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ShipAICmd.cpp
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ShipAICmd.cpp
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#include "libs.h"
#include "Ship.h"
#include "ShipAICmd.h"
#include "Pi.h"
#include "Player.h"
#include "perlin.h"
#include "Frame.h"
#include "Planet.h"
#include "SpaceStation.h"
#include "Space.h"
static const double VICINITY_MIN = 5000.0;
static const double VICINITY_MUL = 4.0;
AICommand *AICommand::Load(Serializer::Reader &rd)
{
CmdName name = CmdName(rd.Int32());
switch (name) {
case CMD_NONE: default: return 0;
// case CMD_JOURNEY: return new AICmdJourney(rd);
case CMD_DOCK: return new AICmdDock(rd);
case CMD_FLYTO: return new AICmdFlyTo(rd);
case CMD_KILL: return new AICmdKill(rd);
case CMD_KAMIKAZE: return new AICmdKamikaze(rd);
case CMD_HOLDPOSITION: return new AICmdHoldPosition(rd);
}
}
void AICommand::Save(Serializer::Writer &wr)
{
wr.Int32(m_cmdName);
wr.Int32(Serializer::LookupBody(m_ship));
if (m_child) m_child->Save(wr);
else wr.Int32(CMD_NONE);
}
AICommand::AICommand(Serializer::Reader &rd, CmdName name)
{
m_cmdName = name;
m_shipIndex = rd.Int32();
m_child = Load(rd);
}
void AICommand::PostLoadFixup()
{
m_ship = static_cast<Ship *>(Serializer::LookupBody(m_shipIndex));
if (m_child) m_child->PostLoadFixup();
}
bool AICommand::ProcessChild()
{
if (!m_child) return true; // no child present
if (!m_child->TimeStepUpdate()) return false; // child still active
delete m_child; m_child = 0;
return true; // child finished
}
/*
bool AICmdJourney::TimeStepUpdate()
{
if (!ProcessChild()) return false;
if (Pi::currentSystem->GetLocation() != (SysLoc)m_dest) {
// need to hyperspace there
int fuelRequired;
double duration;
enum Ship::HyperjumpStatus jumpStatus;
m_ship->CanHyperspaceTo(&m_dest, fuelRequired, duration, &jumpStatus);
if (jumpStatus == Ship::HYPERJUMP_OK) {
switch (m_ship->GetFlightState()) {
case Ship::FLYING:
m_ship->TryHyperspaceTo(&m_dest);
break;
case Ship::DOCKING:
// just wait
break;
case Ship::LANDED:
if (m_ship->GetDockedWith()) {
m_ship->Undock();
} else {
m_ship->Blastoff();
}
break;
}
} else {
printf("AICmdJourney() can't get to destination (reason %d) :-(\n", (int)jumpStatus);
if (!m_ship->GetDockedWith()) {
// if we aren't docked then there is no point trying to
// buy fuel, etc. just give up
printf("AICmdJourney() failed (not docked, HyperjumpStatus=%d)\n", (int)jumpStatus);
return true;
}
switch (jumpStatus) { // todo: garbage that needs sorting
case Ship::HYPERJUMP_INSUFFICIENT_FUEL:
{
Equip::Type fuelType = m_ship->GetHyperdriveFuelType();
if (m_ship->BuyFrom(m_ship->GetDockedWith(), fuelType, false)) {
// good. let's see if we are able to jump next tick
return false;
} else {
printf("AICmdJourney() failed (docked, HyperjumpStatus=%d)\n", (int)jumpStatus);
return true;
}
}
break;
case Ship::HYPERJUMP_NO_DRIVE:
case Ship::HYPERJUMP_OUT_OF_RANGE:
{
const Equip::Type fuelType = m_ship->GetHyperdriveFuelType();
const Equip::Type driveType = m_ship->m_equipment.Get(Equip::SLOT_ENGINE);
const Equip::Type laserType = m_ship->m_equipment.Get(Equip::SLOT_LASER, 0);
// preserve money
Sint64 oldMoney = m_ship->GetMoney();
m_ship->SetMoney(10000000);
MarketAgent *trader = m_ship->GetDockedWith();
// need to lose some equipment and see if we get light enough
Equip::Type t = (Equip::Type)Pi::rng.Int32(Equip::TYPE_MAX);
if ((EquipType::types[t].slot == Equip::SLOT_ENGINE) && trader->CanSell(t)) {
// try a different hyperdrive
m_ship->SellTo(trader, driveType);
if (!m_ship->BuyFrom(trader, t)) {
m_ship->BuyFrom(trader, driveType);
}
printf("Switched drive to a %s\n", Equip::types[t].name);
} else if ((t != fuelType) && (t != driveType) && (t != laserType)) {
m_ship->SellTo(trader, t);
printf("Removed a %s\n", Equip::types[t].name);
}
m_ship->SetMoney(oldMoney);
}
break;
case Ship::HYPERJUMP_OK:
break; // shouldn't reach this though
}
}
} else if (m_ship->GetFlightState() == Ship::LANDED) return true; // all done
else {
// we are in the desired system. fly to the target and dock
// then specific instructions to get us there
Body *b = Space::FindBodyForSBodyPath(&m_dest);
if (b->IsType(Object::SPACESTATION))
m_child = new AICmdDock(m_ship, static_cast<SpaceStation*>(b));
else m_child = new AICmdFlyTo(m_ship, b);
}
return false;
}
*/
/*
// temporary evasion-test version
bool AICmdKill::TimeStepUpdate()
{
m_timeSinceChange += Pi::GetTimeStep();
if (m_timeSinceChange < m_changeTime) {
m_ship->AIFaceDirection(m_curDir);
return false;
}
m_ship->ClearThrusterState();
// ok, so now pick new direction
vector3d targdir = m_target->GetPositionRelTo(m_ship).Normalized();
