static BOOL aiObjHasRange(BASE_OBJECT *psObj, BASE_OBJECT *psTarget, int weapon_slot) { if (psObj->type == OBJ_DROID) { return aiDroidHasRange((DROID *)psObj, psTarget, weapon_slot); } else if (psObj->type == OBJ_STRUCTURE) { return aiStructHasRange((STRUCTURE *)psObj, psTarget, weapon_slot); } return false; }
/* See if there is a target in range */ BOOL aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot, BOOL bUpdateTarget, UWORD *targetOrigin) { BASE_OBJECT *psTarget = NULL; DROID *psCommander; SDWORD curTargetWeight=-1; UWORD tmpOrigin = ORIGIN_UNKNOWN; if (targetOrigin) { *targetOrigin = ORIGIN_UNKNOWN; } /* Get the sensor range */ switch (psObj->type) { case OBJ_DROID: if (((DROID *)psObj)->asWeaps[weapon_slot].nStat == 0) { return false; } if (((DROID *)psObj)->asWeaps[0].nStat == 0 && ((DROID *)psObj)->droidType != DROID_SENSOR) { // Can't attack without a weapon return false; } break; case OBJ_STRUCTURE: if (((STRUCTURE *)psObj)->numWeaps == 0 || ((STRUCTURE *)psObj)->asWeaps[0].nStat == 0) { // Can't attack without a weapon return false; } break; default: break; } /* See if there is a something in range */ if (psObj->type == OBJ_DROID) { BASE_OBJECT *psCurrTarget = ((DROID *)psObj)->psActionTarget[0]; /* find a new target */ int newTargetWeight = aiBestNearestTarget((DROID *)psObj, &psTarget, weapon_slot, NULL); /* Calculate weight of the current target if updating; but take care not to target * ourselves... */ if (bUpdateTarget && psCurrTarget != psObj) { curTargetWeight = targetAttackWeight(psCurrTarget, psObj, weapon_slot); } if (newTargetWeight >= 0 // found a new target && (!bUpdateTarget // choosing a new target, don't care if current one is better || curTargetWeight <= 0 // attacker had no valid target, use new one || newTargetWeight > curTargetWeight + OLD_TARGET_THRESHOLD) // updating and new target is better && validTarget(psObj, psTarget, weapon_slot) && (aiDroidHasRange((DROID *)psObj, psTarget, weapon_slot) || (secondaryGetState((DROID *)psObj, DSO_HALTTYPE) != DSS_HALT_HOLD))) { ASSERT(!isDead(psTarget), "aiChooseTarget: Droid found a dead target!"); *ppsTarget = psTarget; return true; } } else if (psObj->type == OBJ_STRUCTURE) { WEAPON_STATS *psWStats = NULL; int tarDist, longRange = 0; BOOL bCommanderBlock = false; ASSERT(((STRUCTURE *)psObj)->asWeaps[weapon_slot].nStat > 0, "no weapons on structure"); psWStats = ((STRUCTURE *)psObj)->asWeaps[weapon_slot].nStat + asWeaponStats; longRange = proj_GetLongRange(psWStats); // see if there is a target from the command droids psTarget = NULL; psCommander = cmdDroidGetDesignator(psObj->player); if (!proj_Direct(psWStats) && (psCommander != NULL) && aiStructHasRange((STRUCTURE *)psObj, (BASE_OBJECT *)psCommander, weapon_slot)) { // there is a commander that can fire designate for this structure // set bCommanderBlock so that the structure does not fire until the commander // has a target - (slow firing weapons will not be ready to fire otherwise). bCommanderBlock = true; // I do believe this will never happen, check for yourself :-) debug(LOG_NEVER,"Commander %d is good enough for fire designation", psCommander->id); if (psCommander->action == DACTION_ATTACK && psCommander->psActionTarget[0] != NULL && !aiObjectIsProbablyDoomed(psCommander->psActionTarget[0])) { // the commander has a target to fire on if (aiStructHasRange((STRUCTURE *)psObj, psCommander->psActionTarget[0], weapon_slot)) { // target in range - fire on it tmpOrigin = ORIGIN_COMMANDER; psTarget = psCommander->psActionTarget[0]; } else { // target out of range - release the commander block bCommanderBlock = false; } } } // indirect fire structures use sensor towers first tarDist = longRange * longRange; if (psTarget == NULL && !bCommanderBlock && !proj_Direct(psWStats)) { psTarget = aiSearchSensorTargets(psObj, weapon_slot, psWStats, &tmpOrigin); } if (psTarget == NULL && !bCommanderBlock) { BASE_OBJECT *psCurr; gridStartIterate(psObj->pos.x, psObj->pos.y, PREVIOUS_DEFAULT_GRID_SEARCH_RADIUS); psCurr = gridIterate(); while (psCurr != NULL) { /* Check that it is a valid target */ if (psCurr->type != OBJ_FEATURE && !aiObjectIsProbablyDoomed(psCurr) && aiStructHasRange((STRUCTURE *)psObj, psCurr, weapon_slot) && !aiCheckAlliances(psCurr->player, psObj->player) && validTarget(psObj, psCurr, weapon_slot) && psCurr->visible[psObj->player]) { // See if in sensor range and visible int distSq = objPosDiffSq(psCurr->pos, psObj->pos); if (distSq < tarDist || (psTarget && psTarget->type == OBJ_STRUCTURE && ((STRUCTURE *)psTarget)->status != SS_BUILT) || (psTarget && aiObjIsWall(psTarget) && !aiObjIsWall(psCurr))) { tmpOrigin = ORIGIN_VISUAL; psTarget = psCurr; tarDist = distSq; } } psCurr = gridIterate(); } } if (psTarget) { ASSERT(!psTarget->died, "aiChooseTarget: Structure found a dead target!"); if (targetOrigin) { *targetOrigin = tmpOrigin; } *ppsTarget = psTarget; return true; } } return false; }
// Find the best nearest target for a droid // Returns integer representing target priority, -1 if failed SDWORD aiBestNearestTarget(DROID *psDroid, BASE_OBJECT **ppsObj, int weapon_slot, UWORD *targetOrigin) { SDWORD bestMod = 0,newMod, failure = -1; BASE_OBJECT *psTarget = NULL, *friendlyObj, *bestTarget = NULL, *iter, *targetInQuestion, *tempTarget; BOOL electronic = false; STRUCTURE *targetStructure; WEAPON_EFFECT weaponEffect; UWORD tmpOrigin = ORIGIN_UNKNOWN; // reset origin if (targetOrigin) { *targetOrigin = ORIGIN_UNKNOWN; } //don't bother looking if empty vtol droid if (vtolEmpty(psDroid)) { return failure; } /* Return if have no weapons */ // The ai orders a non-combat droid to patrol = crash without it... if ((psDroid->asWeaps[0].nStat == 0 || psDroid->numWeaps == 0) && psDroid->droidType != DROID_SENSOR) { return failure; } // Check if we have a CB target to begin with if (!proj_Direct(asWeaponStats + psDroid->asWeaps[weapon_slot].nStat)) { WEAPON_STATS *psWStats = psWStats = psDroid->asWeaps[weapon_slot].nStat + asWeaponStats; bestTarget = aiSearchSensorTargets((BASE_OBJECT *)psDroid, weapon_slot, psWStats, &tmpOrigin); bestMod = targetAttackWeight(bestTarget, (BASE_OBJECT *)psDroid, weapon_slot); } weaponEffect = ((WEAPON_STATS *)(asWeaponStats + psDroid->asWeaps[weapon_slot].nStat))->weaponEffect; electronic = electronicDroid(psDroid); // Range was previously 9*TILE_UNITS. Increasing this doesn't seem to help much, though. Not sure why. gridStartIterate(psDroid->pos.x, psDroid->pos.y, psDroid->sensorRange + 6*TILE_UNITS); for (iter = gridIterate(); iter != NULL; iter = gridIterate()) { friendlyObj = NULL; targetInQuestion = iter; /* This is a friendly unit, check if we can reuse its target */ if(aiCheckAlliances(targetInQuestion->player,psDroid->player)) { friendlyObj = targetInQuestion; targetInQuestion = NULL; /* Can we see what it is doing? */ if(friendlyObj->visible[psDroid->player]) { if(friendlyObj->type == OBJ_DROID) { DROID *friendlyDroid = (DROID *)friendlyObj; /* See if friendly droid has a target */ tempTarget = friendlyDroid->psActionTarget[0]; if(tempTarget && !aiObjectIsProbablyDoomed(tempTarget)) { //make sure a weapon droid is targeting it if(friendlyDroid->numWeaps > 0) { // make sure this target wasn't assigned explicitly to this droid if(friendlyDroid->order != DORDER_ATTACK) { // make sure target is near enough if (aiDroidHasRange(psDroid, tempTarget, weapon_slot)) { targetInQuestion = tempTarget; //consider this target } } } } } else if(friendlyObj->type == OBJ_STRUCTURE) { tempTarget = ((STRUCTURE*)friendlyObj)->psTarget[0]; if (tempTarget && !aiObjectIsProbablyDoomed(tempTarget) && aiDroidHasRange(psDroid, tempTarget, weapon_slot)) { targetInQuestion = tempTarget; } } } } if (targetInQuestion != NULL && targetInQuestion != (BASE_OBJECT *)psDroid // in case friendly unit had me as target && (targetInQuestion->type == OBJ_DROID || targetInQuestion->type == OBJ_STRUCTURE || targetInQuestion->type == OBJ_FEATURE) && targetInQuestion->visible[psDroid->player] && !aiCheckAlliances(targetInQuestion->player,psDroid->player) && validTarget((BASE_OBJECT *)psDroid, targetInQuestion, weapon_slot) && aiDroidHasRange(psDroid, targetInQuestion, weapon_slot)) { if (targetInQuestion->type == OBJ_DROID) { // in multiPlayer - don't attack Transporters with EW if (bMultiPlayer) { // if not electronic then valid target if (!electronic || (electronic && ((DROID *)targetInQuestion)->droidType != DROID_TRANSPORTER)) { //only a valid target if NOT a transporter psTarget = targetInQuestion; } } else { psTarget = targetInQuestion; } } else if (targetInQuestion->type == OBJ_STRUCTURE) { STRUCTURE *psStruct = (STRUCTURE *)targetInQuestion; if (electronic) { /* don't want to target structures with resistance of zero if using electronic warfare */ if (validStructResistance((STRUCTURE *)targetInQuestion)) { psTarget = targetInQuestion; } } else if (psStruct->asWeaps[weapon_slot].nStat > 0) { // structure with weapons - go for this psTarget = targetInQuestion; } else if ((psStruct->pStructureType->type != REF_WALL && psStruct->pStructureType->type != REF_WALLCORNER) || driveModeActive() || (bMultiPlayer && !isHumanPlayer(psDroid->player))) { psTarget = targetInQuestion; } } else if (targetInQuestion->type == OBJ_FEATURE && gameTime - psDroid->lastFrustratedTime < FRUSTRATED_TIME && ((FEATURE *)targetInQuestion)->psStats->damageable && !(game.scavengers && psDroid->player == 7)) // hack to avoid scavs blowing up their nice feature walls { psTarget = targetInQuestion; } /* Check if our weapon is most effective against this object */ if(psTarget != NULL && psTarget == targetInQuestion) //was assigned? { newMod = targetAttackWeight(psTarget, (BASE_OBJECT *)psDroid, weapon_slot); /* Remember this one if it's our best target so far */ if( newMod >= 0 && (newMod > bestMod || bestTarget == NULL)) { bestMod = newMod; tmpOrigin = ORIGIN_ALLY; bestTarget = psTarget; } } } } if (bestTarget) { ASSERT(!bestTarget->died, "aiBestNearestTarget: AI gave us a target that is already dead."); targetStructure = visGetBlockingWall((BASE_OBJECT *)psDroid, bestTarget); /* See if target is blocked by a wall; only affects direct weapons */ if (proj_Direct(asWeaponStats + psDroid->asWeaps[weapon_slot].nStat) && targetStructure) { //are we any good against walls? if(asStructStrengthModifier[weaponEffect][targetStructure->pStructureType->strength] >= 100) //can attack atleast with default strength { bestTarget = (BASE_OBJECT *)targetStructure; //attack wall } } if (targetOrigin) { *targetOrigin = tmpOrigin; } *ppsObj = bestTarget; return bestMod; } return failure; }
/* See if there is a target in range */ bool aiChooseTarget(BASE_OBJECT *psObj, BASE_OBJECT **ppsTarget, int weapon_slot, bool bUpdateTarget, TARGET_ORIGIN *targetOrigin) { BASE_OBJECT *psTarget = NULL; DROID *psCommander; SDWORD curTargetWeight = -1; TARGET_ORIGIN tmpOrigin = ORIGIN_UNKNOWN; if (targetOrigin) { *targetOrigin = ORIGIN_UNKNOWN; } switch (psObj->type) { case OBJ_DROID: if (((DROID *)psObj)->asWeaps[weapon_slot].nStat == 0) { return false; } if (((DROID *)psObj)->asWeaps[0].nStat == 0 && ((DROID *)psObj)->droidType != DROID_SENSOR) { return false; // Can't target without a weapon or sensor } break; case OBJ_STRUCTURE: if (((STRUCTURE *)psObj)->numWeaps == 0 || ((STRUCTURE *)psObj)->asWeaps[0].nStat == 0) { // Can't attack without a weapon return false; } break; default: break; } /* See if there is a something in range */ if (psObj->type == OBJ_DROID) { BASE_OBJECT *psCurrTarget = ((DROID *)psObj)->psActionTarget[0]; /* find a new