void AI::Attack(Ship &ship, Command &command, const Ship &target) { Point d = target.Position() - ship.Position(); // First, figure out what your shortest-range weapon is. double shortestRange = 4000.; for(const Armament::Weapon &weapon : ship.Weapons()) { const Outfit *outfit = weapon.GetOutfit(); if(outfit && !weapon.IsAntiMissile()) shortestRange = min(outfit->Range(), shortestRange); } // Deploy any fighters you are carrying. if(!ship.IsYours()) command |= Command::DEPLOY; // If this ship only has long-range weapons, it should keep its distance // instead of trying to close with the target ship. if(shortestRange > 1000. && d.Length() < .5 * shortestRange) { command.SetTurn(TurnToward(ship, -d)); if(ship.Facing().Unit().Dot(d) <= 0.) command |= Command::FORWARD; return; } // First of all, aim in the direction that will hit this target. command.SetTurn(TurnToward(ship, TargetAim(ship))); // Calculate this ship's "turning radius; that is, the smallest circle it // can make while at full speed. double stepsInFullTurn = 360. / ship.TurnRate(); double circumference = stepsInFullTurn * ship.Velocity().Length(); double diameter = max(200., circumference / PI); // This isn't perfect, but it works well enough. if((ship.Facing().Unit().Dot(d) >= 0. && d.Length() > diameter) || (ship.Velocity().Dot(d) < 0. && ship.Facing().Unit().Dot(d.Unit()) >= .9)) command |= Command::FORWARD; }
// Fire this weapon. If it is a turret, it automatically points toward // the given ship's target. If the weapon requires ammunition, it will // be subtracted from the given ship. void Armament::Weapon::Fire(Ship &ship, list<Projectile> &projectiles, list<Effect> &effects) { // Since this is only called internally by Armament (no one else has non- // const access), assume Armament checked that this is a valid call. Angle aim = ship.Facing(); // Get projectiles to start at the right position. They are drawn at an // offset of (.5 * velocity) and that velocity includes the velocity of the // ship that fired them. Point start = ship.Position() + aim.Rotate(point) - .5 * ship.Velocity(); shared_ptr<const Ship> target = ship.GetTargetShip(); // If you are boarding your target, do not fire on it. if(ship.IsBoarding() || ship.Commands().Has(Command::BOARD)) target.reset(); if(!isTurret || !target || target->GetSystem() != ship.GetSystem()) aim += angle; else { Point p = target->Position() - start + ship.GetPersonality().Confusion(); Point v = target->Velocity() - ship.Velocity(); double steps = RendezvousTime(p, v, outfit->Velocity()); // Special case: RendezvousTime() may return NaN. But in that case, this // comparison will return false. if(!(steps < outfit->TotalLifetime())) steps = outfit->TotalLifetime(); p += steps * v; aim = Angle(TO_DEG * atan2(p.X(), -p.Y())); } projectiles.emplace_back(ship, start, aim, outfit); if(outfit->WeaponSound()) Audio::Play(outfit->WeaponSound(), start); double force = outfit->FiringForce(); if(force) ship.ApplyForce(aim.Unit() * -force); for(const auto &eit : outfit->FireEffects()) for(int i = 0; i < eit.second; ++i) { effects.push_back(*eit.first); effects.back().Place(start, ship.Velocity(), aim); } Fire(ship); }
bool AI::Stop(Ship &ship, Command &command, double slow) { const Point &velocity = ship.Velocity(); const Angle &angle = ship.Facing(); double speed = velocity.Length(); if(speed <= slow) return true; command.SetTurn(TurnBackward(ship)); if(velocity.Unit().Dot(angle.Unit()) < -.8) command |= Command::FORWARD; return false; }
double AI::TurnToward(const Ship &ship, const Point &vector) { static const double RAD_TO_DEG = 180. / 3.14159265358979; Point facing = ship.Facing().Unit(); double cross = vector.Cross(facing); if(vector.Dot(facing) > 0.) { double angle = asin(cross / vector.Length()) * RAD_TO_DEG; if(fabs(angle) <= ship.TurnRate()) return -angle / ship.TurnRate(); } bool left = cross < 0.; return left - !left; }
