Ejemplo n.º 1
0
void
TacticalAI::SelectTargetDirected(Ship* tgt)
{
    Ship* potential_target = tgt;

    // try to target one of the element's objectives
    // (if it shows up in the contact list)

    if (!tgt) {
        Element* elem = ship->GetElement();

        if (elem) {
            Instruction* objective = elem->GetTargetObjective();

            if (objective) {
                SimObject* obj_sim_obj = objective->GetTarget();
                Ship*      obj_tgt     = 0;

                if (obj_sim_obj && obj_sim_obj->Type() == SimObject::SIM_SHIP)
                obj_tgt = (Ship*) obj_sim_obj;

                if (obj_tgt) {
                    ListIter<Contact> contact = ship->ContactList();
                    while (++contact && !potential_target) {
                        Ship* test = contact->GetShip();

                        if (obj_tgt == test) {
                            potential_target = test;
                        }
                    }
                }
            }
        }
    }

    if (!CanTarget(potential_target))
    potential_target = 0;

    ship_ai->SetTarget(potential_target);

    if (tgt && tgt == ship_ai->GetTarget())
    directed_tgtid = tgt->Identity();
    else
    directed_tgtid = 0;
}
Ejemplo n.º 2
0
void
TacticalAI::FindThreat()
{
    // pick the closest contact on Threat Warning System:
    Ship*       threat               = 0;
    Shot*       threat_missile       = 0;
    Ship*       rumor                = 0;
    double      threat_dist          = 1e9;
    const DWORD THREAT_REACTION_TIME = 1000; // 1 second

    ListIter<Contact> iter = ship->ContactList();

    while (++iter) {
        Contact* contact = iter.value();

        if (contact->Threat(ship) && 
                (Game::GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) {

            if (contact->GetShot()) {
                threat_missile = contact->GetShot();
                rumor = (Ship*) threat_missile->Owner();
            }
            else {
                double rng = contact->Range(ship);

                Ship* c_ship = contact->GetShip();
                if (c_ship && !c_ship->InTransition()    &&
                        c_ship->Class() != Ship::FREIGHTER &&
                        c_ship->Class() != Ship::FARCASTER) {

                    if (c_ship->GetTarget() == ship) {
                        if (!threat || c_ship->Class() > threat->Class()) {
                            threat      = c_ship;
                            threat_dist = 0;
                        }
                    }
                    else if (rng < threat_dist) {
                        threat      = c_ship;
                        threat_dist = rng;
                    }
                }
            }
        }
    }

    if (rumor && !rumor->InTransition()) {
        iter.reset();

        while (++iter) {
            if (iter->GetShip() == rumor) {
                rumor = 0;
                ship_ai->ClearRumor();
                break;
            }
        }
    }
    else {
        rumor = 0;
        ship_ai->ClearRumor();
    }

    ship_ai->SetRumor(rumor);
    ship_ai->SetThreat(threat);
    ship_ai->SetThreatMissile(threat_missile);
}
Ejemplo n.º 3
0
void
TacticalAI::SelectTargetOpportunity()
{
    // NON-COMBATANTS do not pick targets of opportunity:
    if (ship->GetIFF() == 0)
    return;

    SimObject* potential_target = 0;

    // pick the closest combatant ship with a different IFF code:
    double target_dist = ship->Design()->commit_range;

    SimObject* ward   = ship_ai->GetWard();

    // FRIGATES are primarily anti-air platforms, but may
    // also attack smaller starships:

    if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) {
        Ship* current_ship_target = 0;
        Shot* current_shot_target = 0;

        // if we are escorting a larger warship, it is good to attack
        // the same target as our ward:

        if (ward) {
            Ship* s = (Ship*) ward;

            if (s->Class() > ship->Class()) {
                SimObject* obj = s->GetTarget();

                if (obj && obj->Type() == SimObject::SIM_SHIP) {
                    current_ship_target = (Ship*) obj;
                    target_dist = (ship->Location() - obj->Location()).length();
                }
            }
        }

        ListIter<Contact> contact = ship->ContactList();
        while (++contact) {
            Ship* c_ship = contact->GetShip();
            Shot* c_shot = contact->GetShot();

            if (!c_ship && !c_shot)
            continue;

            int   c_iff  = contact->GetIFF(ship);
            bool  rogue  = c_ship && c_ship->IsRogue();
            bool  tgt_ok = c_iff > 0               &&
            c_iff != ship->GetIFF() &&
            c_iff < 1000;

            if (rogue || tgt_ok) {
                if (c_ship && c_ship != ship && !c_ship->InTransition()) {
                    if (c_ship->Class() <  Ship::DESTROYER || 
                            (c_ship->Class() >= Ship::MINE && c_ship->Class() <= Ship::DEFSAT)) {
                        // found an enemy, check distance:
                        double dist = (ship->Location() - c_ship->Location()).length();

