コード例 #1
0
ファイル: AI.cpp プロジェクト: balachia/endless-sky
// 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;
}
コード例 #2
0
ファイル: Armament.cpp プロジェクト: Arnogax/endless-sky
// 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);
}
コード例 #3
0
ファイル: AI.cpp プロジェクト: balachia/endless-sky
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);
}
コード例 #4
0
ファイル: AI.cpp プロジェクト: balachia/endless-sky
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]);
	}
}
コード例 #5
0
ファイル: AI.cpp プロジェクト: balachia/endless-sky
// 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;
}
コード例 #6
0
ファイル: AI.cpp プロジェクト: balachia/endless-sky
// 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;
}