double AI::TurnBackward(const Ship &ship) { Angle angle = ship.Facing(); bool left = ship.Velocity().Cross(angle.Unit()) > 0.; double turn = left - !left; // Check if the ship will still be pointing to the same side of the target // angle if it turns by this amount. angle += ship.TurnRate() * turn; bool stillLeft = ship.Velocity().Cross(angle.Unit()) > 0.; if(left == stillLeft) return turn; // If we're within one step of the correct direction, stop turning. return 0.; }
// Fire an anti-missile. Returns true if the missile should be killed. bool Armament::Weapon::FireAntiMissile(Ship &ship, const Projectile &projectile, list<Effect> &effects) { int strength = outfit->AntiMissile(); if(!strength) return false; double range = outfit->Velocity(); // Check if the missile is in range. Point start = ship.Position() + ship.Facing().Rotate(point); Point offset = projectile.Position() - start; if(offset.Length() > range) return false; // Firing effects are displayed at the anti-missile that just fired. Angle aim = TO_DEG * atan2(offset.X(), -offset.Y()); for(const auto &eit : outfit->FireEffects()) for(int i = 0; i < eit.second; ++i) { effects.push_back(*eit.first); effects.back().Place(start, ship.Velocity(), aim); } // Figure out where the effect should be placed. Anti-missiles do not create // projectiles; they just create a blast animation. start += (.5 * range) * offset.Unit(); for(const auto &eit : outfit->HitEffects()) for(int i = 0; i < eit.second; ++i) { effects.push_back(*eit.first); effects.back().Place(start, ship.Velocity(), aim); } // Die effects are displayed at the projectile, whether or not it actually "dies." for(const auto &eit : outfit->DieEffects()) for(int i = 0; i < eit.second; ++i) { effects.push_back(*eit.first); effects.back().Place(projectile.Position(), projectile.Velocity(), aim); } Fire(ship); return (Random::Int(strength) > Random::Int(projectile.MissileStrength())); }
bool AI::MoveTo(Ship &ship, Command &command, const Point &target, double radius, double slow) { const Point &position = ship.Position(); const Point &velocity = ship.Velocity(); const Angle &angle = ship.Facing(); Point distance = target - position; double speed = velocity.Length(); bool isClose = (distance.Length() < radius); if(isClose && speed < slow) return true; distance = target - StoppingPoint(ship); bool isFacing = (distance.Unit().Dot(angle.Unit()) > .8); if(!isClose || !isFacing) command.SetTurn(TurnToward(ship, distance)); if(isFacing) command |= Command::FORWARD; return false; }
Point AI::StoppingPoint(const Ship &ship) { const Point &position = ship.Position(); const Point &velocity = ship.Velocity(); const Angle &angle = ship.Facing(); double acceleration = ship.Acceleration(); double turnRate = ship.TurnRate(); // If I were to turn around and stop now, where would that put me? double v = velocity.Length(); if(!v) return position; // This assumes you're facing exactly the wrong way. double degreesToTurn = TO_DEG * acos(-velocity.Unit().Dot(angle.Unit())); double stopDistance = v * (degreesToTurn / turnRate); // Sum of: v + (v - a) + (v - 2a) + ... + 0. // The number of terms will be v / a. // The average term's value will be v / 2. So: stopDistance += .5 * v * v / acceleration; return position + stopDistance * velocity.Unit(); }
// Check if the given ship is within this projectile's blast radius. (The // projectile will not explode unless it is also within the trigger radius.) bool Projectile::InBlastRadius(const Ship &ship, int step) const { const Mask &mask = ship.GetSprite().GetMask(step); return mask.WithinRange(position - ship.Position(), ship.Facing(), weapon->BlastRadius()); }
