Add "tactical" versions of disable and disarm goals which only perform the specific task without implying anything else. The target ship is not protected and attack goals are not cleared from other ships.
There is also a new AI profiles flag to make this the default hud squad message command instead of the classic disable/disarm.
The ai-fly-to-ship goal was added early in FSO's development but never worked right. Until recently it could crash; and even aside from the crash the AI would try to reach the target's exact position, causing repeated collisions. This folds ai-fly-to-ship into ai-stay-near-ship, since the behaviors are conceptually the same except for fly-to being satisfied as soon as the target is in range.
This also adds a new "escort" mode usable by both behaviors. The default Volition behavior is to swoop toward the target in a long, graceful arc; the new mode generates a goal point and flies directly to that point. These can be toggled via an optional sexp parameter.
There is also some minor cleanup and a new vec3d operator for convenience.
Needed for Scroll; depends on #5667.
Adds a `DEATH_ROLL` status to specifically cover the state after ships have been destroyed but before they exit. I've also audited all code that interacts with the ship registry to use the correct state with this new state taken into consideration.
This fixes access to exploding ships that was broken when the ship registry framework was introduced. In particular, the `when destroyed X beam-lock-all X` QoL feature now works again.
When only one AI class performs autoscaling, the math formulas which use autoscaling will become meaningless (e.g. in `ai_maybe_launch_cmeasure()`) or will cause divide-by-zero errors (e.g. in `ai_manage_shield()`). And autoscaling is not very useful outside of the specific ways that Volition used it. So this adds some warnings and disables single-occurrence autoscaling.
Fixes#5474.
Many values in `ai.tbl` can be inserted as overrides for their equivalent `Ai_profiles.tbl` values. (They are all optional and if not set for an AI class, the values in AI Profiles will be used.)
This is particularly useful for making very specific AI classes that still follow the main AI profiles table with easy to change values.
This PR adds `$firing requires exact los:` as an optional override to set in `ai.tbl`. This particular override is very useful, since it can be set to off by default in the `ai_profiles.tbl` for performance, but then set to on for some select AI classes within `ai.tbl`, and those AI classes can be easily changed on the fly in a mission.
This initializes `mc_info` to the correct values when it is constructed, removing the need for `mc_info_init`.
This PR also fixes a group of incorrectly inverted assignments in beam.cpp.
Follow-up to #5040. This extends the checks to most iterations over `obj_used_list` in FSO. There are a few exceptions such as `waypoint_add` and `waypoint_remove`, plus a few others. And none of the object iterations in FRED have the guard because FRED does not use the same object life cycle as FSO.
When iterating through `Ship_obj_list`, check the `Should_be_dead` flag before using the object. This fixes#4990 and adds defense-in-depth checks to guard against similar errors elsewhere.
I considered moving the `Ship_obj_list` removal from `obj_delete` to `ship_cleanup`, but decided it would be prudent to avoid fundamental changes to lifecycle management.
Whether a ship is a support ship or its target, and whether it is destroyed or vanished, its repair/rearm mode should be cleaned up in a consistent way. This fixes a bug in Series Resurrecta where calling `ship-vanish` on a support ship put things into a broken state.