Commit Graph
1382 Commits
Author SHA1 Message Date
Goober5000andClaude Opus 4.8 b7cd9765a1 fix crash when a ship with no primary banks is ordered to disable/disarm
Gunships and other custom ship classes may run through the primary weapon code despite having no primary banks.  Add a few guards to prevent this from causing crashes.

Fixes a crash reported in Causality: The Great War.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-27 12:12:10 -04:00
The Force da05081405 Fix C4709 Warnings In modern VS (#7576)
* Fix C4709 Warnings on latest VS

* more

* suppress false positive

* Switch to using any/none_of

* Address Feedback

* Fix Line endings?

* Fix commits and strip out flag_combinator

* more fixes

* nolint
2026-07-26 14:33:00 +01:00
Goober5000 47d5ccca35 Merge pull request #7588 from Goober5000/cleanup/external_weapons
External weapon model cleanup: consolidate duplicated logic, fix several longstanding bugs
2026-07-20 23:40:35 -04:00
wookieejedi 47726f21d0 Fix AI Bug with Strafing (#7619)
* Fix AI Bug with Strafing

Bug:
When a fighter or bomber enters strafe mode attacking a large ship, that large ship may die or depart, which results in the fighter/bomber AI slowing down to 0 and then not moving until another order is issued. This is most apparent in mods that force strafe to be used more via the ai profile flags (such as FotG).

Cause:
This bug is caused by the following. A fighter/bomber whose strafe target is destroyed drops to AIM_NONE (see ai_execute_behavior) with its active_goal still set, so a standing order like attack-any is never re-processed and the ship slows to zero and remains still until another order is issued.

Fix:
If we're chasing or strafing against large ship but have lost our target, we need to clear the active goal to ensure ai_process_mission_orders() re-evaluates our orders next frame. Of course gate this behind a flag.

Tested and update fixes the issue. We are very much hoping this can be a part of a point-release since it is substantially needed for FotG missions and we want to release in the next month or so. Happy to answer any questions or discuss, too!

* target 26.2
2026-07-18 22:44:34 -04:00
wookieejedi 86a4af4fc3 Fix fighter/bomber AI remaining stationary if engines repaired (#7609)
* draft both options

* cleanup

* authors

* whitespace
2026-07-17 20:42:14 -04:00
Goober5000andClaude Fable 5 741ed0e0f1 consolidate external weapon model firing point selection; fix two bugs
The logic for offsetting a shot by the external weapon model's firing
points was duplicated in ship_fire_primary(), ship_fire_secondary(),
and the AI's line-of-sight check.  Extract it into
ship_get_external_model_fp_offset().

This fixes two bugs that were present in all three copies:

1. The chain counter for "chain external model fps" weapons was reset
   when it reached weapon_model->n_guns (the number of gun banks)
   rather than the number of firing points in the bank being indexed.
   For the typical model with one gun bank the counter reset after
   every shot, so chaining never advanced past the first firing point;
   for a model with several gun banks the counter could index past the
   end of the first bank's point array.

2. The AI line-of-sight check advanced the chain counter even though it
   is only a query, desyncing the counter from the shots actually
   fired.  It now reads the current firing point without advancing.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-13 13:19:23 -04:00
wookieejedi 1ca6c6a188 Fix shockwave damage bug (#7601)
* Fix two shockwave bugs

Bug:
Ship and SEXP created shockwaves with 0 speed last forever. A shockwave speed <= 0 is an "instant" shockwave, but the speed is used as a denominator for total_time. Dividing by 0 that creates in infinite shockwave (frozen at its initial radius of 1.0).

Fix:
Thus, add a safeguard to protect against the infinite duration. Note, ship-death and sexp shockwave run shockwave straight to shockwave_create(), whereas weapon shockwaves run weapon_do_area_effect() if <= 0 speed.

Bug:
It is possible the shockwave may have lifetime shorter than one frame (e.g. high speed, small radius), which by default results in shockwave applying no damage.

Fix:
Provide optional fix to ensure shockwave is not killed until after this frame's damage pass has run.

Tested and work as expected.

* just the 1expire fix

* comment cleanup
2026-07-12 22:56:37 -04:00
Goober5000andClaude Opus 4.8 bed228d264 avoid undefined behavior from UNREACHABLE on reachable code paths (#7555)
* avoid undefined behavior from UNREACHABLE on reachable code paths

UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.

Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.

A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.

