Ejemplo n.º 1
0
Archivo: weapon.c Proyecto: zid/naev
/**
 * @brief The pseudo-ai of the beam weapons.
 *
 *    @param w Weapon to do the thinking.
 *    @param dt Current delta tick.
 */
static void think_beam( Weapon* w, const double dt )
{
   (void)dt;
   Pilot *p, *t;
   double diff;
   Vector2d v;

   /* Get pilot, if pilot is dead beam is destroyed. */
   p = pilot_get(w->parent);
   if (p==NULL) {
      w->timer = -1.; /* Hack to make it get destroyed next update. */
      return;
   }

   /* Check if pilot has enough energy left to keep beam active. */
   p->energy -= dt*w->outfit->u.bem.energy;
   if (p->energy < 0.) {
      p->energy = 0.;
      w->timer = -1;
      return;
   }

   /* Use mount position. */
   pilot_getMount( p, w->mount, &v );
   w->solid->pos.x = p->solid->pos.x + v.x;
   w->solid->pos.y = p->solid->pos.y + v.y;

   /* Handle aiming. */
   switch (w->outfit->type) {
      case OUTFIT_TYPE_BEAM:
         w->solid->dir = p->solid->dir;
         break;

      case OUTFIT_TYPE_TURRET_BEAM:
         /* Get target, if target is dead beam stops moving. */
         t = pilot_get(w->target);
         if (t==NULL) {
            weapon_setTurn( w, 0. );
            return;
         }

         if (w->target == w->parent) /* Invalid target, tries to follow shooter. */
            diff = angle_diff(w->solid->dir, p->solid->dir);
         else
            diff = angle_diff(w->solid->dir, /* Get angle to target pos */
                  vect_angle(&w->solid->pos, &t->solid->pos));
         weapon_setTurn( w, CLAMP( -w->outfit->u.bem.turn, w->outfit->u.bem.turn,
                  10 * diff *  w->outfit->u.bem.turn ));
         break;

      default:
         return;
   }
}
Ejemplo n.º 2
0
/**
 * @brief Handles approaching a position with autonav.
 *
 *    @param[in] pos Position to go to.
 *    @param[out] dist2 Square distance left to target.
 *    @param count_target If 1 it subtracts the braking distance from dist2. Otherwise it returns the full distance.
 *    @return 1 on completion.
 */
static int player_autonavApproach( const Vector2d *pos, double *dist2, int count_target )
{
   double d, t, vel, dist;

   /* Only accelerate if facing move dir. */
   d = pilot_face( player.p, vect_angle( &player.p->solid->pos, pos ) );
   if (FABS(d) < MIN_DIR_ERR) {
      if (player_acc < 1.)
         player_accel( 1. );
   }
   else if (player_acc > 0.)
      player_accelOver();

   /* Get current time to reach target. */
   t  = MIN( 1.5*player.p->speed, VMOD(player.p->solid->vel) ) /
      (player.p->thrust / player.p->solid->mass);

   /* Get velocity. */
   vel   = MIN( player.p->speed, VMOD(player.p->solid->vel) );

   /* Get distance. */
   dist  = vel*(t+1.1*M_PI/player.p->turn) -
      0.5*(player.p->thrust/player.p->solid->mass)*t*t;

   /* Output distance^2 */
   d        = vect_dist( pos, &player.p->solid->pos );
   dist     = d - dist;
   if (count_target)
      *dist2   = dist;
   else
      *dist2   = d;