void AI::MoveIndependent(Ship &ship, Command &command) const { if(ship.Position().Length() >= 10000.) { MoveTo(ship, command, Point(), 40., .8); return; } shared_ptr<const Ship> target = ship.GetTargetShip(); if(target && (ship.GetGovernment()->IsEnemy(target->GetGovernment()) || (ship.IsYours() && target == sharedTarget.lock()))) { bool shouldBoard = ship.Cargo().Free() && ship.GetPersonality().Plunders(); bool hasBoarded = Has(ship, target, ShipEvent::BOARD); if(shouldBoard && target->IsDisabled() && !hasBoarded) { if(ship.IsBoarding()) return; MoveTo(ship, command, target->Position(), 40., .8); command |= Command::BOARD; } else Attack(ship, command, *target); return; } else if(target) { bool cargoScan = ship.Attributes().Get("cargo scan"); bool outfitScan = ship.Attributes().Get("outfit scan"); if((!cargoScan || Has(ship, target, ShipEvent::SCAN_CARGO)) && (!outfitScan || Has(ship, target, ShipEvent::SCAN_OUTFITS))) target.reset(); else { CircleAround(ship, command, *target); if(!ship.GetGovernment()->IsPlayer()) command |= Command::SCAN; } return; } // If this ship is moving independently because it has a target, not because // it has no parent, don't let it make travel plans. if(ship.GetParent() && !ship.GetPersonality().IsStaying()) return; if(!ship.GetTargetSystem() && !ship.GetTargetPlanet() && !ship.GetPersonality().IsStaying()) { int jumps = ship.JumpsRemaining(); // Each destination system has an average priority of 10. // If you only have one jump left, landing should be high priority. int planetWeight = jumps ? (1 + 40 / jumps) : 1; vector<int> systemWeights; int totalWeight = 0; const vector<const System *> &links = ship.Attributes().Get("jump drive") ? ship.GetSystem()->Neighbors() : ship.GetSystem()->Links(); if(jumps) { for(const System *link : links) { // Prefer systems in the direction we're facing. Point direction = link->Position() - ship.GetSystem()->Position(); int weight = static_cast<int>( 11. + 10. * ship.Facing().Unit().Dot(direction.Unit())); systemWeights.push_back(weight); totalWeight += weight; } } int systemTotalWeight = totalWeight; // Anywhere you can land that has a port has the same weight. Ships will // not land anywhere without a port. vector<const StellarObject *> planets; for(const StellarObject &object : ship.GetSystem()->Objects()) if(object.GetPlanet() && object.GetPlanet()->HasSpaceport() && object.GetPlanet()->CanLand(ship)) { planets.push_back(&object); totalWeight += planetWeight; } if(!totalWeight) return; int choice = Random::Int(totalWeight); if(choice < systemTotalWeight) { for(unsigned i = 0; i < systemWeights.size(); ++i) { choice -= systemWeights[i]; if(choice < 0) { ship.SetTargetSystem(links[i]); break; } } } else { choice = (choice - systemTotalWeight) / planetWeight; ship.SetTargetPlanet(planets[choice]); } } if(ship.GetTargetSystem()) { PrepareForHyperspace(ship, command); bool mustWait = false; for(const weak_ptr<const Ship> &escort : ship.GetEscorts()) { shared_ptr<const Ship> locked = escort.lock(); mustWait = locked && locked->CanBeCarried(); } if(!mustWait) command |= Command::JUMP; } else if(ship.GetTargetPlanet()) { MoveToPlanet(ship, command); if(!ship.GetPersonality().IsStaying()) command |= Command::LAND; else if(ship.Position().Distance(ship.GetTargetPlanet()->Position()) < 100.) ship.SetTargetPlanet(nullptr); } else if(ship.GetPersonality().IsStaying() && ship.GetSystem()->Objects().size()) { unsigned i = Random::Int(ship.GetSystem()->Objects().size()); ship.SetTargetPlanet(&ship.GetSystem()->Objects()[i]); } }
void AI::MovePlayer(Ship &ship, const PlayerInfo &player, const list<shared_ptr<Ship>> &ships) { Command command; if(player.HasTravelPlan()) { const System *system = player.TravelPlan().back(); ship.SetTargetSystem(system); // Check if there's a particular planet there we want to visit. for(const Mission &mission : player.Missions()) if(mission.Destination() && mission.Destination()->GetSystem() == system) { ship.SetDestination(mission.Destination()); break; } } if(keyDown.Has(Command::NEAREST)) { double closest = numeric_limits<double>::infinity(); int closeState = 0; for(const shared_ptr<Ship> &other : ships) if(other.get() != &ship && other->IsTargetable()) { // Sort ships into one of three priority states: // 0 = friendly, 1 = disabled enemy, 2 = active enemy. int state = other->GetGovernment()->IsEnemy(ship.GetGovernment()); // Do not let "target nearest" select a friendly ship, so that // if the player