Files
fs2open.github.com/code/ai/aigoals.cpp
T
Goober5000andClaude Fable 5.1 2052dcaeb0 reset stale AI order state and track previous_mode through dynamic chases
Several ai_info fields remember which order set them up (enemy_wing,
guard_objnum/signature/wingnum) or which mode a dynamic goal interrupted
(previous_mode, resume_goal_time), but nothing cleared them when a new
order took over.  A ship that once guarded a wing would be yanked back
into AIM_GUARD whenever a wingmate died; a stale previous_mode of
AIM_GUARD could make a former guard abandon a counterattack; a stale
enemy_wing biased every find_enemy() toward a long-ago target; and a
resume_goal_time left over from a dynamic chase suppressed target
acquisition for up to 20 seconds into the next order.

Add ai_reset_order_state(), called when ai_process_mission_orders()
takes up a goal and when ai_do_default_behavior() runs.  Each order's
own setup repopulates the fields it needs.  enemy_wing is reset under
either $fix stale ai order state or $fix ai target recovery, since it
affects target selection; the rest only under the new flag.

maybe_set_dynamic_chase() wrote aip->mode into previous_submode, a
retail typo that left previous_mode untracked for dynamic chases.  Under
the flag, save both fields properly, but not when a dynamic goal is
already in progress, so a nested interruption does not clobber the mode
to return to.  Apply the same guard to the strafe/chase transitions in
aibig.cpp.

Co-Authored-By: Claude Fable 5.1 <[email protected]>
2026-10-12 20:09:29 -04:00

2988 lines
105 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "ai/aigoals.h"
#include "ai/ailua.h"
#include "globalincs/linklist.h"
#include "globalincs/utility.h"
#include "mission/missionlog.h"
#include "mission/missionparse.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "object/object.h"
#include "object/objectdock.h"
#include "object/waypoint.h"
#include "parse/sexp.h"
#include "parse/sexp/LuaAISEXP.h"
#include "playerman/player.h"
#include "scripting/global_hooks.h"
#include "scripting/scripting.h"
#include "ship/ship.h"
#include "ship/awacs.h"
#include "weapon/weapon.h"
// Just a reference to this struct being for looking up a ship's team in TVT
struct ship_registry_entry;
// all ai goals dealt with in this code are goals that are specified through
// sexpressions in the mission file. They are either specified as part of a
// ships goals in the #Object section of the mission file, or are created (and
// removed) dynamically using the #Events section. Default goal behaviour and
// dynamic goals are not handled here.
// defines for player issued goal priorities
constexpr int PLAYER_PRIORITY_MIN = 90;
constexpr int PLAYER_PRIORITY_SHIP = 100;
constexpr int PLAYER_PRIORITY_WING = 95;
constexpr int PLAYER_PRIORITY_SUPPORT_LOW = 10;
constexpr int MAX_GOAL_PRIORITY = 200;
constexpr int MIN_GOAL_PRIORITY = 1;
// note: "purging" is not the same as "clearing" here
// purging: any goal that no longer makes sense (i.e. is "invalid") in light of a new goal is removed
// clearing: every goal is removed, including, ironically, the goal that caused the clearing
// Goober5000 - okay, this seems really stupid. If any ship in the mission is assigned a goal
// in PURGE_GOALS_ALL_SHIPS, *every* other ship will have certain goals purged. So I added
// PURGE_GOALS_ONE_SHIP for goals which should only purge other goals in the one ship.
// Goober5000 - note that the new disable and disarm goals (AI_GOAL_DISABLE_SHIP_TACTICAL and
// AI_GOAL_DISARM_SHIP_TACTICAL) do not purge ANY goals, not even the ones in the one ship
[[nodiscard]] bool causes_invalid_goal_purge_all_ships(ai_goal_mode ai_mode)
{
return ai_mode == AI_GOAL_IGNORE || ai_mode == AI_GOAL_DISABLE_SHIP || ai_mode == AI_GOAL_DISARM_SHIP;
}
[[nodiscard]] bool causes_invalid_goal_purge_one_ship(ai_goal_mode ai_mode)
{
return ai_mode == AI_GOAL_IGNORE_NEW;
}
// function for which goals cause other goals to be cleared -- see comments above on purging vs clearing
// NOTE: this function is only evaluated in ai_add_goal_sub_player() and ai_add_goal_sub_scripting(); for
// ai_add_goal_sub_sexp(), the goal clearing is integrated into the logic of the relevant sexp operators
[[nodiscard]] bool causes_goal_clearing(ai_goal_mode ai_mode)
{
return ((ai_mode == AI_GOAL_STAY_STILL && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_running_stay_still])
|| (ai_mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_running_form_on_wing])
|| (ai_mode == AI_GOAL_PLAY_DEAD));
}
// goals given from the player to other ships in the game are also handled in this
// code
int Ai_goal_signature = 0;
int Num_ai_dock_names = 0;
char Ai_dock_names[MAX_AI_DOCK_NAMES][NAME_LENGTH];
// Used in objecttypes.tbl to define custom ship types
ai_goal_list Ai_goal_names[] =
{
{ "Attack ship", AI_GOAL_CHASE, 0 },
{ "Dock", AI_GOAL_DOCK, 0 },
{ "Waypoints", AI_GOAL_WAYPOINTS, 0 },
{ "Waypoints once", AI_GOAL_WAYPOINTS_ONCE, 0 },
{ "Depart", AI_GOAL_WARP, 0 },
{ "Attack subsys", AI_GOAL_DESTROY_SUBSYSTEM, 0 },
{ "Form on wing", AI_GOAL_FORM_ON_WING, 0 },
{ "Undock", AI_GOAL_UNDOCK, 0 },
{ "Attack wing", AI_GOAL_CHASE_WING, 0 },
{ "Guard ship", AI_GOAL_GUARD, 0 },
{ "Disable ship", AI_GOAL_DISABLE_SHIP, 0 },
{ "Disable ship (tactical)",AI_GOAL_DISABLE_SHIP_TACTICAL, 0 },
{ "Disarm ship", AI_GOAL_DISARM_SHIP, 0 },
{ "Disarm ship (tactical)", AI_GOAL_DISARM_SHIP_TACTICAL, 0 },
{ "Attack any", AI_GOAL_CHASE_ANY, 0 },
{ "Ignore ship", AI_GOAL_IGNORE, 0 },
{ "Ignore ship (new)", AI_GOAL_IGNORE_NEW, 0 },
{ "Guard wing", AI_GOAL_GUARD_WING, 0 },
{ "Evade ship", AI_GOAL_EVADE_SHIP, 0 },
{ "Stay near ship", AI_GOAL_STAY_NEAR_SHIP, 0 },
{ "Keep safe dist", AI_GOAL_KEEP_SAFE_DISTANCE, 0 },
{ "Rearm ship", AI_GOAL_REARM_REPAIR, 0 },
{ "Stay still", AI_GOAL_STAY_STILL, 0 },
{ "Play dead", AI_GOAL_PLAY_DEAD, 0 },
{ "Play dead (persistent)", AI_GOAL_PLAY_DEAD_PERSISTENT, 0 },
{ "Attack weapon", AI_GOAL_CHASE_WEAPON, 0 },
{ "Fly to ship", AI_GOAL_FLY_TO_SHIP, 0 },
{ "Attack ship class", AI_GOAL_CHASE_SHIP_CLASS, 0 },
{ "Attack ship type", AI_GOAL_CHASE_SHIP_TYPE, 0 },
};
int Num_ai_goals = sizeof(Ai_goal_names) / sizeof(ai_goal_list);
// AL 11-17-97: A text description of the AI goals. This is used for printing out on the
// HUD what a ship's current orders are. If the AI goal doesn't correspond to something that
// ought to be printable, then NULL is used.
// JAS: Converted to a function in order to externalize the strings
const char *Ai_goal_text(ai_goal_mode goal, int submode)
{
switch(goal) {
case AI_GOAL_CHASE:
case AI_GOAL_CHASE_WING:
case AI_GOAL_CHASE_SHIP_CLASS:
case AI_GOAL_CHASE_SHIP_TYPE:
return XSTR( "attack ", 474);
case AI_GOAL_DOCK:
return XSTR( "dock ", 475);
case AI_GOAL_WAYPOINTS:
case AI_GOAL_WAYPOINTS_ONCE:
return XSTR( "waypoints", 476);
case AI_GOAL_DESTROY_SUBSYSTEM:
return XSTR( "destroy ", 477);
case AI_GOAL_FORM_ON_WING:
return XSTR( "form on ", 478);
case AI_GOAL_UNDOCK:
return XSTR( "undock ", 479);
case AI_GOAL_GUARD:
case AI_GOAL_GUARD_WING:
return XSTR( "guard ", 480);
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
return XSTR( "disable ", 481);
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL:
return XSTR( "disarm ", 482);
case AI_GOAL_EVADE_SHIP:
return XSTR( "evade ", 483);
case AI_GOAL_REARM_REPAIR:
return XSTR( "rearm ", 484);
case AI_GOAL_FLY_TO_SHIP:
return XSTR( "rendezvous with ", 1597);
case AI_GOAL_LUA: {
auto mode = ai_lua_find_mode(submode);
if (mode == nullptr)
return nullptr;
return mode->hudText;
}
default:
return nullptr;
}
}
/**
* Reset all fields to their uninitialized defaults. But if this is being called before adding a new goal, the function will set the correct signature and time.
* Similarly the added mode, submode, and type can be assigned.
*/
void ai_goal_reset(ai_goal *aigp, bool adding_goal, ai_goal_mode ai_mode, int ai_submode, ai_goal_type type)
{
if (ai_mode != AI_GOAL_NONE)
Assertion(adding_goal, "If a goal mode is being assigned, the adding_goal parameter must be true so that the signature and mission time can be set");
aigp->signature = adding_goal ? Ai_goal_signature++ : -1;
aigp->ai_mode = ai_mode;
aigp->ai_submode = ai_submode;
aigp->type = type;
aigp->flags.reset(); // must reset the flags since not doing so will screw up goal sorting.
aigp->time = adding_goal ? Missiontime : 0;
aigp->priority = -1;
aigp->target_name = nullptr;
aigp->target_name_index = -1;
aigp->wp_list_index = -1;
aigp->target_instance = -1;
aigp->target_signature = -1;
aigp->int_data = 0;
aigp->float_data = 0.0f;
aigp->docker.name = nullptr;
aigp->dockee.name = nullptr;
aigp->lua_ai_target.target.clear();
aigp->lua_ai_target.arguments.clear();
}
void ai_maybe_add_form_goal(wing* wingp)
{
// Cyborg17 - Changes from the client would just get overridden by the server anyway
// might as well keep them more closely in sync.
if (MULTIPLAYER_CLIENT) {
return;
}
// we may simply not want the mission to do this
if (The_mission.ai_profile->flags[AI::Profile_Flags::Dont_form_on_wing_at_mission_start]) {
return;
}
// iterate through the ship_index list of this wing and check for orders. We will do
// this for all ships in the wing instead of on a wing only basis in case some ships
// in the wing actually have different orders than others
for (int j = 0; j < wingp->current_count; j++) {
ai_info* aip;
Assert(wingp->ship_index[j] != -1); // get Allender
aip = &Ai_info[Ships[wingp->ship_index[j]].ai_index];
// don't process a Player_ship
if (Objects[Ships[aip->shipnum].objnum].flags[Object::Object_Flags::Player_ship]) {
continue;
}
// need to add a form on my wing goal here. Ships are always forming on the player's wing.
// it is sufficient enough to check the first goal entry to see if it has a valid goal.
// Note: Although the player didn't explicitly order this, it is treated as a player-issued order
if (aip->goals[0].ai_mode == AI_GOAL_NONE) {
// Need to have a more specific target in multi, or they may end up trying to target standalone placeholder.
// So form on their team leader. In dogfight, all player-slot ai die, so just exclude.
if (MULTIPLAYER_MASTER && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)) {
int wingnum;
if (Netgame.type_flags & NG_TYPE_TEAM) {
const ship_registry_entry* ship_regp = ship_registry_get(Ships[wingp->ship_index[j]].ship_name);
wingnum = TVT_wings[ship_regp->p_objp()->team];
ai_add_ship_goal_player(ai_goal_type::PLAYER_SHIP, AI_GOAL_FORM_ON_WING, -1, Ships[Wings[wingnum].ship_index[Wings[wingnum].special_ship]].ship_name, aip);
} else {
wingnum = Starting_wings[0];
ai_add_ship_goal_player(ai_goal_type::PLAYER_SHIP, AI_GOAL_FORM_ON_WING, -1, Ships[Wings[wingnum].ship_index[Wings[wingnum].special_ship]].ship_name, aip);
}
} else if (!(Game_mode & GM_MULTIPLAYER)) {
ai_add_ship_goal_player(ai_goal_type::PLAYER_SHIP, AI_GOAL_FORM_ON_WING, -1, Player_ship->ship_name, aip);
}
}
}
}
void ai_post_process_mission()
{
object *objp;
int i;
// make sure team visibility is updated first
if ( !Fred_running ) {
awacs_process();
}
// Check ships in player starting wings. Those ships should follow these rules:
// (1) if they have no orders, they should get a form on my wing order
// (2) if they have an order, they are free to act on it.
//
// So basically, we are checking for (1)
if ( !Fred_running ) {
// MK, 5/9/98: Used to iterate through MAX_STARTING_WINGS, but this was too many ships forming on player.
