Commit Graph
201 Commits
Author SHA1 Message Date
wookieejedi 78d2e663d7 One fix and one enhancement to AI shield behavior (#6737)
* One fix and one enhancement to AI shield behavior

This PR adds one fix and one enhancement to AI shield behavior.

1) Fix: Testing, especially in FotG, revealed an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. This is because `quadrant` is set to -1 if a shield segment is down. This ensures that the resulting effects and damage calculations properly ignore that quadrant downstream, but it also results in `aip->last_hit_quadrant` being set to -1. This PR adds a fix to properly record which shield was actually hit, so that the AI knows to direct energy to that quadrant.

2) Enhancement: In combat situations with fire coming from many directions, it is good practice to keep shields equalized, so this PR adds a flag for the AI to always attempt to balance shields, even if it is being fired upon (instead of the current behavior to always direct energy to the hit shield quadrant).

Both flags are tested and work as expected.

* fix copy paste

* rename to avoid previous confusion

* also make as ai class flag
2025-05-30 21:24:01 -04:00
Goober5000 9ea44f0479 ETS updates
Two updates to the energy transfer system.
1. Previously, for fighters missing a system (e.g. shields), the energy would be treated as if all energy from that system was routed to the other systems.  So, for example, a fighter's typical speed would be faster without shields than with shields.  A new AI profile flag now treats the other systems as if the energy had not been transferred.
2. At some point in development, Volition intended the `$Power Output` ships.tbl field to affect ETS.  A new AI profile flag now treats the power output as a factor of energy applied to energy systems.
2025-05-14 01:33:28 -04:00
Asteroth 3b5668c4e5 Add freespace 1 style missile behavior (#6681)
* add fs1 style missile behavior

* add weapon flag, and various tweaks

* remove superfluous check
2025-04-17 21:45:45 -04:00
wookieejedi e89917e20d Allows mods to fully disable energy transfering (#6623) 2025-03-08 17:41:12 -05:00
wookieejedi 07aedd195f Unify AI Usage of Shield Manage Delay (#6589)
* Unify AI Usage of Shield Manage Delay

`$AI Shield Manage Delay:` can be set in the AI profiles, but also set for AI specific classes. Currently, The values set for the specific AI class are only used `if (iff_x_attacks_y(Player_ship->team, Ships[objp->instance].team))`, otherwise the values in the AI profile are used.

Being able to have the shield delay work in a unified way according to the AI class values is very useful, especially for friendly wingmen that you want have different shield manage delays.

This PR adds a AI profiles flag to unify Shield Manage Delay behavior, so that it always works in the same way regardless of AI team conditions.

* cleanup unifying behavior along with CM firing chance

* restore what sushi had for now
2025-02-12 14:29:23 +00:00
wookieejedi c4341518bb Allow Modders to Tune Guarding (#6544) 2025-01-23 19:14:51 -05:00
Mike Nelson 4dfaa85b6f Default settings tbl (#6491)
* initial version of default_settings.tbl

* Add a way to change player detail level defaults and implement a couple more options to detail_settings.tbl

* support the rest of 2d.cpp options

* Allow enforcing options to a specific value

* modernize detail defaults, levels, and values

* Fix parsing issue and remove lambda capture by reference

* fix print

* clang

* More efficient +Enforce parsing

* cleanup

* typo

* don't negate this

* error_display

* clarify language between presets, levels, and values

* add default case

* small fix

* use a map to minimize string lookups
2025-01-12 11:29:11 -05:00
wookieejedi de969b5e76 Allow Modders to Tune Strafing (#6511)
* Allow Modders to Tune Strafing

Many mods change ship velocities and damp values, but this commonly leads to poor behaviors attacking large ships within strafe mode (which is the main method for attacking big ships in a sustained way). As an example, FotG has damp and velocity values that are higher than base FS, thus the defined strafe values result in behavior where fighters never can complete a sustained firing pass against a large ship unless they are sitting and parking (which does not fit our goals to match the movie).

The values for dictating how strafe behavior occurs are easily editable by changing some key values, which this PR exposes to modders. Furthermore, mods may give large ships very long range weapons, so being able to set how far away a ship should do a strafe run begins is very valuable.

In testing it was very easy to get desired behavior of having AI do long sustained strafing runs. I estimate other mods will likely be able to leverage these values to tune strafing behavior.

I did numerous tests and evaluations finding the best balance of values to expose. I would be happy to discuss these changes in detail too, as I know this exposes a number of values.

