Esempio n. 1
0
void
TacticalAI::CheckTarget()
{
    SimObject* tgt = ship_ai->GetTarget();

    if (!tgt) return;

    if (tgt->GetRegion() != ship->GetRegion()) {
        ship_ai->DropTarget();
        return;
    }

    if (tgt->Type() == SimObject::SIM_SHIP) {
        Ship* target = (Ship*) tgt;

        // has the target joined our side?
        if (target->GetIFF() == ship->GetIFF() && !target->IsRogue()) {
            ship_ai->DropTarget();
            return;
        }

        // is the target already jumping/breaking/dying?
        if (target->InTransition()) {
            ship_ai->DropTarget();
            return;
        }

        // have we been ordered to pursue the target?
        if (directed_tgtid) {
            if (directed_tgtid != target->Identity()) {
                ship_ai->DropTarget();
            }

            return;
        }

        // can we catch the target?
        if (target->Design()->vlimit  <= ship->Design()->vlimit ||
                ship->Velocity().length() <= ship->Design()->vlimit)
        return;

        // is the target now out of range?
        WeaponDesign* wep_dsn = ship->GetPrimaryDesign();
        if (!wep_dsn)
        return;

        // compute the "give up" range:
        double drop_range = 3 * wep_dsn->max_range;
        if (drop_range > 0.75 * ship->Design()->commit_range)
        drop_range = 0.75 * ship->Design()->commit_range;

        double range = Point(target->Location() - ship->Location()).length();
        if (range < drop_range)
        return;

        // is the target closing or separating?
        Point  delta = (target->Location() + target->Velocity()) -
        (ship->Location()   + ship->Velocity());

        if (delta.length() < range)
        return;

        ship_ai->DropTarget();
    }

    else if (tgt->Type() == SimObject::SIM_DRONE) {
        Drone* drone = (Drone*) tgt;

        // is the target still a threat?
        if (drone->GetEta() < 1 || drone->GetTarget() == 0)
        ship_ai->DropTarget();
    }
}