Ejemplo n.º 1
0
// check for collision course with frame body
// tandir is normal vector from planet to target pos or dir
static bool CheckSuicide(Ship *ship, const vector3d &tandir)
{
	Body *body = ship->GetFrame()->GetBodyFor();
	if (!body || !body->IsType(Object::TERRAINBODY)) return false;

	double vel = ship->GetVelocity().Dot(tandir);		// vel towards is negative
	double dist = ship->GetPosition().Length() - MaxFeatureRad(body);
	if (vel < -1.0 && vel*vel > 2.0*ship->GetAccelMin()*dist)
		return true;
	return false;
}
Ejemplo n.º 2
0
// check whether ship is at risk of colliding with frame body on current path
// return values:
//0 - no collision
//1 - below feature height
//2 - unsafe escape from effect radius
//3 - unsafe entry to effect radius
//4 - probable path intercept
static int CheckCollision(Ship *ship, const vector3d &pathdir, double pathdist, const vector3d &tpos, double endvel, double r)
{
	// ship is in obstructor's frame anyway, so is tpos
	if (pathdist < 100.0) return 0;
	Body *body = ship->GetFrame()->GetBodyFor();
	if (!body) return 0;
	vector3d spos = ship->GetPosition();
	double tlen = tpos.Length(), slen = spos.Length();
	double fr = MaxFeatureRad(body);

	// if target inside, check if direct entry is safe (30 degree)
	if (tlen < r) {
		double af = (tlen > fr) ? 0.5 * (1 - (tlen-fr) / (r-fr)) : 0.5;
		if (pathdir.Dot(tpos) > -af*tlen)
			if (slen < fr) return 1; else return 3;
		else return 0;
	}

	// if ship inside, check for max feature height and direct escape (30 degree)
	if (slen < r) {
		if (slen < fr) return 1;
		double af = (slen > fr) ? 0.5 * (1 - (slen-fr) / (r-fr)) : 0.5;
		if (pathdir.Dot(spos) < af*slen) return 2; else return 0;
	}

	// now for the intercept calc
	// find closest point to obstructor
	double tanlen = -spos.Dot(pathdir);
	if (tanlen < 0 || tanlen > pathdist) return 0;		// closest point outside path

	vector3d perpdir = (tanlen*pathdir + spos).Normalized();
	double perpspeed = ship->GetVelocity().Dot(perpdir);
	double parspeed = ship->GetVelocity().Dot(pathdir);
	if (parspeed < 0) parspeed = 0;			// shouldn't break any important case
	if (perpspeed > 0) perpspeed = 0;		// prevent attempts to speculatively fly through planets

	// find time that ship will pass through that point
	// get velocity as if accelerating from start or end, pick smallest
	double ivelsqr = endvel*endvel + 2*ship->GetAccelFwd()*(pathdist-tanlen);		// could put endvel in here
	double fvelsqr = parspeed*parspeed + 2*ship->GetAccelFwd()*tanlen;
	double tanspeed = sqrt(ivelsqr < fvelsqr ? ivelsqr : fvelsqr);
	double time = tanlen / (0.5 * (parspeed + tanspeed));		// actually correct?

	double dist = spos.Dot(perpdir) + perpspeed*time;		// spos.perpdir should be positive
	if (dist < r) return 4;
	return 0;
}
Ejemplo n.º 3
0
bool AICmdFlyAround::TimeStepUpdate()
{
	if (m_targmode == 1 && !m_target) return true;
	if (!ProcessChild()) return false;

	// Not necessary unless it's a tier 1 AI
	if (m_ship->GetFlightState() == Ship::FLYING) m_ship->SetWheelState(false);
	else { LaunchShip(m_ship); return false; }

	double timestep = Pi::game->GetTimeStep();
	vector3d targpos = Targpos();		// target position in ship's frame
	vector3d obspos = m_obstructor->GetPositionRelTo(m_ship);
	double obsdist = obspos.Length();
	vector3d obsdir = obspos / obsdist;
	vector3d relpos = targpos - m_ship->GetPosition();

	// if too far away, fly to tangent
	if (obsdist > 1.1*m_alt)
	{
		double v;
		Frame *obsframe = GetNonRotFrame(m_obstructor);
		vector3d tangent = GenerateTangent(m_ship, obsframe, targpos, m_alt);
		vector3d tpos_obs = GetPosInFrame(obsframe, m_ship->GetFrame(), targpos);
		if (m_targmode != 1 && m_targmode != 2) v = m_vel;
		else if (relpos.LengthSqr() < obsdist) v = 0.0;
		else v = MaxVel((tpos_obs-tangent).Length(), tpos_obs.Length());
		m_child = new AICmdFlyTo(m_ship, obsframe, tangent, v, true);
		ProcessChild(); return false;
	}

