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/*
base/npc.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include "core/range.h"
#include "base/npc.h"
#include "base/game.h"
#include "base/patrol.h"
#include <cassert>
namespace game {
// NPC Wingman factory function
NPC *NPC::add_wingman(Ship *leader)
{
if (!leader) {
return 0;
}
if (leader->state() != Entity::Normal) {
return 0;
}
NPC *npc = new NPC(leader->shipmodel());
npc->set_leader(leader);
//npc->set_owner(leader->owner());
npc->set_name("Wingman");
npc->set_mood(MoodFormation);
npc->set_color(npc->leader()->color());
npc->set_color_second(npc->leader()->color_second());
npc->set_location(leader->location() - leader->axis().forward() * 2.0f * (leader->radius() + npc->radius()));
npc->set_axis(leader->axis());
npc->set_zone(leader->zone());
// copy weapon layout
if (!npc->inventory()) {
npc->add_inventory();
}
// TODO ship models should be identical, otherwise the slot loeading can fail in horrible ways
assert (npc->shipmodel() == leader->shipmodel());
for (size_t i = 0; i < leader->slots()->size(); ++i) {
core::Slot *slot = leader->slots()->operator[](i);
if (!slot->has_flag(core::Slot::Mounted) && slot->item()) {
continue;
}
core::Item *npc_item = new core::Item(slot->item()->info());
npc_item->set_amount(slot->item()->amount());
npc_item->set_flags(slot->item()->flags());
npc_item->set_flag(core::Item::Mounted);
npc->inventory()->add(npc_item);
core::Slot *npc_slot = npc->slots()->operator[](i);
npc_slot->set_item(npc_item);
npc_slot->set_flag(core::Slot::Active);
npc_slot->set_flag(core::Slot::Mounted);
}
npc->calculate_weapon_range();
npc->reset();
return npc;
}
NPC::NPC(const ShipModel *shipmodel) : Ship(0, shipmodel)
{
npc_mood = MoodWander;
npc_destroyed_timestamp = 0;
npc_patrol = 0;
npc_leader = 0;
npc_weapon_range = 0.0f;
}
NPC::~NPC()
{
if (npc_patrol) {
npc_patrol->erase_member(this);
}
}
void NPC::calculate_weapon_range()
{
npc_weapon_range = 0.0f;
if (!slots()) {
return;
}
for (core::Slots::const_iterator it = slots()->begin(); it != slots()->end(); it++) {
core::Slot *slot = (*it);
if (!slot->has_flag(core::Slot::Mounted)) {
continue;
} else if (!slot->item() || (slot->item()->info()->type() != Weapon::infotype())) {
continue;
} else {
const Weapon *weapon = static_cast<const Weapon *>(slot->item()->info());
if ((weapon->subtype() != Weapon::Cannon) && (weapon->subtype() != Weapon::Turret) ) {
continue;
}
const float r = weapon->projectile_range();
if (r > npc_weapon_range) {
npc_weapon_range = r;
}
}
}
}
void NPC::set_mood(const Mood mood)
{
npc_mood = mood;
}
void NPC::set_leader(Ship *leader)
{
npc_leader = leader;
}
void NPC::set_patrol(Patrol *patrol)
{
npc_patrol = patrol;
}
Ship *NPC::target_closest_enemy()
{
// scan for enemies
Ship *current_enemy = 0;
float current_distance = 0.0f;
if (!npc_weapon_range) {
return 0;
}
for (core::Zone::Content::iterator zit = zone()->content().begin(); zit != zone()->content().end(); ++zit) {
if (((*zit)->moduletype() == ship_enttype) && ((*zit) != this)) {
Ship *ship = static_cast<Ship *>((*zit));
if ((ship->state() != Normal) && (ship->state() != ImpulseInitiate) && (ship->state() != Impulse)) {
continue;
}
const float d = math::distance(location(), ship->location());
const float r = radius() + ship->radius();
// too far
if (d > r + core::range::fxdistance) {
continue;
}
// further than current target
if ((current_distance > 0.0f) && (d > current_distance)) {
continue;
}
float reputation = 0.0f;
if (ship->owner()) {
// check owner reputation for the faction the NPC belongs to
reputation = ship->owner()->reputation(faction());
} else if (faction() && (faction()->type() == Faction::infotype())) {