target */ int newTargetWeight = aiBestNearestTarget((DROID *)psObj, &psTarget, weapon_slot); /* Calculate weight of the current target if updating; but take care not to target * ourselves... */ if (bUpdateTarget && psCurrTarget != psObj) { curTargetWeight = targetAttackWeight(psCurrTarget, psObj, weapon_slot); } if (newTargetWeight >= 0 // found a new target && (!bUpdateTarget // choosing a new target, don't care if current one is better || curTargetWeight <= 0 // attacker had no valid target, use new one || newTargetWeight > curTargetWeight + OLD_TARGET_THRESHOLD) // updating and new target is better && validTarget(psObj, psTarget, weapon_slot) && aiDroidHasRange((DROID *)psObj, psTarget, weapon_slot)) { ASSERT(!isDead(psTarget), "Droid found a dead target!"); *ppsTarget = psTarget; return true; } } else if (psObj->type == OBJ_STRUCTURE) { WEAPON_STATS *psWStats = NULL; bool bCommanderBlock = false; ASSERT(((STRUCTURE *)psObj)->asWeaps[weapon_slot].nStat > 0, "no weapons on structure"); psWStats = ((STRUCTURE *)psObj)->asWeaps[weapon_slot].nStat + asWeaponStats; int longRange = proj_GetLongRange(psWStats, psObj->player); // see if there is a target from the command droids psTarget = NULL; psCommander = cmdDroidGetDesignator(psObj->player); if (!proj_Direct(psWStats) && (psCommander != NULL) && aiStructHasRange((STRUCTURE *)psObj, (BASE_OBJECT *)psCommander, weapon_slot)) { // there is a commander that can fire designate for this structure // set bCommanderBlock so that the structure does not fire until the commander // has a target - (slow firing weapons will not be ready to fire otherwise). bCommanderBlock = true; // I do believe this will never happen, check for yourself :-) debug(LOG_NEVER, "Commander %d is good enough for fire designation", psCommander->id); if (psCommander->action == DACTION_ATTACK && psCommander->psActionTarget[0] != NULL && !psCommander->psActionTarget[0]->died) { // the commander has a target to fire on if (aiStructHasRange((STRUCTURE *)psObj, psCommander->psActionTarget[0], weapon_slot)) { // target in range - fire on it tmpOrigin = ORIGIN_COMMANDER; psTarget = psCommander->psActionTarget[0]; } else { // target out of range - release the commander block bCommanderBlock = false; } } } // indirect fire structures use sensor towers first if (psTarget == NULL && !bCommanderBlock && !proj_Direct(psWStats)) { psTarget = aiSearchSensorTargets(psObj, weapon_slot, psWStats, &tmpOrigin); } if (psTarget == NULL && !bCommanderBlock) { int targetValue = -1; int tarDist = INT32_MAX; int srange = longRange; if (!proj_Direct(psWStats) && srange > objSensorRange(psObj)) { // search radius of indirect weapons limited by their sight, unless they use // external sensors to provide fire designation srange = objSensorRange(psObj); } static GridList gridList; // static to avoid allocations. gridList = gridStartIterate(psObj->pos.x, psObj->pos.y, srange); for (GridIterator gi = gridList.begin(); gi != gridList.end(); ++gi) { BASE_OBJECT *psCurr = *gi; /* Check that it is a valid target */ if (psCurr->type != OBJ_FEATURE && !psCurr->died && !aiCheckAlliances(psCurr->player, psObj->player) && validTarget(psObj, psCurr, weapon_slot) && psCurr->visible[psObj->player] == UBYTE_MAX && aiStructHasRange((STRUCTURE *)psObj, psCurr, weapon_slot)) { int newTargetValue = targetAttackWeight(psCurr, psObj, weapon_slot); // See if in sensor range and visible int distSq = objPosDiffSq(psCurr->pos, psObj->pos); if (newTargetValue < targetValue || (newTargetValue == targetValue && distSq >= tarDist)) { continue; } tmpOrigin = ORIGIN_VISUAL; psTarget = psCurr; tarDist = distSq; targetValue = newTargetValue; } } } if (psTarget) { ASSERT(!psTarget->died, "Structure found a dead target!"); if (targetOrigin) { *targetOrigin = tmpOrigin; } *ppsTarget = psTarget; return true; } } return false; }