コード例 #1
0
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);
}
コード例 #2
0
bool
FighterTacticalAI::IsStrikeComplete(Instruction* instr)
{
	// wingmen can not call a halt to a strike:
	if (!ship || element_index > 1)
	return false;

	// if there's nothing to shoot at, we must be done:
	if (!instr || !instr->GetTarget() || instr->GetTarget()->Life() == 0 ||
			instr->GetTarget()->Type() != SimObject::SIM_SHIP)
	return true;

	// break off strike only when ALL weapons are expended:
	// (remember to check all relevant wingmen)
	Element*    element = ship->GetElement();
	Ship*       target  = (Ship*) instr->GetTarget();

	if (!element)
	return true;

	for (int i = 0; i < element->NumShips(); i++) {
		Ship* s = element->GetShip(i+1);

		if (!s || s->Integrity() < 25) // || (s->Location() - target->Location()).length() > 250e3)
		continue;

		ListIter<WeaponGroup> g_iter = s->Weapons();
		while (++g_iter) {
			WeaponGroup* w = g_iter.value();

			if (w->Ammo() && w->CanTarget(target->Class())) {
				ListIter<Weapon> w_iter = w->GetWeapons();

				while (++w_iter) {
					Weapon* weapon = w_iter.value();

					if (weapon->Status() > System::CRITICAL)
					return false;
				}
			}
		}
	}

	// still here?  we must be done!
	return true;
}
コード例 #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);
}
コード例 #4
0
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);
}