// Goober5000 - MK originally iterated on only the first wing; now we iterate on only the player wing
// because the player wing may not be first
for ( i = 0; i < MAX_STARTING_WINGS; i++ ) {
if (Starting_wings[i] >= 0 && Starting_wings[i] == Player_ship->wingnum) {
wing *wingp;
wingp = &Wings[Starting_wings[i]];
ai_maybe_add_form_goal( wingp );
}
}
}
// for every valid ship object, call process_mission_orders to be sure that ships start the
// mission following the orders in the mission file right away instead of waiting N seconds
// before following them. Do both the created list and the object list for safety
for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
if (objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if ( objp->type != OBJ_SHIP )
continue;
ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
}
for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) ) {
if ( (objp->type != OBJ_SHIP) || Fred_running )
continue;
ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
}
return;
}
/**
* Determines if a goal is valid for a particular type of ship
*
* @param ship Ship type to test
* @param ai_mode Goal type to test
*/
int ai_query_goal_valid( int ship, ai_goal_mode ai_mode )
{
int accepted;
if (ai_mode == AI_GOAL_NONE || ai_mode == AI_GOAL_LUA)
return 1; // anything can have no orders or Lua'd orders.
accepted = 0;
//WMC - This is much simpler with shiptypes.tbl
//Except you have to add the orders into it by hand.
int ship_type = Ship_info[Ships[ship].ship_info_index].class_type;
if(ship_type > -1)
{
const auto &set = Ship_types[ship_type].ai_valid_goals;
if (set.find(ai_mode) != set.end()) {
accepted = 1;
}
}
return accepted;
}
// remove an ai goal from it's list. Uses the active_goal member as the goal to remove
void ai_remove_ship_goal( ai_info *aip, int index )
{
// only need to set the ai_mode for the particular goal to AI_GOAL_NONE
// reset ai mode to default behavior. Might get changed next time through
// ai goal code look
Assert ( index >= 0 ); // must have a valid goal
if (index == aip->active_goal)
{
auto shipp = &Ships[aip->shipnum];
// rearm/repair needs a bit of extra cleanup
if (aip->goals[index].ai_mode == AI_GOAL_REARM_REPAIR)
ai_abort_rearm_request(&Objects[shipp->objnum]);
// play dead needs some extra cleanup, too
if (aip->goals[index].ai_mode == AI_GOAL_PLAY_DEAD || aip->goals[index].ai_mode == AI_GOAL_PLAY_DEAD_PERSISTENT)
{
// wookieejedi - there is an early return for the mode AIM_PLAY_DEAD in AI frame, so it needs to be set back to AIM_NONE
if (aip->ai_profile_flags[AI::Profile_Flags::Fixed_removing_play_dead_order])
{
aip->mode = AIM_NONE;
aip->submode_start_time = Missiontime;
}
// Goober5000 - any ship subsystems will start moving now, so their initial velocity should be 0 to match original behavior
for (auto pss = GET_FIRST(&shipp->subsys_list); pss != END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss))
{
if (pss->submodel_instance_1)
{
pss->submodel_instance_1->current_turn_rate = 0.0f;
pss->submodel_instance_1->current_shift_rate = 0.0f;
}
}
}
aip->active_goal = AI_ACTIVE_GOAL_NONE;
}
ai_goal_reset(&aip->goals[index]);
// mwa -- removed this line 8/5/97. Just because we remove a goal doesn't mean to do the default
// behavior. We will make the call commented out below in a more reasonable location
//ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
}
void ai_clear_ship_goals( ai_info *aip )
{
int i;
for (i = 0; i < MAX_AI_GOALS; i++)
ai_remove_ship_goal( aip, i ); // resets active_goal and default behavior
aip->active_goal = AI_ACTIVE_GOAL_NONE; // for good measure
// next line moved here on 8/5/97 by MWA
// Don't reset player ai (and hence target)
// Goober5000 - account for player ai
//if ( !((Player_ship != NULL) && (&Ships[aip->shipnum] == Player_ship)) || Player_use_ai ) {
if ( (Player_ship == NULL) || (&Ships[aip->shipnum] != Player_ship) || Player_use_ai )
{
ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
}
// add scripting hook for 'On Goals Cleared' --wookieejedi
if (scripting::hooks::OnGoalsCleared->isActive()) {
scripting::hooks::OnGoalsCleared->run(scripting::hooks::ShipSourceConditions{ &Ships[aip->shipnum] },
scripting::hook_param_list(scripting::hook_param("Ship", 'o', &Objects[Ships[aip->shipnum].objnum])));
}
}
void ai_clear_wing_goals( wing *wingp )
{
int i;
// clear the goals for all ships in the wing
for (i = 0; i < wingp->current_count; i++) {
int num = wingp->ship_index[i];
if ( num > -1 )
ai_clear_ship_goals( &Ai_info[Ships[num].ai_index] );
}
// clear out the goals for the wing now
for (i = 0; i < MAX_AI_GOALS; i++) {
ai_goal_reset(&wingp->ai_goals[i]);
}
}
// routine which marks a wing goal as being complete. We get the wingnum and a pointer to the goal
// structure of the goal to be removed. This process is slightly tricky since some member of the wing
// might be pursuing a different goal. We will have to compare based on mode, submode, priority,
// and name.. This routine is only currently called from waypoint code!!!
void ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp )
{
int mode, submode, priority, i;
const char *name;
ai_goal *aigp;
wing *wingp;
wingp = &Wings[wingnum];
// set up locals for faster access.
mode = remove_goalp->ai_mode;
submode = remove_goalp->ai_submode;
priority = remove_goalp->priority;
name = remove_goalp->target_name;
Assert ( name ); // should not be NULL!!!!
// remove the goal from all the ships currently in the wing
for (i = 0; i < wingp->current_count; i++ ) {
int num, j;
ai_info *aip;
num = wingp->ship_index[i];
Assert ( num >= 0 );
aip = &Ai_info[Ships[num].ai_index];
for ( j = 0; j < MAX_AI_GOALS; j++ ) {
aigp = &(aip->goals[j]);
// don't need to worry about these types of goals since they can't possibly be a goal we are looking for.
if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->target_name )
continue;
if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->target_name) ) {
ai_remove_ship_goal( aip, j );
ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
break; // we are all done
}
}
}
// now remove the goal from the wing
for (i = 0; i < MAX_AI_GOALS; i++ ) {
aigp = &(wingp->ai_goals[i]);
if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->target_name )
continue;
if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->target_name) ) {
ai_goal_reset(aigp);
break;
}
}
}
// routine which is called with an ai object complete it's goal. Do some action
// based on the goal what was just completed
void ai_mission_goal_complete( ai_info *aip )
{
// if the active goal is dynamic or none, just return.
if ( (aip->active_goal == AI_ACTIVE_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) )
return;
ai_remove_ship_goal( aip, aip->active_goal );
ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
}
// function to prune out goals which are no longer valid, based on a goal pointer passed in.
// for instance, if we get passed a goal of "disable X", then any goals in the given goal array
// which are destroy, etc, should get removed. goal list is the list of goals to purge. It is
// always MAX_AI_GOALS in length. This function will only get called when the goal which causes
// purging becomes valid.
void ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list, ai_info *aip, int ai_wingnum )
{
int i, j;
ai_goal *purge_goal;
const char *name;
int mode, ship_index, wingnum;
// get locals for easer access
name = aigp->target_name;
mode = aigp->ai_mode;
// these goals cannot be associated to wings, but can to a ship in a wing. So, we should find out
// if the ship is in a wing so we can purge goals which might operate on that wing
ship_index = ship_name_lookup(name);
Assertion(ship_index > -1, "Found a bad ship_index of %d in ai_goal_purge_invalid_goals, please report to the SCP!", ship_index); // get allender -- this is sort of odd
if ( ship_index < 0 ) {
return;
}
wingnum = Ships[ship_index].wingnum;
purge_goal = goal_list;
for ( i = 0; i < MAX_AI_GOALS; purge_goal++, i++ ) {
auto purge_ai_mode = purge_goal->ai_mode;
// don't need to process AI_GOAL_NONE
if ( purge_ai_mode == AI_GOAL_NONE )
continue;
// goals must operate on something to be purged.
if ( purge_goal->target_name == NULL )
continue;
// goals operating on ship classes and ship types are handled slightly differently
if ( purge_ai_mode == AI_GOAL_CHASE_SHIP_CLASS ) {
// if the target of the purge goal is the same class of ship we are concerned about, then we have a match;
// if it is not, then we can continue (see standard ship check below)
if ( stricmp(purge_goal->target_name, Ship_info[Ships[ship_index].ship_info_index].name) != 0 )
continue;
}
else if (purge_ai_mode == AI_GOAL_CHASE_SHIP_TYPE) {
// Get the ship type of the ship we're concerned about
int ship_type = Ship_info[Ships[ship_index].ship_info_index].class_type;
// If the ship type is invalid, we can't match it, so continue
if (ship_type < 0)
continue;
// Check if the target name of the purge goal matches the ship type name
if (stricmp(purge_goal->target_name, Ship_types[ship_type].name) != 0)
continue;
}
// standard goals operating on either wings or ships
else {
// determine if the purge goal is acting either on the ship or the ship's wing.
int purge_wing = wing_name_lookup( purge_goal->target_name, 1 );
// if the target of the purge goal is a ship (purge_wing will be -1), then if the names
// don't match, we can continue; if the wing is valid, don't process if the wing numbers
// are different.
if ( purge_wing == -1 ) {
if ( stricmp(purge_goal->target_name, name ) != 0 )
continue;
} else if ( purge_wing != wingnum )
continue;
}
switch (mode)
{
// ignore goals should get rid of any kind of attack goal
case AI_GOAL_IGNORE:
case AI_GOAL_IGNORE_NEW:
if (ai_goal_is_disable_or_disarm(purge_ai_mode) || ai_goal_is_specific_chase(purge_ai_mode) || (purge_ai_mode == AI_GOAL_DESTROY_SUBSYSTEM))
purge_goal->flags.set(AI::Goal_Flags::Purge);
break;
// disarm/disable goals should remove attacks from certain ships types
// (but not tactical disarm/disable)
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISABLE_SHIP:
if (ai_goal_is_specific_chase(purge_ai_mode)) {
int ai_ship_type;
// for wings we grab the ship type of the wing leader
if (ai_wingnum >= 0) {
ai_ship_type = Ship_info[Wings[ai_wingnum].special_ship_ship_info_index].class_type;
}
// otherwise we simply grab it from the ship itself
else {
Assert(aip != NULL);
ai_ship_type = Ship_info[Ships[aip->shipnum].ship_info_index].class_type;
}
// grab the ship type of the ship that is being disarmed/disabled
int crippled_ship_type = Ship_info[Ships[ship_index].ship_info_index].class_type;
if (ai_ship_type < 0 || crippled_ship_type < 0)
break;
ship_type_info *crippled_ship_type_info = &Ship_types[crippled_ship_type];
// work through all the ship types to see if the class matching our ai ship must ignore the ship
// being disarmed/disabled
for ( j=0 ; j < (int)crippled_ship_type_info->ai_cripple_ignores.size(); j++) {
if (crippled_ship_type_info->ai_cripple_ignores[j] == ai_ship_type) {
purge_goal->flags.set(AI::Goal_Flags::Purge);
}
}
}
break;
}
}
}
// function to purge the goals of *all* ships in the game based on the incoming goal structure
void ai_goal_purge_all_invalid_goals(ai_goal *aigp)
{
int i;
ship_obj *sop;
// only purge goals if a new goal is one of the types that require purging
if (!causes_invalid_goal_purge_all_ships(aigp->ai_mode))
return;
for (sop = GET_FIRST(&Ship_obj_list); sop != END_OF_LIST(&Ship_obj_list); sop = GET_NEXT(sop))
{
if (Objects[sop->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
ship *shipp = &Ships[Objects[sop->objnum].instance];
ai_goal_purge_invalid_goals(aigp, Ai_info[shipp->ai_index].goals, &Ai_info[shipp->ai_index], -1);
}
// we must do the same for the wing goals
for (i = 0; i < Num_wings; i++)
{
ai_goal_purge_invalid_goals(aigp, Wings[i].ai_goals, NULL, i);
}
}
// Goober5000
int ai_goal_find_dockpoint(int shipnum, int dock_type)
{
int dock_index = -1;
int loop_count = 0;
ship *shipp = &Ships[shipnum];
object *objp = &Objects[shipp->objnum];
// only check 100 points for sanity's sake
while (loop_count < 100)
{
dock_index = model_find_dock_index(Ship_info[shipp->ship_info_index].model_num, dock_type, dock_index+1);
// not found?
if (dock_index == -1)
{
if (loop_count == 0)
{
// first time around... there are no slots fitting this description
return -1;
}
else
{
// every slot is full
break;
}
}
// we've found something... check if it's occupied
if (dock_find_object_at_dockpoint(objp, dock_index) == NULL)
{
// not occupied... yay, we've found an index
return dock_index;
}
// keep track
loop_count++;
}
// insanity?
if (loop_count >= 100)
Warning(LOCATION, "Too many iterations while looking for a dockpoint on %s.\n", shipp->ship_name);
// if we're here, just return the first dockpoint
return model_find_dock_index(Ship_info[shipp->ship_info_index].model_num, dock_type);
}
// function to fix up dock point references for objects.
// passed are the pointer to goal we are working with. aip is the ai_info pointer
// of the ship with the order. aigp is a pointer to the goal (of aip) of which we are
// fixing up the docking points
void ai_goal_fixup_dockpoints(ai_info *aip, ai_goal *aigp)
{
int shipnum, docker_index, dockee_index;
Assert ( aip->shipnum != -1 );
shipnum = ship_name_lookup( aigp->target_name );
Assertion ( shipnum != -1, "Couldn't find ai goal's target_name (%s); get a coder!\n", aigp->target_name );
docker_index = -1;
dockee_index = -1;
//WMC - This gets a bit complex with shiptypes.tbl
//Basically this finds the common dockpoint.
//For this, the common flags for aip's active point (ie point it wants to dock with)
//and aigp's passive point (point it wants to be docked with) are combined
//and the common ones are used, in order of precedence.
//Yes, it does sound vaguely like a double-entree.
int aip_type_dock = Ship_info[Ships[aip->shipnum].ship_info_index].class_type;
int aigp_type_dock = Ship_info[Ships[shipnum].ship_info_index].class_type;
int common_docks = 0;
if(aip_type_dock > -1) {
aip_type_dock = Ship_types[aip_type_dock].ai_active_dock;
} else {
aip_type_dock = 0;
}
if(aigp_type_dock > -1) {
aigp_type_dock = Ship_types[aigp_type_dock].ai_passive_dock;
} else {
aigp_type_dock = 0;
}
common_docks = aip_type_dock & aigp_type_dock;
//Now iterate through types.
for(int i = 0; i < Num_dock_type_names; i++)
{
if(common_docks & Dock_type_names[i].def) {
docker_index = ai_goal_find_dockpoint(aip->shipnum, Dock_type_names[i].def);
dockee_index = ai_goal_find_dockpoint(shipnum, Dock_type_names[i].def);
break;
}
}
// look for docking points of the appropriate type. Use cargo docks for cargo ships.