vector3d tdir1 = targdir.Cross(vector3d(targdir.z+0.1, targdir.x, targdir.y));
tdir1 = tdir1.Normalized();
vector3d tdir2 = targdir.Cross(tdir1);
double d1 = Pi::rng.Double() - 0.5;
double d2 = Pi::rng.Double() - 0.5;
m_curDir = (targdir + d1*tdir1 + d2*tdir2).Normalized();
m_ship->AIFaceDirection(m_curDir);
m_ship->SetThrusterState(ShipType::THRUSTER_FORWARD, 0.66); // give player a chance
switch(Pi::rng.Int32() & 0x3)
{
case 0x0: m_ship->SetThrusterState(ShipType::THRUSTER_LEFT, 0.7); break;
case 0x1: m_ship->SetThrusterState(ShipType::THRUSTER_RIGHT, 0.7); break;
case 0x2: m_ship->SetThrusterState(ShipType::THRUSTER_UP, 0.7); break;
case 0x3: m_ship->SetThrusterState(ShipType::THRUSTER_DOWN, 0.7); break;
}
m_timeSinceChange = 0.0f;
m_changeTime = (float)Pi::rng.Double() * 10.0f;
return false;
}
*/
// goals of this command:
// 1. inflict damage on current target
// 2. avoid taking damage to self
// two sub-patterns:
// 1. point at leaddir, shift sideways, adjust range with front/rear
// 2. flypast - change angle to target as rapidly as possible
/*
bool AICmdKill::TimeStepUpdate()
{
if (GetDockedWith()) Undock();
if (m_ship->GetFlightState() != Ship::FLYING) return false; // wait until active
SetGunState(0,0);
// do pattern timeout here
bool rval = true;
switch (m_state) {
case 0: break;
case 1: rval = PatternKill(); break;
case 2: rval = PatternShift(); break;
case 3: rval = PatternEvade(); break; // full evades should be in higher level function
}
// have the following things to pass from higher-level function:
// 1. whether to evade or counter-evade
// 2. desired separation (based on relative ship sizes + random)
// long term factors:
// if our angular accel is higher, flypast and close-range combat become more effective
m_accRatio = (m_target->GetShipType().angThrust * m_ship->GetAngularInertia())
/ (m_ship->GetShipType().angThrust * m_target->GetAngularInertia());
// if their ship is relatively large, want to use longer distances or more evasion
m_sizeRatio = m_target->GetBoundingRadius() / m_ship->GetBoundingRadius();
// if their ship has higher-speed weaponry, want to use closer distances or less evasion
// m_wpnSpeedRatio = Equip::types[m_ship->m_equipment.Get(Equip::SLOT_LASERS, 0)]
// Immediate factors:
// if their laser temperature is high, counter-evade and close range
// if our laser temperature is high, full evade and increase range
// if outmatched, run away?
// if under attack from other ships, may evade randomly
// if opponent is not visible, may enter random control mode
// if not visible to opponent and close, may attempt to stay in blind spot?
if (rval) { // current pattern complete, pick which to use next
// danger metrics: damage taken, target heading & range,
// separate danger from target and danger from elsewhere?
// *could* check
}
}
*/
// assumes approximate target facing and cleared thruster state
// curdist => current distance from target
// curspeed => current speed towards target, positive towards
// reqdist => desired distance from target
// speedmargin => don't use thrust if within this value of ideal speed
/*
double AICmdKill::MaintainDistance(double curdist, double curspeed, double reqdist, double speedmargin)
{
// use maximum *deceleration*
const ShipType &stype = m_ship->GetShipType();
double rearaccel = stype.linThrust[ShipType::THRUSTER_REVERSE] / m_ship->GetMass();
// v = sqrt(2as)
double ispeed = sqrt(2.0 * rearaccel * (curdist - reqdist));
double vdiff = ispeed - curspeed;
if (vdiff*vdiff < speedmargin*speedmargin) return 0;
if (vdiff > 0.0) return -1.0;
else return 1.0;
}
*/
static void LaunchShip(Ship *ship)
{
if (ship->GetFlightState() == Ship::LANDED)
ship->Blastoff();
else if (ship->GetFlightState() == Ship::DOCKED)
ship->Undock();
}
bool AICmdKamikaze::TimeStepUpdate()
{
if (!m_target) return true;
if (m_ship->GetFlightState() == Ship::FLYING) m_ship->SetWheelState(false);
else { LaunchShip(m_ship); return false; }
m_ship->SetGunState(0,0);
// needs to deal with frames, large distances, and success
if (m_ship->GetFrame() == m_target->GetFrame()) {
double dist = (m_target->GetPosition() - m_ship->GetPosition()).Length();
vector3d vRel = m_ship->GetVelocityRelTo(m_target);
vector3d dir = (m_target->GetPosition() - m_ship->GetPosition()).Normalized();
const double eta = Clamp(dist / vRel.Dot(dir), 0.0, 10.0);
const vector3d enemyProjectedPos = m_target->GetPosition() + eta*m_target->GetVelocity() - eta*m_ship->GetVelocity();
dir = (enemyProjectedPos - m_ship->GetPosition()).Normalized();
m_ship->ClearThrusterState();
m_ship->AIFaceDirection(dir);
// thunder at target at 400m/sec