is repeatedly targeting nearest to, say, target // a bunch of fighters, they won't start firing on friendly // ships as soon as the last one is gone. if((!state && !shift) || other->GetGovernment()->IsPlayer()) continue; state += state * !other->IsDisabled(); double d = other->Position().Distance(ship.Position()); if(state > closeState || (state == closeState && d < closest)) { ship.SetTargetShip(other); closest = d; closeState = state; } } } else if(keyDown.Has(Command::TARGET)) { shared_ptr<const Ship> target = ship.GetTargetShip(); bool selectNext = !target || !target->IsTargetable(); for(const shared_ptr<Ship> &other : ships) { bool isPlayer = other->GetGovernment()->IsPlayer() || other->GetPersonality().IsEscort(); if(other == target) selectNext = true; else if(other.get() != &ship && selectNext && other->IsTargetable() && isPlayer == shift) { ship.SetTargetShip(other); selectNext = false; break; } } if(selectNext) ship.SetTargetShip(shared_ptr<Ship>()); } else if(keyDown.Has(Command::BOARD)) { shared_ptr<const Ship> target = ship.GetTargetShip(); if(!target || !target->IsDisabled() || target->IsDestroyed() || target->GetSystem() != ship.GetSystem()) { double closest = numeric_limits<double>::infinity(); bool foundEnemy = false; bool foundAnything = false; for(const shared_ptr<Ship> &other : ships) if(other->IsTargetable() && other->IsDisabled() && !other->IsDestroyed()) { bool isEnemy = other->GetGovernment()->IsEnemy(ship.GetGovernment()); double d = other->Position().Distance(ship.Position()); if((isEnemy && !foundEnemy) || d < closest) { closest = d; foundEnemy = isEnemy; foundAnything = true; ship.SetTargetShip(other); } } if(!foundAnything) keyDown.Clear(Command::BOARD); } } else if(keyDown.Has(Command::LAND)) { // If the player is right over an uninhabited planet, display a message // explaining why they cannot land there. string message; for(const StellarObject &object : ship.GetSystem()->Objects()) if(!object.GetPlanet() && !object.GetSprite().IsEmpty()) { double distance = ship.Position().Distance(object.Position()); if(distance < object.Radius()) message = object.LandingMessage(); } const StellarObject *target = ship.GetTargetPlanet(); if(target && ship.Position().Distance(target->Position()) < target->Radius()) { // Special case: if there are two planets in system and you have one // selected, then press "land" again, do not toggle to the other if // you are within landing range of the one you have selected. } else if(message.empty() && target) { bool found = false; const StellarObject *next = nullptr; for(const StellarObject &object : ship.GetSystem()->Objects()) if(object.GetPlanet()) { if(found) { next = &object; break; } else if(&object == ship.GetTargetPlanet()) found = true; } if(!next) { for(const StellarObject &object : ship.GetSystem()->Objects()) if(object.GetPlanet()) { next = &object; break; } } ship.SetTargetPlanet(next); if(next->GetPlanet() && !next->GetPlanet()->CanLand()) message = "The authorities on this planet refuse to clear you to land here."; } else if(message.empty()) { double closest = numeric_limits<double>::infinity(); int count = 0; for(const StellarObject &object : ship.GetSystem()->Objects()) if(object.GetPlanet()) { ++count; double distance = ship.Position().Distance(object.Position()); const Planet *planet = object.GetPlanet(); if(planet == ship.GetDestination()) distance = 0.; else if(!planet->HasSpaceport() && !planet->IsWormhole()) distance += 10000.; if(distance < closest) { ship.SetTargetPlanet(&object); closest = distance; } } if(!ship.GetTargetPlanet()) message = "There are no planets in this system that you can land on."; else if(!ship.GetTargetPlanet()->GetPlanet()->CanLand()) message = "The authorities on this planet refuse to clear you to land here."; else if(count > 1) { message = "You can land on more than one planet in this system. Landing on "; if(ship.GetTargetPlanet()->Name().empty()) message += "???."; else message += ship.GetTargetPlanet()->Name() + "."; } } if(!message.empty()) Messages::Add(message); } else