/*
if (Ship_info[Ships[shipnum].ship_info_index].flags[Ship::Info_Flags::Cargo]) {
docker_index = ai_goal_find_dockpoint(aip->shipnum, DOCK_TYPE_CARGO);
dockee_index = ai_goal_find_dockpoint(shipnum, DOCK_TYPE_CARGO);
} else if (Ship_info[Ships[aip->shipnum].ship_info_index].flags[Ship::Info_Flags::Support]) {
docker_index = ai_goal_find_dockpoint(aip->shipnum, DOCK_TYPE_REARM);
dockee_index = ai_goal_find_dockpoint(shipnum, DOCK_TYPE_REARM);
}
*/
// if we didn't find dockpoints above, then we should just look for generic docking points
if ( docker_index == -1 )
docker_index = ai_goal_find_dockpoint(aip->shipnum, DOCK_TYPE_GENERIC);
if ( dockee_index == -1 )
dockee_index = ai_goal_find_dockpoint(shipnum, DOCK_TYPE_GENERIC);
aigp->docker.index = docker_index;
aigp->dockee.index = dockee_index;
aigp->flags.set(AI::Goal_Flags::Dockee_index_valid);
aigp->flags.set(AI::Goal_Flags::Docker_index_valid);
}
// these functions deal with adding goals sent from the player. They are slightly different
// from the mission goals (i.e. those goals which come from events) in that we don't
// use sexpressions for goals from the player...so we enumerate all the parameters
void ai_add_goal_sub_player(ai_goal_type type, ai_goal_mode mode, int submode, const char *target_name, ai_goal *aigp, int int_data, float float_data, const ai_lua_parameters& lua_target )
{
Assert ( (type == ai_goal_type::PLAYER_WING) || (type == ai_goal_type::PLAYER_SHIP) );
ai_goal_reset(aigp, true, mode, submode, type);
aigp->int_data = int_data;
aigp->float_data = float_data;
aigp->lua_ai_target = lua_target;
if ( mode == AI_GOAL_WARP ) {
if (submode >= 0) {
aigp->wp_list_index = submode;
Assert(find_waypoint_list_at_index(aigp->wp_list_index) != nullptr);
}
}
if ( mode == AI_GOAL_CHASE_WEAPON ) {
aigp->target_instance = submode; // submode contains the instance of the weapon
aigp->target_signature = Objects[Weapons[submode].objnum].signature;
}
if ( target_name != NULL )
aigp->target_name = ai_get_goal_target_name( target_name, &aigp->target_name_index );
// set up the clear-goals flag for certain goals
if (causes_goal_clearing(mode))
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
// also set up the override, since it's no longer done automatically in ai_mission_goal_achievable
if (mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_set_override_when_assigning_form_on_wing])
aigp->flags.set(AI::Goal_Flags::Want_override);
// generally, players want ships to form-on-wing only until they need to do something else
if (mode == AI_GOAL_FORM_ON_WING && The_mission.ai_profile->flags[AI::Profile_Flags::Purge_player_issued_form_on_wing_after_subsequent_order])
aigp->flags.set(AI::Goal_Flags::Purge_when_new_goal_added);
if (The_mission.ai_profile->flags[AI::Profile_Flags::Player_orders_afterburn_hard])
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
// special case certain orders from player so that ships continue to do the right thing
// make priority for these two support ship orders low so that they will prefer repairing
// a ship over staying near a ship.
if ( (mode == AI_GOAL_STAY_NEAR_SHIP) || (mode == AI_GOAL_KEEP_SAFE_DISTANCE) )
aigp->priority = PLAYER_PRIORITY_SUPPORT_LOW;
else if ( aigp->type == ai_goal_type::PLAYER_WING ) // NOLINT(readability-braces-around-statements)
aigp->priority = PLAYER_PRIORITY_WING; // player wing goals not as high as ship goals
else
aigp->priority = PLAYER_PRIORITY_SHIP;
}
// Goober5000 - Modified this function for clarity and to avoid returning the active goal's index
// as the empty slot. This avoids overwriting the active goal while it's being executed. So far
// the only time I've noticed it being a problem is during a rare situation where more than five
// friendlies want to rearm at the same time. The support ship forgets what it's doing and flies
// off to repair somebody while still docked. I reproduced this with retail, so it's not a bug in
// my new docking code. :)
// Note that this function is now where Purge_when_new_goal_added is checked to set the Purge flag.
int ai_goal_allocate_slot( ai_goal *goals, int active_goal )
{
int oldest_index = -1, first_empty_index = -1;
for ( int gindex = 0; gindex < MAX_AI_GOALS; gindex++ )
{
// get the index for the first unused goal
if (goals[gindex].ai_mode == AI_GOAL_NONE)
{
if (first_empty_index < 0)
first_empty_index = gindex;
}
// if any goal needs to be purged when we add a goal, set the flag
else if (goals[gindex].flags[AI::Goal_Flags::Purge_when_new_goal_added])
goals[gindex].flags.set(AI::Goal_Flags::Purge);
// if this is the active goal, and a real goal, don't consider it for pre-emption!!
if (gindex == active_goal && goals[gindex].ai_mode != AI_GOAL_NONE)
continue;
// store the index of the oldest goal
if (oldest_index < 0)
oldest_index = gindex;
else if (goals[gindex].time < goals[oldest_index].time)
oldest_index = gindex;
}
// try to use the first empty slot
if (first_empty_index >= 0)
return first_empty_index;
// if we didn't find an empty slot, use the oldest goal's slot
return oldest_index;
}
int ai_goal_num(ai_goal *goals)
{
int gindex = 0;
int num_goals = 0;
for(gindex = 0; gindex < MAX_AI_GOALS; gindex++)
{
if(goals[gindex].ai_mode != AI_GOAL_NONE)
num_goals++;
}
return num_goals;
}
void ai_add_goal_sub_scripting(ai_goal_type type, ai_goal_mode mode, int submode, int priority, const char *target_name, ai_goal *aigp, int int_data, float float_data)
{
Assert ( (type == ai_goal_type::PLAYER_WING) || (type == ai_goal_type::PLAYER_SHIP) );
ai_goal_reset(aigp, true, mode, submode, type);
if ( mode == AI_GOAL_CHASE_WEAPON ) {
aigp->target_instance = submode; // submode contains the instance of the weapon
aigp->target_signature = Objects[Weapons[submode].objnum].signature;
}
if ( target_name != NULL )
aigp->target_name = ai_get_goal_target_name( target_name, &aigp->target_name_index );
// set up the clear-goals flag for certain goals
if (causes_goal_clearing(mode))
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
// also set up the override, since it's no longer done automatically in ai_mission_goal_achievable
if (mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_set_override_when_assigning_form_on_wing])
aigp->flags.set(AI::Goal_Flags::Want_override);
aigp->priority = priority;
aigp->int_data = int_data;
aigp->float_data = float_data;
// range check
if ( aigp->priority > MAX_GOAL_PRIORITY ) {
nprintf (("AI", "bashing scripting priority of goal %d from %d to %d.\n", mode, aigp->priority, MAX_GOAL_PRIORITY));
aigp->priority = MAX_GOAL_PRIORITY;
} else if ( aigp->priority < MIN_GOAL_PRIORITY ) {
nprintf (("AI", "bashing scripting priority of goal %d from %d to %d.\n", mode, aigp->priority, MIN_GOAL_PRIORITY));
aigp->priority = MIN_GOAL_PRIORITY;
}
}
// find a dockpoint on the given ship that is compatible with the specified dock-type flags (c.f. ai_goal_fixup_dockpoints)
static int ai_goal_find_compatible_dockpoint(int shipnum, int type_flags)
{
for (int i = 0; i < Num_dock_type_names; i++)
{
if (type_flags & Dock_type_names[i].def)
{
int dock_index = ai_goal_find_dockpoint(shipnum, Dock_type_names[i].def);
if (dock_index >= 0)
return dock_index;
}
}
// no compatible type-specific point found; fall back to a generic one
return ai_goal_find_dockpoint(shipnum, DOCK_TYPE_GENERIC);
}
void ai_add_ship_goal_scripting(ai_goal_mode mode, int submode, int priority, const char *shipname, ai_info *aip, int int_data, float float_data, int docker_index, int dockee_index)
{
int empty_index;
ai_goal *aigp;
empty_index = ai_goal_allocate_slot(aip->goals, aip->active_goal);
aigp = &aip->goals[empty_index];
ai_add_goal_sub_scripting(ai_goal_type::PLAYER_SHIP, mode, submode, priority, shipname, aigp, int_data, float_data);
//WMC - hack to get docking setup correctly
if ( mode == AI_GOAL_DOCK ) {
aigp->docker.name = Ships[aip->shipnum].ship_name;
aigp->dockee.name = shipname;
}
if ( (mode == AI_GOAL_REARM_REPAIR) || (mode == AI_GOAL_DOCK) ) {
// if the caller specified one or both dockpoints, honor them and choose the other side to match
if ( mode == AI_GOAL_DOCK && (docker_index >= 0 || dockee_index >= 0) ) {
int dockee_shipnum = ship_name_lookup(shipname);
Assertion(dockee_shipnum >= 0, "Couldn't find dock target '%s'; get a coder!", shipname);
// if only one point was given, choose the other to match its dock type
if ( docker_index < 0 ) {
polymodel *dockee_pm = model_get(Ship_info[Ships[dockee_shipnum].ship_info_index].model_num);
docker_index = ai_goal_find_compatible_dockpoint(aip->shipnum, dockee_pm->docking_bays[dockee_index].type_flags);
} else if ( dockee_index < 0 ) {
polymodel *docker_pm = model_get(Ship_info[Ships[aip->shipnum].ship_info_index].model_num);
dockee_index = ai_goal_find_compatible_dockpoint(dockee_shipnum, docker_pm->docking_bays[docker_index].type_flags);
}
aigp->docker.index = docker_index;
aigp->dockee.index = dockee_index;
aigp->flags.set(AI::Goal_Flags::Docker_index_valid);
aigp->flags.set(AI::Goal_Flags::Dockee_index_valid);
} else {
ai_goal_fixup_dockpoints( aip, aigp );
}
}
}
// adds a goal from a player to the given ship's ai_info structure. 'type' tells us if goal
// is issued to ship or wing (from player), mode is AI_GOAL_*. submode is the submode the
// ship should go into. shipname is the object of the action. aip is the ai_info pointer
// of the ship receiving the order
void ai_add_ship_goal_player(ai_goal_type type, ai_goal_mode mode, int submode, const char *shipname, ai_info *aip, int int_data, float float_data, const ai_lua_parameters& lua_target)
{
int empty_index;
ai_goal *aigp;
empty_index = ai_goal_allocate_slot( aip->goals, aip->active_goal );
aigp = &aip->goals[empty_index];
ai_add_goal_sub_player( type, mode, submode, shipname, aigp, int_data, float_data, lua_target );
// if the goal is to dock, then we must determine which dock points on the two ships to use.
// If the target of the dock is a cargo type container, then we should use DOCK_TYPE_CARGO
// on both ships. Code is here instead of in ai_add_goal_sub_player() since a dock goal
// should only occur to a specific ship.
if ( (mode == AI_GOAL_REARM_REPAIR) || (mode == AI_GOAL_DOCK) ) {
ai_goal_fixup_dockpoints( aip, aigp );
}
}
// adds a goal from the player to the given wing (which in turn will add it to the proper
// ships in the wing
void ai_add_wing_goal_player(ai_goal_type type, ai_goal_mode mode, int submode, const char *shipname, int wingnum, int int_data, float float_data, const ai_lua_parameters& lua_target)
{
int i, empty_index;
wing *wingp = &Wings[wingnum];
// add the ai goal for any ship that is currently arrived in the game.
if ( !Fred_running ) { // only add goals to ships if fred isn't running
for (i = 0; i < wingp->current_count; i++) {
int num = wingp->ship_index[i];
if ( num == -1 ) // ship must have been destroyed or departed
continue;
ai_add_ship_goal_player( type, mode, submode, shipname, &Ai_info[Ships[num].ai_index], int_data, float_data, lua_target );
}
}
// add the sexpression index into the wing's list of goal sexpressions if
// there are more waves to come. We use the same method here as when adding a goal to
// a ship -- find the first empty entry. If none exists, take the oldest entry and replace it.
empty_index = ai_goal_allocate_slot( wingp->ai_goals, -1 );
ai_add_goal_sub_player( type, mode, submode, shipname, &wingp->ai_goals[empty_index], int_data, float_data, lua_target );
}
// common routine to add a sexpression mission goal to the appropriate goal structure.
void ai_add_goal_sub_sexp( int sexp, ai_goal_type type, ai_info *aip, ai_goal *aigp, const char *actor_name )
{
int node, dummy, op;
bool priority_is_nan = false, priority_is_nan_forever = false;
Assert ( Sexp_nodes[sexp].first != -1 );
node = Sexp_nodes[sexp].first;
op = get_operator_const( node );
ai_goal_reset(aigp, true);
aigp->type = type;
switch (op) {
case OP_AI_WAYPOINTS_ONCE:
case OP_AI_WAYPOINTS:
{
int ref_type;
bool is_nan, is_nan_forever;
ref_type = Sexp_nodes[CDR(node)].subtype;
Assertion(ref_type == SEXP_ATOM_STRING || ref_type == SEXP_ATOM_CONTAINER_DATA, "Found a bad ref_type in ai_add_goal_sub_sexp of %d. Please report to the SCP!", ref_type);
// referenced by name
// save the waypoint path name -- the list will get resolved when the goal is checked
// for achievability.
