// Get a vector giving the direction this ship should aim in in order to do // maximum damaged to a target at the given position with its non-turret, // non-homing weapons. If the ship has no non-homing weapons, this just // returns the direction to the target. Point AI::TargetAim(const Ship &ship) { Point result; shared_ptr<const Ship> target = ship.GetTargetShip(); if(!target) return result; for(const Armament::Weapon &weapon : ship.Weapons()) { const Outfit *outfit = weapon.GetOutfit(); if(!outfit || weapon.IsHoming() || weapon.IsTurret()) continue; Point start = ship.Position() + ship.Facing().Rotate(weapon.GetPoint()); Point p = target->Position() - start + ship.GetPersonality().Confusion(); Point v = target->Velocity() - ship.Velocity(); double steps = Armament::RendevousTime(p, v, outfit->Velocity()); if(!(steps == steps)) continue; steps = min(steps, outfit->TotalLifetime()); p += steps * v; double damage = outfit->ShieldDamage() + outfit->HullDamage(); result += p.Unit() * damage; } if(!result) return target->Position() - ship.Position(); return result; }
// 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); }
void AI::MoveEscort(Ship &ship, Command &command) { const Ship &parent = *ship.GetParent(); bool isStaying = ship.GetPersonality().IsStaying(); // If an escort is out of fuel, they should refuel without waiting for the // "parent" to land (because the parent may not be planning on landing). if(ship.Attributes().Get("fuel capacity") && !ship.JumpsRemaining() && ship.GetSystem()->IsInhabited()) Refuel(ship, command); else if(ship.GetSystem() != parent.GetSystem() && !isStaying) { DistanceMap distance(ship, parent.GetSystem()); const System *system = distance.Route(ship.GetSystem()); ship.SetTargetSystem(system); if(!system || (ship.GetSystem()->IsInhabited() && !system->IsInhabited() && ship.JumpsRemaining() == 1)) Refuel(ship, command); else { PrepareForHyperspace(ship, command); command |= Command::JUMP; } } else if(parent.Commands().Has(Command::LAND) && parent.GetTargetPlanet()) { ship.SetTargetPlanet(parent.GetTargetPlanet()); MoveToPlanet(ship, command); if(parent.IsLanding() || parent.CanLand()) command |= Command::LAND; } else if(parent.Commands().Has(Command::BOARD) && parent.GetTargetShip().get() == &ship) Stop(ship, command); else if(parent.Commands().Has(Command::JUMP) && parent.GetTargetSystem() && !isStaying) { DistanceMap distance(ship, parent.GetTargetSystem()); const System *dest = distance.Route(ship.GetSystem()); ship.SetTargetSystem(dest); if(!dest || (dest != parent.GetTargetSystem() && !dest->IsInhabited() && ship.JumpsRemaining() == 1)) Refuel(ship, command); else { PrepareForHyperspace(ship, command); if(parent.IsEnteringHyperspace() || parent.CheckHyperspace()) command |= Command::JUMP; } } else CircleAround(ship, command, parent); }
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]); } }
// Pick a new target for the given ship. shared_ptr<Ship> AI::FindTarget(const Ship &ship, const list<shared_ptr<Ship>> &ships) const { // If this ship has no government, it has no enemies. shared_ptr<Ship> target; const Government *gov = ship.GetGovernment(); if(!gov) return target; bool isPlayerEscort = ship.IsYours(); if(isPlayerEscort) { shared_ptr<Ship> locked = sharedTarget.lock(); if(locked && locked->GetSystem() == ship.GetSystem() && !locked->IsDisabled()) return locked; } // If this ship is not armed, do not make it fight. double minRange = numeric_limits<double>::infinity(); double maxRange = 0.; for(const Armament::Weapon &weapon : ship.Weapons()) if(weapon.GetOutfit() && !weapon.IsAntiMissile()) { minRange = min(minRange, weapon.GetOutfit()->Range()); maxRange = max(maxRange, weapon.GetOutfit()->Range()); } if(!maxRange) return target; shared_ptr<Ship> oldTarget = ship.GetTargetShip(); if(oldTarget && !oldTarget->IsTargetable()) oldTarget.reset(); shared_ptr<Ship> parentTarget; if(ship.GetParent()) parentTarget = ship.GetParent()->GetTargetShip(); if(parentTarget && !parentTarget->IsTargetable()) parentTarget.reset(); // Find the closest enemy ship (if there is one). If this ship is "heroic," // it will attack any ship in system. Otherwise, if all its weapons have a // range higher than 2000, it will engage ships up to 50% beyond its range. // If a ship has short range weapons and is not heroic, it will engage any // ship that is within 3000 of it. const Personality &person = ship.GetPersonality(); double closest = person.IsHeroic() ? numeric_limits<double>::infinity() : (minRange > 1000.) ? maxRange * 1.5 : 4000.; const System *system = ship.GetSystem(); bool isDisabled = false; for(const auto &it : ships) if(it->GetSystem() == system && it->IsTargetable() && gov->IsEnemy(it->GetGovernment())) { if(person.IsNemesis() && !it->GetGovernment()->IsPlayer()) continue; double range = it->Position().Distance(ship.Position()); // Preferentially focus on your previous target or your parent ship's // target if they are nearby. if(it == oldTarget || it == parentTarget) range -= 500.; // If your personality it to disable ships rather than destroy them, // never target disabled ships. if(it->IsDisabled() && !person.Plunders() && (person.Disables() || (!person.IsNemesis() && it != oldTarget))) continue; if(!person.Plunders()) range += 5000. * it->IsDisabled(); else { bool hasBoarded = Has(ship, it, ShipEvent::BOARD); // Don't plunder unless there are no "live" enemies nearby. range += 2000. * (2 * it->IsDisabled() - !hasBoarded); } // Focus on nearly dead ships. range += 500. * (it->Shields() + it->Hull()); if(range < closest) { closest = range; target = it; isDisabled = it->IsDisabled(); } } bool cargoScan = ship.Attributes().Get("cargo scan"); bool outfitScan = ship.Attributes().Get("outfit scan"); if(!target && (cargoScan || outfitScan) && !isPlayerEscort) { closest = numeric_limits<double>::infinity(); for(const auto &it : ships) if(it->GetSystem() == system && it->GetGovernment() != gov && it->IsTargetable()) { if((cargoScan && !Has(ship, it, ShipEvent::SCAN_CARGO)) || (outfitScan && !Has(ship, it, ShipEvent::SCAN_OUTFITS))) { double range = it->Position().Distance(ship.Position()); if(range < closest) { closest = range; target = it; } } } } // Run away if your target is not disabled and you are badly damaged. if(!isDisabled && (ship.GetPersonality().IsFleeing() || (ship.Shields() + ship.Hull() < 1. && !ship.GetPersonality().IsHeroic()))) target.reset(); return target; }
// 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; }