void
StarshipAI::FireControl()
{
	// identify unknown contacts:
	if (identify) {
		if (fabs(ship->GetHelmHeading() - ship->CompassHeading()) < 10*DEGREES) {
			Contact* contact = ship->FindContact(target);

			if (contact && !contact->ActLock()) {
				if (!ship->GetProbe()) {
					ship->LaunchProbe();
				}
			}
		}

		return;
	}

	// investigate last known location of enemy ship:
	if (rumor && !target && ship->GetProbeLauncher() && !ship->GetProbe()) {
		// is rumor in basket?
		Point rmr = Transform(rumor->Location());
		rmr.Normalize();

		double dx = fabs(rmr.x);
		double dy = fabs(rmr.y);

		if (dx < 10*DEGREES && dy < 10*DEGREES && rmr.z > 0) {
			ship->LaunchProbe();
		}
	}

	// Corvettes and Frigates are anti-air platforms.  They need to
	// target missile threats even when the threat is aimed at another
	// friendly ship.  Forward facing weapons must be on auto fire,
	// while lateral and aft facing weapons are set to point defense.

	if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) {
		ListIter<WeaponGroup> iter = ship->Weapons();
		while (++iter) {
			WeaponGroup* group = iter.value();

			ListIter<Weapon> w_iter = group->GetWeapons();
			while (++w_iter) {
				Weapon* weapon = w_iter.value();

				double az = weapon->GetAzimuth();
				if (fabs(az) < 45*DEGREES) {
					weapon->SetFiringOrders(Weapon::AUTO);
					weapon->SetTarget(target, 0);
				}

				else {
					weapon->SetFiringOrders(Weapon::POINT_DEFENSE);
				}
			}
		}
	}

	// All other starships are free to engage ship targets.  Weapon
	// fire control is managed by the type of weapon.

	else {
		System* subtgt = SelectSubtarget();

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

			if (weapon->GetDesign()->target_type & Ship::DROPSHIPS) {   // anti-air weapon?
				weapon->SetFiringOrders(Weapon::POINT_DEFENSE);
			}
			else if (weapon->IsDrone()) {                               // torpedoes
				weapon->SetFiringOrders(Weapon::MANUAL);
				weapon->SetTarget(target, 0);

				if (target && target->GetRegion() == ship->GetRegion()) {
					Point  delta = target->Location() - ship->Location();
					double range = delta.length();

					if (range < weapon->GetDesign()->max_range * 0.9 && 
							!AssessTargetPointDefense())
					weapon->SetFiringOrders(Weapon::AUTO);

					else if (range < weapon->GetDesign()->max_range * 0.5)
					weapon->SetFiringOrders(Weapon::AUTO);
				}
			}
			else {                                                      // anti-ship weapon
				weapon->SetFiringOrders(Weapon::AUTO);
				weapon->SetTarget(target, subtgt);
				weapon->SetSweep(subtgt ? Weapon::SWEEP_NONE : Weapon::SWEEP_TIGHT);
			}
		}
	}
}
System*
StarshipAI::SelectSubtarget()
{
	if (Game::GameTime() - sub_select_time < 2345)
	return subtarget;

	subtarget = 0;

	if (!target || target->Type() != SimObject::SIM_SHIP || GetAILevel() < 1)
	return subtarget;

	Ship* tgt_ship = (Ship*) target;

	if (!tgt_ship->IsStarship())
	return subtarget;

	Weapon*  subtgt = 0;
	double   dist   = 50e3;
	Point    svec   = ship->Location() - tgt_ship->Location();

	sub_select_time = Game::GameTime();

	// first pass: turrets
	ListIter<WeaponGroup> g_iter = tgt_ship->Weapons();
	while (++g_iter) {
		WeaponGroup* g = g_iter.value();

		if (g->GetDesign() && g->GetDesign()->turret_model) {
			ListIter<Weapon> w_iter = g->GetWeapons();
			while (++w_iter) {
				Weapon*  w     = w_iter.value();

				if (w->Availability() < 35)
				continue;

				if (w->GetAimVector() * svec < 0)
				continue;

				if (w->GetTurret()) {
					Point    tloc  = w->GetTurret()->Location();
					Point    delta = tloc - ship->Location();
					double   dlen  = delta.length();

					if (dlen < dist) {
						subtgt = w;
						dist   = dlen;
					}
				}
			}
		}
	}

	// second pass: major weapons
	if (!subtgt) {
		g_iter.reset();
		while (++g_iter) {
			WeaponGroup* g = g_iter.value();

			if (g->GetDesign() && !g->GetDesign()->turret_model) {
				ListIter<Weapon> w_iter = g->GetWeapons();
				while (++w_iter) {
					Weapon*  w     = w_iter.value();

					if (w->Availability() < 35)
					continue;

					if (w->GetAimVector() * svec < 0)
					continue;

					Point    tloc  = w->MountLocation();
					Point    delta = tloc - ship->Location();
					double   dlen  = delta.length();

					if (dlen < dist) {
						subtgt = w;
						dist   = dlen;
					}
				}
			}
		}
	}

	subtarget = subtgt;
	return subtarget;
}
void
FighterTacticalAI::SelectSecondaryForTarget(Ship* tgt)
{
	if (tgt) {
		int wix = WINCHESTER_FIGHTER;

		if (tgt->IsGroundUnit())      wix = WINCHESTER_STRIKE;
		else if (tgt->IsStatic())     wix = WINCHESTER_STATIC;
		else if (tgt->IsStarship())   wix = WINCHESTER_ASSAULT;

		WeaponGroup*      best = 0;
		List<WeaponGroup> weps;
		
		if (ListSecondariesForTarget(tgt, weps)) {
			winchester[wix] = false;

			// select best weapon for the job:
			double range       = (ship->Location() - tgt->Location()).length();
			double best_range  = 0;
			double best_damage = 0;

			ListIter<WeaponGroup> iter  = weps;
			while (++iter) {
				WeaponGroup* w = iter.value();

				if (!best) {
					best = w;

					WeaponDesign* d = best->GetDesign();
					best_range  = d->max_range;
					best_damage = d->damage * d->ripple_count;

					if (best_range < range)
					best = 0;
				}

				else {
					WeaponDesign* d = w->GetDesign();
					double w_range  = d->max_range;
					double w_damage = d->damage * d->ripple_count;

					if (w_range > range) {
						if (w_range < best_range || w_damage > best_damage)
						best = w;
					}
				}
			}

			// now cycle weapons until you pick the best one:
			WeaponGroup* current_missile = ship->GetSecondaryGroup();

			if (current_missile && best && current_missile != best) {
				ship->CycleSecondary();
				WeaponGroup* m = ship->GetSecondaryGroup();

				while (m != current_missile && m != best) {
					ship->CycleSecondary();
					m = ship->GetSecondaryGroup();
				}
			}
		}
		
		else {
			winchester[wix] = true;

			// if we have NO weapons that can hit this target,
			// just drop it:

			Weapon* primary = ship->GetPrimary();
			if (!primary || !primary->CanTarget(tgt->Class())) {
				ship_ai->DropTarget(3);
				ship->DropTarget();
			}
		}

		if (tgt->IsGroundUnit())
		ship->SetSensorMode(Sensor::GM);

		else if (ship->GetSensorMode() == Sensor::GM)
		ship->SetSensorMode(Sensor::STD);
	}
}