aigp->target_name = ai_get_goal_target_name(CTEXT(CDR(node)), &aigp->target_name_index); // waypoint path name;
aigp->priority = eval_num(CDDR(node), priority_is_nan, priority_is_nan_forever);
aigp->ai_mode = (op == OP_AI_WAYPOINTS_ONCE) ? AI_GOAL_WAYPOINTS_ONCE : AI_GOAL_WAYPOINTS;
if (CDDDDR(node) < 0)
aigp->int_data = 0; // handle optional node separately because we don't subtract 1 here
else
aigp->int_data = eval_num(CDDDDR(node), is_nan, is_nan_forever) - 1;
if (is_sexp_true(CDDDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Waypoints_in_reverse);
break;
}
case OP_AI_DESTROY_SUBSYS:
aigp->ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
aigp->target_name = ai_get_goal_target_name( CTEXT(CDR(node)), &aigp->target_name_index );
// store the name of the subsystem in the docker.name field for now -- this field must get
// fixed up when the goal is valid since we need to locate the subsystem on the ship's model
aigp->docker.name = ai_get_goal_target_name(CTEXT(CDDR(node)), &dummy);
aigp->flags.set(AI::Goal_Flags::Subsys_needs_fixup);
aigp->priority = eval_num(CDDDR(node), priority_is_nan, priority_is_nan_forever);
break;
case OP_AI_DISABLE_SHIP:
case OP_AI_DISABLE_SHIP_TACTICAL:
aigp->ai_mode = (op == OP_AI_DISABLE_SHIP) ? AI_GOAL_DISABLE_SHIP : AI_GOAL_DISABLE_SHIP_TACTICAL;
aigp->target_name = ai_get_goal_target_name( CTEXT(CDR(node)), &aigp->target_name_index );
aigp->ai_submode = -SUBSYSTEM_ENGINE;
aigp->priority = eval_num(CDDR(node), priority_is_nan, priority_is_nan_forever);
break;
case OP_AI_DISARM_SHIP:
case OP_AI_DISARM_SHIP_TACTICAL:
aigp->ai_mode = (op == OP_AI_DISARM_SHIP) ? AI_GOAL_DISARM_SHIP : AI_GOAL_DISARM_SHIP_TACTICAL;
aigp->target_name = ai_get_goal_target_name( CTEXT(CDR(node)), &aigp->target_name_index );
aigp->ai_submode = -SUBSYSTEM_TURRET;
aigp->priority = eval_num(CDDR(node), priority_is_nan, priority_is_nan_forever);
break;
case OP_AI_WARP_OUT:
aigp->ai_mode = AI_GOAL_WARP;
aigp->priority = eval_num(CDR(node), priority_is_nan, priority_is_nan_forever);
break;
// the following goal is obsolete, but here for compatibility
case OP_AI_WARP:
aigp->ai_mode = AI_GOAL_WARP;
aigp->target_name = ai_get_goal_target_name(CTEXT(CDR(node)), &aigp->target_name_index); // waypoint path name;
aigp->priority = eval_num(CDDR(node), priority_is_nan, priority_is_nan_forever);
break;
case OP_AI_UNDOCK:
aigp->priority = eval_num(CDR(node), priority_is_nan, priority_is_nan_forever);
// Goober5000 - optional undock with something
if (CDDR(node) != -1)
aigp->target_name = ai_get_goal_target_name( CTEXT(CDDR(node)), &aigp->target_name_index );
aigp->ai_mode = AI_GOAL_UNDOCK;
aigp->ai_submode = AIS_UNDOCK_0;
break;
case OP_AI_REARM_REPAIR:
{
aigp->ai_mode = AI_GOAL_REARM_REPAIR;
aigp->target_name = ai_get_goal_target_name(CTEXT(CDR(node)), &aigp->target_name_index);
aigp->priority = eval_num(CDDR(node), priority_is_nan, priority_is_nan_forever);
// this goal needs some extra setup
// if this doesn't work, the goal will be immediately removed
auto ship_entry = ship_registry_get(aigp->target_name);
if (ship_entry && ship_entry->has_shipp())
{
auto target_aip = &Ai_info[ship_entry->shipp()->ai_index];
target_aip->ai_flags.set(AI::AI_Flags::Awaiting_repair);
Assertion(aip != nullptr, "Must provide aip if assigning a rearm goal!");
ai_goal_fixup_dockpoints( aip, aigp );
}
break;
}
case OP_AI_STAY_STILL:
{
int n = CDR(node);
aigp->target_name = ai_get_goal_target_name(CTEXT(n), &aigp->target_name_index); // waypoint path name;
n = CDR(n);
aigp->priority = eval_num(n, priority_is_nan, priority_is_nan_forever);
n = CDR(n);
bool clear_goals = !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_running_stay_still];
if (n >= 0)
{
clear_goals = is_sexp_true(n);
n = CDR(n);
}
if (clear_goals)
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
aigp->ai_mode = AI_GOAL_STAY_STILL;
break;
}
case OP_AI_DOCK:
aigp->target_name = ai_get_goal_target_name( CTEXT(CDR(node)), &aigp->target_name_index );
aigp->docker.name = ai_add_dock_name(CTEXT(CDDR(node)));
aigp->dockee.name = ai_add_dock_name(CTEXT(CDDDR(node)));
aigp->priority = eval_num(CDDDDR(node), priority_is_nan, priority_is_nan_forever);
aigp->ai_mode = AI_GOAL_DOCK;
aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
break;
case OP_AI_CHASE_ANY:
aigp->priority = eval_num(CDR(node), priority_is_nan, priority_is_nan_forever);
aigp->ai_mode = AI_GOAL_CHASE_ANY;
break;
case OP_AI_PLAY_DEAD:
// we don't clear out ship goals for the "persistent" goal variant
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
FALLTHROUGH;
case OP_AI_PLAY_DEAD_PERSISTENT:
aigp->priority = eval_num(CDR(node), priority_is_nan, priority_is_nan_forever);
aigp->ai_mode = (op == OP_AI_PLAY_DEAD) ? AI_GOAL_PLAY_DEAD : AI_GOAL_PLAY_DEAD_PERSISTENT;
break;
case OP_AI_KEEP_SAFE_DISTANCE:
aigp->priority = eval_num(CDR(node), priority_is_nan, priority_is_nan_forever);
aigp->ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
break;
case OP_AI_FLY_TO_SHIP:
case OP_AI_STAY_NEAR_SHIP:
{
bool is_nan, is_nan_forever;
aigp->target_name = ai_get_goal_target_name( CTEXT(CDR(node)), &aigp->target_name_index );
aigp->priority = eval_num(CDDR(node), priority_is_nan, priority_is_nan_forever);
// distance from ship
if ( CDDDR(node) < 0 )
aigp->float_data = 300.0f;
else
aigp->float_data = i2fl(eval_num(CDDDR(node), is_nan, is_nan_forever));
// (the CDDDDR argument is whether to afterburn, and is handled at the end of the function, so don't handle it here)
// whether to "escort" the ship
if ( CDDDDDR(node) >= 0 )
aigp->int_data = is_sexp_true(CDDDDDR(node)) ? 1 : 0;
if (op == OP_AI_FLY_TO_SHIP)
aigp->ai_mode = AI_GOAL_FLY_TO_SHIP;
else
aigp->ai_mode = AI_GOAL_STAY_NEAR_SHIP;
break;
}
case OP_AI_FORM_ON_WING:
{
int n = CDR(node);
aigp->target_name = ai_get_goal_target_name(CTEXT(n), &aigp->target_name_index);
n = CDR(n);
if (n >= 0)
{
aigp->priority = eval_num(n, priority_is_nan, priority_is_nan_forever);
n = CDR(n);
}
else
aigp->priority = The_mission.ai_profile->default_form_on_wing_priority;
bool clear_goals = !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_running_form_on_wing];
if (n >= 0)
{
clear_goals = is_sexp_true(n);
n = CDR(n);
}
if (clear_goals)
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
bool set_override = !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_set_override_when_assigning_form_on_wing];
if (n >= 0)
{
set_override = is_sexp_true(n);
n = CDR(n);
}
if (set_override)
aigp->flags.set(AI::Goal_Flags::Want_override);
if (n >= 0)
{
if (is_sexp_true(n))
aigp->flags.set(AI::Goal_Flags::Purge_when_new_goal_added);
n = CDR(n);
}
aigp->ai_mode = AI_GOAL_FORM_ON_WING;
break;
}
case OP_AI_CHASE:
case OP_AI_CHASE_WING:
case OP_AI_CHASE_SHIP_CLASS:
case OP_AI_CHASE_SHIP_TYPE:
case OP_AI_GUARD:
case OP_AI_GUARD_WING:
case OP_AI_EVADE_SHIP:
case OP_AI_IGNORE:
case OP_AI_IGNORE_NEW:
aigp->target_name = ai_get_goal_target_name( CTEXT(CDR(node)), &aigp->target_name_index );
aigp->priority = eval_num(CDDR(node), priority_is_nan, priority_is_nan_forever);
if ( op == OP_AI_CHASE ) {
aigp->ai_mode = AI_GOAL_CHASE;
// in the case of ai_chase (and ai_guard) we must do a wing_name_lookup on the name
// passed here to see if we could be chasing a wing. Hoffoss and I have consolidated
// sexpression operators which makes this step necessary
if ( wing_name_lookup(aigp->target_name, 1) != -1 )
aigp->ai_mode = AI_GOAL_CHASE_WING;
} else if ( op == OP_AI_GUARD ) {
aigp->ai_mode = AI_GOAL_GUARD;
if ( wing_name_lookup(aigp->target_name, 1) != -1 )
aigp->ai_mode = AI_GOAL_GUARD_WING;
} else if ( op == OP_AI_EVADE_SHIP ) {
aigp->ai_mode = AI_GOAL_EVADE_SHIP;
} else if ( op == OP_AI_GUARD_WING ) {
aigp->ai_mode = AI_GOAL_GUARD_WING;
} else if ( op == OP_AI_CHASE_WING ) {
aigp->ai_mode = AI_GOAL_CHASE_WING;
} else if (op == OP_AI_CHASE_SHIP_CLASS) {
aigp->ai_mode = AI_GOAL_CHASE_SHIP_CLASS;
} else if (op == OP_AI_CHASE_SHIP_TYPE) {
aigp->ai_mode = AI_GOAL_CHASE_SHIP_TYPE;
} else if ( op == OP_AI_IGNORE ) {
aigp->ai_mode = AI_GOAL_IGNORE;
} else if ( op == OP_AI_IGNORE_NEW ) {
aigp->ai_mode = AI_GOAL_IGNORE_NEW;
} else
UNREACHABLE("Coding error: unhandled AI goal %d in ai_add_goal_sub_sexp!", op);
break;
default:
const ai_mode_lua* luaAIMode = ai_lua_find_mode(op);
if(luaAIMode != nullptr){
//Found a LuaAI mode sexp for this
int localnode = CDR(node);
aigp->ai_mode = AI_GOAL_LUA;
aigp->ai_submode = op;
object_ship_wing_point_team target;
if(luaAIMode->needsTarget) {
eval_object_ship_wing_point_team(&target, localnode);
localnode = CDR(localnode);
}
aigp->priority = eval_num(localnode, priority_is_nan, priority_is_nan_forever);
aigp->lua_ai_target = { std::move(target), luaAIMode->sexp.getSEXPArgumentList(CDR(localnode)) };
}
else {
UNREACHABLE("Invalid SEXP-OP number %d for an AI goal!", op);
}
}
if ( priority_is_nan || priority_is_nan_forever ) {
Warning(LOCATION, "add-goal tried to add %s with a NaN priority; aborting...", Sexp_nodes[CAR(sexp)].text);
ai_goal_reset(aigp);
return;
} else if ( aigp->priority > MAX_GOAL_PRIORITY ) {
nprintf (("AI", "bashing add-goal sexpression priority of goal %s from %d to %d.\n", Sexp_nodes[CAR(sexp)].text, aigp->priority, MAX_GOAL_PRIORITY));
aigp->priority = MAX_GOAL_PRIORITY;
} else if ( aigp->priority < MIN_GOAL_PRIORITY ) {
nprintf (("AI", "bashing add-goal sexpression priority of goal %s from %d to %d.\n", Sexp_nodes[CAR(sexp)].text, aigp->priority, MIN_GOAL_PRIORITY));
aigp->priority = MIN_GOAL_PRIORITY;
}
// Goober5000 - we now have an extra optional chase argument to allow chasing our own team
if (op == OP_AI_CHASE || op == OP_AI_CHASE_WING || op == OP_AI_CHASE_SHIP_CLASS || op == OP_AI_CHASE_SHIP_TYPE
|| op == OP_AI_DISABLE_SHIP || op == OP_AI_DISABLE_SHIP_TACTICAL || op == OP_AI_DISARM_SHIP || op == OP_AI_DISARM_SHIP_TACTICAL ) {
if (is_sexp_true(CDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Target_own_team);
}
if ( op == OP_AI_DESTROY_SUBSYS ) {
if (is_sexp_true(CDDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Target_own_team);
}
// maybe get the afterburn hard flag
if (op == OP_AI_CHASE_ANY) {
if (is_sexp_true(CDDR(node)))
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
}
if (op == OP_AI_GUARD ||
op == OP_AI_GUARD_WING ||
op == OP_AI_WAYPOINTS ||
op == OP_AI_WAYPOINTS_ONCE) {
if (is_sexp_true(CDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
}
if (op == OP_AI_CHASE ||
op == OP_AI_CHASE_WING ||
op == OP_AI_CHASE_SHIP_CLASS ||
op == OP_AI_CHASE_SHIP_TYPE ||
op == OP_AI_DISABLE_SHIP ||
op == OP_AI_DISABLE_SHIP_TACTICAL ||
op == OP_AI_DISARM_SHIP ||
op == OP_AI_DISARM_SHIP_TACTICAL ||
op == OP_AI_STAY_NEAR_SHIP ||
op == OP_AI_FLY_TO_SHIP) {
if (is_sexp_true(CDDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
}
if (op == OP_AI_DESTROY_SUBSYS || op == OP_AI_DOCK) {
if (is_sexp_true(CDDDDDR(node)))
aigp->flags.set(AI::Goal_Flags::Afterburn_hard);
}
// Goober5000 - since none of the goals act on the actor,
// don't assign the goal if the actor's goal target is itself
if (aigp->target_name != NULL && !strcmp(aigp->target_name, actor_name))
{
ai_goal_reset(aigp);
}
}
/* Find the index of the goal in the passed ai_goal array
* Call something like ai_find_goal_index( aiip->goals, AIM_* );
* Pass -1 in submode to ignore ai_submode when searching
* Pass -1 in priority to ignore priority when searching
* Returns -1 if not found, or [0, MAX_AI_GOALS)
*/
int ai_find_goal_index( ai_goal* aigp, int mode, int submode, int priority )
{
Assert( aigp != NULL );
for ( int i = 0; i < MAX_AI_GOALS; i++ )
{
if ( aigp[ i ].ai_mode == mode &&
( submode == -1 || aigp[ i ].ai_submode == submode ) &&
( priority == -1 || aigp[ i ].priority == priority ) )
{
return i;
}
}
return -1;
}
/* Remove a goal from the given goals structure
* Returns the index of the goal that it clears out.
* This is important so that if active_goal == index you can set AI_ACTIVE_GOAL_NONE.
* NOTE: Callers should check the value of remove_more. If it is true, the function should be called again.
