コード例 #1
0
ファイル: AI.cpp プロジェクト: balachia/endless-sky
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;
}
コード例 #2
0
void Engine::CalculateStep()
{
	FrameTimer loadTimer;
	
	// Clear the list of objects to draw.
	draw[calcTickTock].Clear(step);
	radar[calcTickTock].Clear();
	
	if(!player.GetSystem())
		return;
	
	// Now, all the ships must decide what they are doing next.
	ai.Step(ships, player);
	const Ship *flagship = player.Flagship();
	bool wasHyperspacing = (flagship && flagship->IsEnteringHyperspace());
	
	// Now, move all the ships. We must finish moving all of them before any of
	// them fire, or their turrets will be targeting where a given ship was
	// instead of where it is now. This is also where ships get deleted, and
	// where they may create explosions if they are dying.
	for(auto it = ships.begin(); it != ships.end(); )
	{
		int hyperspaceType = (*it)->HyperspaceType();
		bool wasHere = (flagship && (*it)->GetSystem() == flagship->GetSystem());
		bool wasHyperspacing = (*it)->IsHyperspacing();
		// Give the ship the list of effects so that it can draw explosions,
		// ion sparks, jump drive flashes, etc.
		if(!(*it)->Move(effects, flotsam))
		{
			// If Move() returns false, it means the ship should be removed from
			// play. That may be because it was destroyed, because it is an
			// ordinary ship that has been out of system for long enough to be
			// "forgotten," or because it is a fighter that just docked with its
			// mothership. Report it destroyed if that's really what happened:
			if((*it)->IsDestroyed())
				eventQueue.emplace_back(nullptr, *it, ShipEvent::DESTROY);
			it = ships.erase(it);
		}
		else
		{
			if(&**it != flagship)
			{
				// Did this ship just begin hyperspacing?
				if(wasHere && !wasHyperspacing && (*it)->IsHyperspacing())
					Audio::Play(
						Audio::Get(hyperspaceType >= 200 ? "jump out" : "hyperdrive out"),
						(*it)->Position());
				
				// Did this ship just jump into the player's system?
				if(!wasHere && flagship && (*it)->GetSystem() == flagship->GetSystem())
					Audio::Play(
						Audio::Get(hyperspaceType >= 200 ? "jump in" : "hyperdrive in"),
						(*it)->Position());
			}
			
			// Boarding:
			bool autoPlunder = !(*it)->GetGovernment()->IsPlayer();
			shared_ptr<Ship> victim = (*it)->Board(autoPlunder);
			if(victim)
				eventQueue.emplace_back(*it, victim,
					(*it)->GetGovernment()->IsEnemy(victim->GetGovernment()) ?
						ShipEvent::BOARD : ShipEvent::ASSIST);
			++it;
		}
	}
	
	if(!wasHyperspacing && flagship && flagship->IsEnteringHyperspace())
		Audio::Play(Audio::Get(flagship->HyperspaceType() >= 200 ? "jump drive" : "hyperdrive"));
	
	if(flagship && player.GetSystem() != flagship->GetSystem())
	{
		// Wormhole travel:
		if(!wasHyperspacing)
			for(const auto &it : player.GetSystem()->Objects())
				if(it.GetPlanet() && it.GetPlanet()->IsWormhole() &&
						it.GetPlanet()->WormholeDestination(player.GetSystem()) == flagship->GetSystem())
					player.Visit(it.GetPlanet());
		
		doFlash = Preferences::Has("Show hyperspace flash");
		player.SetSystem(flagship->GetSystem());
		EnterSystem();
	}
	
	// Draw the planets.
	Point newCenter = center;
	Point newCenterVelocity;
	if(flagship)
	{
		newCenter = flagship->Position();
		newCenterVelocity = flagship->Velocity();
	}
	else
		doClick = false;
	draw[calcTickTock].SetCenter(newCenter, newCenterVelocity);
	radar[calcTickTock].SetCenter(newCenter);
	
	for(const StellarObject &object : player.GetSystem()->Objects())
		if(object.HasSprite())
		{
			// Don't apply motion blur to very large planets and stars.
			if(object.Width() >= 280.)
				draw[calcTickTock].AddUnblurred(object);
			else
				draw[calcTickTock].Add(object);
			
			double r = max(2., object.Radius() * .03 + .5);
			radar[calcTickTock].Add(RadarType(object), object.Position(), r, r - 1.);
			
			if(object.GetPlanet())
				object.GetPlanet()->DeployDefense(ships);
			