* clang

* incorporate feedback
2025-01-12 08:08:05 -05:00
Goober5000 03bf756d5c fix ai behavior when avoiding ship and weapon shockwaves
The FreeSpace AI includes behavior to run away from shockwaves to try to avoid explosion damage.  This is implemented for both ships and missiles, although the missile implementation has been buggy ever since retail.  There are several issues:

1. The AI attempts to evade a weapon immediately upon launch.  Many missiles have a period of free flight before they start homing on their target.  During the free flight period, the homing position is not set.  Consequently, the AI will not know the position to avoid and will make assumptions.
2. The AI assumes the shockwave-producing weapon will detonate at the center of the ship it is targeting, although missiles detonate on the surface.  A capital ship is likely to be significantly larger than the weapon's blast radius, leading the AI to believe the detonation will be much farther away than it actually is.
3. When avoiding ship shockwaves, the `shockwave_object` field is not cleared when avoiding is complete.  This can result in stale references (though not crashes, due to object type checks), causing AI to not avoid future explosions in certain cases.
4. When avoiding ship shockwaves, the code does not check the correct ship for the amount of damage caused by the shockwave.

All of these issues are now fixed.  Since this is a change in AI behavior, these fixes are tied to a new AI profiles flag.
2024-11-12 00:40:05 -05:00
Kestrellius 67a9f6f5b7 Friendly fire control flags and SEXP (#6265)
* Adds flags.

* Basic structures built; still needs work.

* Fills out SEXP.

* bugfixing

* appeases clang-tidy

* Adds flags.

* Basic structures built; still needs work.

* Fills out SEXP.

* bugfixing

* appeases clang-tidy

* further appeasement

* Makes implementation more consistent.

* Fixes and cleanup as requested.

* Adjusts is_nan handling.
2024-08-13 20:32:02 +02:00
Asteroth 8914ac6e2d guards ignore protected attackers (#6253) 2024-07-16 15:46:12 -04:00
wookieejedi f5a268bcef Expose Minimum LoS Detection Radius (#6252)
The somewhat modern AI flag for `Require_exact_los` is extremely useful in multiple different situations, for example making large capital ship weapons not fire into friendly surrounding ships on accident. When the feature was added, the `check_los` function was provided with a default value of `10.0` meters for minimum radius detection. This PR exposes that value to modders so they can set it to a reasonable value depending on the ship sizes of their specific needs. And as a note, the los value just uses a simple numerical comparison check, so the los detection could be set to a negative value with no consequence (hence why error messages were not added, though if folks would like I can certainly add them).
2024-07-15 08:30:31 -04:00
Asteroth 230fdf4d03 assorted beam fixes 2024-06-04 17:32:30 -04:00
Goober5000 30b0026ca5 refine process for capping speed due to physics whack/shock/collide
The three functions `physics_apply_whack`, `physics_apply_shock`, and `physics_collide_whack` limited speed after the physics had been applied, but they limited absolute speed, not the speed due to the physics.  This modifies the process to limit the change in speed.  It also adds an AI profiles flag to disable the limit if desired.

This also tweaks the three functions (by editing comments and moving lines) to be more consistent, since all three are doing very similar calculations near the end.
2024-05-13 15:53:20 -04:00
wookieejedi 4b6cbb9c01 Expose Collision Rotation Factor to Players (#6145)
* Expose Collision Rotation Factor to Players

Previously, there were hardcoded checks in place to make players have 0 rotational effects when colliding with another ship. This PR adds a new value, "+Player Multiplier for Rotation Factor:" that allows modders to have players experience rotational effects from collisions. Also performed some cleanup of the light and heavy collisional rotational calculations by removing older if-blocks following useful recommendation from Asteroth.

Tested and works as expected.

* make  rot_fac_multiplier_ply_collisions into global value

* update name to better match with ships table

* restore repeated comments to help with separation
2024-05-13 16:57:41 +00:00
Asteroth bd05f13f07 add flag for debris respecting big damage 2024-04-11 14:21:44 -04:00
Goober5000 e3447223eb allow game_settings options to be read in any order
The ai_profiles.tbl options can already be read in any order, so it is modder-friendly to extend this capability to game_settings.tbl as well.  This also updates the "unrecognized parameter" log statement to indicate the filename.

Note that this commit should be viewed while ignoring whitespace changes.
2024-03-30 19:37:29 -04:00
wookieejedi 88f7e41d8c Add AI Flag to align to target when guarding stationary ship (#6047)
* Add AI Flag to `align to target when guarding stationary ship`

When a ship is ordered to guard another ship that is stationary and not incredibly large, the AI will fly to a position then turn and face away from the targeted ship. This behavior is not ideal in various scenarios, including both blockade style formations and overall visuals.

The PR adds a flag that tells the AI to align to the target ship it is guarding once the AI has reached it's guarding position in this situation, which allows all the guarding ships to have the same orientation and look much better and work better for directional defenses.

Tested and works as expected. Also changed some `NULL` to `nullptr` in this function for cleanup.