// todo: fix that static cast - redo this function anyway
m_ship->AIModelCoordsMatchSpeedRelTo(vector3d(0,0,-400), static_cast<Ship*>(m_target));
}
return false;
}
bool AICmdKill::TimeStepUpdate()
{
if (!m_target) return true;
if (m_ship->GetFlightState() == Ship::FLYING) m_ship->SetWheelState(false);
else { LaunchShip(m_ship); return false; }
matrix4x4d rot; m_ship->GetRotMatrix(rot); // some world-space params
const ShipType &stype = m_ship->GetShipType();
vector3d targpos = m_target->GetPositionRelTo(m_ship);
vector3d targvel = m_target->GetVelocityRelTo(m_ship);
vector3d targdir = targpos.NormalizedSafe();
vector3d heading = vector3d(-rot[8], -rot[9], -rot[10]);
// Accel will be wrong for a frame on timestep changes, but it doesn't matter
vector3d targaccel = (m_target->GetVelocity() - m_lastVel) / Pi::GetTimeStep();
m_lastVel = m_target->GetVelocity(); // may need next frame
vector3d leaddir = m_ship->AIGetLeadDir(m_target, targaccel, 0);
// turn towards target lead direction, add inaccuracy
// trigger recheck when angular velocity reaches zero or after certain time
if (m_leadTime < Pi::GetGameTime())
{
double skillShoot = 0.5; // todo: should come from AI stats
double headdiff = (leaddir - heading).Length();
double leaddiff = (leaddir - targdir).Length();
m_leadTime = Pi::GetGameTime() + headdiff + (1.0*Pi::rng.Double()*skillShoot);
// lead inaccuracy based on diff between heading and leaddir
vector3d r(Pi::rng.Double()-0.5, Pi::rng.Double()-0.5, Pi::rng.Double()-0.5);
vector3d newoffset = r * (0.02 + 2.0*leaddiff + 2.0*headdiff)*Pi::rng.Double()*skillShoot;
m_leadOffset = (heading - leaddir); // should be already...
m_leadDrift = (newoffset - m_leadOffset) / (m_leadTime - Pi::GetGameTime());
// Shoot only when close to target
double vissize = 1.3 * m_ship->GetBoundingRadius() / targpos.Length();
vissize += (0.05 + 0.5*leaddiff)*Pi::rng.Double()*skillShoot;
if (vissize > headdiff) m_ship->SetGunState(0,1);
else m_ship->SetGunState(0,0);
if (targpos.LengthSqr() > 4000*4000) m_ship->SetGunState(0,0); // temp
}
m_leadOffset += m_leadDrift * Pi::GetTimeStep();
double leadAV = (leaddir-targdir).Dot((leaddir-heading).NormalizedSafe()); // leaddir angvel
m_ship->AIFaceDirection((leaddir + m_leadOffset).Normalized(), leadAV);
vector3d evadethrust(0,0,0);
if (m_evadeTime < Pi::GetGameTime()) // evasion time!
{
double skillEvade = 0.5; // todo: should come from AI stats
m_evadeTime = Pi::GetGameTime() + Pi::rng.Double(3.0,10.0) * skillEvade;
if (heading.Dot(targdir) < 0.7) skillEvade += 0.5; // not in view
skillEvade += Pi::rng.Double(-0.5,0.5);
matrix4x4d trot; m_target->GetRotMatrix(trot);
vector3d targhead = vector3d(-trot[8], -trot[9], -trot[10]) * rot; // obj space
vector3d targav = m_target->GetAngVelocity();
if (skillEvade < 1.6 && targhead.z < 0.0) { // smart chase
vector3d objvel = targvel * rot; // obj space targvel
if ((objvel.x*objvel.x + objvel.y*objvel.y) < 10000) {
evadethrust.x = objvel.x > 0.0 ? 1.0 : -1.0;
evadethrust.y = objvel.y > 0.0 ? 1.0 : -1.0;
}
}
else
{
skillEvade += targpos.Length() / 2000; // 0.25 per 500m
if (skillEvade < 1.0 && targav.Length() < 0.05) { // smart evade, assumes facing
evadethrust.x = targhead.x < 0.0 ? 1.0 : -1.0;
evadethrust.y = targhead.y < 0.0 ? 1.0 : -1.0;
}
else if (skillEvade < 1.3) { // random two-thruster evade
evadethrust.x = (Pi::rng.Int32()&8) ? 1.0 : -1.0;
evadethrust.y = (Pi::rng.Int32()&4) ? 1.0 : -1.0;
}
else if (skillEvade < 1.6) { // one thruster only
if (Pi::rng.Int32()&8)
evadethrust.x = (Pi::rng.Int32()&4) ? 1.0 : -1.0;
else evadethrust.y = (Pi::rng.Int32()&4) ? 1.0 : -1.0;
}
// else no evade thrust
}
}
else evadethrust = m_ship->GetThrusterState();
// todo: some logic behind desired range? pass from higher level
if (m_closeTime < Pi::GetGameTime())
{
double skillEvade = 0.5;
if (heading.Dot(targdir) < 0.7) skillEvade += 0.5; // not in view
m_closeTime = Pi::GetGameTime() + skillEvade * Pi::rng.Double(1.0,5.0);
double reqdist = 500.0 + skillEvade * Pi::rng.Double(-500.0, 250);
double dist = targpos.Length(), ispeed;
double rearaccel = stype.linThrust[ShipType::THRUSTER_REVERSE] / m_ship->GetMass();
rearaccel += targaccel.Dot(targdir);
// v = sqrt(2as), positive => towards
double as2 = 2.0 * rearaccel * (dist - reqdist);
if (as2 > 0) ispeed = sqrt(as2); else ispeed = -sqrt(-as2);
double vdiff = ispeed + targvel.Dot(targdir);
if (skillEvade + Pi::rng.Double() > 1.5) evadethrust.z = 0.0;
else if (vdiff*vdiff < 400.0) evadethrust.z = 0.0;
else evadethrust.z = (vdiff > 0.0) ? -1.0 : 1.0;
}
else evadethrust.z = m_ship->GetThrusterState().z;
m_ship->SetThrusterState(evadethrust);
return false;
}
//Four modes for evasion vector...