                        if (dist < 0.75 * target_dist &&
                                (!current_ship_target || c_ship->Class() <= current_ship_target->Class())) {
                            current_ship_target = c_ship;
                            target_dist = dist;
                        }
                    }
                }

                else if (c_shot) {
                    // found an enemy shot, is there enough time to engage?
                    if (c_shot->GetEta() < 3)
                    continue;

                    // found an enemy shot, check distance:
                    double dist = (ship->Location() - c_shot->Location()).length();

                    if (!current_shot_target) {
                        current_shot_target = c_shot;
                        target_dist = dist;
                    }

                    // is this shot a better target than the one we've found?
                    else {
                        Ship* ward = ship_ai->GetWard();

                        if ((c_shot->IsTracking(ward) || c_shot->IsTracking(ship)) &&
                                (!current_shot_target->IsTracking(ward) || 
                                    !current_shot_target->IsTracking(ship))) {
                            current_shot_target = c_shot;
                            target_dist = dist;
                        }
                        else if (dist < target_dist) {
                            current_shot_target = c_shot;
                            target_dist = dist;
                        }
                    }
                }
            }
        }

        if (current_shot_target)
        potential_target = current_shot_target;
        else
        potential_target = current_ship_target;
    }

    // ALL OTHER SHIP CLASSES ignore fighters and only engage
    // other starships:

    else {
        List<Ship> ward_threats;

        ListIter<Contact> contact = ship->ContactList();
        while (++contact) {
            Ship* c_ship = contact->GetShip();

            if (!c_ship)
            continue;

            int   c_iff  = contact->GetIFF(ship);
            bool  rogue  = c_ship->IsRogue();
            bool  tgt_ok = c_ship != ship          && 
            c_iff > 0               && 
            c_iff != ship->GetIFF() && 
            !c_ship->InTransition();

            if (rogue || tgt_ok) {
                if (c_ship->IsStarship() || c_ship->IsStatic()) {
                    // found an enemy, check distance:
                    double dist = (ship->Location() - c_ship->Location()).length();

                    if (dist < 0.75 * target_dist) {
                        potential_target = c_ship;
                        target_dist = dist;
                    }

                    if (ward && c_ship->IsTracking(ward)) {
                        ward_threats.append(c_ship);
                    }
                }
            }
        }

        // if this ship is protecting a ward,
        // prefer targets that are threatening that ward:
        if (potential_target && ward_threats.size() && !ward_threats.contains((Ship*)potential_target)) {
            target_dist *= 2;
            
            ListIter<Ship> iter = ward_threats;
            while (++iter) {
                Ship* threat = iter.value();

                double dist = (ward->Location() - threat->Location()).length();

                if (dist < target_dist) {
                    potential_target = threat;
                    target_dist = dist;
                }
            }
        }
    }

    if (ship->Class() != Ship::CARRIER && ship->Class() != Ship::SWACS)
    ship_ai->SetTarget(potential_target);
}
Ejemplo n.º 4
0
void
Weapon::SelectTarget()
{
    bool        select_locked = false;
    SimObject*  targ = 0;
    double      dist = 1e9;
    double      az   = 0;
    double      el   = 0;

    if (ammo && enabled && (availability > crit_level)) {
        ZeroAim();

        ListIter<Contact> contact = ship->ContactList();

        // lock onto any threatening shots first (if we can):
        if (design->target_type & Ship::DRONE) {
            while (++contact) {
                Shot* c_shot = contact->GetShot();

                if (c_shot && contact->Threat(ship)) {

                    // distance from self to target:
                    double distance = Point(c_shot->Location() - muzzle_pts[0]).length();

                    if (distance > design->min_range && 
                            distance < design->max_range && 
                            distance < dist) {
                        // check aim basket:
                        select_locked = CanLockPoint(c_shot->Location(), az, el);

                        if (select_locked) {
                            targ = c_shot;
                            dist = distance;
                        }
                    }
                }
            }
        }

        // lock onto a threatening ship only if it is (much) closer:
        dist *= 0.2;
        contact.reset();
        while (++contact) {
            Ship* c_ship  = contact->GetShip();

            if (!c_ship) continue;

            // can we lock onto this target?
            if ((c_ship->IsRogue() || c_ship->GetIFF() > 0 && c_ship->GetIFF() != ship->GetIFF()) &&
                    (c_ship->Class() & design->target_type) &&
                    c_ship->Weapons().size() > 0) {
                // distance from self to target:
                double distance = Point(c_ship->Location() - muzzle_pts[0]).length();

                if (distance < design->max_range && distance < dist) {
                    // check aim basket:
                    select_locked = CanLockPoint(c_ship->Location(), az, el);

                    if (select_locked) {
                        targ = c_ship;
                        dist = distance;
                    }
                }
            }
        }
    }

    if (!ammo || !enabled) {
        SetTarget(0,0);
        locked = false;
    }

    else {
        SetTarget(targ, 0);
    }
}