* remove duplicate brackets
2024-03-17 08:16:55 -04:00
Asteroth e87fcfaf28 add player orders afterburn hard flag (#6019) 2024-03-11 09:25:22 -04:00
Goober5000 3af831e0b7 rename Vaporize Percent Chance
This option was misleadingly named when originally introduced, so give it a more sensible name.  The old name is still accepted for backwards compatibility.
2023-11-16 15:57:53 -05:00
Goober5000 883ed32796 ai-disable-ship-tactical and ai-disarm-ship-tactical (#5512)
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.
2023-10-19 07:50:49 -04:00
Asteroth d4beb69328 Add player damage inflicted factor (#5406)
* add player damage inflicted factor

* update default file
2023-05-21 08:17:31 -04:00
Asteroth fa0878b6b3 Add an Ai goal flag to afterburn hard (#5338)
* add afterburn hard flag

* return some ab locked checks

* this one too

* more tweaks
2023-04-20 19:42:35 -04:00
Asteroth 31b23d8c50 Whackable debris and asteroids (#5291)
* whackable debris and asteroids

* fixes

* review tweaks

* some more review tweaks
2023-04-19 10:56:46 -04:00
Asteroth 18b48214a2 Fix some issues with damage application (#5084)
* fix some issues with damage application

* typo

* turn off flag for new versions

* update versions to apply to post 23.0 nightlies
2023-02-21 18:10:44 +09:00
Goober5000 7cc9f72cac Merge pull request #5077 from MjnMixael/gameplay_profiles_alias
Allow gameplay_profiles.tbl to be an alias of ai_profiles.tbl
2023-02-13 21:45:21 -05:00
Goober5000 a0181e715d prevent ship from managing ETS if it is playing dead
This was the bug found recently that was thought to be related to #2157.  It turns out that ships will manage ETS even if they are playing dead, which caused a ship to accelerate during a ship-maneuver as it directed more power to engines.  So this PR adds a "$ships playing dead don't manage ETS:" flag to control this behavior.  Tested and works.

This also capitalizes two flags that did not have an initial capital letter.
2023-01-06 03:04:11 -05:00
mjn-mixael ae135b4922 mission profiles instead of gameplay profiles 2023-01-04 13:48:16 -06:00
mjn-mixael 9c167b279d throw in -gmp.tbm as optional match to -aip.tbm 2023-01-03 21:25:59 -06:00
mjn-mixael 1884e4c4d1 allow gameplay_profiles.tbl to be an alias of ai_profiles.tbl 2023-01-03 21:21:37 -06:00
Asteroth 0fb6b2ae0d Update 22.4 version references to 23.0 (#5025)
* update references to 22.4 to 23.0

* fix a few more version references
2022-12-21 00:16:51 +09:00
Goober5000 b42831b981 take non-autoscaling AI classes into account when autoscaling
This adds an AI profiles flag that filters autoscaling so that only the index and number of autoscaled classes are considered, not the index and number of all AI classes.

Fixes #4516.
2022-10-26 21:02:59 -04:00
wookieejedi 1e61964055 Add AI flag to support ai bay arrivals > 10 seconds (#4733)
* Add AI flag to support ai bay arrivals > 10 seconds

Currently, if an AI ship is emerging from a bay path, the AI will stop following that path after only 10 seconds (and some distance away from the starting point). This results in AI breaking off a path early if a bay arrival path is long and/or uses a slow bay arrive multipliers. For bays that require the ship to follow the exact path this results in AI that then run into the parent ship and each other.

This PR adds a flag which disables that 10 second timeout. Also, in my tests having a flag to disable works best, as opposed to setting a max time (which is hard to calculate with varying ship speeds and varying bay path lengths).

PR is tested and works as expected.

* fix spelling
2022-10-01 12:39:17 -04:00
wookieejedi 678922472a Fix Remove-Order not working for Play Dead Orders (#4720)
* Fix Remove-Order not working for Play Dead Orders

Play-dead orders set a special case of the ai mode (AIM_PLAY_DEAD), which had special handling to return early in the AI frame function. Remove-order does not change the ai mode though, and thus even when a play-dead order was removed the `AIM_PLAY_DEAD' remained, which would continually trigger an early out in AI frame, which in turn would make turrets not fire on ships, even when the play-dead order was removed. No other orders had this early return, which is why remove order works for them.

This PR accounts for that special handling case. There also seemed to be an extra cleanup line for rearm and repair, so this was added right after that step.

Tested and works as expected.

* make fix flag enabled

* appease clang
2022-09-30 08:34:02 -04:00
Asteroth 76c54a1016 flag to turn off continuous turn when attacking 2022-09-24 19:59:00 -04:00
Goober5000 ef4c3984b5 fix good-rearm-time bug
The original implementation of `ai_good_time_to_rearm` did not revert to being a "bad" time to rearm when the time was up.  This fixes that and adds an AI profiles flag to toggle it.

