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CZoanthropeAI.cpp
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// CZoanthropeAI.cpp
//
// CZoanthropeAI class
#include "PreComp.h"
#define ATTACK_RANGE (g_KlicksPerPixel * 600.0)
#define PATROL_SENSOR_RANGE (g_KlicksPerPixel * 1000.0)
#define SEPARATION_RANGE (g_KlicksPerPixel * 100)
#define SEPARATION_RANGE2 (SEPARATION_RANGE * SEPARATION_RANGE)
#define MAX_FLOCK_DIST (g_KlicksPerPixel * 600)
#define MAX_FLOCK_DIST2 (MAX_FLOCK_DIST * MAX_FLOCK_DIST)
#define MIN_TARGET_DIST (6.0 * LIGHT_SECOND)
#define MIN_TARGET_DIST2 (MIN_TARGET_DIST * MIN_TARGET_DIST)
#define COMBAT_RANGE (g_KlicksPerPixel * 300)
#define COMBAT_RANGE2 (COMBAT_RANGE * COMBAT_RANGE)
#define TAME_CHANCE 50
CZoanthropeAI::CZoanthropeAI (void) :
m_State(stateNone),
m_pTarget(NULL),
m_pBase(NULL)
// CZoanthropeAI constructor
{
}
void CZoanthropeAI::Behavior (SUpdateCtx &Ctx)
// Behavior
{
// Reset
ResetBehavior();
// Behave according to our state
switch (m_State)
{
case stateNone:
BehaviorStart();
break;
case stateAttackingOnPatrol:
{
ASSERT(m_pTarget);
ImplementCombatManeuvers(m_pTarget);
m_AICtx.ImplementFireOnTargetsOfOpportunity(m_pShip, m_pTarget);
// See if we're out of our zone
Metric rRange = LIGHT_SECOND * GetCurrentOrderData();
if (CheckOutOfZone(GetCurrentOrderTarget(),
rRange - PATROL_SENSOR_RANGE,
rRange + PATROL_SENSOR_RANGE,
30))
SetState(stateNone);
break;
}
case stateAttackingThreat:
{
ASSERT(m_pTarget);
ImplementCombatManeuvers(m_pTarget);
m_AICtx.ImplementFireOnTargetsOfOpportunity(m_pShip, m_pTarget);
// Every once in a while check to see if we've wandered too far from
// our base.
if (CheckOutOfRange(GetCurrentOrderTarget(), PATROL_SENSOR_RANGE, 20))
SetState(stateNone);
break;
}
case stateOnCourseForStargate:
{
m_AICtx.ImplementGating(m_pShip, m_pBase);
m_AICtx.ImplementAttackNearestTarget(m_pShip, ATTACK_RANGE, &m_pTarget);
m_AICtx.ImplementFireOnTargetsOfOpportunity(m_pShip);
break;
}
case stateOnEscortCourse:
{
ASSERT(m_pBase);
CVector vFlockPos;
CVector vFlockVel;
int iFlockFacing;
if (m_AICtx.CalcFlockingFormation(m_pShip, m_pBase, &vFlockPos, &vFlockVel, &iFlockFacing))
{
m_AICtx.ImplementFormationManeuver(m_pShip, vFlockPos, vFlockVel, m_pShip->AlignToRotationAngle(iFlockFacing));
}
else
{
CVector vTarget = m_pBase->GetPos() - m_pShip->GetPos();
Metric rTargetDist2 = vTarget.Dot(vTarget);
m_AICtx.ImplementCloseOnTarget(m_pShip, m_pBase, vTarget, rTargetDist2);
m_AICtx.ImplementAttackNearestTarget(m_pShip, m_AICtx.GetMaxWeaponRange(), &m_pTarget);
m_AICtx.ImplementFireOnTargetsOfOpportunity(m_pShip);
}
// See if there is anything to attack
CSpaceObject *pTarget;
if (CheckForEnemiesInRange(m_pShip, PATROL_SENSOR_RANGE, 30, &pTarget))
SetState(stateAttackingThreat, m_pBase, pTarget);
break;
}
case stateOnPatrolOrbit:
{
ASSERT(m_pBase);
CVector vFlockPos;
CVector vFlockVel;
int iFlockFacing;
if (m_AICtx.CalcFlockingFormation(m_pShip, NULL, &vFlockPos, &vFlockVel, &iFlockFacing))
{
m_AICtx.ImplementFormationManeuver(m_pShip, vFlockPos, vFlockVel, m_pShip->AlignToRotationAngle(iFlockFacing));
}
else
{