if(keyDown.Has(Command::JUMP)) { if(!ship.GetTargetSystem()) { double bestMatch = -2.; const auto &links = (ship.Attributes().Get("jump drive") ? ship.GetSystem()->Neighbors() : ship.GetSystem()->Links()); for(const System *link : links) { Point direction = link->Position() - ship.GetSystem()->Position(); double match = ship.Facing().Unit().Dot(direction.Unit()); if(match > bestMatch) { bestMatch = match; ship.SetTargetSystem(link); } } } } else if(keyDown.Has(Command::SCAN)) command |= Command::SCAN; bool hasGuns = Preferences::Has("Automatic firing") && !ship.IsBoarding() && !(keyStuck | keyHeld).Has(Command::LAND | Command::JUMP | Command::BOARD); if(hasGuns) command |= AutoFire(ship, ships, false); hasGuns |= keyHeld.Has(Command::PRIMARY); if(keyHeld) { if(keyHeld.Has(Command::RIGHT | Command::LEFT)) command.SetTurn(keyHeld.Has(Command::RIGHT) - keyHeld.Has(Command::LEFT)); else if(keyHeld.Has(Command::BACK)) { if(ship.Attributes().Get("reverse thrust")) command |= Command::BACK; else command.SetTurn(TurnBackward(ship)); } if(keyHeld.Has(Command::FORWARD)) command |= Command::FORWARD; if(keyHeld.Has(Command::PRIMARY)) { int index = 0; for(const Armament::Weapon &weapon : ship.Weapons()) { const Outfit *outfit = weapon.GetOutfit(); if(outfit && !outfit->Icon()) { command.SetFire(index); hasGuns |= !weapon.IsTurret(); } ++index; } } if(keyHeld.Has(Command::SECONDARY)) { int index = 0; for(const Armament::Weapon &weapon : ship.Weapons()) { const Outfit *outfit = weapon.GetOutfit(); if(outfit && outfit == player.SelectedWeapon()) command.SetFire(index); ++index; } } if(keyHeld.Has(Command::AFTERBURNER)) command |= Command::AFTERBURNER; if(keyHeld.Has(AutopilotCancelKeys())) keyStuck = keyHeld; } if(hasGuns && Preferences::Has("Automatic aiming") && !command.Turn() && ship.GetTargetShip() && ship.GetTargetShip()->GetSystem() == ship.GetSystem() && !keyStuck.Has(Command::LAND | Command::JUMP | Command::BOARD)) { Point distance = ship.GetTargetShip()->Position() - ship.Position(); if(distance.Unit().Dot(ship.Facing().Unit()) >= .8) command.SetTurn(TurnToward(ship, TargetAim(ship))); } if(ship.IsBoarding()) keyStuck.Clear(); else if(keyStuck.Has(Command::LAND) && ship.GetTargetPlanet()) { if(ship.GetPlanet()) keyStuck.Clear(); else { MoveToPlanet(ship, command); command |= Command::LAND; } } else if(keyStuck.Has(Command::JUMP) && ship.GetTargetSystem()) { if(!ship.Attributes().Get("hyperdrive") && !ship.Attributes().Get("jump drive")) { Messages::Add("You do not have a hyperdrive installed."); keyStuck.Clear(); } else if(!ship.HyperspaceType()) { Messages::Add("You cannot jump to the selected system."); keyStuck.Clear(); } else if(!ship.JumpsRemaining() && !ship.IsEnteringHyperspace()) { Messages::Add("You do not have enough fuel to make a hyperspace jump."); keyStuck.Clear(); } else if(!ship.GetTargetSystem()) keyStuck.Clear(); else { PrepareForHyperspace(ship, command); command |= Command::JUMP; if(keyHeld.Has(Command::JUMP)) command |= Command::WAIT; } } else if(keyStuck.Has(Command::BOARD) && ship.GetTargetShip()) { shared_ptr<const Ship> target = ship.GetTargetShip(); if(!target || !target->IsTargetable() || !target->IsDisabled() || target->IsDestroyed()) keyStuck.Clear(Command::BOARD); else { MoveTo(ship, command, target->Position(), 40., .8); command |= Command::BOARD; } } if(isLaunching) command |= Command::DEPLOY; if(isCloaking) command |= Command::CLOAK; ship.SetCommands(command); }
