[Move] AI stuff could be useful for autopilot, so moved to Ship.

This commit is contained in:
Rtch90 2018-04-14 17:13:45 +01:00
parent 3505b14b39
commit bb735a1204
8 changed files with 76 additions and 119 deletions

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@ -10,7 +10,7 @@ include_HEADERS = body.h frame.h generic_system_view.h glfreetype.h gui_button.h
planet.h player.h dynamic_body.h sector.h sector_view.h ship_cpanel.h ship.h space.h star.h star_system.h system_info_view.h \
system_view.h vector3.h view.h world_view.h date.h space_station.h space_station_view.h model_body.h gui_iselectable.h \
ship_type.h object.h info_view.h model_coll_mesh_data.h object_viewer_view.h fixed.h custom_starsystems.h gameconsts.h \
aabb.h serializer.h sfx.h ai_ship.h
aabb.h serializer.h sfx.h
libgui_a_SOURCES = gui_button.cpp gui.cpp gui_fixed.cpp gui_screen.cpp gui_label.cpp gui_toggle_button.cpp gui_radio_button.cpp \
gui_radio_group.cpp gui_image_button.cpp gui_image.cpp gui_image_radio_button.cpp gui_multi_state_image_button.cpp gui_widget.cpp \
@ -20,7 +20,7 @@ Lephisto3D_SOURCES = main.cpp glfreetype.cpp body.cpp space.cpp ship.cpp player.
star.cpp frame.cpp ship_cpanel.cpp sector_view.cpp mtrand.cpp world_view.cpp system_view.cpp \
star_system.cpp sector.cpp system_info_view.cpp generic_system_view.cpp date.cpp space_station.cpp \
space_station_view.cpp model_body.cpp ship_type.cpp info_view.cpp model_coll_mesh_data.cpp \
object_viewer_view.cpp custom_starsystems.cpp serializer.cpp sfx.cpp ai_ship.cpp
object_viewer_view.cpp custom_starsystems.cpp serializer.cpp sfx.cpp
Lephisto3D_LDADD = sbre/libsbre.a collider/libcollider.a libgui.a
ModelViewer_SOURCES = sbre_viewer.cpp glfreetype.cpp

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@ -1,77 +0,0 @@
#include "libs.h"
#include "ai_ship.h"
#include "serializer.h"
#include "l3d.h"
bool AIShip::DoKill(const Ship* enemy) {
/* Need to deal with frames, large distances, and success! */
if(GetFrame() == enemy->GetFrame()) {
vector3d dir = vector3d::Normalize(enemy->GetPosition() - GetPosition());
AIFaceDirection(dir);
}
return false;
}
void AIShip::TimeStepUpdate(const float timeStep) {
bool done = false;
if(m_todo.size() != 0) {
Instruction& inst = m_todo.front();
switch(inst.cmd) {
case DO_KILL:
done = DoKill(static_cast<const Ship*>(inst.arg));
break;
case DO_NOTHING: done = true; break;
}
}
if(done) {
printf("AI '%s' successfully executed %d:'%s'\n", GetLabel().c_str(), m_todo.front().cmd,
static_cast<Ship*>(m_todo.front().arg)->GetLabel().c_str());
m_todo.pop_front();
}
Ship::TimeStepUpdate(timeStep);
}
void AIShip::Save(void) {
using namespace Serializer::Write;
Ship::Save();
wr_int(m_todo.size());
for(std::list<Instruction>::iterator i = m_todo.begin(); i != m_todo.end(); ++i) {
wr_int((int)(*i).cmd);
switch((*i).cmd) {
case DO_KILL:
wr_int(Serializer::LookupBody(static_cast<Ship*>((*i).arg)));
case DO_NOTHING: wr_int(0); break;
}
}
}
void AIShip::Load(void) {
using namespace Serializer::Read;
Ship::Load();
int num = rd_int();
while(num-- > 0) {
Command c= (Command)rd_int();
void* arg = (void*)rd_int();
printf("COMMAND %d:%p\n", c, arg);
m_todo.push_back(Instruction(c, arg));
}
}
void AIShip::PostLoadFixup(void) {
Ship::PostLoadFixup();
for(std::list<Instruction>::iterator i = m_todo.begin(); i != m_todo.end(); ++i) {
switch((*i).cmd) {
case DO_KILL:
(*i).arg = Serializer::LookupBody((size_t)(*i).arg);
break;
case DO_NOTHING: break;
}
}
}
void AIShip::Instruct(enum Command cmd, void* arg) {
m_todo.push_back(Instruction(cmd, arg));
}