// 1. target is main threat - consider heading and sweep
// 2. other ship is main threat - consider laser bolt position
// 3. no real threat - just reduce velocity vector
// 4. random
// ok, can't really decide what's best.
// best: evade from heading if low velocity, otherwise evade in direction of angvel
// first need to consider whether danger is sufficiently high to prioritise evasion
// back to the threat metrics thing
// ok, threat of target
// ideally just watch nearby laser bolts
// take account of:
// 1. range (both for hit chance and output)
// 2. laser output (consider recharge) vs armour
// 3. proximity and speed of lead angle
// double range = targpos.Length(), rthreat;
// if(range < 200.0) rthreat = 1.0;
// else if(range > maxlrange) rthreat = 0.0;
// else rthreat = (maxlrange-range) / (maxlrange-200.0);
// rthreat *= rthreat; // not enough maybe. consider aim, power and evasion time
// hmm. could consider heading strictly, like watching laser bolts.
// vector3d targld = m_target->AIGetLeadDir(m_ship, vector3d(0,0,0), 0);
// (-targpos).Normalized().Dot(targld);
// compare against target's actual heading and this ship's current velocity
// pure velocity or angular
// ok, what were the actual questions here?
// 1. whether to kill, flypast or hard evade
// - hard evade is useless except as flypast, delaying tactic, or specific laser bolt dodge
// - have dafter AIs do it anyway?
// kill if winning, basically?
// against ships with slower turn rate, might want to try to exploit that
// So what actually matters?
// 1. closer range, closing velocity => worth doing a flypast
// need fuzzy range-maintenance
// every time period, hit forward or reverse thruster or neither
// actually just use real one except only occasionally and with randomised distances
//
/*
bool AICmdKill::TimeStepUpdate()
{
// do everything in object space
matrix4x4d rot; GetRotMatrix(rot);
vector3d targpos = inst.target->GetPositionRelTo(this) * rot;
vector3d targvel = (inst.lastVel - inst.target->GetVelocity()) * inst.timeStep;
targvel = (targvel + inst.target->GetVelocityRelativeTo(this)) * rot;
// TODO: should adjust targpos for gunmount offset
// store current target velocity for next frame's accel calc
inst.lastVel = inst.target->GetVelocity();
inst.timeStep = timeStep;
int laser = Equip::types[m_equipment.Get(Equip::SLOT_LASER, 0)].tableIndex;
double projspeed = Equip::lasers[laser].speed;
vector3d leadpos = targpos + targvel*(targpos.Length()/projspeed);
leadpos = targpos + targvel*(leadpos.Length()/projspeed); // second order approx
vector3d leaddir = leadpos.Normalized();
AIFaceDirection(rot * leaddir, timeStep);
// ok, now work out evasion and range adjustment
// just generate preferred evasion and range vectors and span accordingly?
// never mind that, just consider each thruster axis individually?
// get representation of approximate angular distance
// dot product of direction and enemy heading?
// ideally use enemy angvel arc too - try to stay out of arc and away from heading
// so, need three vectors in object space
// 1. enemy position - targpos
// 2. enemy heading - take from their rot matrix, transform to obj space
// 2.5. enemy up vector, not using yet
// 3. enemy angvel - transform to obj space
matrix4x4d erot;
inst.target->GetRotMatrix(erot);
vector3d ehead = vector3d(-erot[8], -erot[9], -erot[10]) * rot;
// vector3d eup = vector3d(erot[4], erot[5], erot[6]) * rot;
vector3d eav = ((Ship *)inst.target)->GetAngVelocity() * rot;
// stupid evade: away from heading
vector3d evade1, evade2;
evade1 = (ehead * targpos.Dot(ehead)) - targpos;
// smarter evade? away from angular velocity plane
if (eav.Length() > 0.0) {
evade2 = eav.Normalized();
if (targpos.Dot(eav * targpos.Dot(eav)) > 0.0) evade2 *= -1.0;
}
else evade2 = evade1;
// only do this if on target
if (leaddir.z < -0.98)
{
if (evade1.x > 0.0) m_ship->SetThrusterState(ShipType::THRUSTER_RIGHT, 1.0);
else m_ship->SetThrusterState(ShipType::THRUSTER_LEFT, 1.0);
if (evade1.y > 0.0) m_ship->SetThrusterState(ShipType::THRUSTER_UP, 1.0);
else m_ship->SetThrusterState(ShipType::THRUSTER_DOWN, 1.0);
// basic range-maintenance?
