187 lines
4.0 KiB
C++
187 lines
4.0 KiB
C++
// Copyright © 2008-2019 Pioneer Developers. See AUTHORS.txt for details
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// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
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#include "Sensors.h"
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#include "Body.h"
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#include "Game.h"
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#include "HudTrail.h"
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#include "Pi.h"
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#include "Player.h"
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#include "Ship.h"
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#include "Space.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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}
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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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}
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Sensors::RadarContact::~RadarContact()
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{
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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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case IFF_NEUTRAL: return Color::BLUE;
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case IFF_ALLY: return Color::GREEN;
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case IFF_HOSTILE: return Color::RED;
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case IFF_UNKNOWN:
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default:
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return Color::GRAY;
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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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PROFILE_SCOPED();
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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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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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PROFILE_SCOPED();
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//complicated relationship check goes here
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if (other->IsType(Object::SHIP)) {
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Uint8 rel = m_owner->GetRelations(other);
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if (rel == 0)
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return IFF_HOSTILE;
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else if (rel == 100)
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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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PROFILE_SCOPED();
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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 radar scanner. It should use these
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//contacts, worldview labels too.
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Space::BodyNearList nearby = Pi::game->GetSpace()->GetBodiesMaybeNear(m_owner, 100000.0f);
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for (Body *body : nearby) {
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if (body == m_owner || !body->IsType(Object::SHIP)) continue;
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if (body->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 == body) 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 = body;
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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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const Ship *ship = dynamic_cast<Ship *>(it->body);
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if (ship && Ship::FLYING == ship->GetFlightState()) {
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it->distance = m_owner->GetPositionRelTo(it->body).Length();
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it->trail->Update(time);
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} else {
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it->trail->Reset(FrameId::Invalid);
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}
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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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PROFILE_SCOPED();
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for (auto it = m_radarContacts.begin(); it != m_radarContacts.end(); ++it) {
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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::ResetTrails()
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{
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PROFILE_SCOPED();
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for (auto it = m_radarContacts.begin(); it != m_radarContacts.end(); ++it)
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it->trail->Reset(Pi::player->GetFrame());
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}
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void Sensors::PopulateStaticContacts()
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{
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PROFILE_SCOPED();
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m_staticContacts.clear();
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for (Body *b : Pi::game->GetSpace()->GetBodies()) {
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switch (b->GetType()) {
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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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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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