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(); } }