Where the converted site was a simple guard of the form
    if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
    Assertion(!x, ...);
    if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>

* addendum

After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible.  UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error".  Also fix a few other sites and change a couple to Warnings.

---------

Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-09 11:20:25 +09:00
Goober5000andClaude Fable 5 9ea9f51ce1 fix big ship waypoint completion (the "spinning Orion" bug)
Since FS1 retail, a large ship could get permanently stuck circling its
final waypoint.  Waypoint completion requires the ship center to pass
within MIN_DIST_TO_WAYPOINT_GOAL + sqrt(radius) of the point (~37m for
a 1000m-radius capital ship), and the check only runs when the ship
covers 0.1m in a single frame (a framerate-dependent minimum speed).
At any speed that passes that gate, a capital ship turning at
2PI/(3*rotation_time) has a turning circle of hundreds of meters, so
once it overshoots a misaligned final leg it can never re-aim into the
completion bubble: an endless overshoot-turnaround-miss loop.

Add ai_profiles flag "$fix big ship waypoint completion:"
(Fix_big_ship_waypoint_completion), enabled by default for mods
targeting 26.2.  With the flag set:

- big/huge ships complete a waypoint anywhere within their own radius
  of it (matching what the docking path code has always done), while
  small ships keep the retail sqrt(radius) tolerance; and
- the completion check runs every frame instead of requiring 0.1m of
  travel per frame, removing the framerate-dependent minimum speed
  (which at 240fps is 24 m/s, enough to affect fighters too).

With the flag unset, behavior is unchanged from retail.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-08 00:48:24 -04:00
Asteroth 51aa9cf7eb change version (#7570) 2026-07-07 14:28:55 +09:00
Fabian Woltermann 7122489c59 Merge pull request #7563 from Baezon/kamikaze-no-collision-avoidance
No collision avoidance for kamikaze fighters
2026-07-05 18:51:17 +02:00
the-eandClaude Sonnet 5 90f29236c1 Fix crash in ai_manage_bay_doors from stale destroyed parent ship
If the carrier a fighter launched from was destroyed earlier in the
mission, its Ships[] entry retains stale bay door state while its
object and model instance are already freed (objnum/model_instance_num
== -1). When the fighter later departs, ai_manage_bay_doors would still
try to animate the dead carrier's bay doors, calling
model_get_instance(-1) and asserting/crashing.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-07-05 12:08:48 +02:00
Asteroth 90d04903fe no collision avoidance for kamikaze 2026-07-04 22:04:26 -04:00
wookieejedi 0076cdb74d Fix 'ignore if dead' flag (#7509)
* Fix 'ignore if dead' flag

Fixes #7508.

The subsystem flag "ignore if dead" that many mods use is supposed to "prevent homing weapons from attempting to hit the now destroyed submodel and instead tells them to home on the main hull of the target."

Though, in actuality, the code makes the weapon dumb fire instead of home. This bug means if you destroy a subsystem with this flag, then lock onto it with an aspect weapon and fire the weapon, the weapon will just dumb fire.

With `wp->homing_subsys` cleared as this PR does, the homing code at `weapons.cpp`:5730 falls into its else branch and picks an attack point on the ship body (`ai_big_pick_attack_point / hobjp->pos`) — which is what the flag promises. Javelins, which can only home on engines, will still correctly try to re-acquire another engine in the block just below and drop lock if there's none.

This fix is tested and now the flag works as expected.

* fix for javelins
2026-06-09 12:15:29 -04:00
Mike Nelson f4d84ec47a Support Rearm Pool, Limits, and Other Features (#7249)
* framework for support ship rearm pool and flags

* scripting api

* FRED support

* QtFRED support

* do not save non-player-allowed weapons

* tvt and mission versioning

* fix variable name

* minor fixes and clarity

* oops

* add qtfred help docs

* fixes and cleanup

* clang and readability

* address feedback

* address feedback
2026-06-05 11:33:19 +02:00
Mike Nelson 31f77e5a32 Mines weapon type & weapon proximity triggers (#7461)
* new mine weapon type

