void TacticalAI::FindSupport() { if (!ship_ai->GetThreat()) { ship_ai->SetSupport(0); return; } // pick the biggest friendly contact in the sector: Ship* support = 0; double support_dist = 1e9; ListIter<Contact> contact = ship->ContactList(); while (++contact) { if (contact->GetShip() && contact->GetIFF(ship) == ship->GetIFF()) { Ship* c_ship = contact->GetShip(); if (c_ship != ship && c_ship->Class() >= ship->Class() && !c_ship->InTransition()) { if (!support || c_ship->Class() > support->Class()) support = c_ship; } } } ship_ai->SetSupport(support); }
void CampaignPlanStrategic::ScoreCombatant(Combatant* c) { // prep lists: c->GetDefendList().clear(); c->GetTargetList().clear(); ScoreDefensible(c); ListIter<Combatant> iter = campaign->GetCombatants(); while (++iter) { if (iter->GetIFF() > 0 && iter->GetIFF() != c->GetIFF()) ScoreTargets(c, iter.value()); } // sort lists: c->GetDefendList().sort(); c->GetTargetList().sort(); }
void MsnPkgDlg::DrawPackages() { if (mission) { if (pkg_list) { pkg_list->ClearItems(); int i = 0; int elem_index = 0; ListIter<MissionElement> elem = mission->GetElements(); while (++elem) { // display this element? if (elem->GetIFF() == mission->Team() && !elem->IsSquadron() && elem->Region() == mission->GetRegion() && elem->GetDesign()->type < Ship::STATION) { char txt[256]; if (elem->Player() > 0) { sprintf_s(txt, "==>"); if (pkg_index < 0) pkg_index = elem_index; } else { strcpy_s(txt, " "); } pkg_list->AddItemWithData(txt, elem->ElementID()); pkg_list->SetItemText(i, 1, elem->Name()); pkg_list->SetItemText(i, 2, elem->RoleName()); const ShipDesign* design = elem->GetDesign(); if (elem->Count() > 1) sprintf_s(txt, "%d %s", elem->Count(), design->abrv); else sprintf_s(txt, "%s %s", design->abrv, design->name); pkg_list->SetItemText(i, 3, txt); i++; } elem_index++; } } } }
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); }
Menu* RadioView::GetRadioMenu(Ship* s) { dst_elem = 0; if (s && sim) { if (s->IsStarship()) { starship_menu->ClearItems(); int n = 0; int page_offset = starship_page*PAGE_SIZE; ListIter<Element> elem = sim->GetElements(); if (num_pages == 0) { while (++elem) { if (elem->IsFinished() || elem->IsSquadron() || elem->IsStatic()) continue; if (ship->GetIFF() == elem->GetIFF() && ship->GetElement() != elem.value()) n++; } num_pages = (n/PAGE_SIZE) + (n%PAGE_SIZE > 0); n = 0; elem.reset(); } while (++elem) { if (elem->IsFinished() || elem->IsSquadron() || elem->IsStatic()) continue; if (ship->GetIFF() == elem->GetIFF() && ship->GetElement() != elem.value()) { if (n >= page_offset && n < page_offset+PAGE_SIZE) { char text[64]; sprintf_s(text, "%d. %s", n+1 - page_offset, (const char*) elem->Name()); if (elem->IsActive()) { starship_menu->AddMenu(text, elem_menu, (DWORD) elem.value()); } else { strcat_s(text, " "); strcat_s(text, Game::GetText("RadioView.item.not-avail").data()); starship_menu->AddItem(text, 0, false); } } n++; } } if (num_pages > 1) { char text[64]; sprintf_s(text, Game::GetText("RadioView.item.next-page").data(), starship_page + 1, num_pages); starship_menu->AddItem(text); } return starship_menu; } else if (s->IsDropship()) { return fighter_menu; } } return 0; }