m_AICtx.ImplementOrbit(m_pShip, m_pBase, LIGHT_SECOND * GetCurrentOrderData());
m_AICtx.ImplementAttackNearestTarget(m_pShip, m_AICtx.GetMaxWeaponRange(), &m_pTarget);
m_AICtx.ImplementFireOnTargetsOfOpportunity(m_pShip);
}
// See if there is anything to attack
CSpaceObject *pTarget;
if (CheckForEnemiesInRange(m_pShip, PATROL_SENSOR_RANGE, 30, &pTarget))
SetState(stateAttackingOnPatrol, m_pBase, pTarget);
break;
}
case stateReturningFromThreat:
{
ASSERT(m_pBase);
m_AICtx.ImplementDocking(m_pShip, m_pBase);
m_AICtx.ImplementAttackNearestTarget(m_pShip, m_AICtx.GetMaxWeaponRange(), &m_pTarget);
m_AICtx.ImplementFireOnTargetsOfOpportunity(m_pShip);
// See if there is anything to attack
CSpaceObject *pTarget;
if (CheckForEnemiesInRange(m_pBase, PATROL_SENSOR_RANGE, 30, &pTarget))
SetState(stateAttackingThreat, m_pBase, pTarget);
break;
}
case stateWaiting:
m_AICtx.ImplementStop(m_pShip);
if (m_pTarget)
m_AICtx.ImplementAttackTarget(m_pShip, m_pTarget, true);
m_AICtx.ImplementAttackNearestTarget(m_pShip, m_AICtx.GetMaxWeaponRange(), &m_pTarget);
m_AICtx.ImplementFireOnTargetsOfOpportunity(m_pShip);
break;
case stateWaitingForThreat:
{
ASSERT(m_pBase);
CSpaceObject *pTarget;
if (CheckForEnemiesInRange(m_pBase, PATROL_SENSOR_RANGE, 30, &pTarget))
SetState(stateAttackingThreat, m_pBase, pTarget);
break;
}
}
}
void CZoanthropeAI::BehaviorStart (void)
// BehaviorStart
//
// Figure out what to do based on orders
{
switch (GetCurrentOrder())
{
case IShipController::orderNone:
{
if (m_pShip->GetDockedObj() == NULL)
AddOrder(IShipController::orderGate, NULL, IShipController::SData());
break;
}
case IShipController::orderEscort:
{
CSpaceObject *pPrincipal = GetCurrentOrderTarget();
ASSERT(pPrincipal);
SetState(stateOnEscortCourse, pPrincipal);
m_pShip->Communicate(m_pBase, msgEscortReportingIn, m_pShip);
break;
}
case IShipController::orderFollowPlayerThroughGate:
SetState(stateOnCourseForStargate, m_pShip->GetNearestStargate());
break;
case IShipController::orderGate:
{
// Look for the gate
CSpaceObject *pGate = GetCurrentOrderTarget();
if (pGate == NULL)
pGate = m_pShip->GetNearestStargate(true);
// Head for the gate
if (pGate)
SetState(stateOnCourseForStargate, pGate);
break;
}
case IShipController::orderGuard:
{
CSpaceObject *pPrincipal = GetCurrentOrderTarget();
ASSERT(pPrincipal);
// If we're not docked, dock with principal
if (m_pShip->GetDockedObj() == NULL)
SetState(stateReturningFromThreat, pPrincipal);
// Otherwise, wait for a threat
else
SetState(stateWaitingForThreat, pPrincipal);
break;
}
case IShipController::orderPatrol:
{
CSpaceObject *pPrincipal = GetCurrentOrderTarget();
ASSERT(pPrincipal);
SetState(stateOnPatrolOrbit, pPrincipal);
break;
}
case IShipController::orderWaitForPlayer:
{
SetState(stateWaiting);
break;
}
}
}
CString CZoanthropeAI::DebugCrashInfo (void)
// DebugCrashInfo
//
// Returns debug crash info
{
CString sOrder;
try
{
sOrder = strFromInt((int)GetCurrentOrder());
}
catch (...)
{
}
// If GetCurrentOrder crashes, try to determine why
if (sOrder.IsBlank())
{
try
{
sOrder = strPatternSubst(CONSTLIT("crash in GetCurrentOrder; count = %d\r\n"), m_Orders.GetCount());
}
catch (...)