*/
int ai_remove_goal_sexp_sub( int sexp, ai_goal* aigp, bool &remove_more )
{
/* Sanity check */
Assert( Sexp_nodes[ sexp ].first != -1 );
/* The bits we're searching for in the goals list */
int priority = -1;
int goalmode = -1;
int goalsubmode = -1;
/* Sexp node */
int node = Sexp_nodes[sexp].first;
/* The operator to use */
int op = get_operator_const( node );
// since this logic is common to all goals removed by the remove-goal sexp
auto eval_priority_et_seq = [sexp, &remove_more](int n, int priority_if_no_n = -1)->int
{
bool _priority_is_nan = false, _priority_is_nan_forever = false;
int _priority = (n >= 0) ? eval_num(n, _priority_is_nan, _priority_is_nan_forever) : priority_if_no_n;
n = CDR(sexp); // we want the first node after the goal sub-tree
if (_priority_is_nan || _priority_is_nan_forever)
{
Warning(LOCATION, "remove-goal tried to remove %s with a NaN priority; the priority will not be used for goal comparison", Sexp_nodes[CAR(sexp)].text);
_priority = -1;
}
else if (_priority > MAX_GOAL_PRIORITY)
{
nprintf(("AI", "bashing remove-goal sexpression priority of goal %s from %d to %d.\n", Sexp_nodes[CAR(sexp)].text, _priority, MAX_GOAL_PRIORITY));
_priority = MAX_GOAL_PRIORITY;
}
else if (_priority < MIN_GOAL_PRIORITY)
{
nprintf(("AI", "bashing remove-goal sexpression priority of goal %s from %d to %d.\n", Sexp_nodes[CAR(sexp)].text, _priority, MIN_GOAL_PRIORITY));
_priority = MIN_GOAL_PRIORITY;
}
if (n >= 0)
{
remove_more = is_sexp_true(n);
n = CDR(n);
}
if (n >= 0)
{
if (is_sexp_true(n))
_priority = -1;
n = CDR(n);
}
return _priority;
};
/* We now need to determine what the mode and submode values are*/
switch( op )
{
case OP_AI_WAYPOINTS:
case OP_AI_WAYPOINTS_ONCE:
goalmode = (op == OP_AI_WAYPOINTS_ONCE) ? AI_GOAL_WAYPOINTS_ONCE : AI_GOAL_WAYPOINTS;
priority = eval_priority_et_seq(CDDR(node));
break;
case OP_AI_DESTROY_SUBSYS:
goalmode = AI_GOAL_DESTROY_SUBSYSTEM;
priority = eval_priority_et_seq(CDDDR(node));
break;
case OP_AI_DISABLE_SHIP:
case OP_AI_DISABLE_SHIP_TACTICAL:
goalmode = (op == OP_AI_DISABLE_SHIP) ? AI_GOAL_DISABLE_SHIP : AI_GOAL_DISABLE_SHIP_TACTICAL;
priority = eval_priority_et_seq(CDDR(node));
break;
case OP_AI_DISARM_SHIP:
case OP_AI_DISARM_SHIP_TACTICAL:
goalmode = (op == OP_AI_DISARM_SHIP) ? AI_GOAL_DISARM_SHIP : AI_GOAL_DISARM_SHIP_TACTICAL;
priority = eval_priority_et_seq(CDDR(node));
break;
case OP_AI_WARP_OUT:
goalmode = AI_GOAL_WARP;
priority = eval_priority_et_seq(CDR(node));
break;
case OP_AI_WARP:
goalmode = AI_GOAL_WARP;
priority = eval_priority_et_seq(CDDR(node));
break;
case OP_AI_UNDOCK:
goalmode = AI_GOAL_UNDOCK;
goalsubmode = AIS_UNDOCK_0;
priority = eval_priority_et_seq(CDR(node));
break;
case OP_AI_STAY_STILL:
goalmode = AI_GOAL_STAY_STILL;
priority = eval_priority_et_seq(CDDR(node));
break;
case OP_AI_DOCK:
goalmode = AI_GOAL_DOCK;
goalsubmode = AIS_DOCK_0;
priority = eval_priority_et_seq(CDDDDR(node));
break;
case OP_AI_CHASE_ANY:
goalmode = AI_GOAL_CHASE_ANY;
priority = eval_priority_et_seq(CDR(node));
break;
case OP_AI_PLAY_DEAD:
case OP_AI_PLAY_DEAD_PERSISTENT:
goalmode = (op == OP_AI_PLAY_DEAD) ? AI_GOAL_PLAY_DEAD : AI_GOAL_PLAY_DEAD_PERSISTENT;
priority = eval_priority_et_seq(CDR(node));
break;
case OP_AI_KEEP_SAFE_DISTANCE:
priority = eval_priority_et_seq(CDR(node));
goalmode = AI_GOAL_KEEP_SAFE_DISTANCE;
break;
case OP_AI_CHASE:
priority = eval_priority_et_seq(CDDR(node));
if ( wing_name_lookup( CTEXT( CDR( node ) ), 1 ) != -1 )
goalmode = AI_GOAL_CHASE_WING;
else
goalmode = AI_GOAL_CHASE;
break;
case OP_AI_GUARD:
priority = eval_priority_et_seq(CDDR(node));
if ( wing_name_lookup( CTEXT( CDR( node ) ), 1 ) != -1 )
goalmode = AI_GOAL_GUARD_WING;
else
goalmode = AI_GOAL_GUARD;
break;
case OP_AI_GUARD_WING:
priority = eval_priority_et_seq(CDDR(node));
goalmode = AI_GOAL_GUARD_WING;
break;
case OP_AI_CHASE_WING:
priority = eval_priority_et_seq(CDDR(node));
goalmode = AI_GOAL_CHASE_WING;
break;
case OP_AI_CHASE_SHIP_CLASS:
priority = eval_priority_et_seq(CDDR(node));
goalmode = AI_GOAL_CHASE_SHIP_CLASS;
break;
case OP_AI_CHASE_SHIP_TYPE:
priority = eval_priority_et_seq(CDDR(node));
goalmode = AI_GOAL_CHASE_SHIP_TYPE;
break;
case OP_AI_EVADE_SHIP:
priority = eval_priority_et_seq(CDDR(node));
goalmode = AI_GOAL_EVADE_SHIP;
break;
case OP_AI_STAY_NEAR_SHIP:
priority = eval_priority_et_seq(CDDR(node));
goalmode = AI_GOAL_STAY_NEAR_SHIP;
break;
case OP_AI_IGNORE:
case OP_AI_IGNORE_NEW:
priority = eval_priority_et_seq(CDDR(node));
goalmode = (op == OP_AI_IGNORE) ? AI_GOAL_IGNORE : AI_GOAL_IGNORE_NEW;
break;
case OP_AI_FORM_ON_WING:
priority = eval_priority_et_seq(CDDR(node), The_mission.ai_profile->default_form_on_wing_priority);
goalmode = AI_GOAL_FORM_ON_WING;
break;
case OP_AI_FLY_TO_SHIP:
priority = eval_priority_et_seq(CDDR(node));
goalmode = AI_GOAL_FLY_TO_SHIP;
break;
case OP_AI_REARM_REPAIR:
priority = eval_priority_et_seq(CDDR(node));
goalmode = AI_GOAL_REARM_REPAIR;
break;
default:
const ai_mode_lua* luaAIMode = ai_lua_find_mode(op);
if(luaAIMode != nullptr){
//Found a LuaAI mode sexp for this
int localnode = CDR(node);
goalmode = AI_GOAL_LUA;
goalsubmode = op;
if(luaAIMode->needsTarget) {
localnode = CDR(localnode);
}
priority = eval_priority_et_seq(localnode);
}
else {
UNREACHABLE("Invalid SEXP-OP %s (number %d) for an AI goal!", Sexp_nodes[node].text, op);
}
break;
};
/* Attempt to find the goal */
int goalindex = ai_find_goal_index( aigp, goalmode, goalsubmode, priority );
if ( goalindex == -1 )
{
remove_more = false;
return -1; /* no more to do; */
}
/* Clear out the contents of the goal. We can't use ai_remove_ship_goal since it needs ai_info and
* we've only got ai_goals */
ai_goal_reset(&aigp[goalindex]);
return goalindex;
}
// code to remove ai goals from wings.
void ai_remove_wing_goal_sexp(int sexp, wing *wingp)
{
int i;
int goalindex = -1;
bool remove_more = false;
// remove the ai goal for any ship that is currently arrived in the game (only if fred isn't running)
if ( !Fred_running ) {
for (i = 0; i < wingp->current_count; i++) {
int num = wingp->ship_index[i];
if ( num == -1 ) // ship must have been destroyed or departed
continue;
auto aip = &Ai_info[Ships[num].ai_index];
do {
goalindex = ai_remove_goal_sexp_sub(sexp, aip->goals, remove_more);
if (aip->active_goal == goalindex)
aip->active_goal = AI_ACTIVE_GOAL_NONE;
} while (remove_more);
}
}
// remove the sexpression index from the wing's list of goal sexpressions if
// there are more waves to come
if ((wingp->num_waves - wingp->current_wave > 0) || Fred_running)
{
do {
ai_remove_goal_sexp_sub(sexp, wingp->ai_goals, remove_more);
} while (remove_more);
}
}
// adds an ai goal for an individual ship
// type determines who has issues this ship a goal (i.e. the player/mission event/etc)
void ai_add_ship_goal_sexp( int sexp, ai_goal_type type, ai_info *aip )
{
int gindex;
gindex = ai_goal_allocate_slot( aip->goals, aip->active_goal );
ai_add_goal_sub_sexp( sexp, type, aip, &aip->goals[gindex], Ships[aip->shipnum].ship_name );
}
// code to add ai goals to wings.
void ai_add_wing_goal_sexp(int sexp, ai_goal_type type, wing *wingp)
{
int i;
// add the ai goal for any ship that is currently arrived in the game (only if fred isn't running)
if ( !Fred_running ) {
for (i = 0; i < wingp->current_count; i++) {
int num = wingp->ship_index[i];
if ( num == -1 ) // ship must have been destroyed or departed
continue;
ai_add_ship_goal_sexp( sexp, type, &Ai_info[Ships[num].ai_index] );
}
}
// add the sexpression index into the wing's list of goal sexpressions if
// there are more waves to come
if ((wingp->num_waves - wingp->current_wave > 0) || Fred_running) {
int gindex;
gindex = ai_goal_allocate_slot( wingp->ai_goals, -1 );
ai_add_goal_sub_sexp( sexp, type, nullptr, &wingp->ai_goals[gindex], wingp->name );
}
}
// function for internal code to add a goal to a ship. Needed when the AI finds itself in a situation
// that it must get out of by issuing itself an order.
//
// objp is the object getting the goal
// goal_type is one of AI_GOAL_*
// other_name is a character string objp might act on (for docking, this is a shipname, for guarding
// this name can be a shipname or a wingname)
// docker_point and dockee_point are used for the AI_GOAL_DOCK command to tell two ships where to dock
// immediate means to process this order right away
void ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name, int /*docker_point*/, int /*dockee_point*/, int immediate )
{
int gindex;
ai_goal *aigp;
// Goober5000 - none of the goals act on the actor, as in ai_add_goal_sub_sexp
Assertion(strcmp(name, Ships[aip->shipnum].ship_name) != 0, "The goals apply to the actor in ai_add_goal_ship_internal for ship %s, please report to the SCP!", name);
// find an empty slot to put this goal in.
gindex = ai_goal_allocate_slot( aip->goals, aip->active_goal );
aigp = &(aip->goals[gindex]);
ai_goal_reset(aigp, true);
aigp->type = ai_goal_type::DYNAMIC;
aigp->flags.set(AI::Goal_Flags::Goal_override);
switch ( goal_type ) {
/* Goober5000 - this seems to not be used
case AI_GOAL_DOCK:
aigp->ship_name = name;
aigp->docker.index = docker_point;
aigp->dockee.index = dockee_point;
aigp->priority = 100;
aigp->ai_mode = AI_GOAL_DOCK;
aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
break;
*/
case AI_GOAL_UNDOCK:
aigp->target_name = name;
aigp->priority = MAX_GOAL_PRIORITY;
aigp->ai_mode = AI_GOAL_UNDOCK;
aigp->ai_submode = AIS_UNDOCK_0;
break;
/* Goober5000 - this seems to not be used
case AI_GOAL_GUARD:
if ( wing_name_lookup(name, 1) != -1 )
aigp->ai_mode = AI_GOAL_GUARD_WING;
else
aigp->ai_mode = AI_GOAL_GUARD;
aigp->priority = PLAYER_PRIORITY_MIN-1; // make the priority always less than what the player's is
break;
*/
case AI_GOAL_REARM_REPAIR:
aigp->ai_mode = AI_GOAL_REARM_REPAIR;
aigp->ai_submode = 0;
aigp->target_name = name;
aigp->priority = PLAYER_PRIORITY_MIN-1; // make the priority always less than what the player's is
aigp->flags.remove(AI::Goal_Flags::Goal_override); // don't override this goal. rearm repair requests should happen in order
ai_goal_fixup_dockpoints( aip, aigp );
break;
default:
UNREACHABLE("unsupported internal goal of %d found in ai_add_goal_ship_internal. Please report to the SCP", goal_type); // see Mike K or Mark A.
return;
}
// process the orders immediately so that these goals take effect right away
if ( immediate )
ai_process_mission_orders( Ships[aip->shipnum].objnum, aip );
}
// this function copies goals from a wing to an ai_info * from a ship.
void ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip )
{
int j;
for ( j = 0; j < MAX_AI_GOALS; j++ ) {
if ( aip->goals[j].ai_mode == AI_GOAL_NONE ) {
aip->goals[j] = *aigp;
break;
}
}
if (j >= MAX_AI_GOALS) {
mprintf(("Unable to assign wing goal to ship %s; the ship goals are already filled to capacity\n", Ships[aip->shipnum].ship_name));
}
}
#define SHIP_STATUS_GONE 1
#define SHIP_STATUS_NOT_ARRIVED 2
#define SHIP_STATUS_ARRIVED 3
#define SHIP_STATUS_UNKNOWN 4
// function to determine if an ai goal is achieveable or not. Will return
// one of the AI_GOAL_* values. Also determines is a goal was successful.
ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
{
int status;
ai_achievability return_val;
auto objp = &Objects[objnum];
Assert( objp->instance != -1 );
auto shipp = &Ships[objp->instance];
auto aip = &Ai_info[shipp->ai_index];
// these orders are always achievable.
if ( (aigp->ai_mode == AI_GOAL_KEEP_SAFE_DISTANCE)
|| (aigp->ai_mode == AI_GOAL_CHASE_ANY) || (aigp->ai_mode == AI_GOAL_STAY_STILL)
|| (aigp->ai_mode == AI_GOAL_PLAY_DEAD) || (aigp->ai_mode == AI_GOAL_PLAY_DEAD_PERSISTENT))
return ai_achievability::ACHIEVABLE;
if (aigp->ai_mode == AI_GOAL_LUA)
return ai_lua_is_achievable(aigp, objnum);
auto target_ship_entry = aigp->target_name == nullptr ? nullptr : ship_registry_get(aigp->target_name);
// a ship can't guard itself, and the leader of a wing is the ship the rest of the wing guards
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_stale_ai_order_state])
{
if (aigp->ai_mode == AI_GOAL_GUARD && target_ship_entry && target_ship_entry->has_shipp() && target_ship_entry->shipp() == shipp)
return ai_achievability::NOT_ACHIEVABLE;
if (aigp->ai_mode == AI_GOAL_GUARD_WING)
{
int wingnum = wing_name_lookup(aigp->target_name);
if (wingnum >= 0 && Wings[wingnum].ship_index[0] == objp->instance)
return ai_achievability::NOT_ACHIEVABLE;
}
}
// warp (depart) only achievable if there's somewhere to depart to
if (aigp->ai_mode == AI_GOAL_WARP)
{
// always valid if has working subspace drive, not disabled, and not limited by subsystem strength
if ( ship_can_warp_full_check(shipp) )
return ai_achievability::ACHIEVABLE;
// if we can't warp, we can only depart if the ship (or its wing) departs to a fighter bay and the mothership is present
if (ship_can_bay_depart(shipp)) {
return ai_achievability::ACHIEVABLE;
}
else {
return ai_achievability::NOT_KNOWN;
}
}
// form on wing is always achievable if we are forming on Player, but it's up for grabs otherwise
// if the wing target is valid then be sure to set the override bit so that it always
// gets executed next
if ( aigp->ai_mode == AI_GOAL_FORM_ON_WING ) {
if (!target_ship_entry || !target_ship_entry->has_shipp())
return ai_achievability::NOT_ACHIEVABLE;
// the override flag is now set in the calling function, validate_mission_goals
return ai_achievability::ACHIEVABLE;
}
// check to see if we have a valid list. If not, then try to set one up. If that
// fails, then we must pitch this order
if ( (aigp->ai_mode == AI_GOAL_WAYPOINTS_ONCE) || (aigp->ai_mode == AI_GOAL_WAYPOINTS) ) {
if ( aigp->wp_list_index < 0 ) {
aigp->wp_list_index = find_matching_waypoint_list_index(aigp->target_name);
if ( aigp->wp_list_index < 0 ) {
Warning(LOCATION, "Unknown waypoint list %s - not found in mission file. Killing ai goal", aigp->target_name );
return ai_achievability::NOT_ACHIEVABLE;
}
}
return ai_achievability::ACHIEVABLE;
}
// chasing all ships of a certain ship class is achievable if there are ships of that class present;
// if not, the status is not known because more ships of that class could arrive in the future
// (c.f. AI_GOAL_CHASE_WING subsequent to the next switch statement)
if ( aigp->ai_mode == AI_GOAL_CHASE_SHIP_CLASS ) {
for (auto so: list_range(&Ship_obj_list)) {
auto class_objp = &Objects[so->objnum];
if (class_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
if ((class_objp->type == OBJ_SHIP) && !strcmp(aigp->target_name, Ship_info[Ships[class_objp->instance].ship_info_index].name)) {
return ai_achievability::ACHIEVABLE;
}
}
return ai_achievability::NOT_KNOWN;
}
// and similarly for chasing all ships of a certain ship type
if (aigp->ai_mode == AI_GOAL_CHASE_SHIP_TYPE) {
for (auto so : list_range(&Ship_obj_list)) {
auto type_objp = &Objects[so->objnum];
if (type_objp->type != OBJ_SHIP || type_objp->flags[Object::Object_Flags::Should_be_dead])
continue;
int ship_info_idx = Ships[type_objp->instance].ship_info_index;
int class_type = Ship_info[ship_info_idx].class_type;
if (class_type >= 0 && !strcmp(aigp->target_name, Ship_types[class_type].name)) {
return ai_achievability::ACHIEVABLE;
}
}
return ai_achievability::NOT_KNOWN;
}
return_val = ai_achievability::SATISFIED;
// next, determine if the goal has been completed successfully
switch ( aigp->ai_mode )
{
case AI_GOAL_DOCK:
case AI_GOAL_UNDOCK:
//MWA 3/20/97 -- cannot short circuit a dock or undock goal already succeeded -- we must
// rely on the goal removal code to just remove this goal. This is because docking/undock
// can happen > 1 time per mission per pair of ships. The above checks will find only
// if the ships docked or undocked at all, which is not what we want.
status = 0;
break;
case AI_GOAL_DESTROY_SUBSYSTEM:
{
ship_subsys *ssp;
// shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
// destroyed when shipnum is valid
// can't determine the status of this goal if ship not valid
// or we haven't found a valid subsystem index yet
if ( !target_ship_entry || !target_ship_entry->has_shipp() || (aigp->flags[AI::Goal_Flags::Subsys_needs_fixup]) ) {
status = 0;
break;
}
// if the ship is not in the mission or the subsystem name is still being stored, mark the status
// as 0 so we can continue. (The subsystem name must be turned into an index into the ship's subsystems
// for this goal to be valid).
Assert ( aigp->ai_submode >= 0 );
ssp = ship_get_indexed_subsys( target_ship_entry->shipp(), aigp->ai_submode );
if (ssp != NULL) {
// see MWA 3/20/97 comment above - instead of checking the mission log, check the current hits
status = (ssp->current_hits <= 0.0f) ? 1 : 0;
} else {
// not supposed to ever happen, but could if there is a mismatch between the table and model subsystems
nprintf(("AI", "Couldn't find subsystem %d for ship %s\n", aigp->ai_submode, target_ship_entry->shipp()->ship_name));
status = 0;
}
break;
}
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
{
// shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
// destroyed when shipnum is valid
// can't determine the status of this goal if ship not valid
if (!target_ship_entry || !target_ship_entry->has_shipp()) {
status = 0;
} else {
// see MWA 3/20/97 comment above - instead of checking the mission log, check the current hits
status = (target_ship_entry->shipp()->subsys_info[SUBSYSTEM_ENGINE].aggregate_current_hits <= 0.0f) ? 1 : 0;
}
break;
}
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL:
{
// shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
// destroyed when shipnum is valid
// can't determine the status of this goal if ship not valid
if (!target_ship_entry || !target_ship_entry->has_shipp()) {
status = 0;
} else {
// see MWA 3/20/97 comment above - instead of checking the mission log, check the current hits
status = (target_ship_entry->shipp()->subsys_info[SUBSYSTEM_TURRET].aggregate_current_hits <= 0.0f) ? 1 : 0;
}
break;
}
// to guard or ignore a ship, the goal cannot continue if the ship being guarded is either destroyed
// or has departed.
case AI_GOAL_CHASE:
case AI_GOAL_GUARD:
case AI_GOAL_IGNORE:
case AI_GOAL_IGNORE_NEW:
case AI_GOAL_EVADE_SHIP:
case AI_GOAL_STAY_NEAR_SHIP:
case AI_GOAL_FLY_TO_SHIP:
case AI_GOAL_REARM_REPAIR:
{
// MWA -- 4/22/98. Check for the ship actually being in the mission before
// checking departure and destroyed. In multiplayer, since ships can respawn,
// they get log entries for being destroyed even though they have respawned.
// Goober5000 - update this to use ship registry status with similar logic
if (target_ship_entry && target_ship_entry->status == ShipStatus::EXITED) {
status = 1;
return_val = ai_achievability::NOT_ACHIEVABLE;
} else {
status = 0;
}
// fly-to-ship can potentially be determined
if (aigp->ai_mode == AI_GOAL_FLY_TO_SHIP && target_ship_entry && target_ship_entry->has_objp()) {
auto dist = vm_vec_dist(&target_ship_entry->objp()->pos, &objp->pos);
if (dist < aigp->float_data) {
return_val = ai_achievability::SATISFIED;
status = 1;
}
}
break;
}
case AI_GOAL_CHASE_WING:
case AI_GOAL_GUARD_WING:
{
status = mission_log_get_time( LOG_WING_DEPARTED, aigp->target_name, NULL, NULL );
if ( !status ) {
status = mission_log_get_time( LOG_WING_DESTROYED, aigp->target_name, NULL, NULL);
if ( status )
return_val = ai_achievability::NOT_ACHIEVABLE;
}
break;
}
// the following case statement returns control to caller on all paths!!!!
case AI_GOAL_CHASE_WEAPON:
{
// for chase weapon, we simply need to look at the weapon instance that we are trying to
// attack and see if the object still exists, and has the same signature that we expect.
Assert( aigp->target_instance >= 0 );
if ( Weapons[aigp->target_instance].objnum == -1 )
return ai_achievability::NOT_ACHIEVABLE;
// if the signatures don't match, then goal isn't achievable.
if ( Objects[Weapons[aigp->target_instance].objnum].signature != aigp->target_signature )
return ai_achievability::NOT_ACHIEVABLE;
// otherwise, we should be good to go
return ai_achievability::ACHIEVABLE;
break;
}
default:
UNREACHABLE("Unhandled AI goal %d", aigp->ai_mode);
status = 0;
break;
}
// if status is true, then the mission log event was found and the goal was satisfied. return
// AI_GOAL_SATISFIED which should allow this ai object to move onto the next order
if ( status )
return return_val;
// determine the status of the shipname that this object is acting on. There are a couple of
// special cases to deal with. Both the chase wing and undock commands will return from within
// the if statement.
if ( (aigp->ai_mode == AI_GOAL_CHASE_WING) || (aigp->ai_mode == AI_GOAL_GUARD_WING) )
{
int wingnum = wing_name_lookup( aigp->target_name );
if (wingnum < 0)
return ai_achievability::NOT_KNOWN;
wing *wingp = &Wings[wingnum];
if ( wingp->flags[Ship::Wing_Flags::Gone] )
return ai_achievability::NOT_ACHIEVABLE;
else if ( wingp->total_arrived_count == 0 )
return ai_achievability::NOT_KNOWN;
else
return ai_achievability::ACHIEVABLE;
}
// Goober5000 - undocking from an unspecified object is always achievable;
// undocking from a specified object is handled below
else if ( (aigp->ai_mode == AI_GOAL_UNDOCK) && (aigp->target_name == NULL) )
{
return ai_achievability::ACHIEVABLE;
}
else
{
if (!target_ship_entry)
{
status = SHIP_STATUS_UNKNOWN;
}
// goal ship is currently in mission
else if (target_ship_entry->status == ShipStatus::PRESENT || target_ship_entry->status == ShipStatus::DEATH_ROLL)
{
status = SHIP_STATUS_ARRIVED;
}
// goal ship is still on the arrival list
else if (target_ship_entry->status == ShipStatus::NOT_YET_PRESENT)
{
status = SHIP_STATUS_NOT_ARRIVED;
}
// goal ship has left the area
else if (target_ship_entry->status == ShipStatus::EXITED)
{
status = SHIP_STATUS_GONE;
}
else
{
status = SHIP_STATUS_UNKNOWN;
}
if (status == SHIP_STATUS_UNKNOWN)
{
mprintf(("Potentially incorrect behaviour in AI goal for ship %s: Ship %s could not be found among currently active, departed, or yet-to-arrive ships.\nPlease check the mission file.\n", shipp->ship_name, aigp->target_name));
}
}
// Goober5000 - before doing anything else, check if this is a disarm goal for an arrived ship...
if ((status == SHIP_STATUS_ARRIVED) && (aigp->ai_mode == AI_GOAL_DISARM_SHIP || aigp->ai_mode == AI_GOAL_DISARM_SHIP_TACTICAL))
{
if (target_ship_entry && target_ship_entry->has_shipp()) {
// if the ship has no turrets, we can't disarm it!
if (target_ship_entry->shipp()->subsys_info[SUBSYSTEM_TURRET].type_count == 0)
return ai_achievability::NOT_ACHIEVABLE;
} else {
Assertion(false, "Target name %s is not an arrived ship!", aigp->target_name);
return ai_achievability::NOT_ACHIEVABLE; // force this goal to be invalid
}
}
// if the goal is an ignore/disable/disarm goal, then
// Goober5000 - see note at PURGE_GOALS_ALL_SHIPS... this is bizarre
if ((status == SHIP_STATUS_ARRIVED) && !(aigp->flags[AI::Goal_Flags::Goals_purged]))
{
if (causes_invalid_goal_purge_all_ships(aigp->ai_mode)) {
ai_goal_purge_all_invalid_goals(aigp);
aigp->flags.set(AI::Goal_Flags::Goals_purged);
}
else if (causes_invalid_goal_purge_one_ship(aigp->ai_mode)) {
ai_goal_purge_invalid_goals(aigp, aip->goals, aip, -1);
aigp->flags.set(AI::Goal_Flags::Goals_purged);
}
}
// if we are docking, validate the docking indices on both ships. We might have to change names to indices.
// only enter this calculation if the ship we are docking with has arrived. If the ship is gone, then
// this goal will get removed.
if ( (aigp->ai_mode == AI_GOAL_DOCK) && (status == SHIP_STATUS_ARRIVED) ) {
if (!(aigp->flags[AI::Goal_Flags::Docker_index_valid])) {
int modelnum = Ship_info[shipp->ship_info_index].model_num;
Assert( modelnum >= 0 );
aigp->docker.index = model_find_dock_name_index(modelnum, aigp->docker.name);
aigp->flags.set(AI::Goal_Flags::Docker_index_valid);
}
if (!(aigp->flags[AI::Goal_Flags::Dockee_index_valid])) {
if (target_ship_entry && target_ship_entry->has_shipp()) {
int modelnum = Ship_info[target_ship_entry->shipp()->ship_info_index].model_num;
aigp->dockee.index = model_find_dock_name_index(modelnum, aigp->dockee.name);
aigp->flags.set(AI::Goal_Flags::Dockee_index_valid);
} else
aigp->dockee.index = -1; // this will force code into if statement below making goal not achievable.
}
if ( (aigp->dockee.index == -1) || (aigp->docker.index == -1) ) {
Warning(LOCATION, "Cannot determine docking information for %s!", shipp->ship_name); // for now, allender wants to know about these things!!!!
return ai_achievability::NOT_ACHIEVABLE;
}
// if ship is disabled, don't know if it can dock or not
if ( shipp->flags[Ship::Ship_Flags::Disabled] )
return ai_achievability::NOT_KNOWN;
// we must also determine if we're prevented from docking for any reason
Assertion(target_ship_entry && target_ship_entry->has_shipp(), "Target name %s is not an arrived ship!", aigp->target_name);
if (!target_ship_entry || !target_ship_entry->has_shipp()) {
return ai_achievability::NOT_ACHIEVABLE; // force this goal to be invalid
}
auto goal_objp = target_ship_entry->objp();
// if the ship that I am supposed to dock with is docked with something else, then I need to put my goal on hold
// [MK, 4/23/98: With Mark, we believe this fixes the problem of Comet refusing to warp out after docking with Omega.