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@ -1,32 +0,0 @@
#pragma once
#include <list>
#include "ship.h"
#include "ship_type.h"
class AIShip: public Ship {
public:
OBJDEF(AIShip, Ship, AISHIP);
AIShip(ShipType::Type shipType): Ship(shipType) { }
AIShip(void): Ship() { }
void TimeStepUpdate(const float timeStep);
enum Command { DO_NOTHING, DO_KILL };
void Instruct(enum Command, void* arg);
void ClearInstructions(void) { m_todo.clear(); }
virtual void PostLoadFixup(void);
protected:
virtual void Save(void);
virtual void Load(void);
private:
bool DoKill(const Ship*);
class Instruction {
public:
Command cmd;
void* arg;
Instruction(Command c, void* a): cmd(c), arg(a) { }
};
std::list<Instruction> m_todo;
};

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@ -6,7 +6,6 @@
#include "planet.h"
#include "space_station.h"
#include "ship.h"
#include "ai_ship.h"
#include "player.h"
#include "sfx.h"
@ -49,7 +48,6 @@ void Body::Serialize(void) {
case Object::PLANET:
case Object::SPACESTATION:
case Object::SHIP:
case Object::AISHIP:
case Object::PLAYER:
case Object::SFX:
Save();
@ -76,8 +74,6 @@ Body* Body::Unserialize(void) {
b = new SpaceStation(); break;
case Object::SHIP:
b = new Ship(); break;
case Object::AISHIP:
b = new AIShip(); break;
case Object::PLAYER:
b = new Player(); break;
case Object::SFX:

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@ -19,7 +19,6 @@
#include "space_station_view.h"
#include "info_view.h"
#include "serializer.h"
#include "ai_ship.h"
float L3D::timeAccel = 1.0f;
int L3D::scrWidth;
@ -202,8 +201,8 @@ void L3D::HandleEvents(void) {
station->SetPosition(L3D::player->GetPosition()+5000.0*dir);
Space::AddBody(station);
} else {
AIShip* ship = new AIShip(ShipType::LADYBIRD);
ship->Instruct(AIShip::DO_KILL, L3D::player);
Ship* ship = new Ship(ShipType::LADYBIRD);
ship->AIInstruct(Ship::DO_KILL, L3D::player);
ship->SetLabel("A friend?");
ship->SetFrame(L3D::player->GetFrame());
ship->SetPosition(L3D::player->GetPosition()+100.0*dir);

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@ -2,7 +2,7 @@
class Object {
public:
enum Type { OBJECT, BODY, MODELBODY, DYNAMICBODY, SHIP, PLAYER, SPACESTATION, PLANET, STAR, SFX, AISHIP };
enum Type { OBJECT, BODY, MODELBODY, DYNAMICBODY, SHIP, PLAYER, SPACESTATION, PLANET, STAR, SFX };
virtual Type GetType(void) { return OBJECT; }
virtual bool IsType(Type c) { return GetType() == c; }
};