double relspeed = -targvel.Dot(targpos.Normalized()); // positive => closing
// use maximum *deceleration*
const ShipType &stype = GetShipType();
double rearaccel = stype.linThrust[ShipType::THRUSTER_REVERSE] / GetMass();
double fwdaccel = stype.linThrust[ShipType::THRUSTER_FORWARD] / GetMass();
// v = sqrt(2as)
double idist = 500.0; // temporary
double ivel = sqrt(2.0 * rearaccel * (targpos.Length() - idist));
double vdiff = ivel - relspeed;
if (vdiff > 0.0) m_ship->SetThrusterState(ShipType::THRUSTER_FORWARD, 1.0);
else m_ship->SetThrusterState(ShipType::THRUSTER_REVERSE, 1.0);
SetGunState(0,1);
}
// Possibly don't need this because angvel never reaches zero on moving target
// and approximate target angular velocity at leaddir
// vector3d leaddir2 = (leadpos + targvel*0.01).Normalized();
// vector3d leadav = leaddir.Cross(leaddir2) * 100.0;
// does this really give a genuine angvel? Probably
// so have target heading and target angvel at that heading
// can now use modified version of FaceDirection?
// not really: direction of leaddir and leadangvel may be different
// so blend two results: thrust to reach leaddir and thrust to attain leadangvel
// bias towards leadangvel as heading approaches leaddir
return false;
}
*/
static double GetGravityAtPos(Ship *ship, Frame *targframe, vector3d &posoff)
{
Body *body = targframe->GetBodyFor();
if (!body || body->IsType(Object::SPACESTATION)) return 0;
double rsqr = posoff.LengthSqr();
double m1m2 = ship->GetMass() * body->GetMass();
return G * m1m2 / rsqr;
// inverse is: sqrt(G * m1m2 / thrust)
}
// gets position of (target + offset in target's frame) in frame
// if object has its own rotational frame, ignores it
static vector3d GetPosInFrame(Frame *frame, Frame *target, vector3d &offset)
{
matrix4x4d m; Frame::GetFrameTransform(target, frame, m);
return m * offset;
}
static vector3d GetVelInFrame(Frame *frame, Frame *target, vector3d &offset)
{
matrix4x4d m; vector3d vel(0.0);
Frame::GetFrameTransform(target, frame, m);
if (target != frame) vel = -target->GetStasisVelocityAtPosition(offset);
return (m.ApplyRotationOnly(vel) + Frame::GetFrameRelativeVelocity(frame, target));
}
// targpos in frame of obj1
static bool CheckCollision(Ship *obj1, Body *obj2, vector3d &targpos)
{
vector3d p = obj2->GetPositionRelTo(obj1->GetFrame());
vector3d p1 = obj1->GetPosition() - p;
vector3d p2 = targpos - p;
vector3d p1n = p1.Normalized();
vector3d p2p1dir = (p2-p1).Normalized();
double r = obj1->GetBoundingRadius() + obj2->GetBoundingRadius();
if (p2.LengthSqr() > r * 1.08) r *= 1.05; // take wider line if target outside
// ignore if targpos is closer than body surface
if ((p2-p1).Length() < p1.Length() - r) return false;
// check if direct escape is safe (30 degree limit)
if (p2p1dir.Dot(p1n) > 0.5) return false;
// add velocity / distance modifier to radius if body is ahead
if (p2p1dir.Dot(p1n) < -0.5) {
vector3d v1 = obj1->GetVelocityRelTo(obj2);
double acc = obj1->GetMaxThrust(vector3d(-1.0)).z / obj1->GetMass();
double perpvel = (v1 - p1n * v1.Dot(p1n)).Length();
double time = sqrt(2 * p1.Length() / acc);
r += perpvel * 2 * time;
}
if (p1.LengthSqr() < r*r) return true;
if (p2.LengthSqr() < r*r) return true; // either point actually within radius
double tanlen = -p1.Dot(p2p1dir);
if (tanlen < 0 || tanlen > (p2-p1).Length()) return false; // closest point outside path
vector3d tan = p1 + tanlen * p2p1dir;
return (tan.LengthSqr() < r*r) ? true : false; // closest point within radius?