// This bug occurred only when mission goals were validated in the frame in which Comet docked, which happened about
// once in 10-20 tries.]
if ( object_is_docked(goal_objp) )
{
// if the dockpoint I need to dock to is occupied by someone other than me
object *obstacle_objp = dock_find_object_at_dockpoint(goal_objp, aigp->dockee.index);
if (obstacle_objp == NULL)
{
// nobody in the way... we're good
}
else if (obstacle_objp != objp)
{
// return NOT_KNOWN which will place the goal on hold until the dockpoint is clear
return ai_achievability::NOT_KNOWN;
}
}
// if this ship is docked and needs to get docked with something else, then undock this ship
if ( object_is_docked(objp) )
{
// if the dockpoint I need to dock with is occupied by someone other than the guy I need to dock to
object *obstacle_objp = dock_find_object_at_dockpoint(objp, aigp->docker.index);
if (obstacle_objp == NULL)
{
// nobody in the way... we're good
}
else if (obstacle_objp != goal_objp)
{
// if this goal isn't on hold yet, then issue the undock goal
if ( !(aigp->flags[AI::Goal_Flags::Goal_on_hold]) )
ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, Ships[obstacle_objp->instance].ship_name, -1, -1, 0 );
// return NOT_KNOWN which will place the goal on hold until the undocking is complete.
return ai_achievability::NOT_KNOWN;
}
}
// Goober5000 - necessitated by the multiple ship docking
} else if ( (aigp->ai_mode == AI_GOAL_UNDOCK) && (status == SHIP_STATUS_ARRIVED) ) {
// Put this goal on hold if we're already undocking. Otherwise the new goal will pre-empt
// the current goal and strange things might happen. One is that the object movement code
// forgets the previous undocking and "re-docks" the previous goal's ship. Other problems
// might happen too, so err on the safe side. (Yay for emergent paragraph justification!)
if ((aip->mode == AIM_DOCK) && (aip->submode >= AIS_UNDOCK_0))
{
if ( target_ship_entry && target_ship_entry->has_objp() ) {
// only put it on hold if it's someone other than the guy we're undocking from right now!!
if (aip->goal_objnum != target_ship_entry->objnum)
return ai_achievability::NOT_KNOWN;
} else {
Assertion(false, "Target name %s is not an arrived ship!", aigp->target_name);
return ai_achievability::NOT_ACHIEVABLE; // force this goal to be invalid
}
}
} else if ( (aigp->ai_mode == AI_GOAL_DESTROY_SUBSYSTEM) && (status == SHIP_STATUS_ARRIVED) ) {
// if the ship has arrived, and the goal is destroy subsystem, then check to see that we
// have fixed up the subsystem name (of the subsystem to destroy) into an index into
// the ship's subsystem list
if ( aigp->flags[AI::Goal_Flags::Subsys_needs_fixup] ) {
if ( target_ship_entry && target_ship_entry->has_shipp() ) {
aigp->ai_submode = ship_find_subsys( target_ship_entry->shipp(), aigp->docker.name );
aigp->flags.remove(AI::Goal_Flags::Subsys_needs_fixup);
} else {
Assertion(false, "Target name %s is not an arrived ship!", aigp->target_name);
return ai_achievability::NOT_ACHIEVABLE; // force this goal to be invalid
}
}
} else if ( ((aigp->ai_mode == AI_GOAL_IGNORE) || (aigp->ai_mode == AI_GOAL_IGNORE_NEW)) && (status == SHIP_STATUS_ARRIVED) ) {
// for ignoring a ship, call the ai_ignore object function, then declare the goal satisfied
Assertion(target_ship_entry && target_ship_entry->has_objp(), "Target name %s is not an arrived ship!", aigp->target_name);
if (!target_ship_entry || !target_ship_entry->has_objp()) {
return ai_achievability::NOT_ACHIEVABLE; // force this goal to be invalid
}
auto ignored = target_ship_entry->objp();
ai_ignore_object(objp, ignored, (aigp->ai_mode == AI_GOAL_IGNORE_NEW));
return ai_achievability::SATISFIED;
}
switch ( aigp->ai_mode )
{
case AI_GOAL_CHASE:
case AI_GOAL_CHASE_WING:
case AI_GOAL_DOCK:
case AI_GOAL_UNDOCK:
case AI_GOAL_GUARD:
case AI_GOAL_GUARD_WING:
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL:
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_IGNORE:
case AI_GOAL_IGNORE_NEW:
case AI_GOAL_EVADE_SHIP:
case AI_GOAL_STAY_NEAR_SHIP:
case AI_GOAL_FLY_TO_SHIP:
{
if ( status == SHIP_STATUS_ARRIVED )
return ai_achievability::ACHIEVABLE;
else if ( status == SHIP_STATUS_NOT_ARRIVED )
return ai_achievability::NOT_KNOWN;
else if ( status == SHIP_STATUS_GONE )
return ai_achievability::NOT_ACHIEVABLE;
else if ( status == SHIP_STATUS_UNKNOWN )
return ai_achievability::NOT_KNOWN;
UNREACHABLE("Invalid status variable %d for ship %s; get Allender or a SCP member", status, shipp->ship_name); // get allender -- bad logic
break;
}
// for rearm repair ships, a goal is only achievable if the support ship isn't repairing anything
// else at the time, or is set to repair the ship for this goal. All other goals should be placed
// on hold by returning GOAL_NOT_KNOWN.
case AI_GOAL_REARM_REPAIR:
{
// short circuit a couple of cases. Ship not arrived shouldn't happen. Ship gone means
// we mark the goal as not achievable.
Assertion(status != SHIP_STATUS_NOT_ARRIVED, "Ship %s cannot rearm a target %s that hasn't arrived; get Allender or a SCP member", shipp->ship_name, aigp->target_name); // get Allender. this shouldn't happen!!!
if ( status == SHIP_STATUS_NOT_ARRIVED ) {
return ai_achievability::NOT_ACHIEVABLE;
}
if ( status == SHIP_STATUS_GONE )
return ai_achievability::NOT_ACHIEVABLE;
Assertion(target_ship_entry && target_ship_entry->has_shipp(), "Target name %s is not an arrived ship!", aigp->target_name);
if ( !target_ship_entry || !target_ship_entry->has_shipp() ) {
return ai_achievability::NOT_ACHIEVABLE;
}
// if destination currently being repaired, then goal is still active
if ( Ai_info[target_ship_entry->shipp()->ai_index].ai_flags[AI::AI_Flags::Being_repaired] )
return ai_achievability::ACHIEVABLE;
// if the destination ship is dying or departing (but not completed yet), the mark goal as
// not achievable.
if ( target_ship_entry->shipp()->is_dying_or_departing())
return ai_achievability::NOT_ACHIEVABLE;
// if the destination object is no longer awaiting repair, then remove the item
if ( !(Ai_info[target_ship_entry->shipp()->ai_index].ai_flags[AI::AI_Flags::Awaiting_repair]) )
return ai_achievability::NOT_ACHIEVABLE;
// not repairing anything means that he can do this goal!!!
if ( !(aip->ai_flags[AI::AI_Flags::Repairing]) )
return ai_achievability::ACHIEVABLE;
// test code!!!
if ( aip->goal_objnum == -1 ) {
return ai_achievability::ACHIEVABLE;
}
// if he is repairing something, he can satisfy his repair goal (his goal_objnum)
// return GOAL_NOT_KNOWN which is kind of a hack which puts the goal on hold until it can be
// satisfied.
if ( aip->goal_objnum != target_ship_entry->objnum )
return ai_achievability::NOT_KNOWN;
return ai_achievability::ACHIEVABLE;
}
default:
UNREACHABLE("Unhandled AI goal %d", aigp->ai_mode); // invalid case in switch:
}
return ai_achievability::NOT_KNOWN;
}
// Compare function for sorting ai_goals based on priority.
// Return values set to sort array in _decreasing_ order.
int ai_goal_priority_compare(const ai_goal *ga, const ai_goal *gb)
{
// first, sort based on whether or not the ON_HOLD flag is set for the goal.
// If the flag is set, don't push the goal higher in the list even if priority
// is higher since goal cannot currently be achieved.
if ( (ga->flags[AI::Goal_Flags::Goal_on_hold]) && !(gb->flags[AI::Goal_Flags::Goal_on_hold]) )
return 1;
else if ( !(ga->flags[AI::Goal_Flags::Goal_on_hold]) && (gb->flags[AI::Goal_Flags::Goal_on_hold]) )
return -1;
// check whether or not the goal override flag is set. If it is set, then push this goal higher
// in the list
// Goober5000: the ONLY goals we do not override are play-dead and play-dead-persistent,
// because the override flag needs to work in any other situation
else if ( (ga->flags[AI::Goal_Flags::Goal_override]) && !(gb->flags[AI::Goal_Flags::Goal_override]) && !(gb->ai_mode == AI_GOAL_PLAY_DEAD) && !(gb->ai_mode == AI_GOAL_PLAY_DEAD_PERSISTENT) )
return -1;
else if ( !(ga->flags[AI::Goal_Flags::Goal_override]) && (gb->flags[AI::Goal_Flags::Goal_override]) && !(ga->ai_mode == AI_GOAL_PLAY_DEAD) && !(ga->ai_mode == AI_GOAL_PLAY_DEAD_PERSISTENT))
return 1;
// now normal priority processing
if (ga->priority > gb->priority)
return -1;
else if ( ga->priority < gb->priority )
return 1;
// check based on time goal was issued
if ( ga->time > gb->time )
return -1;
// V had this check commented out and would always return 1 here, that messes up where multiple goals
// get assigned at the same time though, when the priorities are also the same (Enif station bug) - taylor
else if ( ga->time < gb->time )
return 1;
// the two are equal
return 0;
}
// Prioritize goal list.
// First sort on priority.
// Then sort on time for goals of equivalent priority.
// *aip The AI info to act upon. Goals are stored at aip->goals
void prioritize_goals(ai_info *aip)
{
// First sort based on priority field.
insertion_sort(aip->goals, MAX_AI_GOALS, ai_goal_priority_compare);
}
// Scan the list of goals at aip->goals.
// Remove obsolete goals.
// objnum Object of interest. Redundant with *aip.
// *aip contains goals at aip->goals.
void validate_mission_goals(int objnum, ai_info *aip)
{
int i;
// loop through all of the goals to determine which goal should be followed.
// This determination will be based on priority, and the time at which it was issued.
for ( i = 0; i < MAX_AI_GOALS; i++ ) {
ai_achievability state;
ai_goal *aigp;
aigp = &aip->goals[i];
// quick check to see if this goal is valid or not, or if we are trying to process the
// current goal
if (aigp->ai_mode == AI_GOAL_NONE)
continue;
// purge any goals which should get purged
if ( aigp->flags[AI::Goal_Flags::Purge] ) {
ai_remove_ship_goal( aip, i );
continue;
}
state = ai_mission_goal_achievable( objnum, aigp );
// if this order is no longer a valid one, remove it
if ( (state == ai_achievability::NOT_ACHIEVABLE) || (state == ai_achievability::SATISFIED) ) {
ai_remove_ship_goal( aip, i );
continue;
}
// if the status is achievable, and we want to set the override, set it
if ( (state == ai_achievability::ACHIEVABLE) && (aigp->flags[AI::Goal_Flags::Want_override]))
aigp->flags.set(AI::Goal_Flags::Goal_override);
// if the status is achievable, and the on_hold flag is set, clear the flagb
if ( (state == ai_achievability::ACHIEVABLE) && (aigp->flags[AI::Goal_Flags::Goal_on_hold]) )
aigp->flags.remove(AI::Goal_Flags::Goal_on_hold);
// if the goal is not known, then set the ON_HOLD flag so that it doesn't get counted as
// a goal to be pursued
if (state == ai_achievability::NOT_KNOWN)
aigp->flags.set(AI::Goal_Flags::Goal_on_hold); // put this goal on hold until it becomes true
}
// if we had an active goal, and that goal is now in hold, make the mode AIM_NONE. If a new valid
// goal is produced after prioritizing, then the mode will get reset immediately. Otherwise, setting
// the mode to none will force ship to do default behavior.
if ( (aip->goals[0].ai_mode != AI_GOAL_NONE) && (aip->goals[0].flags[AI::Goal_Flags::Goal_on_hold]) )
aip->mode = AIM_NONE;
// if the active goal is a rearm/repair or undock goal,
// then put all other valid goals (which are not rearm/repair or undock goals) on hold
if ( (aip->goals[0].ai_mode == AI_GOAL_REARM_REPAIR || aip->goals[0].ai_mode == AI_GOAL_UNDOCK) && object_is_docked(&Objects[objnum]) ) {
for ( i = 1; i < MAX_AI_GOALS; i++ ) {
if ( aip->goals[i].ai_mode == AI_GOAL_NONE || aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR || aip->goals[i].ai_mode == AI_GOAL_UNDOCK )
continue;
aip->goals[i].flags.set(AI::Goal_Flags::Goal_on_hold);
}
}
}
//XSTR:OFF
/*
static char *Goal_text[5] = {
"EVENT_SHIP",
"EVENT_WING",
"PLAYER_SHIP",
"PLAYER_WING",
"DYNAMIC",
};
*/
//XSTR:ON
extern char *Mode_text[MAX_AI_BEHAVIORS];
// code to process ai "orders". Orders include those determined from the mission file and those
// given by the player to a ship that is under his control. This function gets called for every
// AI object every N seconds through the ai loop.
void ai_process_mission_orders( int objnum, ai_info *aip )
{
object *objp = &Objects[objnum];
object *other_obj;
ai_goal *current_goal;
int wingnum;
int original_signature;
/* if (!stricmp(Ships[objp->instance].ship_name, "gtt comet")) {
for (int i=0; i<MAX_AI_GOALS; i++) {
if (aip->goals[i].signature != -1) {
nprintf(("AI", "%6.1f: mode=%s, type=%s, ship=%s\n", f2fl(Missiontime), Mode_text[aip->goals[i].ai_mode], Goal_text[aip->goals[i].type], aip->goals[i].ship_name));
}
}
nprintf(("AI", "\n"));
}
*/
// AL 12-12-97: If a ship is entering/leaving a docking bay, wait until path
// following is finished before pursuing goals.
if ( aip->mode == AIM_BAY_EMERGE || aip->mode == AIM_BAY_DEPART ) {
return;
}
// Goal #0 is always the active goal, as we maintain a sorted list.
// Get the signature to see if sorting it again changes it.
original_signature = aip->goals[0].signature;
validate_mission_goals(objnum, aip);
// Sort the goal array by priority and other factors.
prioritize_goals(aip);
// Make sure there's a goal to pursue, else return.
if (aip->goals[0].signature == -1) {
if (aip->mode == AIM_NONE)
ai_do_default_behavior(objp);
return;
}
// If goal didn't change, return.
if ((aip->active_goal != -1) && (aip->goals[0].signature == original_signature))
return;
// if the first goal in the list has the ON_HOLD flag, set, there is no current valid goal
// to pursue.
if ( aip->goals[0].flags[AI::Goal_Flags::Goal_on_hold] )
return;
// Kind of a hack for now. active_goal means the goal currently being pursued.