   /* See if should start braking. */
   if (dist < 0.) {
      player_accelOver();
      return 1;
   }
   return 0;
}
Ejemplo n.º 3
0
/**
 * @brief Adds a fleet to the system.
 *
 * You can then iterate over the pilots to change parameters like so:
 * @code
 * p = pilot.add( "Sml Trader Convoy" )
 * for k,v in pairs(p) do
 *    v:setHostile()
 * end
 * @endcode
 *
 * @usage p = pilot.add( "Pirate Hyena" ) -- Just adds the pilot (will jump in).
 * @usage p = pilot.add( "Trader Llama", "dummy" ) -- Overrides AI with dummy ai.
 * @usage p = pilot.add( "Sml Trader Convoy", "def", vec2.new( 1000, 200 ) ) -- Pilot won't jump in, will just appear.
 * @usage p = pilot.add( "Empire Pacifier", "def", vec2.new( 1000, 1000 ), true ) -- Have the pilot jump in.
 *
 *    @luaparam fleetname Name of the fleet to add.
 *    @luaparam ai If set will override the standard fleet AI.  "def" means use default.
 *    @luaparam pos Position to create pilots around instead of choosing randomly.
 *    @luaparam jump true if pilots should jump in, false by default if pos is defined.
 *    @luareturn Table populated with all the pilots created.  The keys are ordered numbers.
 * @luafunc add( fleetname, ai, pos, jump )
 */
static int pilot_addFleet( lua_State *L )
{
   NLUA_MIN_ARGS(1);
   Fleet *flt;
   const char *fltname, *fltai;
   int i, j;
   unsigned int p;
   double a;
   double d;
   Vector2d vv,vp, vn;
   FleetPilot *plt;
   LuaPilot lp;
   LuaVector *lv;
   int jump;

   /* Parse first argument - Fleet Name */
   fltname = luaL_checkstring(L,1);
   
   /* Parse second argument - Fleet AI Override */
   if (lua_gettop(L) > 1) {
      fltai = luaL_checkstring(L,2);
      if (strcmp(fltai, "def")==0) /* Check if set to default */
         fltai = NULL;
   }
   else fltai = NULL;

   /* Parse third argument - Position */
   if (lua_gettop(L) > 2) {
      lv = luaL_checkvector(L,3);
   }
   else lv = NULL;

   if (lua_gettop(L) > 3) {
      jump = lua_toboolean(L,4);
   }
   else {
      /* Only jump by default if not position was passed. */
      if (lv==NULL)
         jump = 1;
      else
         jump = 0;
   }

   /* Needed to determine angle. */
   vectnull(&vn);

   /* pull the fleet */
   flt = fleet_get( fltname );
   if (flt == NULL) {
      NLUA_ERROR(L,"Fleet '%s' doesn't exist.", fltname);
      return 0;
   }

   /* Use position passed if possible. */
   if (lv != NULL) {
      if (!jump)
         vectcpy( &vp, &lv->vec );
      else {
         /* Pilot is jumping in, we'll only use the vector angle. */
         d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN;
         vect_pset( &vp, d, VANGLE(lv->vec) );
      }
   }
   else {
      d = RNGF()*(HYPERSPACE_ENTER_MAX-HYPERSPACE_ENTER_MIN) + HYPERSPACE_ENTER_MIN;
      vect_pset( &vp, d, RNGF() * 2.*M_PI);
   }

   /* now we start adding pilots and toss ids into the table we return */
   j = 0;
   lua_newtable(L);
   for (i=0; i<flt->npilots; i++) {

      plt = &flt->pilots[i];

      if (RNG(0,100) <= plt->chance) {

         /* fleet displacement */
         vect_cadd(&vp, RNG(75,150) * (RNG(0,1) ? 1 : -1),
               RNG(75,150) * (RNG(0,1) ? 1 : -1));

         /* Set velocity only if no position is set.. */
         if (lv != NULL) {
            if (jump) {
               a = vect_angle(&vp,&vn);
               vect_pset( &vv, HYPERSPACE_VEL, a );
            }
            else {
               a = RNGF() * 2.*M_PI;
               vectnull( &vv );
            }
         }
         else { /* Entering via hyperspace. */
            a = vect_angle(&vp,&vn);
            vect_pset( &vv, HYPERSPACE_VEL, a );
         }

         /* Make sure angle is sane. */
         if (a < 0.)
            a += 2.*M_PI;