//check NPC faction reputation for the other ships's faction
reputation = static_cast<const Faction *>(faction())->reputation(ship->faction());
}
// reputation threshold to get attacked
if (reputation > core::range::reputation_hostile) {
continue;
}
current_enemy = ship;
current_distance = d;
}
}
// set aim
if ((state() == Normal) && current_enemy && (current_distance <= radius() + npc_weapon_range)) {
// activate weapons
set_target_controlflag(core::EntityControlable::ControlFlagFire);
// rudimentary aim currention
target_aim.assign(current_enemy->location() + current_enemy->axis().forward() * (current_enemy->radius() * 0.25f) );
} else {
// deactivate weapons
unset_target_controlflag(core::EntityControlable::ControlFlagFire);
}
return current_enemy;
}
void NPC::frame(const unsigned long elapsed)
{
if (state() == core::Entity::Destroyed) {
if (!npc_destroyed_timestamp) {
npc_destroyed_timestamp = core::game()->time();
} else if (npc_destroyed_timestamp + 10.0f < core::game()->time()) {
// stay alive for 10 more seconds while explosion particles are drawn
die();
}
} else {
// TODO pilot magic and mood witchcraft
if (leader()) {
// verify leader still exists
if (!core::Entity::find(leader())) {
set_leader(0);
explode();
npc_destroyed_timestamp = core::game()->time();
} else if (leader()->zone() == zone()) {
// leader is in this zone
if (leader()->state() == Docked) {
if (state() != core::Entity::Docked) {
set_autopilot_target(leader()->dock());
set_autopilot_flag(Ship::AutoPilotEnabled);
set_autopilot_flag(Ship::AutoPilotDock);
unset_autopilot_flag(Ship::AutoPilotFormation);
unset_autopilot_flag(Ship::AutoPilotCombat);
} else {
unset_autopilot_flag(Ship::AutoPilotEnabled);
}
} else if ((leader()->state() == JumpInitiate) || (leader()->state() == Jump)) {
// goto wherever the leader is jumping
set_autopilot_target(leader()->jumpdepart());
set_autopilot_flag(Ship::AutoPilotEnabled);
set_autopilot_flag(Ship::AutoPilotDock);
unset_autopilot_flag(Ship::AutoPilotFormation);
unset_autopilot_flag(Ship::AutoPilotCombat);
} else {
if (state() == core::Entity::Docked) {
// FIXME check launch conditions when docked at another player's ship
launch();
} else {
Ship *enemy = target_closest_enemy();
if (enemy && leader()->has_autopilot_flag(Ship::AutoPilotCombat)) {
set_autopilot_target(enemy);
set_autopilot_flag(Ship::AutoPilotEnabled);
set_autopilot_flag(Ship::AutoPilotCombat);
unset_autopilot_flag(Ship::AutoPilotDock);
unset_autopilot_flag(Ship::AutoPilotFormation);
} else {
set_autopilot_target(leader());
set_autopilot_flag(Ship::AutoPilotEnabled);
unset_autopilot_flag(Ship::AutoPilotCombat);
unset_autopilot_flag(Ship::AutoPilotDock);
set_autopilot_flag(Ship::AutoPilotFormation);
}
}
}
} else {
// leader is not in this zone
if (!autopilot_target()) {
target_direction = 0;
target_pitch = 0;
target_roll = 0;
target_strafe = 0.0f;
target_vstrafe = 0.0f;
target_afterburner = 0.0f;
target_thrust = 0;
if (state() == core::Entity::Impulse) {
func_impulse();
}
} else {
set_autopilot_flag(Ship::AutoPilotEnabled);
set_autopilot_flag(Ship::AutoPilotDock);
unset_autopilot_flag(Ship::AutoPilotFormation);
unset_autopilot_flag(Ship::AutoPilotCombat);
}
}
} else if (patrol()) {
// patrol leader behaviour
// autopilot_target() is set by patrol
if (!autopilot_target()) {
target_direction = 0;
target_pitch = 0;
target_roll = 0;
target_strafe = 0.0f;
target_vstrafe = 0.0f;
target_afterburner = 0.0f;
target_thrust = 0;
if (state() == core::Entity::Impulse) {
func_impulse();
}
}
} else {
die();
}
}
// run a ship game frame
Ship::frame(elapsed);
}
} // namespace game
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