X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=blobdiff_plain;f=c-version%2Fsrc%2Fai.c;fp=c-version%2Fsrc%2Fai.c;h=91e3ec9f91c8cce5616e97715fd95a3199d88217;hp=0000000000000000000000000000000000000000;hb=1dc3e2e56bd836aa1c9d45417222b4fed6d34c0e;hpb=16a5bbd86d12644c1a613e61e990f76b16a567f0 diff --git a/c-version/src/ai.c b/c-version/src/ai.c new file mode 100644 index 0000000..91e3ec9 --- /dev/null +++ b/c-version/src/ai.c @@ -0,0 +1,631 @@ +#include "sst.h" + +static bool tryexit(coord look, int ienm, int loccom, bool irun) +/* a bad guy attempts to bug out */ +{ + int n; + coord iq; + + iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1; + iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1; + if (!VALID_QUADRANT(iq.x,iq.y) || + game.state.galaxy[iq.x][iq.y].supernova || + game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1) + return false; /* no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons */ + if (ienm == IHR) + return false; /* Romulans cannot escape! */ + if (!irun) { + /* avoid intruding on another commander's territory */ + if (ienm == IHC) { + for (n = 1; n <= game.state.remcom; n++) + if (same(game.state.kcmdr[n],iq)) + return false; + /* refuse to leave if currently attacking starbase */ + if (same(game.battle, game.quadrant)) + return false; + } + /* don't leave if over 1000 units of energy */ + if (game.kpower[loccom] > 1000.0) + return false; + } + // print escape message and move out of quadrant. + // We know this if either short or long range sensors are working + if (!damaged(DSRSENS) || !damaged(DLRSENS) || + game.condition == docked) { + crmena(true, ienm, sector, game.ks[loccom]); + prout(_(" escapes to %s (and regains strength)."), + cramlc(quadrant, iq)); + } + /* handle local matters related to escape */ + game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT; + game.ks[loccom] = game.ks[game.nenhere]; + game.kavgd[loccom] = game.kavgd[game.nenhere]; + game.kpower[loccom] = game.kpower[game.nenhere]; + game.kdist[loccom] = game.kdist[game.nenhere]; + game.klhere--; + game.nenhere--; + if (game.condition != docked) + newcnd(); + /* Handle global matters related to escape */ + game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons--; + game.state.galaxy[iq.x][iq.y].klingons++; + if (ienm==IHS) { + game.ishere = false; + game.iscate = false; + game.ientesc = false; + game.isatb = 0; + schedule(FSCMOVE, 0.2777); + unschedule(FSCDBAS); + game.state.kscmdr=iq; + } + else { + for (n = 1; n <= game.state.remcom; n++) { + if (same(game.state.kcmdr[n], game.quadrant)) { + game.state.kcmdr[n]=iq; + break; + } + } + game.comhere = false; + } + return true; /* success */ +} + +/************************************************************************* +The bad-guy movement algorithm: + +1. Enterprise has "force" based on condition of phaser and photon torpedoes. +If both are operating full strength, force is 1000. If both are damaged, +force is -1000. Having shields down subtracts an additional 1000. + +2. Enemy has forces equal to the energy of the attacker plus +100*(K+R) + 500*(C+S) - 400 for novice through good levels OR +346*K + 400*R + 500*(C+S) - 400 for expert and emeritus. + +Attacker Initial energy levels (nominal): + Klingon Romulan Commander Super-Commander +Novice 400 700 1200 +Fair 425 750 1250 +Good 450 800 1300 1750 +Expert 475 850 1350 1875 +Emeritus 500 900 1400 2000 +VARIANCE 75 200 200 200 + +Enemy vessels only move prior to their attack. In Novice - Good games +only commanders move. In Expert games, all enemy vessels move if there +is a commander present. In Emeritus games all enemy vessels move. + +3. If Enterprise is not docked, an agressive action is taken if enemy +forces are 1000 greater than Enterprise. + +Agressive action on average cuts the distance between the ship and +the enemy to 1/4 the original. + +4. At lower energy advantage, movement units are proportional to the +advantage with a 650 advantage being to hold ground, 800 to move forward +1, 950 for two, 150 for back 4, etc. Variance of 100. + +If docked, is reduced by roughly 1.75*game.skill, generally forcing a +retreat, especially at high skill levels. + +5. Motion is limited to skill level, except for SC hi-tailing it out. +**************************************************************************/ + +static void movebaddy(coord com, int loccom, feature