextFunc)
	{
		BASE_OBJECT	*psTemp = NULL;
		bool		isCB = false;
		bool		isRD = false;

		if (!aiCheckAlliances(psSensor->player, psObj->player))
		{
			continue;
		}
		else if (psSensor->type == OBJ_DROID)
		{
			DROID		*psDroid = (DROID *)psSensor;

			ASSERT_OR_RETURN(false, psDroid->droidType == DROID_SENSOR, "A non-sensor droid in a sensor list is non-sense");
			psTemp = psDroid->psTarget;
			isCB = cbSensorDroid(psDroid);
			isRD = objRadarDetector((BASE_OBJECT *)psDroid);
		}
		else if (psSensor->type == OBJ_STRUCTURE)
		{
			STRUCTURE	*psCStruct = (STRUCTURE *)psSensor;

			// skip incomplete structures
			if (psCStruct->status != SS_BUILT)
			{
				continue;
			}
			psTemp = psCStruct->psTarget[0];
			isCB = structCBSensor(psCStruct);
			isRD = objRadarDetector((BASE_OBJECT *)psCStruct);
		}
		if (!psTemp || aiObjectIsProbablyDoomed(psTemp) || !validTarget(psObj, psTemp, 0) || aiCheckAlliances(psTemp->player, psObj->player))
		{
			continue;
		}
		if (aiObjHasRange(psObj, psTemp, weapon_slot) && visibleObject(psSensor, psTemp, false))
		{
			int distSq = objPosDiffSq(psTemp->pos, psObj->pos);

			// Need to be in range, prefer closer targets or CB targets
			if ((isCB > foundCB || (isCB == foundCB && distSq < tarDist)) && distSq > minDist)
			{
				tarDist = distSq;
				psTarget = psTemp;
				if (targetOrigin)
				{
					*targetOrigin = ORIGIN_SENSOR;
				}
				
				if (isCB)
				{
					if (targetOrigin)
					{
						*targetOrigin = ORIGIN_CB_SENSOR;
					}
					foundCB = true;  // got CB target, drop everything and shoot!
				}
				else if (isRD)
				{
					if (targetOrigin)
					{
						*targetOrigin = ORIGIN_RADAR_DETECTOR;
					}
				}
			}
		}
	}
	return psTarget;
}
Beispiel #8
0
/* Do the AI for a droid */
void aiUpdateDroid(DROID *psDroid)
{
	BASE_OBJECT	*psTarget;
	BOOL		lookForTarget,updateTarget;

	ASSERT(psDroid != NULL, "Invalid droid pointer");
	if (!psDroid || isDead((BASE_OBJECT *)psDroid))
	{
		return;
	}

	// HACK: we always want to update orders when NOT running a MP game,
	// and we don't want to update when the droid belongs to another human player
	if (!myResponsibility(psDroid->player) && bMultiPlayer
		  && isHumanPlayer(psDroid->player))
	{
		return;		// we should not order this droid around
	}
	
	lookForTarget = false;
	updateTarget = false;
	
	// look for a target if doing nothing
	if (orderState(psDroid, DORDER_NONE) ||
		orderState(psDroid, DORDER_GUARD) ||
		orderState(psDroid, DORDER_TEMP_HOLD))
	{
		lookForTarget = true;
	}
	// but do not choose another target if doing anything while guarding
	if (orderState(psDroid, DORDER_GUARD) &&
		(psDroid->action != DACTION_NONE))
	{
		lookForTarget = false;
	}
	// except when self-repairing
	if (psDroid->action == DACTION_DROIDREPAIR &&
	    psDroid->psActionTarget[0] == (BASE_OBJECT *)psDroid)
	{
		lookForTarget = true;
	}
	// don't look for a target if sulking
	if (psDroid->action == DACTION_SULK)
	{
		lookForTarget = false;
	}

	/* Only try to update target if already have some target */
	if (psDroid->action == DACTION_ATTACK ||
		psDroid->action == DACTION_MOVEFIRE ||
		psDroid->action == DACTION_MOVETOATTACK ||
		psDroid->action == DACTION_ROTATETOATTACK)
	{
		updateTarget = true;
	}
	if ((orderState(psDroid, DORDER_OBSERVE) || orderState(psDroid, DORDER_ATTACKTARGET)) &&
	    psDroid->psTarget && aiObjectIsProbablyDoomed(psDroid->psTarget))
	{
		lookForTarget = true;
		updateTarget = false;
	}

	/* Don't update target if we are sent to attack and reached
		attack destination (attacking our target) */
	if (orderState(psDroid, DORDER_ATTACK) && psDroid->psActionTarget[0] == psDroid->psTarget)
	{
		updateTarget = false;
	}

	// don't look for a target if there are any queued orders
	if (psDroid->listSize > 0)
	{
		lookForTarget = false;
		updateTarget = false;
	}

	// horrible check to stop droids looking for a target if
	// they would switch to the guard order in the order update loop
	if ((psDroid->order == DORDER_NONE) &&
		(psDroid->player == selectedPlayer) &&
		!isVtolDroid(psDroid) &&
		secondaryGetState(psDroid, DSO_HALTTYPE) == DSS_HALT_GUARD)
	{
		lookForTarget = false;
		updateTarget = false;
	}