Also converts `ai_rearm_timestamp` to use the new TIMESTAMP type.
2022-08-29 00:00:15 -04:00
EatThePath c20ae7cd6b $AI ignores aspect lock for leading: AIP flag implemented (#4141) 2022-04-05 07:43:28 -04:00
Goober5000 6496059979 fix the keep-safe-distance AI mode
There were two bugs that kept this from working until now:

1) The destination goal point was calculated to take the ship right through the center of danger.  Flipping the vector now takes the ship away from danger as intended.
2) The original AI code did not turn the ship at all.  The new code turns the ship toward its goal point.

The fixed behavior is tied to the new `$fix keep-safe-distance:` flag.
2022-02-20 22:07:31 -05:00
wookieejedi fef8959cff Add AI to Fix Negative Turret Ammo (#3913)
* Add AI to Fix Negative Turret Ammo

Previously, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo.

This was because of the check `ammo[bank_to_fire] >= 0`, in `aiturret.cpp`. This PR adds an AI flag to have the turret only fire if the ammo is greater than 0 (`ammo[bank_to_fire] > 0`), as opposed to greater than or equal to 0.

Tested and the flag fix works as expected.

* feedback

* set to on for target 22
2022-01-12 07:32:10 -05:00
Asteroth 28aea0c36b consistent capitalization (#3805) 2021-12-02 20:55:15 +00:00
Asteroth 8161bdfb2f Expose turret re-targeting delay (#3803)
* check for enemies every frame

* expose turret target recheck time

* fix

* more fix
2021-12-02 15:13:29 -05:00
Asteroth f91a5bfd00 Add +arrival rvec for ship bays (#3698)
* add ship bay arrival rvec

* unused variables

* add profile flag

* add corresponding departure flag

* revert accidental changes

* fix fallout from visual studio's dumb 'rename' feature

* swap parsing of departure and arrival rvec
2021-10-15 16:48:56 -04:00
Goober5000 a351e72895 some ai_profiles fixes
1) Several AI profiles options were getting reset on every iteration through the loop.  They should only be reset when the profile is initially created.
2) Keeping track of AI hits on the player ship was added by Sushi in 9246a2f74d and needs to be guarded by a flag.  This flag has been enabled for mods that set the required FSO version.
2021-08-21 19:53:46 -04:00
Asteroth c840d3e032 Add No_shield_damage_from_ship_collisions flag (#3480)
* add All_ships_take_hull_damage_from_collisions flag

* rename flag and apply flag to debris and asteroid hits
2021-06-09 15:49:35 -04:00
David Gibson 9b35a4e653 Nullpointer and variable name fixes for range aware selection, and moved default weapon max range into a define. 2021-05-30 19:32:23 -05:00
Asteroth edcdbd02b6 fix bug where shields could be pierced (#3448) 2021-05-28 11:10:18 -04:00
Goober5000 a3c5186635 add missing newlines in several mprintf statements (#3409)
Fixes #3407, and I used a regex search to find what I hope are all other examples.
2021-05-02 23:53:40 -04:00
Baezon 80ba3b9e9c Merge remote-tracking branch 'upstream/master' into better-subsys-attacking 2021-02-25 02:30:18 -05:00
Baezon 81c771b8ea clean up 2021-02-25 02:13:02 -05:00
wookieejedi e01bd28e79 Expose Additional Countermeasure Options to Modders
This PR provides modders with additional options to alter countermeasure values. Previously, countermeasures had a fixed, hardcoded fire wait time of 333 milliseconds, regardless of what `$Fire Wait:` was specified. Also, the AI would wait a fixed delay between firing of failed countermeasure launches and successful countermeasure launches. For successful launches the AI would double the fire wait. Also, Friendly ships would only use a fixed constant value for countermeasure firing chance, and not the value based on their class specific AI profile.

This PR exposes those values with the following options:
•	Add main AI table flag: `Friendly Ships Use AI Profile Countermeasures Firing Chance`. This will allow Friendly ships to use their AI class profile countermeasure firing chance instead of the default fixed value from main AI table.
•	Add value in CM section of weapons table: Countermeasures use fire wait time `+Use Fire Wait`. This is a boolean that allows the countermeasure’s fire wait to actually use what is specified in the `$Fire Wait:` section of that weapon.
•	Add value in CM section weapons table: `+Fail Delay Equals Fire Wait`. The delay between failed countermeasure launches is set to use the fire wait value.
•	Add value in CM section weapons table: `+Successful Launch Delay Multiplier`. This allows modders to set the value that is multiplied to fire wait for successful countermeasure launches.
2021-02-04 13:12:02 -05:00