         /* Create the pilot. */
         p = fleet_createPilot( flt, plt, a, &vp, &vv, fltai, 0 );

         /* we push each pilot created into a table and return it */
         lua_pushnumber(L,++j); /* index, starts with 1 */
         lp.pilot = p;
         lua_pushpilot(L,lp); /* value = LuaPilot */
         lua_rawset(L,-3); /* store the value in the table */
      }
   }
   return 1;
}
Ejemplo n.º 4
0
Archivo: weapon.c Proyecto: zid/naev
/**
 * @brief The AI of seeker missiles.
 *
 *    @param w Weapon to do the thinking.
 *    @param dt Current delta tick.
 */
static void think_seeker( Weapon* w, const double dt )
{
   double diff;
   double vel;
   Pilot *p;
   int effect;
   Vector2d v;
   double t;

   if (w->target == w->parent) return; /* no self shooting */

   p = pilot_get(w->target); /* no null pilot_nstack */
   if (p==NULL) {
      weapon_setThrust( w, 0. );
      weapon_setTurn( w, 0. );
      return;
   }

   /* Handle by status. */
   switch (w->status) {
      case WEAPON_STATUS_OK:
         if (w->lockon < 0.)
            w->status = WEAPON_STATUS_LOCKEDON;
         break;

      case WEAPON_STATUS_LOCKEDON: /* Check to see if can get jammed */
         if ((p->jam_range != 0.) &&  /* Target has jammer and weapon is in range */
               (vect_dist(&w->solid->pos,&p->solid->pos) < p->jam_range)) {

            /* Check to see if weapon gets jammed */
            if (RNGF() < p->jam_chance - w->outfit->u.amm.resist) {
               w->status = WEAPON_STATUS_JAMMED;
               /* Give it a nice random effect */
               effect = RNG(0,3);
               switch (effect) {
                  case 0: /* Stuck in left loop */
                     weapon_setTurn( w, w->outfit->u.amm.turn );
                     break;
                  case 1: /* Stuck in right loop */
                     weapon_setTurn( w, -w->outfit->u.amm.turn );
                     break;

                  default: /* Blow up. */
                     w->timer = -1.;
                     break;
               }
            }
            else /* Can't get jammed anymore */
               w->status = WEAPON_STATUS_UNJAMMED;
         }

      /* Purpose fallthrough */
      case WEAPON_STATUS_UNJAMMED: /* Work as expected */

         /* Smart seekers take into account ship velocity. */
         if (w->outfit->u.amm.ai == 2) {

            /* Calculate time to reach target. */
            vect_cset( &v, p->solid->pos.x - w->solid->pos.x,
                  p->solid->pos.y - w->solid->pos.y );
            t = vect_odist( &v ) / w->outfit->u.amm.speed;

            /* Calculate target's movement. */
            vect_cset( &v, v.x + t*(p->solid->vel.x - w->solid->vel.x),
                  v.y + t*(p->solid->vel.y - w->solid->vel.y) );

            /* Get the angle now. */
            diff = angle_diff(w->solid->dir, VANGLE(v) );
         }
         /* Other seekers are stupid. */
         else {
            diff = angle_diff(w->solid->dir, /* Get angle to target pos */
                  vect_angle(&w->solid->pos, &p->solid->pos));
         }

         /* Set turn. */
         weapon_setTurn( w, CLAMP( -w->outfit->u.amm.turn, w->outfit->u.amm.turn,
                  10 * diff * w->outfit->u.amm.turn ));
         break;

      case WEAPON_STATUS_JAMMED: /* Continue doing whatever */
         /* Do nothing, dir_vel should be set already if needed */
         break;

      default:
         WARN("Unknown weapon status for '%s'", w->outfit->name);
         break;
   }