* some fixes and cleanup

* fix some parsing issues

* make sure mines get plotted

* make mine spawned objects can get a correct target

* some cleanup and additional features

* chasing mines

* some Lua tweaks

* generalize proximity detonations

* minor tweaks

* collapse namespace

* address feedback
2026-06-05 14:06:00 +09:00
Mike Nelson 5a2ffd9f9c alt2 path mode with shortcutting (#7322) 2026-05-20 03:21:44 +02:00
Goober5000 f8fa1e4775 a bit of cleanup
Fix a few items flagged by Coverity and Claude:
- properly check for an unassigned ship node, rather than just Asserting, since this could be affected by mission data
- properly check for null containers for the same reason
- rename `ai_goal_find_empty_slot` to `ai_goal_allocate_slot` and edit comments to reflect its not-quite-side-effect-free role
2026-05-13 23:29:31 -04:00
Mike Nelson 76c00dbc06 Add set-guard-range sexp (#7251)
* set-guard-range

* make sure old path remains unchanged

* address feedback again
2026-05-11 07:53:58 -04:00
Goober5000andClaude Opus 4.6 3f85d6172a use std::move() for local variables that are copied but not reused (#7308)
* use std::move() for local variables that are copied but not reused

Addresses ~140 Coverity "Variable copied when it could be moved"
defects across 74 files.  Every std::move() targets a local variable
whose value is consumed by push_back, emplace, assignment, lambda
capture, or a function call and is never read again afterward.

Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>

* clang: use std::make_shared

* clang: use std::make_unique

* address feedback

---------

Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
2026-05-07 14:40:38 +09:00
Mike Nelson 09029030c2 Qtfred unify flag lists (#7384)
* convert wing flags to the flags widget

* set tooltips on flags using flag descriptions

* add missing descriptions

* clang
2026-04-20 07:52:24 -04:00
BMagnu 1f5525e04f Fix virtual POF crashes (#7327)
* Ensure model data isn't deleted twice

* shared_ptr-ify model data

* fix virtual pof filename issue

* Fix tests

* remove redundant memsets

* Clang Tid
2026-03-31 10:02:24 -04:00
Goober5000 6a20c0f549 Merge pull request #7117 from Goober5000/anchor_refactor
refactor ship anchors
2026-03-22 02:59:47 -04:00
Goober5000 a47d34c739 assorted const fixes
1. Change `ai_profile_lookup` and `multi_xfer_lookup` to use `const char *`, since all the other lookup functions do
2. Remove several unneeded `const_cast`s, some of which are now made possible by the non-const `data()` overload in C++17
3. Change `campaign_link` to use `const char*`
4. Use better string management in `test::FSTestFixture::init_cmdline()`
2026-03-20 11:33:54 -04:00
Goober5000 89e7fd91da particle fixes and subsystem speedup
1. Modify `ship_get_subsys_for_submodel` to use the subsystem indexer.  This changes the operation from O(n) to O(1) and also allows the function to work with turret gun barrels.
2. Add an `isValid` check to `ParticleSource::finishCreation` to prevent unknown state from being accessed if the source is not valid.
3. Tweak `EffectHostTurret` and make sure it works for fighter beams.
4. Prevent `createOnTurret` from running on submodels that are not turrets.
2026-03-08 20:15:02 -04:00
Goober5000 33d5f7ed3c refactor ship anchors
Testing in FotG exposed a bug that dates back to retail.  During mission parsing, arrival and departure anchors were represented by indexes into `Parse_names`.  After parsing, they were converted to ship indexes -- but only in FRED.  Since some functions are shared between FRED and FS2, this can produce inconsistent results, which can be hard to detect since parse indexes and ship indexes are usually the same.

This refactors arrival and departure anchors to be represented by ship registry indexes in all cases.  It also adds conversion functions for the benefit of FRED and QtFRED since those dialogs were designed with ship indexes in mind.
2026-03-06 22:00:32 -05:00
Goober5000 eca894e732 add flag to automatically cancel future waves if a mothership is destroyed
Infamously, in FSO, a wing whose mothership is destroyed will not, itself, be considered destroyed if it has more waves remaining, because wing cleanup and logging typically only happen when the last ship in the last wave exits the mission.  Instead, with no mothership to arrive from, waves will simply no longer arrive.  Events that check to see if the wing is destroyed or departed will never fire.