// It will always be #0 since the list is prioritized.
aip->active_goal = 0;
//nprintf(("AI", "New goal for %s = %i\n", Ships[objp->instance].ship_name, aip->goals[0].ai_mode));
current_goal = &aip->goals[0];
if ( MULTIPLAYER_MASTER ){
send_ai_info_update_packet( objp, AI_UPDATE_ORDERS );
}
// if this object was flying in formation off of another object, remove the flag that tells him
// to do this. The form-on-my-wing command is removed from the goal list as soon as it is called, so
// we are safe removing this bit here.
int old_form_objnum = -1;
if (aip->ai_flags[AI::AI_Flags::Formation_object]) {
// save who he was following so we can tell any others
// who are following to re-organize
old_form_objnum = aip->goal_objnum;
aip->ai_flags.remove(AI::AI_Flags::Formation_object);
}
// Goober5000 - we may want to use AI for the player
// AL 3-7-98: If this is a player ship, and the goal is not a formation goal, then do a quick out
if ( !(Player_use_ai) && (objp->flags[Object::Object_Flags::Player_ship]) && (current_goal->ai_mode != AI_GOAL_FORM_ON_WING) )
{
return;
}
ai_reset_order_state(aip);
std::unique_ptr<ai_goal> current_goal_backup;
auto current_goal_target_ship = current_goal->target_name ? ship_registry_get(current_goal->target_name) : nullptr;
if (current_goal->flags[AI::Goal_Flags::Clear_all_goals_first]) {
// save the current goal before we wipe it out by clearing everything
current_goal_backup.reset(new ai_goal(*current_goal));
current_goal = current_goal_backup.get();
// stay-still, form-on-wing, and play-dead all clear their goals here...
//
// clear out the object's goals. Seems to me that if a ship is staying still for a purpose
// then we need to clear everything out since there is not a real way to get rid of this goal
//
// for form on wing, we need to clear out all goals for this ship, and then call the form on wing AI code
//
// if a ship is playing dead, MWA says that it shouldn't try to do anything else.
//
// clearing out goals is okay here since we are now what mode to set this AI object to.
ai_clear_ship_goals(aip);
}
switch ( current_goal->ai_mode ) {
case AI_GOAL_CHASE:
if (current_goal->target_name) {
Assert(current_goal_target_ship && current_goal_target_ship->has_objp()); // shouldn't get here if this is false!!!!
other_obj = current_goal_target_ship->objp();
} else
other_obj = NULL; // we get this case when we tell ship to engage enemy!
// Mike -- debug code!
// If a ship has a subobject on it, attack that instead of the main ship!
ai_attack_object( objp, other_obj);
break;
case AI_GOAL_CHASE_WEAPON:
Assert( Weapons[current_goal->target_instance].objnum >= 0 );
other_obj = &Objects[Weapons[current_goal->target_instance].objnum];
Assert( other_obj->signature == current_goal->target_signature );
ai_attack_object( objp, other_obj);
break;
case AI_GOAL_GUARD:
Assert(current_goal_target_ship && current_goal_target_ship->has_objp()); // shouldn't get here if this is false!!!!
other_obj = current_goal_target_ship->objp();
// shipnum and other_obj are the shipnumber and object pointer of the object that you should
// guard.
if (objp != other_obj) {
ai_set_guard_object(objp, other_obj);
aip->submode_start_time = Missiontime;
} else {
mprintf(("Warning: Ship %s told to guard itself. Goal ignored.\n", Ships[objp->instance].ship_name));
}
// -- What is this doing here?? -- MK, 7/30/97 -- ai_do_default_behavior( objp );
break;
case AI_GOAL_GUARD_WING:
wingnum = wing_name_lookup( current_goal->target_name );
Assert (wingnum != -1 ); // shouldn't get here if this is false!!!!
ai_set_guard_wing(objp, wingnum);
aip->submode_start_time = Missiontime;
break;
case AI_GOAL_WAYPOINTS: // do nothing for waypoints
case AI_GOAL_WAYPOINTS_ONCE: {
int flags = 0;
if (current_goal->ai_mode == AI_GOAL_WAYPOINTS)
flags |= WPF_REPEAT;
if (current_goal->flags[AI::Goal_Flags::Waypoints_in_reverse])
flags |= WPF_BACKTRACK;
ai_start_waypoints(objp, current_goal->wp_list_index, flags, current_goal->int_data);
break;
}
case AI_GOAL_DOCK: {
Assert(current_goal_target_ship && current_goal_target_ship->has_objp()); // shouldn't get here if this is false!!!!
other_obj = current_goal_target_ship->objp();
// be sure that we have indices for docking points here! If we ever had names, they should
// get fixed up in goal_achievable so that the points can be checked there for validity
Assert (current_goal->flags[AI::Goal_Flags::Dockee_index_valid] && current_goal->flags[AI::Goal_Flags::Docker_index_valid]);
ai_dock_with_object( objp, current_goal->docker.index, other_obj, current_goal->dockee.index, AIDO_DOCK );
break;
}
case AI_GOAL_UNDOCK:
// try to find the object with which this object is docked. Use that object as the
// "other object" for the undocking proceedure. If "other object" isn't found, then the undock
// goal cannot continue. Spit out a warning and remove the goal.
// Goober5000 - do we have a specific ship to undock from?
if (current_goal->target_name)
{
// hmm, perhaps he was destroyed
if (!current_goal_target_ship || !current_goal_target_ship->has_objp())
{
other_obj = NULL;
}
// he exists... let's undock from him
else
{
other_obj = current_goal_target_ship->objp();
}
}
// no specific ship
else
{
// are we docked?
if (object_is_docked(objp))
{
// just pick the first guy we're docked to
other_obj = dock_get_first_docked_object( objp );
// and add the ship name so it displays on the HUD
current_goal->target_name = Ships[other_obj->instance].ship_name;
}
// hmm, nobody exists that we can undock from
else
{
other_obj = NULL;
}
}
if ( other_obj == NULL ) {
// assume that the guy he was docked with doesn't exist anymore. (i.e. a cargo containuer
// can get destroyed while docked with a freighter.) We should just remove this goal and
// let this ship pick up it's next goal.
ai_mission_goal_complete( aip ); // mark as complete, so we can remove it and move on!!!
break;
}
// Goober5000 - Sometimes a ship will be assigned a new goal before it can finish undocking. Later,
// when the ship returns to this goal, it will try to resume undocking from a ship it's not attached
// to. If this happens, remove the goal as above.
if (!dock_check_find_direct_docked_object(objp, other_obj))
{
ai_mission_goal_complete( aip );
break;
}
// passing 0, 0 is okay because the undock code will figure out where to undock from
ai_dock_with_object( objp, 0, other_obj, 0, AIDO_UNDOCK );
break;
// when destroying a subsystem, we can destroy a specific instance of a subsystem
// or all instances of a type of subsystem (i.e. a specific engine or all engines).
// the ai_submode value is > 0 for a specific instance of subsystem and < 0 for all
// instances of a specific type
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL: {
Assert(current_goal_target_ship && current_goal_target_ship->has_objp());
other_obj = current_goal_target_ship->objp();
ai_attack_object( objp, other_obj);
ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
// don't protect-ship for tactical goals
if (current_goal->ai_mode != AI_GOAL_DESTROY_SUBSYSTEM && current_goal->ai_mode != AI_GOAL_DISABLE_SHIP_TACTICAL && current_goal->ai_mode != AI_GOAL_DISARM_SHIP_TACTICAL) {
if (aip->target_objnum != -1) {
int class_type = Ship_info[current_goal_target_ship->shipp()->ship_info_index].class_type;
// Only protect if _not_ a capital ship. We don't want the Lucifer accidentally getting protected.
if (class_type >= 0 && Ship_types[class_type].flags[Ship::Type_Info_Flags::AI_protected_on_cripple])
Objects[aip->target_objnum].flags.set(Object::Object_Flags::Protected);
}
} else // Just in case this ship had been protected, unprotect it.
if (aip->target_objnum != -1)
Objects[aip->target_objnum].flags.remove(Object::Object_Flags::Protected);
break;
}
case AI_GOAL_CHASE_WING:
wingnum = wing_name_lookup( current_goal->target_name );
Assertion( wingnum >= 0, "The target of AI_GOAL_CHASE_WING must refer to a valid wing!" );
ai_attack_wing(objp, wingnum);
break;
case AI_GOAL_CHASE_ANY:
ai_attack_object( objp, nullptr);
break;
// chase-ship-class is chase-any but restricted to a subset of ships
case AI_GOAL_CHASE_SHIP_CLASS:
{
int ship_info_index = ship_info_lookup(current_goal->target_name);
Assertion(ship_info_index >= 0, "The target of AI_GOAL_CHASE_SHIP_CLASS must refer to a valid ship class!");
ai_attack_object(objp, nullptr, ship_info_index);
break;
}
// similarly for chase-ship-type
case AI_GOAL_CHASE_SHIP_TYPE:
{
int class_type = ship_type_name_lookup(current_goal->target_name);
Assertion(class_type >= 0, "The target of AI_GOAL_CHASE_SHIP_TYPE must refer to a valid ship type!");
ai_attack_object(objp, nullptr, -1, class_type);
break;
}
case AI_GOAL_WARP: {
mission_do_departure( objp, true );
break;
}
case AI_GOAL_EVADE_SHIP:
Assert(current_goal_target_ship && current_goal_target_ship->has_objp()); // shouldn't get here if this is false!!!!
other_obj = current_goal_target_ship->objp();
ai_evade_object( objp, other_obj);
break;
case AI_GOAL_STAY_STILL:
// NOTE: goal clearing moved above this enclosing switch block
// for now, ignore any other parameters!!!!
ai_stay_still( objp, NULL );
break;
case AI_GOAL_PLAY_DEAD:
case AI_GOAL_PLAY_DEAD_PERSISTENT:
// NOTE: goal clearing moved above this enclosing switch block
aip->mode = AIM_PLAY_DEAD;
aip->submode = -1;
aip->submode_start_time = Missiontime;
break;
case AI_GOAL_FORM_ON_WING:
// NOTE: goal clearing moved above this enclosing switch block
Assert(current_goal_target_ship && current_goal_target_ship->has_objp()); // shouldn't get here if this is false!!!!
other_obj = current_goal_target_ship->objp();
ai_form_on_wing( objp, other_obj );
break;
// labels for support ship commands
case AI_GOAL_STAY_NEAR_SHIP:
case AI_GOAL_FLY_TO_SHIP:
{
Assert(current_goal_target_ship && current_goal_target_ship->has_objp()); // shouldn't get here if this is false!!!!
other_obj = current_goal_target_ship->objp();
float dist = current_goal->float_data; // How far away to stay from ship. Should be set in SEXP?
int additional_data = current_goal->int_data; // Whether to target a particular point as if escorting
ai_do_stay_near(objp, other_obj, dist, additional_data);
break;
}
case AI_GOAL_KEEP_SAFE_DISTANCE:
// todo MK: hook to keep support ship at a safe distance
// Goober5000 - hmm, never implemented - let's see about that
ai_do_safety(objp);
break;
case AI_GOAL_REARM_REPAIR:
Assert(current_goal_target_ship && current_goal_target_ship->has_objp()); // shouldn't get here if this is false!!!!
other_obj = current_goal_target_ship->objp();
ai_rearm_repair( objp, current_goal->docker.index, other_obj, current_goal->dockee.index );
break;
case AI_GOAL_LUA:
ai_lua_start(current_goal, objp);
break;
default:
UNREACHABLE("unsupported goal of %d found in ai_process_mission_orders. Please report to the SCP", current_goal->ai_mode);
break;
}
if (old_form_objnum >= 0)
ai_formation_object_recalculate_slotnums(old_form_objnum);
}
void ai_update_goal_references(ai_goal *goals, sexp_ref_type type, const char *old_name, const char *new_name)
{
int i, mode, flag, dummy;
for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
{
mode = goals[i].ai_mode;
flag = 0;
switch (type)
{
case sexp_ref_type::SHIP:
case sexp_ref_type::PLAYER:
switch (mode)
{
case AI_GOAL_CHASE:
case AI_GOAL_DOCK:
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_GUARD:
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL:
case AI_GOAL_IGNORE:
case AI_GOAL_IGNORE_NEW:
case AI_GOAL_EVADE_SHIP:
case AI_GOAL_STAY_NEAR_SHIP:
flag = 1;
}
break;
case sexp_ref_type::WING:
switch (mode)
{
case AI_GOAL_CHASE_WING:
case AI_GOAL_GUARD_WING:
flag = 1;
}
break;
case sexp_ref_type::WAYPOINT:
switch (mode)
{
case AI_GOAL_WAYPOINTS:
case AI_GOAL_WAYPOINTS_ONCE:
flag = 1;
}
break;
case sexp_ref_type::WAYPOINT_PATH:
switch (mode)
{
case AI_GOAL_WAYPOINTS:
case AI_GOAL_WAYPOINTS_ONCE:
flag = 1;
}
break;
default:
Warning(LOCATION, "unhandled FRED reference type %d in ai_update_goal_references", static_cast<int>(type));
break;
}
if (flag) // is this a valid goal to parse for this conversion?
{
if (!stricmp(goals[i].target_name, old_name))
{
if (*new_name == '<') // target was just deleted..
goals[i].ai_mode = AI_GOAL_NONE;
else
goals[i].target_name = ai_get_goal_target_name(new_name, &dummy);
}
}
}
}
bool query_referenced_in_ai_goals(ai_goal *goals, sexp_ref_type type, const char *name)
{
int i, mode, flag;
for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
{
mode = goals[i].ai_mode;
flag = 0;
switch (type)
{
case sexp_ref_type::SHIP:
case sexp_ref_type::PLAYER:
switch (mode)
{
case AI_GOAL_CHASE:
case AI_GOAL_DOCK:
case AI_GOAL_DESTROY_SUBSYSTEM:
case AI_GOAL_GUARD:
case AI_GOAL_DISABLE_SHIP:
case AI_GOAL_DISABLE_SHIP_TACTICAL:
case AI_GOAL_DISARM_SHIP:
case AI_GOAL_DISARM_SHIP_TACTICAL:
case AI_GOAL_IGNORE:
case AI_GOAL_IGNORE_NEW:
case AI_GOAL_EVADE_SHIP:
case AI_GOAL_STAY_NEAR_SHIP:
flag = 1;
}
break;
case sexp_ref_type::WING:
switch (mode)
{
case AI_GOAL_CHASE_WING:
case AI_GOAL_GUARD_WING:
flag = 1;
}
break;
case sexp_ref_type::WAYPOINT:
switch (mode)
{
case AI_GOAL_WAYPOINTS:
case AI_GOAL_WAYPOINTS_ONCE:
flag = 1;
}
break;
case sexp_ref_type::WAYPOINT_PATH:
switch (mode)
{
case AI_GOAL_WAYPOINTS:
case AI_GOAL_WAYPOINTS_ONCE:
flag = 1;
}
break;
}
if (flag) // is this a valid goal to parse for this conversion?
{
if (!stricmp(goals[i].target_name, name))
return true;
}
}
return false;
}
char *ai_add_dock_name(const char *str)
{
char *ptr;
int i;
Assert(strlen(str) <= NAME_LENGTH - 1);
for (i=0; i<Num_ai_dock_names; i++)
if (!stricmp(Ai_dock_names[i], str))
return Ai_dock_names[i];
Assert(Num_ai_dock_names < MAX_AI_DOCK_NAMES);
ptr = Ai_dock_names[Num_ai_dock_names++];
strcpy(ptr, str);
return ptr;
}