	// limit m_vel by target proximity & distance covered per frame
	double vel = (m_targmode != 1 && m_targmode != 2) ? m_vel
		: MaxVel(relpos.Length(), targpos.Length());

	// all calculations in ship's frame
	vector3d fwddir = (obsdir.Cross(relpos).Cross(obsdir)).Normalized();
	vector3d tanvel = vel * fwddir;

	// frame body suicide check, response
	if (CheckSuicide(m_ship, -obsdir)) {
		m_ship->AIFaceDirection(m_ship->GetPosition());		// face away from planet
		m_ship->AIMatchVel(vector3d(0.0)); return false;
	}

	// max feature avoidance check, response
	if (obsdist < MaxFeatureRad(m_obstructor)) {
		double ang = m_ship->AIFaceDirection(-obsdir);
		m_ship->AIMatchVel(ang < 0.05 ? 1000.0 * -obsdir : 0.0);
		return false;
	}

	// calculate target velocity
	double alt = (tanvel * timestep + obspos).Length();		// unnecessary?
	double ivel = calc_ivel(alt - m_alt, 0.0, m_ship->GetAccelMin());

	vector3d finalvel = tanvel + ivel * obsdir;
	m_ship->AIMatchVel(finalvel);
	m_ship->AIFaceDirection(fwddir);

//	vector3d newhead = GenerateTangent(m_ship, m_obstructor->GetFrame(), fwddir);
//	newhead = GetPosInFrame(m_ship->GetFrame(), m_obstructor->GetFrame(), newhead);
//	m_ship->AIFaceDirection(newhead-m_ship->GetPosition());

	// termination condition for orbits
	vector3d thrust = m_ship->GetThrusterState();
	if (m_targmode >= 3 && thrust.LengthSqr() < 0.01) m_targmode++;
	if (m_targmode == 5) { m_ship->SetThrusterState(vector3d(0.0)); return true; }
	return false;
}
Ejemplo n.º 4
0
bool AICmdFlyTo::TimeStepUpdate()
{
	double timestep = Pi::game->GetTimeStep();
	vector3d targvel = GetVelInFrame(m_ship->GetFrame(), m_targframe, m_posoff);
	vector3d relvel = m_ship->GetVelocity() - targvel;
	vector3d targpos = GetPosInFrame(m_ship->GetFrame(), m_targframe, m_posoff);
	bool safe = ParentSafetyAdjust(m_ship, m_targframe, m_posoff, targpos);
	double endvel = safe ? 0.0 : m_endvel;			// don't use endvel if safety-adjusted
	vector3d relpos = targpos - m_ship->GetPosition();
	vector3d reldir = relpos.NormalizedSafe();
	double targdist = relpos.Length();

	// sort out gear, launching
	if (m_ship->GetFlightState() == Ship::FLYING) m_ship->SetWheelState(false);
	else { LaunchShip(m_ship); return false; }

	// frame switch stuff - clear children/collision state
	if (m_frame != m_ship->GetFrame()) {
		if (m_child) { delete m_child; m_child = 0; }
		if (m_frame && m_tangent) return true;		// regen tangent on frame switch
		m_frame = m_ship->GetFrame();
		m_reldir = reldir;							// for +vel termination condition
	}

#ifdef DEBUG_AUTOPILOT
if (m_ship->IsType(Object::PLAYER))
printf("Autopilot dist = %.1f, speed = %.1f, zthrust = %.2f, term = %.3f, state = %i\n",
	targdist, relvel.Length(), m_ship->GetThrusterState().z, reldir.Dot(m_reldir), m_state);
#endif

	Body *body = m_frame->GetBodyFor();
	double erad = MaxEffectRad(body, m_ship);
	if (!m_tangent || !(body == m_targframe->GetBodyFor()))
	{
		// process path collisions with frame body
		int coll = CheckCollision(m_ship, reldir, targdist, targpos, endvel, erad);
		if (coll == 0) {				// no collision
			if (m_child) { delete m_child; m_child = 0; m_state = -1; }
		}
		else if (coll == 1) {			// below feature height, target not below
			double ang = m_ship->AIFaceDirection(m_ship->GetPosition());
			m_ship->AIMatchVel(ang < 0.05 ? 1000.0 * m_ship->GetPosition().Normalized() : 0.0);
			m_state = -3; return false;
		}
		else {							// same thing for 2/3/4
			if (!m_child) m_child =
				new AICmdFlyAround(m_ship, body, erad, 0.0, m_targframe, m_posoff);
			ProcessChild(); m_state = -5; return false;
		}
	}

	// if dangerously close to local body, pretend target isn't moving
	if (body) {
		double localdist = m_ship->GetPosition().Length();
		if (targdist > localdist && localdist < 1.5*MaxFeatureRad(body))
			relvel += targvel;
	}