			Point position = object.Position() - newCenter;
			if(doClick && object.GetPlanet() && (clickPoint - position).Length() < object.Radius())
			{
				if(&object == player.Flagship()->GetTargetPlanet())
				{
					if(!object.GetPlanet()->CanLand())
						Messages::Add("The authorities on " + object.GetPlanet()->Name() +
							" refuse to let you land.");
					else
					{
						clickCommands |= Command::LAND;
						Messages::Add("Landing on " + object.GetPlanet()->Name() + ".");
					}
				}
				else
					player.Flagship()->SetTargetPlanet(&object);
			}
		}
	
	// Add all neighboring systems to the radar.
	const System *targetSystem = flagship ? flagship->GetTargetSystem() : nullptr;
	const vector<const System *> &links = (flagship && flagship->Attributes().Get("jump drive")) ?
		player.GetSystem()->Neighbors() : player.GetSystem()->Links();
	for(const System *system : links)
		radar[calcTickTock].AddPointer(
			(system == targetSystem) ? Radar::SPECIAL : Radar::INACTIVE,
			system->Position() - player.GetSystem()->Position());
	
	// Now that the planets have been drawn, we can draw the asteroids on top
	// of them. This could be done later, as long as it is done before the
	// collision detection.
	asteroids.Step();
	asteroids.Draw(draw[calcTickTock], newCenter);
	
	// Move existing projectiles. Do this before ships fire, which will create
	// new projectiles, since those should just stay where they are created for
	// this turn. This is also where projectiles get deleted, which may also
	// result in a "die" effect or a sub-munition being created. We could not
	// move the projectiles before this because some of them are homing and need
	// to know the current positions of the ships.
	list<Projectile> newProjectiles;
	for(auto it = projectiles.begin(); it != projectiles.end(); )
	{
		if(!it->Move(effects))
		{
			it->MakeSubmunitions(newProjectiles);
			it = projectiles.erase(it);
		}
		else
			++it;
	}
	projectiles.splice(projectiles.end(), newProjectiles);
	
	// Move the flotsam, which should be drawn underneath the ships.
	for(auto it = flotsam.begin(); it != flotsam.end(); )
	{
		if(!it->Move(effects))
		{
			it = flotsam.erase(it);
			continue;
		}
		
		Ship *collector = nullptr;
		for(const shared_ptr<Ship> &ship : ships)
		{
			if(ship->GetSystem() != player.GetSystem() || ship->CannotAct())
				continue;
			if(ship.get() == it->Source() || ship->Cargo().Free() < it->UnitSize())
				continue;
			
			const Mask &mask = ship->GetMask(step);
			if(mask.Contains(it->Position() - ship->Position(), ship->Facing()))
			{
				collector = ship.get();
				break;
			}
		}
		if(collector)
		{
			string name;
			if(collector->IsYours())
			{
				if(collector->GetParent())
					name = "Your ship \"" + collector->Name() + "\" picked up ";
				else
					name = "You picked up ";
			}
			string commodity;
			int amount = 0;
			if(it->OutfitType())
			{
				amount = collector->Cargo().Add(it->OutfitType(), it->Count());
				if(!name.empty())
				{
					if(it->OutfitType()->Get("installable") < 0.)
						commodity = it->OutfitType()->Name();
					else
						Messages::Add(name + Format::Number(amount) + " " + it->OutfitType()->Name()
							+ (amount == 1 ? "." : "s."));
				}
			}
			else
			{
				amount = collector->Cargo().Add(it->CommodityType(), it->Count());
				if(!name.empty())
					commodity = it->CommodityType();
					
			}
			if(!commodity.empty())
				Messages::Add(name + (amount == 1 ? "a ton" : Format::Number(amount) + " tons")
					+ " of " + Format::LowerCase(commodity) + ".");
			
			it = flotsam.erase(it);
			continue;
		}
		
		// Draw this flotsam.
		draw[calcTickTock].Add(*it);
		++it;
	}
	
	// Keep track of the relative strength of each government in this system. Do
	// not add more ships to make a winning team even stronger. This is mostly
	// to avoid having the player get mobbed by pirates, say, if they hang out
	// in one system for too long.
	map<const Government *, int64_t> strength;
	// Now, ships fire new projectiles, which includes launching fighters. If an
	// anti-missile system is ready to fire, it does not actually fire unless a
	// missile is detected in range during collision detection, below.
	vector<Ship *> hasAntiMissile;
	double clickRange = 50.;
	const Ship *previousTarget = nullptr;
	const Ship *clickTarget = nullptr;
	if(player.Flagship() && player.Flagship()->GetTargetShip())
		previousTarget = &*player.Flagship()->GetTargetShip();
	
	bool showFlagship = false;
	bool hasHostiles = false;
	for(shared_ptr<Ship> &ship : ships)
		if(ship->GetSystem() == player.GetSystem())
		{
			strength[ship->GetGovernment()] += ship->Cost();
			