This PR fixes that behavior, ensuring that the wing is cleaned up and logged properly, by using the same logic as the enhanced `cancel-future-waves` SEXP operator.  This is tied to a new `$cancel future waves of any wing launched from an exited ship:` AI profiles flag which is enabled by default on 25.0+.
2025-10-13 21:00:14 -04:00
LuytenKy 1b8f920529 Implement a new ai_profiles.tbl field that allows the maximum number of allies allowed to be rearming to be modified (#7065) 2025-10-11 11:41:53 -04:00
Goober5000 0c736b7bca address feedback 2025-09-18 21:30:45 -04:00
Goober5000 440c6fda4c restore original squad-commanded priority by removing lines added in 09d116f 2025-09-18 21:30:45 -04:00
Goober5000 aad6c84684 add $purge player-issued form-on-wing after subsequent order: flag 2025-09-18 21:30:45 -04:00
Goober5000 7f8674c532 enhance goals with additional parameters 2025-09-18 21:30:43 -04:00
Goober5000 40b4294b13 add Clear_all_goals_first goal flag, allow it to be used with any goal, and adapt goal assignment accordingly 2025-09-18 21:27:43 -04:00
Goober5000 54ee4a30d6 Preliminary cleanup of goal code. 2025-09-18 21:27:41 -04:00
Goober5000 337b0402ce add ai_profiles flag to disable form-on-wing at mission start
By default, the player's wing will be issued a form-on-wing order at the beginning of the mission if the wing has no other initial goals.  Wings in the "starting wings" list that are not the player's wing will also be issued this goal if they arrive after mission start and have no other initial goals.  This PR adds a flag to disable this behavior.
2025-09-17 23:19:36 -04:00
wookieejedi d42789decd Add new option for 'better combat collision avoidance' (#7036)
The `$better combat collision avoidance for fightercraft:` flag is incredibly useful in preventing AI from hitting large ships while attacking, and the ability to tune the collision avoidance aggression factor further helps mods tune behavior based on their ship speeds (tuning that value is via `+combat collision avoidance aggression for fightercraft:` ). Nevertheless, the improve collision avoidance still is not performed for that actual fightercraft's actual target, so there can be situations where a fast fighter attacks a large ship with high speed, and then when that fighter break off from the attack they turn directly into the large ship's hull. Allowing the target to be incorporated into the `better_collision_avoidance_triggered` check prevents this from happening. To allow the target to be a part of the checks we just simply need to not pass an 'ignor_ship` argument to `maybe_avoid_big_ship`.

This PR adds that ability via flag. This new flag is tested and works as expected. For example, without the flag a squadron of TIEs in FotG would literally ram themselves to death attacking some of our larger capital ships because they would break off attack too late, but with this flag they no longer accidentally collide at all. In discussion with Asteroth it was decided to make this enhanced behavior behind a flag, too.

This PR also fixes a small oversight from the original #2810 where `next_check_time` was never actually used within the `else` block of `maybe_avoid_big_ship`.
2025-09-15 07:31:02 -04:00
wookieejedi 2820532ab3 Expose value of idle circling with 'attack-any' (#7011)
* Expose value of idle circling with 'attack-any'

The attack-any order is extremely useful and utilized order, and there was one aspect that was ripe for exposure to modders: the `CHASE_CIRCLE_DIST` that was used to determine how big of a circle to fly around while the AI waited for new hostiles to arrive. For ships with high speeds, like FotG and others, the default radius of 200 m was a bit on the small side, which lead to ships flying in tight circles. This was was counterproductive to goals of tuning the AI to have a more cinematic style, such as where AI would fly around in large distances while waiting for enemies to arrive. Fortunately, this value is easy to expose and allow modders to tune with just a new ai_profiles value.

Tested and works as expected.

* improve name and use correct distance
2025-09-02 22:55:03 -04:00
Mike Nelson 966ac4d878 Allow testing bay paths in the lab (#6902)
* allow testing bay paths in the lab

* unused param

* static member methods
2025-08-13 08:36:53 -04:00
LuytenKyandwookieejedi b8c3c560d2 Implementation for an AI order to chase ship types -Second Attempt- (#6828)
* Back in business hopefully

* Refactor

* Resolve CI issue in aigoals.cpp

* Updating order.cpp

* Whoops

* Updated objecttypes.tbl to incorporate attack ship type

* Fix clang-tidy issue

* Forgot one other instance

---------

Co-authored-by: wookieejedi <[email protected]>
2025-08-07 09:56:18 -04:00
Mike Nelson e5a5c30fbf misc lab fixes 2025-08-04 14:24:03 -05:00
Mike Nelson 32905ac841 still allow subsystem animations in the lab 2025-08-02 16:36:27 -05:00
Kestrellius 62c8260d26 add flag (#6815) 2025-07-09 12:08:53 -04:00
BMagnu 82dfdbc962 Cleanup of Level 0 Particles (#6808)
* Make scripting use the full-blown particle system