{
sOrder = CONSTLIT("crash in GetCurrentOrder\r\n");
}
}
CString sResult = CONSTLIT("CZoanthropeAI\r\n");
sResult.Append(strPatternSubst(CONSTLIT("Order: %s\r\n"), sOrder));
sResult.Append(strPatternSubst(CONSTLIT("m_State: %d\r\n"), m_State));
sResult.Append(strPatternSubst(CONSTLIT("m_pBase: %s\r\n"), CSpaceObject::DebugDescribe(m_pBase)));
sResult.Append(strPatternSubst(CONSTLIT("m_pTarget: %s\r\n"), CSpaceObject::DebugDescribe(m_pTarget)));
return sResult;
}
CSpaceObject *CZoanthropeAI::GetBase (void) const
// GetBase
//
// Returns this ship's base
{
switch (GetCurrentOrder())
{
case IShipController::orderGuard:
case IShipController::orderPatrol:
return GetCurrentOrderTarget();
default:
return NULL;
}
}
CSpaceObject *CZoanthropeAI::GetTarget (CItemCtx &ItemCtx, bool bNoAutoTarget) const
// GetTarget
//
// Returns the target that this ship is attacking
{
switch (m_State)
{
case stateNone:
case stateWaitingForThreat:
return NULL;
default:
return m_pTarget;
}
}
void CZoanthropeAI::ImplementCombatManeuvers (CSpaceObject *pTarget)
// ImplementCombatManeuvers
//
// Move and fire
{
CVector vTarget = pTarget->GetPos() - m_pShip->GetPos();
Metric rTargetDist2 = vTarget.Dot(vTarget);
// Fire on the target as best we can (if iFireDir is not -1, then it
// is the angle that we should turn towards to be able to fire).
int iFireDir;
m_AICtx.ImplementFireWeaponOnTarget(m_pShip, -1, -1, pTarget, vTarget, rTargetDist2, &iFireDir);
// Compute our flocking position
CVector vFlockPos;
CVector vFlockVel;
int iFlockFacing;
if (rTargetDist2 > COMBAT_RANGE2
&& m_AICtx.CalcFlockingFormation(m_pShip, NULL, &vFlockPos, &vFlockVel, &iFlockFacing))
{
m_AICtx.ImplementFormationManeuver(m_pShip, vFlockPos, vFlockVel, m_pShip->AlignToRotationAngle(iFlockFacing));
}
// Otherwise, if we are the leader, then fight
else
{
// If we're not well in range of our primary weapon then
// get closer to the target. (Or if we are not moving)
if (rTargetDist2 > m_AICtx.GetPrimaryAimRange2())
{
// Try to flank our target, if we are faster
bool bFlank = (m_pShip->GetMaxSpeed() > pTarget->GetMaxSpeed());
m_AICtx.ImplementCloseOnTarget(m_pShip, pTarget, vTarget, rTargetDist2, bFlank);
iFireDir = -1;
}
else if (pTarget->CanThrust()
&& (m_pShip->GetVel().Length2() < (0.01 * 0.01 * LIGHT_SPEED * LIGHT_SPEED)))
{
m_AICtx.ImplementSpiralOut(m_pShip, vTarget);
iFireDir = -1;
}
// If necessary, turn to aim our weapon based on the fire solution
if (iFireDir != -1
&& !m_AICtx.NoDogfights())
m_AICtx.ImplementManeuver(m_pShip, iFireDir, false);
}
}
void CZoanthropeAI::OnAttacked (CSpaceObject *pAttacker, const SDamageCtx &Damage)
// OnAttacked
//
// Our ship was attacked. Note that pAttacker can either be an enemy ship/station
// or it can be the missile/beam that hit us.
{
DEBUG_TRY
if (pAttacker)
{
// If we were attacked by a friend, then warn them off
// (Unless we're explicitly targeting the friend)
if (m_pShip->IsFriend(pAttacker) && pAttacker != m_pTarget)
{
// Note: In this case, we include automated attacks, since
// zoanthropes can't tell the difference.