}
// used to detect whether it's safe to head into atmosphere to reach target
// breaks for ship very close to offset, should use terrain height value really
static bool TargetWellTest(Ship *ship, Frame *targframe, vector3d &offset)
{
vector3d ourdir = (ship->GetPositionRelTo(targframe) - offset).NormalizedSafe();
vector3d targupdir = offset.NormalizedSafe();
return (ourdir.Dot(targupdir) > 0.5) ? true : false; // 30 degree escape
}
// generates from (0,0,0) to spos, in plane of target
// formula uses similar triangles
// shiptarg in ship's frame
// output in targframe
static vector3d GenerateTangent(Ship *ship, Frame *targframe, vector3d &shiptarg)
{
matrix4x4d tran;
Frame::GetFrameTransform(ship->GetFrame(), targframe, tran);
vector3d spos = tran * ship->GetPosition();
vector3d targ = tran * shiptarg;
double a = spos.Length();
double b = targframe->GetBodyFor()->GetBoundingRadius();
if (b*1.02 > a) { spos *= b*1.02/a; a = b*1.02; } // fudge if ship gets under radius
double c = sqrt(a*a - b*b);
return spos.Normalized()*b*b/a + spos.Cross(targ).Cross(spos).Normalized()*b*c/a;
}
// obj1 is ship, obj2 is target body, targpos is destination in obj1's frame
static Body *FindNearestObstructor(Ship *obj1, Body *obj2, vector3d &targpos)
{
if (!obj2) return 0;
Body *body = obj2->GetFrame()->GetBodyFor();
if (body && CheckCollision(obj1, body, targpos)) return body;
Frame *parent = obj2->GetFrame()->m_parent;
if (!parent || !parent->m_parent) return 0;
return FindNearestObstructor(obj1, parent->m_parent->GetBodyFor(), targpos);
}
static int GetFlipMode(Ship *ship, Frame *targframe, vector3d &posoff)
{
vector3d targpos = GetPosInFrame(ship->GetFrame(), targframe, posoff);
targpos -= ship->GetPosition();
return (targpos.Length() > 100000000.0) ? 1 : 0; // arbitrary
}
// needs work for high-gravity bodies
void AICmdFlyTo::NavigateAroundBody(Body *body, vector3d &targpos)
{
printf("Flying to tangent of body: %s\n", body->GetLabel().c_str());
// build tangent vector in body's rotating frame unless space station (or distant)
Frame *targframe = body->GetFrame();
double tanmul = 1.02;
if (m_targframe->GetBodyFor() != body) { tanmul = 1.2; targframe = targframe->m_parent; }
else if (body->IsType(Object::SPACESTATION)) targframe = targframe->m_parent;
if (!targframe) targframe = body->GetFrame();
// offset tangent by a bit
vector3d newpos = tanmul * GenerateTangent(m_ship, targframe, targpos);
vector3d curpos = m_ship->GetPositionRelTo(targframe);
vector3d targpos2 = GetPosInFrame(targframe, m_ship->GetFrame(), targpos);
newpos = 0.5 * (newpos + curpos);
// terminal velocity based on centripetal force:
// v = sqrt(rad * force / mass)
double sideacc = m_ship->GetMaxThrust(vector3d(0.0)).x / m_ship->GetMass();
sideacc += GetGravityAtPos(m_ship, targframe, newpos) / m_ship->GetMass();
double endvel = sqrt(newpos.Length() * 0.25*sideacc);
// limit by targdir - not sure this one is needed with the heading limit
double maxendvel = sqrt(0.5*sideacc*(targpos2-newpos).Length());
if (maxendvel < endvel) endvel = maxendvel;
// limit by step length vs timestep too. possibly not needed except beyond 10000x
if (Pi::GetTimeStep() > sqrt((newpos-curpos).Length() / (2*sideacc))) endvel = 0;
// ignore further collisions
int newmode = GetFlipMode(m_ship, targframe, newpos) ? 1 : 3;
m_child = new AICmdFlyTo(m_ship, targframe, newpos, endvel, newmode, false);
static_cast<AICmdFlyTo *>(m_child)->SetOrigTarg(m_targframe, m_posoff); // needed for tangent heading
m_frame = 0; // trigger rebuild when child finishes
}
void AICmdFlyTo::CheckCollisions()
{
// first get target pos in our frame
m_frame = m_ship->GetFrame(); // set up the termination test
vector3d targpos = GetPosInFrame(m_frame, m_targframe, m_posoff);
m_reldir = (targpos - m_ship->GetPosition()).NormalizedSafe();
// check collisions
if (!m_coll) return;
Body *body = FindNearestObstructor(m_ship, m_frame->GetBodyFor(), targpos);
if (!body) body = FindNearestObstructor(m_ship, m_targframe->GetBodyFor(), targpos);
if (!body) return;
// if (m_orbitrad > 0 && body == m_targframe->GetBodyFor()) return; // don't bother checking orbit target
double dist = m_ship->GetPositionRelTo(body).Length();
double rad = body->GetBoundingRadius();
// Check whether target is relative to obstructor and nearby
if (rad * 2 > dist && body->GetFrame() == m_targframe &&