// Fire whichever of the given ship's weapons can hit a hostile target. Command AI::AutoFire(const Ship &ship, const list<shared_ptr<Ship>> &ships, bool secondary) const { Command command; int index = -1; // Special case: your target is not your enemy. Do not fire, because you do // not want to risk damaging that target. The only time a ship other than // the player will target a friendly ship is if the player has asked a ship // for assistance. shared_ptr<Ship> currentTarget = ship.GetTargetShip(); const Government *gov = ship.GetGovernment(); bool isSharingTarget = ship.IsYours() && currentTarget == sharedTarget.lock(); bool currentIsEnemy = currentTarget && currentTarget->GetGovernment()->IsEnemy(gov) && currentTarget->GetSystem() == ship.GetSystem(); if(currentTarget && !(currentIsEnemy || isSharingTarget)) currentTarget.reset(); // Only fire on disabled targets if you don't want to plunder them. bool spareDisabled = (ship.GetPersonality().Disables() || ship.GetPersonality().Plunders()); // Find the longest range of any of your non-homing weapons. double maxRange = 0.; for(const Armament::Weapon &weapon : ship.Weapons()) if(weapon.IsReady() && !weapon.IsHoming() && (secondary || !weapon.GetOutfit()->Icon())) maxRange = max(maxRange, weapon.GetOutfit()->Range()); // Extend the weapon range slightly to account for velocity differences. maxRange *= 1.5; // Find all enemy ships within range of at least one weapon. vector<shared_ptr<const Ship>> enemies; if(currentTarget) enemies.push_back(currentTarget); for(auto target : ships) if(target->IsTargetable() && gov->IsEnemy(target->GetGovernment()) && target->Velocity().Length() < 20. && target->GetSystem() == ship.GetSystem() && target->Position().Distance(ship.Position()) < maxRange && target != currentTarget) enemies.push_back(target); for(const Armament::Weapon &weapon : ship.Weapons()) { ++index; // Skip weapons that are not ready to fire. Also skip homing weapons if // no target is selected, and secondary weapons if only firing primaries. if(!weapon.IsReady() || (!currentTarget && weapon.IsHoming())) continue; if(!secondary && weapon.GetOutfit()->Icon()) continue; // Special case: if the weapon uses fuel, be careful not to spend so much // fuel that you cannot leave the system if necessary. if(weapon.GetOutfit()->FiringFuel()) { double fuel = ship.Fuel() * ship.Attributes().Get("fuel capacity"); fuel -= weapon.GetOutfit()->FiringFuel(); // If the ship is not ever leaving this system, it does not need to // reserve any fuel. bool isStaying = ship.GetPersonality().IsStaying(); if(!secondary || fuel < (isStaying ? 0. : ship.JumpFuel())) continue; } // Figure out where this weapon will fire from, but add some randomness // depending on how accurate this ship's pilot is. Point start = ship.Position() + ship.Facing().Rotate(weapon.GetPoint()); start += ship.GetPersonality().Confusion(); const Outfit *outfit = weapon.GetOutfit(); double vp = outfit->Velocity(); double lifetime = outfit->TotalLifetime(); if(currentTarget && (weapon.IsHoming() || weapon.IsTurret())) { bool hasBoarded = Has(ship, currentTarget, ShipEvent::BOARD); if(currentTarget->IsDisabled() && spareDisabled && !hasBoarded) continue; Point p = currentTarget->Position() - start; Point v = currentTarget->Velocity() - ship.Velocity(); // By the time this action is performed, the ships will have moved // forward one time step. p += v; if(p.Length() < outfit->BlastRadius()) continue; double steps = Armament::RendevousTime(p, v, vp); if(steps == steps && steps <= lifetime) { command.SetFire(index); continue; } } // Don't fire homing weapons with no target. if(weapon.IsHoming()) continue; for(const shared_ptr<const Ship> &target : enemies) { if(!target->IsTargetable() || target->Velocity().Length() > 20. || target->GetSystem() != ship.GetSystem()) continue; // Don't shoot ships we want to plunder. bool hasBoarded = Has(ship, target, ShipEvent::BOARD); if(target->IsDisabled() && spareDisabled && !hasBoarded) continue; Point p = target->Position() - start; Point v = target->Velocity() - ship.Velocity(); // By the time this action is performed, the ships will have moved // forward one time step. p += v; // Get the vector the weapon will travel along. v = (ship.Facing() + weapon.GetAngle()).Unit() * vp - v; // Extrapolate over the lifetime of the projectile. v *= lifetime; const Mask &mask = target->GetSprite().GetMask(step); if(mask.Collide(-p, v, target->Facing()) < 1.) { command.SetFire(index); break; } } } return command; }