m_pShip->Communicate(pAttacker, msgWatchTargets);
}
// Else if we were attacked by an enemy/neutral, see if we need
// to attack them (or flee)
else if (pAttacker->CanAttack())
{
// Change state to deal with the attack
switch (m_State)
{
case stateReturningFromThreat:
case stateWaitingForThreat:
{
SetState(stateAttackingThreat, m_pBase, pAttacker);
ASSERT(m_pTarget->DebugIsValid() && m_pTarget->NotifyOthersWhenDestroyed());
break;
}
case stateOnEscortCourse:
{
SetState(stateAttackingThreat, m_pBase, pAttacker);
m_pShip->Communicate(m_pBase, msgEscortAttacked, pAttacker);
ASSERT(m_pTarget->DebugIsValid() && m_pTarget->NotifyOthersWhenDestroyed());
break;
}
case stateOnPatrolOrbit:
{
SetState(stateAttackingOnPatrol, m_pBase, pAttacker);
ASSERT(m_pTarget->DebugIsValid() && m_pTarget->NotifyOthersWhenDestroyed());
break;
}
}
}
}
// Remember the last time we were attacked (debounce quick hits)
m_AICtx.SetLastAttack(g_pUniverse->GetTicks());
DEBUG_CATCH
}
DWORD CZoanthropeAI::OnCommunicate (CSpaceObject *pSender, MessageTypes iMessage, CSpaceObject *pParam1, DWORD dwParam2)
// Communicate
//
// Handle communications from other objects
{
switch (iMessage)
{
case msgAttack:
case msgAttackDeter:
{
switch (m_State)
{
case stateOnEscortCourse:
case stateReturningFromThreat:
case stateWaitingForThreat:
SetState(stateAttackingThreat, m_pBase, pParam1);
ASSERT(m_pTarget->DebugIsValid() && m_pTarget->NotifyOthersWhenDestroyed());
return resAck;
case stateOnPatrolOrbit:
SetState(stateAttackingOnPatrol, m_pBase, pParam1);
ASSERT(m_pTarget->DebugIsValid() && m_pTarget->NotifyOthersWhenDestroyed());
return resAck;
default:
return resNoAnswer;
}
}
case msgQueryEscortStatus:
{
if (GetEscortPrincipal() == pParam1)
return resAck;
else
return resNoAnswer;
}
default:
return resNoAnswer;
}
}
void CZoanthropeAI::OnDockedEvent (CSpaceObject *pObj)
// OnDockedEvent
//
// Event when the ship is docked
{
SetState(stateNone);
}
void CZoanthropeAI::OnObjDestroyedNotify (const SDestroyCtx &Ctx)
// OnObjDestroyedNotify
//
// Deal with an object that has been destroyed
{
// Reset
if (m_pBase == Ctx.pObj)
SetState(stateNone);
if (m_pTarget == Ctx.pObj)
SetState(stateNone);
}
void CZoanthropeAI::OnOrderChanged (void)
// OnOrderChanged
//
// The order list has changed
{
SetState(stateNone);
}
void CZoanthropeAI::OnReadFromStream (SLoadCtx &Ctx)
// OnReadFromStream
//
// Read our data
//
// DWORD m_State
// DWORD m_pTarget (CSpaceObject ref)
// DWORD m_pBase (CSpaceObject ref)
// Vector m_vPotential
{
Ctx.pStream->Read((char *)&m_State, sizeof(DWORD));
CSystem::ReadObjRefFromStream(Ctx, &m_pTarget);
CSystem::ReadObjRefFromStream(Ctx, &m_pBase);
Ctx.pStream->Read((char *)&m_vPotential, sizeof(m_vPotential));
}
void CZoanthropeAI::OnWriteToStream (IWriteStream *pStream)
// OnWriteToStream
//
// Write our data
//
// DWORD m_State
// DWORD m_pTarget (CSpaceObject ref)
// DWORD m_pBase (CSpaceObject ref)
// Vector m_vPotential
{
pStream->Write((char *)&m_State, sizeof(DWORD));
m_pShip->WriteObjRefToStream(m_pTarget, pStream);
m_pShip->WriteObjRefToStream(m_pBase, pStream);
pStream->Write((char *)&m_vPotential, sizeof(m_vPotential));
}
void CZoanthropeAI::SetState (StateTypes State, CSpaceObject *pBase, CSpaceObject *pTarget)
// SetState
//
// Sets the current state
{
// If docking has been requested and we're trying to change state
// then cancel docking.
if (IsDockingRequested())
CancelDocking(m_pBase);
// Set state (NOTE: We do this before we undock because the Undock
// call may destroy the station and cause us to recurse into SetState.
// This happens when a ship is guarding an empty cargo crate).
m_State = State;
m_pBase = pBase;
m_pTarget = pTarget;
// If we're currently docked and we're changing to a state that
// does not support docking, then we undock first.
if (m_pShip->GetDockedObj()
&& State != stateNone
&& State != stateWaitingForThreat)
m_pShip->Undock();
}