			// Note: if a ship "fires" a fighter, that fighter was already in
			// existence and under the control of the same AI as the ship, but
			// its system was null to mark that it was not active.
			ship->Launch(ships);
			if(ship->Fire(projectiles, effects))
				hasAntiMissile.push_back(ship.get());
			
			int scan = ship->Scan();
			if(scan)
			{
				shared_ptr<Ship> target = ship->GetTargetShip();
				if(target && target->IsTargetable())
					eventQueue.emplace_back(ship, target, scan);
			}
			
			// This is a good opportunity to draw all the ships in system.
			if(!ship->HasSprite())
				continue;
			
			// Draw the flagship separately, on top of everything else.
			if(ship.get() != flagship)
			{
				AddSprites(*ship);
				if(ship->IsThrusting())
				{
					for(const auto &it : ship->Attributes().FlareSounds())
						if(it.second > 0)
							Audio::Play(it.first, ship->Position());
				}
			}
			else
				showFlagship = true;
			
			// Do not show cloaked ships on the radar, except the player's ships.
			bool isPlayer = ship->GetGovernment()->IsPlayer();
			if(ship->Cloaking() == 1. && !isPlayer)
				continue;
			
			if(doClick && &*ship != player.Flagship() && ship->IsTargetable())
			{
				Point position = ship->Position() - newCenter;
				const Mask &mask = ship->GetMask(step);
				double range = mask.Range(clickPoint - position, ship->Facing());
				if(range <= clickRange)
				{
					clickRange = range;
					clickTarget = ship.get();
					player.Flagship()->SetTargetShip(ship);
					// If we've found an enemy within the click zone, favor
					// targeting it rather than any other ship. Otherwise, keep
					// checking for hits because another ship might be an enemy.
					if(!range && ship->GetGovernment()->IsEnemy())
						doClick = false;
				}
			}
			
			double size = sqrt(ship->Width() + ship->Height()) * .14 + .5;
			bool isYourTarget = (flagship && ship == flagship->GetTargetShip());
			int type = RadarType(*ship);
			hasHostiles |= (type == Radar::HOSTILE);
			radar[calcTickTock].Add(isYourTarget ? Radar::SPECIAL : type, ship->Position(), size);
		}
	if(flagship && showFlagship)
	{
		AddSprites(*flagship);
		if(flagship->IsThrusting())
		{
			for(const auto &it : flagship->Attributes().FlareSounds())
				if(it.second > 0)
					Audio::Play(it.first);
		}
	}
	if(clickTarget && clickTarget == previousTarget)
		clickCommands |= Command::BOARD;
	if(alarmTime)
		--alarmTime;
	else if(hasHostiles && !hadHostiles)
	{
		if(Preferences::Has("Warning siren"))
			Audio::Play(Audio::Get("alarm"));
		alarmTime = 180;
		hadHostiles = true;
	}
	else if(!hasHostiles)
		hadHostiles = false;
	
	// Collision detection:
	if(grudgeTime)
		--grudgeTime;
	for(Projectile &projectile : projectiles)
	{
		// The asteroids can collide with projectiles, the same as any other
		// object. If the asteroid turns out to be closer than the ship, it
		// shields the ship (unless the projectile has a blast radius).
		Point hitVelocity;
		double closestHit = 0.;
		shared_ptr<Ship> hit;
		const Government *gov = projectile.GetGovernment();
		
		// If this "projectile" is a ship explosion, it always explodes.
		if(gov)
		{
			closestHit = asteroids.Collide(projectile, step, &hitVelocity);
			// Projectiles can only collide with ships that are in the current
			// system and are not landing, and that are hostile to this projectile.
			for(shared_ptr<Ship> &ship : ships)
				if(ship->GetSystem() == player.GetSystem() && !ship->IsLanding() && ship->Cloaking() < 1.)
				{
					if(ship.get() != projectile.Target() && !gov->IsEnemy(ship->GetGovernment()))
						continue;
					
					// This returns a value of 0 if the projectile has a trigger
					// radius and the ship is within it.
					double range = projectile.CheckCollision(*ship, step);
					if(range < closestHit)
					{
						closestHit = range;
						hit = ship;
						hitVelocity = ship->Velocity();
					}
				}
		}
		
		if(closestHit < 1.)
		{
			// Create the explosion the given distance along the projectile's
			// motion path for this step.
			projectile.Explode(effects, closestHit, hitVelocity);
			