* Add reverse option

* Add animation reversal as an option to modern particles

* Start implementation of beam particles

* Add multi-emission particle source API for legacy particles

* Attach beam muzzle particles to the correct host

* Reorder code in order to facilitate apparent visual size as modular curve input for particles

* fix lua api

* Typo

* Fix scripting and beam muzzle particles

* Remove muzzleflash code, prepare to replace with particles

* Begin mflash effect conversion

* Pass final parameters to mflashes and fix curve

* Remove deprecated particle function

* Add debris flame particles

* remove weapon_explosion table

* Convert shield explosion particles

* Fix modular curve full inputs and convert particle curve inputs accordingly

* Allow particle volume offset and rotation with curve-based rot around fvec

* Add Ring and Point Volumes

* Convert PSPEW to new system

* Make particle curve timing aware of interp

* Update todos

* get rid of performance waste

* Add last parameter for converted pspews

* Fix pspew bugs

* Fix direction for default pspew

* Fix order for voluem rotation

* particle vel interp

* particle vel interp 2

* Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt

* fix scripting particle lifetime

* Allow beam muzzle particle override

* Skip invalid pspews

* remove pspew dcf code

* Fix sparkler stretch

* Correct sparkler bia

* General sparkler weirdness

* Tune distribution of sparklers

* Convert Asteroid particles

* Fix conversion warning

* Fix conversion warning again

* Fix conversion warning again again

* Really clang?
2025-07-09 16:47:14 +09:00
BMagnu 650b8d4f07 Disable uneccesary raycast (#6811) 2025-07-08 11:05:11 +02:00
wookieejedi 9e731279eb AI Cleanup and Flag Fixes (#6788)
* AI Cleanup and Flag Fixes

This PR does 3 things.

1) Cleanup `ship_subsystem_in_sight` so it properly returns a bool, which is the return type of the function. Also update `ai_big_maybe_follow_subsys_path` to be a bool instead of int.

2) Adds `+subsystem attack pathing extra distance:` for use within `"$improved subsystem attack pathing:"`. FotG found, especially with the new strafing values we use, could really use the ability to set at what distance `ai_new_maybe_reposition_attack_subsys()` determines if it wants to pick a new point or not. By default the value was 2000.

3) In FotG we started using the `standard_strafe` mode more now thanks to #6511, but we have now discovered some inherit issues with it, namely that it will prematurely trigger `ai_big_strafe_maybe_retreat` because the distance it uses for determining if a collision is going to occur is `dist_normal_to_target`, which commonly resulted in the AI flying to a point to start a strafe, then thinking it would collide with the target and then retreating from strafe mode, only to realize it was now far enough to re-engage strafe mode, which commonly resulted in AI just flying around not accomplishing much. This PR adds a flag which instead uses the `distance_to_target` and a check to see if the ship is even facing the target.

Overall all are tested and work as expected. Happy to change or tune however requested, especially regarding point 3.

* clang cleanup

* cleanup copy paste name

* remove un-needed exposed float
2025-06-26 08:05:31 -04:00
wookieejedi d3db542640 Expand collision avoidance to strafing (#6789)
Currently, the `$better combat collision avoidance for fightercraft:` flag only checks for possible big ship collisions when in normal chase mode (`AIM_CHASE`), but strafing a big ship is a separate AI mode (`AIM_STRAFE`). Per discussion with Asteroth, strafe attacking should also check for better collision avoidance, as the modder likely would expect that to fall under this AI flag. Also took the chance to make the collision avoidance check into a function to improve maintenance and usability.
2025-06-24 23:01:47 -04:00
Goober5000 035334878b schroedinger AI goals
The new enum class collection of AI goal modes did not handle the superposition of states that could occur when multiple ships were selected in FRED.  Add a special FRED-only state for this purpose.
2025-06-20 03:40:30 -04:00
John Fernandez a9664ff22f Merge pull request #6752 from Goober5000/stay_near_target_fix
fix STAY_NEAR_TARGET_ITEM
2025-06-19 19:44:55 -04:00
Mike Nelson 4ad015881d Lab dock tester (#6715)
* Add docking and undocking test to the Lab

* address feedback
2025-06-12 14:46:20 -04:00
Goober5000 939d6a50c2 additional fix for STAY_NEAR_TARGET_ITEM
When issuing the stay-near-target order via hud squad message, default to a distance of 300, the same as the sexp.
2025-06-07 00:09:36 -04:00