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); }
bool QuitView::CanAccept() { sim = Sim::GetSim(); if (!sim || sim->IsNetGame()) return true; Ship* player_ship = sim->GetPlayerShip(); if (player_ship->MissionClock() < 60000) { RadioView::Message(Game::GetText("QuitView.too-soon")); RadioView::Message(Game::GetText("QuitView.abort")); return false; } ListIter<Contact> iter = player_ship->ContactList(); while (++iter) { Contact* c = iter.value(); Ship* cship = c->GetShip(); int ciff = c->GetIFF(player_ship); if (c->Threat(player_ship)) { RadioView::Message(Game::GetText("QuitView.threats-present")); RadioView::Message(Game::GetText("QuitView.abort")); return false; } else if (cship && ciff > 0 && ciff != player_ship->GetIFF()) { Point delta = c->Location() - player_ship->Location(); double dist = delta.length(); if (cship->IsDropship() && dist < 50e3) { RadioView::Message(Game::GetText("QuitView.threats-present")); RadioView::Message(Game::GetText("QuitView.abort")); return false; } else if (cship->IsStarship() && dist < 100e3) { RadioView::Message(Game::GetText("QuitView.threats-present")); RadioView::Message(Game::GetText("QuitView.abort")); return false; } } } return true; }
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); }