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@ -46,6 +46,16 @@ void Ship::Save(void) {
wr_int(Serializer::LookupBody(m_dockedWith));
printf("TODO: NOT SAVING SHIP EQUIPMENT YET!!\n");
wr_float(m_stats.hull_mass_left);
wr_int(m_todo.size());
for(std::list<AIInstruction>::iterator i = m_todo.begin(); i != m_todo.end(); ++i) {
wr_int((int)(*i).cmd);
switch((*i).cmd) {
case DO_KILL:
wr_int(Serializer::LookupBody(static_cast<Ship*>((*i).arg)));
break;
case DO_NOTHING: wr_int(0); break;
}
}
}
void Ship::Load(void) {
@ -74,6 +84,13 @@ void Ship::Load(void) {
m_equipment = EquipSet(m_shipType);
Init();
m_stats.hull_mass_left = rd_float(); /* Must be after Init();.. */
int num = rd_int();
while(num-- > 0) {
AICommand c = (AICommand)rd_int();
void* arg = (void*)rd_int();
printf("COMMAND %d:%p\n", c, arg);
m_todo.push_back(AIInstruction(c, arg));
}
}
void Ship::Init(void) {
@ -88,6 +105,14 @@ void Ship::PostLoadFixup(void) {
m_combatTarget = Serializer::LookupBody((size_t)m_combatTarget);
m_navTarget = Serializer::LookupBody((size_t)m_navTarget);
m_dockedWith = (SpaceStation*)Serializer::LookupBody((size_t)m_dockedWith);
for(std::list<AIInstruction>::iterator i = m_todo.begin(); i != m_todo.end(); ++i) {
switch((*i).cmd) {
case DO_KILL:
(*i).arg = Serializer::LookupBody((size_t)(*i).arg);
break;
case DO_NOTHING: break;
}
}
}
Ship::Ship(ShipType::Type shipType) : DynamicBody() {
@ -284,6 +309,7 @@ void Ship::TestLanded(void) {
void Ship::TimeStepUpdate(const float timeStep) {
DynamicBody::TimeStepUpdate(timeStep);
AITimeStep(timeStep);
m_dockingTimer = (m_dockingTimer-timeStep > 0 ? m_dockingTimer-timeStep : 0);
@ -347,6 +373,38 @@ void Ship::TimeStepUpdate(const float timeStep) {
if(m_testLanded) TestLanded();
}
void Ship::AITimeStep(const float timeStep) {
bool done = false;
if(m_todo.size() != 0) {
AIInstruction& inst = m_todo.front();
switch(inst.cmd) {
case DO_KILL:
done = AICmdKill(static_cast<const Ship*>(inst.arg));
break;
case DO_NOTHING: done = true; break;
}
}
if(done) {
printf("AI '%s' succesfully executed %d:'%s'\n", GetLabel().c_str(), m_todo.front().cmd,
static_cast<Ship*>(m_todo.front().arg)->GetLabel().c_str());
m_todo.pop_front();
}
}
bool Ship::AICmdKill(const Ship* enemy) {
/* Needs to deal with frames, large distances, and success. */
if(GetFrame() == enemy->GetFrame()) {
vector3d dir = vector3d::Normalize(enemy->GetPosition() - GetPosition());
AIFaceDirection(dir);
}
return false;
}
void Ship::AIInstruct(enum AICommand cmd, void* arg) {
m_todo.push_back(AIInstruction(cmd, arg));
}
void Ship::NotifyDeath(const Body* const dyingBody) {
if(GetNavTarget() == dyingBody)
SetNavTarget(0);

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@ -1,4 +1,5 @@
#pragma once
#include <list>
#include "libs.h"
#include "dynamic_body.h"
#include "ship_type.h"
@ -50,6 +51,9 @@ public:
EquipSet m_equipment;
enum AICommand { DO_NOTHING, DO_KILL };
void AIInstruct(enum AICommand, void* arg);
void AiClearInstruction(void) { m_todo.clear(); }
virtual void PostLoadFixup(void);
protected:
virtual void Save(void);
@ -61,6 +65,7 @@ protected:
enum ShipType::Type m_shipType;
Uint32 m_gunState[ShipType::GUNMOUNT_MAX];
private:
void AITimeStep(const float timeStep);
void Init(void);
bool IsFiringLasers(void);
void TestLanded(void);
@ -78,5 +83,13 @@ private:
Body* m_navTarget;
Body* m_combatTarget;
shipstats_t m_stats;
class AIInstruction {
public:
AICommand cmd;
void* arg;
AIInstruction(AICommand c, void* a): cmd(c), arg(a) { }
};
std::list<AIInstruction> m_todo;
bool AICmdKill(const Ship*);
};