   /* Limit speed here */
   vel = MIN(w->outfit->u.amm.speed, VMOD(w->solid->vel) + w->outfit->u.amm.thrust*dt);
   vect_pset( &w->solid->vel, vel, w->solid->dir );
   /*limit_speed( &w->solid->vel, w->outfit->u.amm.speed, dt );*/
}
Ejemplo n.º 5
0
Archivo: weapon.c Proyecto: zid/naev
/**
 * @brief Creates a new weapon.
 *
 *    @param outfit Outfit which spawned the weapon.
 *    @param dir Direction the shooter is facing.
 *    @param pos Position of the shooter.
 *    @param vel Velocity of the shooter.
 *    @param parent Shooter ID.
 *    @param target Target ID of the shooter.
 *    @return A pointer to the newly created weapon.
 */
static Weapon* weapon_create( const Outfit* outfit,
      const double dir, const Vector2d* pos, const Vector2d* vel,
      const unsigned int parent, const unsigned int target )
{
   Vector2d v;
   double mass, rdir;
   Pilot *pilot_target;
   double x,y, t, dist;
   Weapon* w;

   /* Create basic features */
   w = malloc(sizeof(Weapon));
   memset(w, 0, sizeof(Weapon));
   w->faction = pilot_get(parent)->faction; /* non-changeable */
   w->parent = parent; /* non-changeable */
   w->target = target; /* non-changeable */
   w->outfit = outfit; /* non-changeable */
   w->update = weapon_update;
   w->status = WEAPON_STATUS_OK;
   w->strength = 1.;

   switch (outfit->type) {

      /* Bolts treated together */
      case OUTFIT_TYPE_BOLT:
      case OUTFIT_TYPE_TURRET_BOLT:
         /* Only difference is the direction of fire */
         if ((outfit->type == OUTFIT_TYPE_TURRET_BOLT) && (w->parent!=w->target) &&
               (w->target != 0)) { /* Must have valid target */

            pilot_target = pilot_get(w->target);
            if (pilot_target == NULL)
               rdir = dir;

            else {
               /* Get the distance */
               dist = vect_dist( pos, &pilot_target->solid->pos );

               /* Aim. */
               if (dist > outfit->u.blt.range*1.2) {
                  x = pilot_target->solid->pos.x - pos->x;
                  y = pilot_target->solid->pos.y - pos->y;
               }
               else {
                  /* Try to predict where the enemy will be. */
                  /* Time for shots to reach that distance */
                  t = dist / (w->outfit->u.blt.speed + VMOD(*vel));

                  /* Position is calculated on where it should be */
                  x = (pilot_target->solid->pos.x + pilot_target->solid->vel.x*t)
                     - (pos->x + vel->x*t);
                  y = (pilot_target->solid->pos.y + pilot_target->solid->vel.y*t)
                     - (pos->y + vel->y*t);
               }

               /* Set angle to face. */
               rdir = ANGLE(x, y);
            }
         }
         else /* fire straight */
            rdir = dir;

         rdir += RNG_2SIGMA() * outfit->u.blt.accuracy/2. * 1./180.*M_PI;
         if (rdir < 0.)
            rdir += 2.*M_PI;
         else if (rdir >= 2.*M_PI)
            rdir -= 2.*M_PI;

         mass = 1; /* Lasers are presumed to have unitary mass */
         vectcpy( &v, vel );
         vect_cadd( &v, outfit->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir));
         w->timer = outfit->u.blt.range / outfit->u.blt.speed;
         w->falloff = w->timer - outfit->u.blt.falloff / outfit->u.blt.speed;
         w->solid = solid_create( mass, rdir, pos, &v );
         w->voice = sound_playPos( w->outfit->u.blt.sound,
               w->solid->pos.x,
               w->solid->pos.y,
               w->solid->vel.x,
               w->solid->vel.y);
         break;

