void
FighterTacticalAI::FindThreat()
{
	// pick the closest contact on Threat Warning System:
	Ship*       threat_ship          = 0;
	Shot*       threat_missile       = 0;
	double      threat_dist          = 1e9;

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

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

		if (contact->Threat(ship) && 
				(Game::GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) {
			
			double rng = contact->Range(ship);

			if (contact->GetShot()) {
				threat_missile = contact->GetShot();
			}

			else if (rng < threat_dist && contact->GetShip()) {
				Ship* candidate = contact->GetShip();

				if (candidate->InTransition())
				continue;

				if (candidate->IsStarship() && rng < 50e3) {
					threat_ship = candidate;
					threat_dist = rng;
				}

				else if (candidate->IsDropship() && rng < 25e3) {
					threat_ship = candidate;
					threat_dist = rng;
				}

				// static and ground units:
				else if (rng < 30e3) {
					threat_ship = candidate;
					threat_dist = rng;
				}
			}
		}
	}

	ship_ai->SetThreat(threat_ship);
	ship_ai->SetThreatMissile(threat_missile);
}
Example #2
0
void
GroundAI::SelectTarget()
{
    SimObject* potential_target = 0;

    // pick the closest combatant ship with a different IFF code:
    double target_dist = 1.0e15;

    Ship* current_ship_target = 0;

    ListIter<Contact> c_iter = ship->ContactList();
    while (++c_iter) {
        Contact* contact = c_iter.value();
        int      c_iff   = contact->GetIFF(ship);
        Ship*    c_ship  = contact->GetShip();
        Shot*    c_shot  = contact->GetShot();
        bool     rogue   = false;

        if (c_ship)
        rogue = c_ship->IsRogue();

        if (rogue || c_iff > 0 && c_iff != ship->GetIFF() && c_iff < 1000) {
            if (c_ship && !c_ship->InTransition()) {
                // found an enemy, check distance:
                double dist = (ship->Location() - c_ship->Location()).length();

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

        potential_target = current_ship_target;
    }

    SetTarget(potential_target);
}
Example #3
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);
}
void
FighterTacticalAI::SelectTargetOpportunity()
{
	// NON-COMBATANTS do not pick targets of opportunity:
	if (ship->GetIFF() == 0)
	return;

	Ship* potential_target    = 0;
	Shot* current_shot_target = 0;

	// pick the closest combatant ship with a different IFF code:
	double target_dist = 1.0e15;
	double min_dist    = 5.0e3;

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

	Ship* ward = 0;
	if (element_index > 1)
	ward = ship->GetLeader();

	// commit range for patrol/sweep is 80 Km
	// (about 2 minutes for a fighter at max speed)
	if (roe == FLEXIBLE || roe == AGRESSIVE)
	target_dist = ship->Design()->commit_range;

	if (roe < FLEXIBLE)
	target_dist = 0.5 * ship->Design()->commit_range;

	int class_limit = Ship::LCA;

	if (ship->Class() == Ship::ATTACK)
	class_limit = Ship::DESTROYER;

	ListIter<Contact> c_iter = ship->ContactList();
	while (++c_iter) {
		Contact* contact = c_iter.value();
		Ship*    c_ship  = contact->GetShip();
		Shot*    c_shot  = contact->GetShot();
		int      c_iff   = contact->GetIFF(ship);
		bool     rogue   = false;

		if (c_ship)
		rogue = c_ship->IsRogue();

		if (!rogue && (c_iff <= 0 || c_iff == ship->GetIFF() || c_iff == 1000))
		continue;

		// reasonable target?
		if (c_ship && c_ship->Class() <= class_limit && !c_ship->InTransition()) {
			if (!rogue) {
				SimObject* ttgt = c_ship->GetTarget();

				// if we are self-defensive, is this contact engaging us?
				if (roe == SELF_DEFENSIVE && ttgt != ship)
				continue;

				// if we are defending, is this contact engaging us or our ward?
				if (roe == DEFENSIVE && ttgt != ship && ttgt != ward)
				continue;
			}

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

			if (dist < 0.75 * target_dist) {

				// if on patrol, check target distance from navpoint:
				if (roe == FLEXIBLE && navpt) {
					double ndist = (navpt->Location().OtherHand() - c_ship->Location()).length();
					if (ndist > 80e3)
					continue;
				}

				potential_target = c_ship;
				target_dist = dist;
			}
		}

		else if (c_shot && c_shot->IsDrone()) {
			// found an enemy shot, do we have enough time to engage?
			if (c_shot->GetEta() < 10)
			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) && !current_shot_target->IsTracking(ward)) ||
						(dist < target_dist)) {
					current_shot_target = c_shot;
					target_dist = dist;
				}
			}
		}
	}

	if (current_shot_target) {
		ship_ai->SetTarget(current_shot_target);
	}
	else {
		ship_ai->SetTarget(potential_target);
		SelectSecondaryForTarget(potential_target);
	}
}