	// regenerate state to flipmode if we're off course
	bool overshoot = CheckOvershoot(m_ship, reldir, targdist, relvel, endvel);
	if (m_tangent && m_state == -4 && !overshoot) return true;			// bail out
	if (m_state < 0) m_state = GetFlipMode(m_ship, relpos, relvel);

	// linear thrust
	double ang, maxdecel = GetMaxDecel(m_ship, reldir, m_state, &ang);
	maxdecel -= GetGravityAtPos(m_targframe, m_posoff);
	if(maxdecel <= 0) { m_ship->AIMessage(Ship::AIERROR_GRAV_TOO_HIGH); return true; }
	bool cap = m_ship->AIMatchPosVel2(reldir, targdist, relvel, endvel, maxdecel);

	// path overshoot check, response
	if (m_state < 3 && overshoot) {
		double ispeed = calc_ivel(targdist, endvel, maxdecel);
		m_ship->AIFaceDirection(ispeed*reldir - relvel);
		m_state = -4; return false;
	}

	// flip check - if facing forward and not accelerating at maximum
	if (m_state == 1 && ang > 0.99 && !cap) m_state = 2;

	// termination conditions
	if (m_state == 3) m_state++;					// finished last adjustment, hopefully
	else if (endvel > 0.0) { if (reldir.Dot(m_reldir) < 0.9) m_state = 4; }
	else if (targdist < 0.5*m_ship->GetAccelMin()*timestep*timestep) m_state = 3;

	// set heading according to current state
	if (m_state < 2) {		// this shit still needed? yeah, sort of
		vector3d newrelpos = targpos - m_ship->AIGetNextFramePos();
		if ((newrelpos + reldir*100.0).Dot(relpos) <= 0.0)
			m_ship->AIFaceDirection(reldir);			// last frames turning workaround
		else m_ship->AIFaceDirection(newrelpos);
	}
	else if (m_state == 2) m_ship->AIFaceDirection(-reldir);	// hmm. -relvel instead?
	else m_ship->AIMatchAngVelObjSpace(vector3d(0.0));

	if (m_state == 4) return true;
	return false;
}
Ejemplo n.º 5
0
bool AICmdFlyTo::TimeStepUpdate()
{
	double timestep = Pi::game->GetTimeStep();
	vector3d targvel = GetVelInFrame(m_ship->GetFrame(), m_targframe, m_posoff);
	vector3d relvel = m_ship->GetVelocity() - targvel;
	vector3d targpos = GetPosInFrame(m_ship->GetFrame(), m_targframe, m_posoff);

	// only if pursuing a ship -- repeat actions from contructor again, since the position of the ship changed
	if(m_targetShip != 0) {
		m_targframe = m_targetShip->GetFrame();
		m_posoff = m_ship->GetPositionRelTo(m_targframe);
		m_posoff += m_targetShip->GetPosition();
		targpos = m_targetShip->GetPositionRelTo(m_ship->GetFrame());
		targpos.x += VICINITY_MIN/2; // avoid collisions, set target a bit away
		targvel = m_targetShip->GetVelocityRelTo(m_ship->GetFrame()); // todo: check general frame!
		relvel = m_ship->GetVelocity() - targvel;
	}

	bool safe = ParentSafetyAdjust(m_ship, m_targframe, m_posoff, targpos);
	double endvel = safe ? 0.0 : m_endvel;			// don't use endvel if safety-adjusted
	vector3d relpos = targpos - m_ship->GetPosition();
	vector3d reldir = relpos.NormalizedSafe();
	double targdist = relpos.Length();
	double haveFuelToReachThisVelSafely;

	m_fuelEconomy = Clamp(m_fuelEconomy, 0.0f, 1.0f);
	haveFuelToReachThisVelSafely = m_ship->GetVelocityReachedWithFuelUsed(1.0/(6-3*m_fuelEconomy) * m_ship->GetFuel());

	// sort out gear, launching
	if (m_ship->GetFlightState() == Ship::FLYING) m_ship->SetWheelState(false);
	else { LaunchShip(m_ship); return false; }

	// frame switch stuff - clear children/collision state
	if (m_frame != m_ship->GetFrame()) {
		if (m_child) { delete m_child; m_child = 0; }
		if (m_frame && m_tangent) return true;		// regen tangent on frame switch
		m_frame = m_ship->GetFrame();
		m_reldir = reldir;							// for +vel termination condition
	}

