171 lines
3.7 KiB
C++
171 lines
3.7 KiB
C++
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#include "Sensors.h"
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#include "Body.h"
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#include "Colors.h"
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#include "Game.h"
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#include "Pi.h"
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#include "Ship.h"
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#include "Space.h"
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#include "Player.h"
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#include "HudTrail.h"
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Sensors::RadarContact::RadarContact()
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: body(0)
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, trail(0)
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, distance(0.0)
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, iff(IFF_UNKNOWN)
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, fresh(true) {
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}
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Sensors::RadarContact::RadarContact(Body *b)
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: body(b)
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, trail(0)
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, distance(0.0)
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, iff(IFF_UNKNOWN)
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, fresh(true) {
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}
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Sensors::RadarContact::~RadarContact() {
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body = 0;
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delete trail;
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}
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Color Sensors::IFFColor(IFF iff)
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{
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switch (iff)
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{
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case IFF_NEUTRAL: return Colors::IFF_NEUTRAL;
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case IFF_ALLY: return Colors::IFF_ALLY;
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case IFF_HOSTILE: return Colors::IFF_HOSTILE;
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case IFF_UNKNOWN:
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default:
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return Colors::IFF_UNKNOWN;
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}
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}
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bool Sensors::ContactDistanceSort(const RadarContact &a, const RadarContact &b)
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{
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return a.distance < b.distance;
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}
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Sensors::Sensors(Ship *owner)
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{
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m_owner = owner;
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}
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bool Sensors::ChooseTarget(TargetingCriteria crit)
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{
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bool found = false;
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m_radarContacts.sort(ContactDistanceSort);
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for (auto it = m_radarContacts.begin(); it != m_radarContacts.end(); ++it) {
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//match object type
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//match iff
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if (it->body->IsType(Object::SHIP)) {
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//if (it->iff != IFF_HOSTILE) continue;
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//should move the target to ship after all (from PlayerShipController)
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//targeting inputs stay in PSC
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static_cast<Player*>(m_owner)->SetCombatTarget(it->body);
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bool found = true;
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break;
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}
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}
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return found;
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}
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Sensors::IFF Sensors::CheckIFF(Body* other)
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{
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//complicated relationship check goes here
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if (other->IsType(Object::SHIP)) {
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Ship *s = static_cast<Ship*>(other);
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Uint8 rel = m_owner->GetRelations(other);
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if (rel == 0) return IFF_HOSTILE;
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else if (rel == 100) return IFF_ALLY;
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return IFF_NEUTRAL;
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} else {
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return IFF_UNKNOWN;
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}
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}
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void Sensors::Update(float time)
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{
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if (m_owner != Pi::player) return;
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PopulateStaticContacts(); //no need to do all the time
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//Find nearby contacts, same range as scanner. Scanner should use these
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//contacts, worldview labels too.
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Space::BodyNearList nearby;
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Pi::game->GetSpace()->GetBodiesMaybeNear(m_owner, 100000.0f, nearby);
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for (Space::BodyNearIterator i = nearby.begin(); i != nearby.end(); ++i) {
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if ((*i) == m_owner || !(*i)->IsType(Object::SHIP)) continue;
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if ((*i)->IsDead()) continue;
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auto cit = m_radarContacts.begin();
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while (cit != m_radarContacts.end()) {
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if (cit->body == (*i)) break;
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++cit;
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}
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//create new contact or refresh old
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if (cit == m_radarContacts.end()) {
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m_radarContacts.push_back(RadarContact());
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RadarContact &rc = m_radarContacts.back();
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rc.body = (*i);
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rc.iff = CheckIFF(rc.body);
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rc.trail = new HudTrail(rc.body, IFFColor(rc.iff));
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} else {
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cit->fresh = true;
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}
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}
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//update contacts and delete stale ones
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auto it = m_radarContacts.begin();
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while (it != m_radarContacts.end()) {
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if (!it->fresh) {
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m_radarContacts.erase(it++);
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} else {
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it->distance = m_owner->GetPositionRelTo(it->body).Length();
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it->trail->Update(time);
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it->fresh = false;
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++it;
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}
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}
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}
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void Sensors::UpdateIFF(Body *b)
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{
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for (auto it = m_radarContacts.begin(); it != m_radarContacts.end(); ++it)
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{
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if (it->body == b) {
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it->iff = CheckIFF(b);
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it->trail->SetColor(IFFColor(it->iff));
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}
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}
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}
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void Sensors::PopulateStaticContacts()
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{
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m_staticContacts.clear();
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auto start = Pi::game->GetSpace()->BodiesBegin();
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auto end = Pi::game->GetSpace()->BodiesEnd();
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for (auto it = start; it != end; ++it) {
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switch ((*it)->GetType())
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{
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case Object::STAR:
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case Object::PLANET:
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case Object::CITYONPLANET:
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case Object::SPACESTATION:
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break;
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default:
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continue;
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}
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Body *b = *it;
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m_staticContacts.push_back(RadarContact(b));
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RadarContact &rc = m_staticContacts.back();
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rc.fresh = true;
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}
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}
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