	// don't allow units to start attacking if they will switch to guarding the commander
	if(hasCommander(psDroid))
	{
		lookForTarget = false;
		updateTarget = false;
	}

	if(bMultiPlayer && isVtolDroid(psDroid) && isHumanPlayer(psDroid->player))
	{
		lookForTarget = false;
		updateTarget = false;
	}

	// do not look for a target if droid is currently under direct control.
	if(driveModeActive() && (psDroid == driveGetDriven())) {
		lookForTarget = false;
		updateTarget = false;
	}

	// CB and VTOL CB droids can't autotarget.
	if (psDroid->droidType == DROID_SENSOR && !standardSensorDroid(psDroid))
	{
		lookForTarget = false;
		updateTarget = false;
	}

	// do not attack if the attack level is wrong
	if (secondaryGetState(psDroid, DSO_ATTACK_LEVEL) != DSS_ALEV_ALWAYS)
	{
		lookForTarget = false;
	}

	/* For commanders and non-assigned non-commanders:
	 look for a better target once in a while */
	if(!lookForTarget && updateTarget)
	{
		if((psDroid->numWeaps > 0) && !hasCommander(psDroid))	//not assigned to commander
		{
			if((psDroid->id + gameTime)/TARGET_UPD_SKIP_FRAMES != (psDroid->id + gameTime - deltaGameTime)/TARGET_UPD_SKIP_FRAMES)
			{
				unsigned int i;

				(void)updateAttackTarget((BASE_OBJECT*)psDroid, 0); // this function always has to be called on weapon-slot 0 (even if ->numWeaps == 0)

				//updates all targets
				for (i = 1; i < psDroid->numWeaps; ++i)
				{
					(void)updateAttackTarget((BASE_OBJECT*)psDroid, i);
				}
			}
		}
	}

	/* Null target - see if there is an enemy to attack */

	if (lookForTarget && !updateTarget)
	{
		if (psDroid->droidType == DROID_SENSOR)
		{
			if (aiChooseSensorTarget((BASE_OBJECT *)psDroid, &psTarget))
			{
				orderDroidObj(psDroid, DORDER_OBSERVE, psTarget);
			}
		}
		else
		{
			if (aiChooseTarget((BASE_OBJECT *)psDroid, &psTarget, 0, true, NULL))
			{
				orderDroidObj(psDroid, DORDER_ATTACKTARGET, psTarget);
			}
		}
	}
}
Beispiel #9
0
/* See if there is a target in range for Sensor objects*/
bool aiChooseSensorTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget)
{
	int		sensorRange = objSensorRange(psObj);
	unsigned int	radSquared = sensorRange * sensorRange;
	bool		radarDetector = objRadarDetector(psObj);

	if (!objActiveRadar(psObj) && !radarDetector)
	{
		ASSERT(false, "Only to be used for sensor turrets!");
		return false;
	}

	/* See if there is something in range */
	if (psObj->type == OBJ_DROID)
	{
		BASE_OBJECT	*psTarget = NULL;

		if (aiBestNearestTarget((DROID *)psObj, &psTarget, 0) >= 0)
		{
			/* See if in sensor range */
			const int xdiff = psTarget->pos.x - psObj->pos.x;
			const int ydiff = psTarget->pos.y - psObj->pos.y;
			const unsigned int distSq = xdiff * xdiff + ydiff * ydiff;

			// I do believe this will never happen, check for yourself :-)
			debug(LOG_NEVER, "Sensor droid(%d) found possible target(%d)!!!", psObj->id, psTarget->id);

			if (distSq < radSquared)
			{
				*ppsTarget = psTarget;
				return true;
			}
		}
	}
	else	// structure
	{
		BASE_OBJECT    *psTemp = NULL;
		int		tarDist = SDWORD_MAX;

		static GridList gridList;  // static to avoid allocations.
		gridList = gridStartIterate(psObj->pos.x, psObj->pos.y, objSensorRange(psObj));
		for (GridIterator gi = gridList.begin(); gi != gridList.end(); ++gi)
		{
			BASE_OBJECT *psCurr = *gi;
			// Don't target features or doomed/dead objects
			if (psCurr->type != OBJ_FEATURE && !psCurr->died && !aiObjectIsProbablyDoomed(psCurr, false))
			{
				if (!aiCheckAlliances(psCurr->player, psObj->player) && !aiObjIsWall(psCurr))
				{
					// See if in sensor range and visible
					const int xdiff = psCurr->pos.x - psObj->pos.x;
					const int ydiff = psCurr->pos.y - psObj->pos.y;
					const unsigned int distSq = xdiff * xdiff + ydiff * ydiff;

					if (distSq < radSquared && psCurr->visible[psObj->player] == UBYTE_MAX && distSq < tarDist)
					{
						psTemp = psCurr;
						tarDist = distSq;
					}
				}
			}
		}

		if (psTemp)
		{
			ASSERT(!psTemp->died, "aiChooseSensorTarget gave us a dead target");
			*ppsTarget = psTemp;
			return true;
		}
	}

	return false;
}