TargetWellTest(m_ship, m_targframe, m_posoff)) return;
// Else if closer, fly to sort-of tangent
if (rad*VICINITY_MUL*1.5 > dist)
NavigateAroundBody(body, targpos);
// Otherwise just head to vicinity of obstructor unless we were already
else if (body != m_targframe->GetBodyFor() || m_posoff.Length() < rad*VICINITY_MUL*0.5) {
m_frame = 0; // trigger recheck when done
m_child = new AICmdFlyTo(m_ship, body);
}
}
// Check for the player doing bad things
void AICmdFlyTo::CheckSuicide()
{
if (!m_frame || m_state == 4 || m_state == 5) return; // always called after CheckCollision
vector3d relvel = m_ship->GetVelocity() - GetVelInFrame(m_frame, m_targframe, m_posoff);
vector3d relpos = GetPosInFrame(m_frame, m_targframe, m_posoff) - m_ship->GetPosition();
vector3d reldir = relpos.NormalizedSafe();
double targdist = relpos.Length();
vector3d maxacc = m_ship->GetMaxThrust(vector3d(1,1,-1)) / m_ship->GetMass();
vector3d plandir = m_ship->GetPosition().Normalized();
// 1. on collision course with frame body
// how to detect? altitude, sideacc & velocity towards planet
SBody *sbody = m_frame->GetSBodyFor();
if (sbody && m_frame != m_targframe) {
// fuck knows what sbody->GetRadius is
double alt = m_ship->GetPosition().Length() - sbody->GetRadius();
double dirvel = plandir.Dot(m_ship->GetVelocity());
if (dirvel < 0 && dirvel*dirvel > 2*maxacc.x*alt) {
printf("Planet suicide dive detected\n");
m_child = new AICmdFlyTo(m_ship, m_targframe, m_posoff, m_endvel, 5, false);
m_frame = 0; return;
}
}
// 2. too much sidevel to reach target
// only slightly fake minimum time to target
// based on s = (sv+ev)/2 + a*t*t/4
double u = 0.5 * (relvel.Dot(reldir) + m_endvel);
if (m_state != 1) maxacc.z *= 0.66;
double t = (-u + sqrt(u*u + maxacc.z*targdist)) / (maxacc.z * 0.5);
assert(t>0);
// check for uncorrectable side velocity
if (m_state == 3) maxacc.x *= 2;
vector3d perpvel = relvel - reldir * relvel.Dot(reldir);
if (perpvel.Length() > maxacc.x*t) {
printf("Uncorrectable sidevel detected\n");
m_child = new AICmdFlyTo(m_ship, m_targframe, m_posoff, m_endvel, 4, false);
m_frame = 0; return;
}
}
// Fly to "vicinity" of body
AICmdFlyTo::AICmdFlyTo(Ship *ship, Body *target) : AICommand (ship, CMD_FLYTO)
{
double dist = std::max(VICINITY_MIN, VICINITY_MUL*target->GetBoundingRadius());
if (target->IsType(Object::SPACESTATION) && static_cast<SpaceStation *>(target)->IsGroundStation()) {
matrix4x4d rot; target->GetRotMatrix(rot);
m_posoff = target->GetPosition() + dist * vector3d(rot[4], rot[5], rot[6]); // up vector for starport
m_targframe = target->GetFrame();
}
else {
if(target->HasDoubleFrame()) m_targframe = target->GetFrame()->m_parent;
else m_targframe = target->GetFrame();
m_posoff = dist * m_ship->GetPositionRelTo(m_targframe).Normalized();
m_posoff += target->GetPosition();
}
m_endvel = 0;
m_orbitrad = 0;
m_state = GetFlipMode(m_ship, m_targframe, m_posoff);
m_coll = true;
// check if we're already close enough
if (dist > m_ship->GetPositionRelTo(target).Length()) m_state = 6;
else {
CheckCollisions();
if (!m_child) CheckSuicide();
}
}
// Orbit
AICmdFlyTo::AICmdFlyTo(Ship *ship, Body *target, double alt) : AICommand (ship, CMD_FLYTO)
{
if(target->HasDoubleFrame()) m_targframe = target->GetFrame()->m_parent;
else m_targframe = target->GetFrame(); // use non-rot frame
m_orbitrad = target->GetBoundingRadius() * alt;
m_endvel = sqrt(target->GetMass() * G / m_orbitrad);
matrix4x4d rot; m_ship->GetRotMatrix(rot);
vector3d heading(-rot[8], -rot[9], -rot[10]);
m_posoff = GenerateTangent(m_ship, m_targframe, heading) * alt;
m_state = GetFlipMode(m_ship, m_targframe, m_posoff);
m_coll = true;
CheckCollisions();
if (!m_child) CheckSuicide();
}
// Specified pos, endvel should be > 0
AICmdFlyTo::AICmdFlyTo(Ship *ship, Frame *targframe, vector3d &posoff, double endvel, int headmode, bool coll)
: AICommand (ship, CMD_FLYTO)
{
m_targframe = targframe;
m_posoff = posoff;
m_endvel = endvel;
m_orbitrad = 0;
m_state = headmode;
m_coll = coll;
CheckCollisions();
if (!m_child) CheckSuicide();
}
// shift this functionality to ship class later, maybe
// limits z thrusters to the minimum to make heading non-critical
// issue because a thruster might be used for countering external forces?
// hopefully only called in initial stage - issue with fast-rotating planets?
