コード例 #1
0
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;
}
コード例 #2
0
int
FighterTacticalAI::ListSecondariesForTarget(Ship* tgt, List<WeaponGroup>& weps)
{
	weps.clear();

	if (tgt) {
		ListIter<WeaponGroup> iter = ship->Weapons();
		while (++iter) {
			WeaponGroup* w = iter.value();

			if (w->Ammo() && w->CanTarget(tgt->Class()))
			weps.append(w);
		}
	}

	return weps.size();
}