      /* Beam weapons are treated together. */
      case OUTFIT_TYPE_BEAM:
      case OUTFIT_TYPE_TURRET_BEAM:
         if ((outfit->type == OUTFIT_TYPE_TURRET_BEAM) && (w->parent!=w->target)) {
            pilot_target = pilot_get(target);
            rdir = (pilot_target == NULL) ? dir :
                  vect_angle(pos, &pilot_target->solid->pos);
         }
         else
            rdir = dir;
         if (rdir < 0.)
            rdir += 2.*M_PI;
         else if (rdir >= 2.*M_PI)
            rdir -= 2.*M_PI;
         mass = 1.; /**< Needs a mass. */
         w->solid = solid_create( mass, rdir, pos, NULL );
         w->think = think_beam;
         w->timer = outfit->u.bem.duration;
         w->voice = sound_playPos( w->outfit->u.bem.sound,
               w->solid->pos.x,
               w->solid->pos.y,
               w->solid->vel.x,
               w->solid->vel.y);
         break;

      /* Treat seekers together. */
      case OUTFIT_TYPE_AMMO:
      case OUTFIT_TYPE_TURRET_AMMO:
         if (w->outfit->type == OUTFIT_TYPE_TURRET_AMMO) {
            pilot_target = pilot_get(w->target);
            if (pilot_target == NULL)
               rdir = dir;

            else {
               /* Get the distance */
               dist = vect_dist( pos, &pilot_target->solid->pos );

               /* Aim. */
               /* Try to predict where the enemy will be. */
               /* Time for shots to reach that distance */
               if (outfit->u.amm.thrust == 0.)
                  t = dist / (w->outfit->u.amm.speed + VMOD(*vel));
               else
                  t = dist / w->outfit->u.amm.speed;

               /* Position is calculated on where it should be */
               x = (pilot_target->solid->pos.x + pilot_target->solid->vel.x*t)
                  - (pos->x + vel->x*t);
               y = (pilot_target->solid->pos.y + pilot_target->solid->vel.y*t)
                  - (pos->y + vel->y*t);

               /* Set angle to face. */
               rdir = ANGLE(x, y);
            }
         }
         else {
            rdir = dir;
         }
         if (outfit->u.amm.accuracy != 0.) {
            rdir += RNG_2SIGMA() * outfit->u.amm.accuracy/2. * 1./180.*M_PI;
            if ((rdir > 2.*M_PI) || (rdir < 0.))
               rdir = fmod(rdir, 2.*M_PI);
         }
         if (rdir < 0.)
            rdir += 2.*M_PI;
         else if (rdir >= 2.*M_PI)
            rdir -= 2.*M_PI;

         /* If thrust is 0. we assume it starts out at speed. */
         vectcpy( &v, vel );
         if (outfit->u.amm.thrust == 0.)
            vect_cadd( &v, cos(rdir) * w->outfit->u.amm.speed,
                  sin(rdir) * w->outfit->u.amm.speed );

         /* Set up ammo details. */
         mass        = w->outfit->mass;
         w->lockon   = outfit->u.amm.lockon;
         w->timer    = outfit->u.amm.duration;
         w->solid    = solid_create( mass, rdir, pos, &v );
         if (w->outfit->u.amm.thrust != 0.)
            weapon_setThrust( w, w->outfit->u.amm.thrust * mass );

         /* Handle seekers. */
         if (w->outfit->u.amm.ai > 0) {
            w->think = think_seeker; /* AI is the same atm. */

            /* If they are seeking a pilot, increment lockon counter. */
            pilot_target = pilot_get(target);
            if (pilot_target != NULL)
               pilot_target->lockons++;
         }

         /* Play sound. */
         w->voice    = sound_playPos(w->outfit->u.amm.sound,
               w->solid->pos.x,
               w->solid->pos.y,
               w->solid->vel.x,
               w->solid->vel.y);
         break;

      /* just dump it where the player is */
      default:
         WARN("Weapon of type '%s' has no create implemented yet!",
               w->outfit->name);
         w->solid = solid_create( 1., dir, pos, vel );
         break;
   }

   /* Set life to timer. */
   w->life = w->timer;

   return w;
}