// only clamp main then?
static void ClampMainThruster(Ship *ship)
{
vector3d tstate = ship->GetThrusterState();
vector3d maxthrust = ship->GetMaxThrust(tstate);
double clampz = maxthrust.x / maxthrust.z;
tstate.z = Clamp(tstate.z, -clampz, clampz);
ship->SetThrusterState(tstate);
}
// terminal orbit function: force into proper orbit at current alt
bool AICmdFlyTo::OrbitCorrection()
{
if (!m_targframe->GetBodyFor()) return true; // tried to orbit something that isn't a planet or star
if ( m_ship->GetFrame() != m_targframe) return true; // no gravity outside frame anyway
vector3d pos = m_ship->GetPosition();
vector3d vel = m_ship->GetVelocity();
double orbspd = sqrt(m_targframe->GetBodyFor()->GetMass() * G / pos.Length());
vector3d targvel = orbspd * pos.Cross(vel).Cross(pos).Normalized();
m_ship->AIFaceDirection(targvel); // face towards target at end maybe?
if (m_ship->AIMatchVel(targvel)) return true;
return false; // applied thrust this frame, wait until next to bail
}
// m_state values:
// 0, head towards
// 1, head towards unless flip conditions pass, flip++
// 2, head away
// 3, head towards tangent in direction of target
// 4, head in opposite direction to velocity, kill velocity
// 5, head away from planet, kill velocity
// 6, reserved
// 7, don't change heading
// 8, don't change heading, one timestep before termination
// 9, applying final velocity cancellation hopefully
// 10, terminal orbital adjustment mode
// 11, started within vicinity, terminate immediately
bool AICmdFlyTo::TimeStepUpdate()
{
if (!ProcessChild()) return false; // child not finished
if (m_state == 11) return true; // started within range
if (m_ship->GetFlightState() == Ship::FLYING) m_ship->SetWheelState(false);
else { LaunchShip(m_ship); return false; }
if (m_state == 10) return OrbitCorrection(); // terminal orbit mode
if (m_frame != m_ship->GetFrame()) { // frame switch check
if (m_state >= 3 && m_state <= 5) return true; // bailout case for accidental planet-dives
CheckCollisions();
if (!m_child) CheckSuicide();
if (m_child) { ProcessChild(); return false; } // child can handle at least one timestep
}
double timestep = Pi::GetTimeStep();
vector3d targvel = GetVelInFrame(m_frame, m_targframe, m_posoff);
vector3d relvel = m_ship->GetVelocity() - targvel;
vector3d targpos = GetPosInFrame(m_frame, m_targframe, m_posoff) - targvel * timestep;
vector3d relpos = targpos - m_ship->GetPosition();
vector3d reldir = relpos.NormalizedSafe();
double targdist = relpos.Length();
double sideacc = m_ship->GetMaxThrust(vector3d(0.0)).x / m_ship->GetMass();
// planet evasion case
if (m_state == 4 || m_state == 5) {
if (m_state == 4) m_ship->AIFaceDirection(-relvel);
else m_ship->AIFaceDirection(m_ship->GetPosition()); // face away from planet
if (m_ship->AIMatchVel(vector3d(0.0))) return true;
return false;
}
// termination conditions
if (m_state == 8) m_state = 9; // finished last adjustment, hopefully
else if (m_endvel <= 0) { if (targdist < 0.5*sideacc*timestep*timestep) m_state = 8; }
else if (reldir.Dot(m_reldir) < 0.9) m_state = (m_orbitrad > 0) ? 10 : 9;
// linear thrust
vector3d maxthrust = m_ship->GetMaxThrust(vector3d(1,1,(m_state==1)?-1:1));
maxthrust.z -= GetGravityAtPos(m_ship, m_targframe, m_posoff);
if(maxthrust.z <= 0) { m_ship->AIMessage(Ship::GRAV_TOO_HIGH); return true; }
double decel = m_ship->AIMatchPosVel(relpos, relvel, m_endvel, maxthrust);
if (m_state == 1 && decel < 0) m_state = 2; // time to flip
// set heading according to current state
double ang = 0.0;
if (m_state < 2) {
vector3d nextpos = m_ship->AIGetNextFramePos(); // position next frame before atmos/grav
if ((targpos-nextpos).Dot(relpos) <= 0.0) nextpos = m_ship->GetPosition(); // last frame turning workaround
ang = m_ship->AIFaceDirection(targpos-nextpos);
}
else if (m_state == 2) ang = m_ship->AIFaceDirection(-reldir);
else if (m_state == 3) {
vector3d origtarg = GetPosInFrame(m_frame, m_origframe, m_origpos);
vector3d newhead = GenerateTangent(m_ship, m_targframe, origtarg);
newhead = GetPosInFrame(m_frame, m_targframe, newhead);
ang = m_ship->AIFaceDirection(newhead-m_ship->GetPosition());
}
else m_ship->AIMatchAngVelObjSpace(vector3d(0.0));
// limit forward acceleration when facing wrong way
if (decel > 0 && fabs(ang) > 0.02) ClampMainThruster(m_ship);
//printf("Autopilot dist = %f, speed = %f, term = %f, state = 0x%x\n", targdist, relvel.Length(),
// reldir.Dot(m_reldir), m_state);
if (m_state == 9) return true;
return false;
}
// m_state values:
// 0: get data for docking start pos
// 1: Fly to docking start pos
// 2: get data for docking end pos
// 3: Fly to docking end pos
bool AICmdDock::TimeStepUpdate()
{
if (!ProcessChild()) return false;
if (!m_target) return true;
if (m_state == 1) m_state = 2; // finished moving into dock start pos
if (m_ship->GetFlightState() != Ship::FLYING) { // todo: should probably launch if docked with something else
m_ship->ClearThrusterState();
return true; // docked, hopefully
}