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); }
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; }
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); }
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); }