#ifdef DEBUG_AUTOPILOT
if (m_ship->IsType(Object::PLAYER))
printf("Autopilot dist = %.1f, speed = %.1f, zthrust = %.2f, term = %.3f, crit = %.3f, fuel = %.3f, exhaust = %.0f, safeVel = %.0f, state = %i\n",
	targdist, relvel.Length(), m_ship->GetThrusterState().z, reldir.Dot(m_reldir),
	relvel.Dot(reldir)/(relvel.Length()+1e-7), m_ship->GetFuel(),
	m_ship->GetEffectiveExhaustVelocity() , haveFuelToReachThisVelSafely, m_state);
#endif

	Body *body = m_frame->GetBodyFor();
	double erad = MaxEffectRad(body, m_ship);
	if (m_targetShip == 0 && (!m_tangent || !(body == m_targframe->GetBodyFor())))
	{
		// process path collisions with frame body
		int coll = CheckCollision(m_ship, reldir, targdist, targpos, endvel, erad);
		if (coll == 0) {				// no collision
			if (m_child) { delete m_child; m_child = 0; m_state = -1; }
		}
		else if (coll == 1) {			// below feature height, target not below
			double ang = m_ship->AIFaceDirection(m_ship->GetPosition());
			m_ship->AIMatchVel(ang < 0.05 ? 1000.0 * m_ship->GetPosition().Normalized() : vector3d(0.0));
			m_state = -3; return false;
		}
		else {							// same thing for 2/3/4
			if (!m_child) m_child =
				new AICmdFlyAround(m_ship, body, erad, 0.0, m_targframe, m_posoff, m_fuelEconomy);
			ProcessChild(); m_state = -5; return false;
		}
	}

	// if dangerously close to local body, pretend target isn't moving
	if (body) {
		double localdist = m_ship->GetPosition().Length();
		if (targdist > localdist && localdist < 1.5*MaxFeatureRad(body))
			relvel += targvel;
	}

	// regenerate state to flipmode if we're off course
	bool overshoot = CheckOvershoot(m_ship, reldir, targdist, relvel, endvel);
	if (m_tangent && m_state == -4 && !overshoot) return true;			// bail out
	if (m_state < 0) m_state = GetFlipMode(m_ship, relpos, relvel);

	// linear thrust
	double ang, maxdecel = GetMaxDecel(m_ship, reldir, m_state, &ang);
	maxdecel -= GetGravityAtPos(m_targframe, m_posoff);
	if(maxdecel <= 0) { m_ship->AIMessage(Ship::AIERROR_GRAV_TOO_HIGH); return true; }
	bool cap = m_ship->AIMatchPosVel2(reldir, targdist, relvel, endvel, maxdecel);

	// path overshoot check, response
	if (m_state < 3 && overshoot) {
		double ispeed = calc_ivel(targdist, endvel, maxdecel);
		m_ship->AIFaceDirection(ispeed*reldir - relvel);
		m_state = -4; return false;
	}

	// turn thrusters off when in acceleration phase and low on fuel
	double angleCos = relvel.Dot(reldir)/(relvel.Length()+1e-7);
	if(m_state == 1 && relvel.Length() > haveFuelToReachThisVelSafely &&
			// match direction precisely if close, if more than a day far, save the fuel and do not be so strict about the direction
			(angleCos > 0.9999 || (angleCos > 0.995 && targdist/(haveFuelToReachThisVelSafely+1e-7) > 86400))
			) {
		m_ship->SetThrusterState(vector3d(0.0));
	} else if(m_state == 1 && relvel.Length() > 1.1*haveFuelToReachThisVelSafely) {
		// match direction without increasing speed .. saves fuel in deceleration phase
		vector3d v;
		matrix4x4d m;

		m_ship->GetRotMatrix(m);
		v = targvel + relvel.NormalizedSafe()*haveFuelToReachThisVelSafely;
		m_ship->AIMatchVel(v);
	}

	// flip check - if facing forward and not accelerating at maximum
	if (m_state == 1 && ang > 0.99 && !cap) m_state = 2;

	// termination conditions
	if (m_state == 3) m_state++;					// finished last adjustment, hopefully
	else if (endvel > 0.0) { if (reldir.Dot(m_reldir) < 0.9) m_state = 4; }
	else if (targdist < 0.5*m_ship->GetAccelMin()*timestep*timestep) m_state = 3;

	// set heading according to current state
	if (m_state < 2) {		// this shit still needed? yeah, sort of
		vector3d newrelpos = targpos - m_ship->AIGetNextFramePos();
		if ((newrelpos + reldir*100.0).Dot(relpos) <= 0.0)
			m_ship->AIFaceDirection(reldir);			// last frames turning workaround
		else m_ship->AIFaceDirection(newrelpos);
	}
	else if (m_state == 2) m_ship->AIFaceDirection(-reldir);	// hmm. -relvel instead?
	else m_ship->AIMatchAngVelObjSpace(vector3d(0.0));

	if (m_state == 4) return true;
	return false;
}