			// If this projectile has a blast radius, find all ships within its
			// radius. Otherwise, only one is damaged.
			if(projectile.HasBlastRadius())
			{
				// Even friendly ships can be hit by the blast.
				for(shared_ptr<Ship> &ship : ships)
					if(ship->GetSystem() == player.GetSystem() && ship->Zoom() == 1.)
						if(projectile.InBlastRadius(*ship, step, closestHit))
						{
							int eventType = ship->TakeDamage(projectile, ship != hit);
							if(eventType)
								eventQueue.emplace_back(
									projectile.GetGovernment(), ship, eventType);
						}
			}
			else if(hit)
			{
				int eventType = hit->TakeDamage(projectile);
				if(eventType)
					eventQueue.emplace_back(
						projectile.GetGovernment(), hit, eventType);
			}
			
			if(hit)
				DoGrudge(hit, projectile.GetGovernment());
		}
		else if(projectile.MissileStrength())
		{
			bool isEnemy = projectile.GetGovernment() && projectile.GetGovernment()->IsEnemy();
			radar[calcTickTock].Add(
				isEnemy ? Radar::SPECIAL : Radar::INACTIVE, projectile.Position(), 1.);
			
			// If the projectile did not hit anything, give the anti-missile
			// systems a chance to shoot it down.
			for(Ship *ship : hasAntiMissile)
				if(ship == projectile.Target()
						|| gov->IsEnemy(ship->GetGovernment())
						|| ship->GetGovernment()->IsEnemy(gov))
					if(ship->FireAntiMissile(projectile, effects))
					{
						projectile.Kill();
						break;
					}
		}
		else if(projectile.HasBlastRadius())
			radar[calcTickTock].Add(Radar::SPECIAL, projectile.Position(), 1.8);
		
		// Now, we can draw the projectile. The motion blur should be reduced
		// depending on how much motion blur is in the sprite itself:
		double innateVelocity = 2. * projectile.GetWeapon().Velocity();
		Point relativeVelocity = projectile.Velocity() - projectile.Unit() * innateVelocity;
		draw[calcTickTock].AddProjectile(projectile, relativeVelocity, closestHit);
	}
	
	// Finally, draw all the effects, and then move them (because their motion
	// is not dependent on anything else, and this way we do all the work on
	// them in a single place.
	for(auto it = effects.begin(); it != effects.end(); )
	{
		draw[calcTickTock].AddUnblurred(*it);
		
		if(!it->Move())
			it = effects.erase(it);
		else
			++it;
	}
	
	// Add incoming ships.
	for(const System::FleetProbability &fleet : player.GetSystem()->Fleets())
		if(!Random::Int(fleet.Period()))
		{
			const Government *gov = fleet.Get()->GetGovernment();
			if(!gov)
				continue;
			
			int64_t enemyStrength = 0;
			for(const auto &it : strength)
				if(gov->IsEnemy(it.first))
					enemyStrength += it.second;
			if(enemyStrength && strength[gov] > 2 * enemyStrength)
				continue;
			
			fleet.Get()->Enter(*player.GetSystem(), ships);
		}
	if(!Random::Int(36000) && !player.GetSystem()->Links().empty())
	{
		// Loop through all persons once to see if there are any who can enter
		// this system.
		int sum = 0;
		for(const auto &it : GameData::Persons())
			sum += it.second.Frequency(player.GetSystem());
		
		if(sum)
		{
			// Adjustment factor: special persons will appear once every ten
			// minutes, but much less frequently if the game only specifies a
			// few of them. This way, they will become more common as I add
			// more, without needing to change the 10-minute constant above.
			sum = Random::Int(sum + 1000);
			for(const auto &it : GameData::Persons())
			{
				const Person &person = it.second;
				sum -= person.Frequency(player.GetSystem());
				if(sum < 0)
				{
					shared_ptr<Ship> ship = person.GetShip();
					ship->Recharge();
					ship->SetName(it.first);
					ship->SetGovernment(person.GetGovernment());
					ship->SetPersonality(person.GetPersonality());
					ship->SetHail(person.GetHail());
					Fleet::Enter(*player.GetSystem(), *ship);
					
					ships.push_front(ship);
					
					break;
				}
			}
		}
	}
	
	// Occasionally have some ship hail you.
	if(!Random::Int(600) && !ships.empty())
	{
		shared_ptr<Ship> source;
		unsigned i = Random::Int(ships.size());
		for(const shared_ptr<Ship> &it : ships)
			if(!i--)
			{
				source = it;
				break;
			}
		if(source->GetGovernment() && !source->GetGovernment()->IsPlayer()
				&& !source->IsDisabled() && source->Crew())
		{
			string message = source->GetHail();
			if(!message.empty() && source->GetSystem() == player.GetSystem())
				Messages::Add(source->GetGovernment()->GetName() + " ship \""
					+ source->Name() + "\": " + message);
		}
	}
	
	// A mouse click should only be active for a single step.
	doClick = false;
	
	// Keep track of how much of the CPU time we are using.
	loadSum += loadTimer.Time();
	if(++loadCount == 60)
	{
		load = loadSum;
		loadSum = 0.;
		loadCount = 0;
	}
}
コード例 #3
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 #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
// 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;
}