ienm) +/* tactical movement for the bad guys */ +{ + int motion, mdist, nsteps, mx, my, ll; + coord next, look; + int krawlx, krawly; + bool success, irun = false; + int attempts; + /* This should probably be just game.comhere + game.ishere */ + int nbaddys = game.skill >= SKILL_EXPERT ? + (int)((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0): + (game.comhere + game.ishere); + double dist1, forces; + + dist1 = game.kdist[loccom]; + mdist = dist1 + 0.5; /* Nearest integer distance */ + + /* If SC, check with spy to see if should hi-tail it */ + if (ienm==IHS && + (game.kpower[loccom] <= 500.0 || (game.condition==docked && !damaged(DPHOTON)))) { + irun = true; + motion = -QUADSIZE; + } + else { + /* decide whether to advance, retreat, or hold position */ + forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1); + if (!game.shldup) + forces += 1000; /* Good for enemy if shield is down! */ + if (!damaged(DPHASER) || !damaged(DPHOTON)) { + if (damaged(DPHASER)) /* phasers damaged */ + forces += 300.0; + else + forces -= 0.2*(game.energy - 2500.0); + if (damaged(DPHOTON)) /* photon torpedoes damaged */ + forces += 300.0; + else + forces -= 50.0*game.torps; + } + else { + /* phasers and photon tubes both out! */ + forces += 1000.0; + } + motion = 0; + if (forces <= 1000.0 && game.condition != docked) /* Typical situation */ + motion = ((forces+200.0*Rand())/150.0) - 5.0; + else { + if (forces > 1000.0) /* Very strong -- move in for kill */ + motion = (1.0-square(Rand()))*dist1 + 1.0; + if (game.condition==docked && (game.options & OPTION_BASE)) /* protected by base -- back off ! */ + motion -= game.skill*(2.0-square(Rand())); + } + if (idebug) + proutn("=== MOTION = %d, FORCES = %1.2f, ", motion, forces); + /* don't move if no motion */ + if (motion==0) + return; + /* Limit motion according to skill */ + if (abs(motion) > game.skill) + motion = (motion < 0) ? -game.skill : game.skill; + } + /* calculate preferred number of steps */ + nsteps = motion < 0 ? -motion : motion; + if (motion > 0 && nsteps > mdist) + nsteps = mdist; /* don't overshoot */ + if (nsteps > QUADSIZE) + nsteps = QUADSIZE; /* This shouldn't be necessary */ + if (nsteps < 1) + nsteps = 1; /* This shouldn't be necessary */ + if (idebug) { + proutn("NSTEPS = %d:", nsteps); + } + /* Compute preferred values of delta X and Y */ + mx = game.sector.x - com.x; + my = game.sector.y - com.y; + if (2.0 * abs(mx) < abs(my)) + mx = 0; + if (2.0 * abs(my) < abs(game.sector.x-com.x)) + my = 0; + if (mx != 0) + mx = mx*motion < 0 ? -1 : 1; + if (my != 0) + my = my*motion < 0 ? -1 : 1; + next = com; + /* main move loop */ + for (ll = 0; ll < nsteps; ll++) { + if (idebug) + proutn(" %d", ll+1); + /* Check if preferred position available */ + look.x = next.x + mx; + look.y = next.y + my; + krawlx = mx < 0 ? 1 : -1; + krawly = my < 0 ? 1 : -1; + success = false; + attempts = 0; /* Settle mysterious hang problem */ + while (attempts++ < 20 && !success) { + if (look.x < 1 || look.x > QUADSIZE) { + if (motion < 0 && tryexit(look, ienm, loccom, irun)) + return; + if (krawlx == mx || my == 0) + break; + look.x = next.x + krawlx; + krawlx = -krawlx; + } + else if (look.y < 1 || look.y > QUADSIZE) { + if (motion < 0 && tryexit(look, ienm, loccom, irun)) + return; + if (krawly == my || mx == 0) + break; + look.y = next.y + krawly; + krawly = -krawly; + } + else if ((game.options & OPTION_RAMMING) && game.quad[look.x][look.y] != IHDOT) { + /* See if we should ram ship */ + if (game.quad[look.x][look.y] == game.ship && + (ienm == IHC || ienm == IHS)) { + ram(true, ienm, com); + return; + } + if (krawlx != mx && my != 0) { + look.x = next.x + krawlx; + krawlx = -krawlx; + } + else if (krawly != my && mx != 0) { + look.y = next.y + krawly; + krawly = -krawly; + } + else + break; /* we have failed */ + } + else + success = true; + } + if (success) { + next = look; + if (idebug) + proutn(cramlc(neither, next)); + } + else + break; /* done early */ + + } + if (idebug) + skip(1); + /* Put commander in place within same quadrant */ + game.quad[com.x][com.y] = IHDOT; + game.quad[next.x][next.y] = ienm; + if (!same(next, com)) { + /* it moved */ + game.ks[loccom] = next; + game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next); + if (!damaged(DSRSENS) || game.condition == docked) { + proutn("***"); + cramen(ienm); + proutn(_(" from %s"), cramlc(sector, com)); + if (game.kdist[loccom] < dist1) + proutn(_(" advances to ")); + else + proutn(_(" retreats to ")); + prout(cramlc(sector, next)); + } + } +} + +void moveklings(void) +/* Klingon tactical movement */ +{ + coord w; + int i; + + if (idebug) + prout("== MOVCOM"); + + // Figure out which Klingon is the commander (or Supercommander) + // and do move + if (game.comhere) + for (i = 1; i <= game.nenhere; i++) { + w = game.ks[i]; + if (game.quad[w.x][w.y] == IHC) { + movebaddy(w, i, IHC); + break; + } + } + if (game.ishere) + for (i = 1; i <= game.nenhere; i++) { + w = game.ks[i]; + if (game.quad[w.x][w.y] == IHS) { + movebaddy(w, i, IHS); + break; + } + } + // if skill level is high, move other Klingons and Romulans too! + // Move these last so they can base their actions on what the + // commander(s) do. + if (game.skill >= SKILL_EXPERT && (game.options & OPTION_MVBADDY)) + for (i = 1; i <= game.nenhere; i++) { + w = game.ks[i]; + if (game.quad[w.x][w.y] == IHK || game.quad[w.x][w.y] == IHR) + movebaddy(w, i, game.quad[w.x][w.y]); + } + + sortklings(); +} + +static bool movescom(coord iq, bool avoid) +/* commander movement helper */ +{ + int i; + + if (same(iq, game.quadrant) || !VALID_QUADRANT(iq.x, iq.y) || + game.state.galaxy[iq.x][iq.y].supernova || + game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1) + return 1; + if (avoid) { + /* Avoid quadrants with bases if we want to avoid Enterprise */ + for (i = 1; i <= game.state.rembase; i++) + if (same(game.state.baseq[i], iq)) + return true; + } + if (game.justin && !game.iscate) + return true; + /* do the move */ + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons--; + game.state.kscmdr = iq; + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons++; + if (game.ishere) { + /* SC has scooted, Remove him from current quadrant */ + game.iscate=false; + game.isatb=0; + game.ishere = false; + game.ientesc = false; + unschedule(FSCDBAS); + for (i = 1; i <= game.nenhere; i++) + if (game.quad[game.ks[i].x][game.ks[i].y] == IHS) + break; + game.quad[game.ks[i].x][game.ks[i].y] = IHDOT; + game.ks[i] = game.ks[game.nenhere]; + game.kdist[i] = game.kdist[game.nenhere]; + game.kavgd[i] = game.kavgd[game.nenhere]; + game.kpower[i] = game.kpower[game.nenhere]; + game.klhere--; + game.nenhere--; + if (game.condition!=docked) + newcnd(); + sortklings(); + } + /* check for a helpful planet */ + for (i = 0; i < game.inplan; i++) { + if (same(game.state.planets[i].w, game.state.kscmdr) && + game.state.planets[i].crystals == present) { + /* destroy the planet */ + game.state.planets[i].pclass = destroyed; + game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET; + if (!damaged(DRADIO) || game.condition == docked) { + announce(); + prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")); + proutn(_(" a planet in ")); + proutn(cramlc(quadrant, game.state.kscmdr)); + prout(_(" has been destroyed")); + prout(_(" by the Super-commander.\"")); + } + break; + } + } + return false; /* looks good! */ +} + +void supercommander(void) +/* move the Super Commander */ +{ + int i, i2, j, ideltax, ideltay, ifindit, iwhichb; + coord iq, sc, ibq; + int basetbl[BASEMAX+1]; + double bdist[BASEMAX+1]; + bool avoid; + + if (idebug) + prout("== SUPERCOMMANDER"); + + /* Decide on being active or passive */ + avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) || + (game.state.date-game.indate) < 3.0); + if (!game.iscate && avoid) { + /* compute move away from Enterprise */ + ideltax = game.state.kscmdr.x-game.quadrant.x; + ideltay = game.state.kscmdr.y-game.quadrant.y; + if (sqrt(ideltax*(double)ideltax+ideltay*(double)ideltay) > 2.0) { + /* circulate in space */ + ideltax = game.state.kscmdr.y-game.quadrant.y; + ideltay = game.quadrant.x-game.state.kscmdr.x; + } + } + else { + /* compute distances to starbases */ + if (game.state.rembase <= 0) { + /* nothing left to do */ + unschedule(FSCMOVE); + return; + } + sc = game.state.kscmdr; + for (i = 1; i <= game.state.rembase; i++) { + basetbl[i] = i; + bdist[i] = distance(game.state.baseq[i], sc); + } + if (game.state.rembase > 1) { + /* sort into nearest first order */ + bool iswitch; + do { + iswitch = false; + for (i=1; i < game.state.rembase-1; i++) { + if (bdist[i] > bdist[i+1]) { + int ti = basetbl[i]; + double t = bdist[i]; + bdist[i] = bdist[i+1]; + bdist[i+1] = t; + basetbl[i] = basetbl[i+1]; + basetbl[i+1] =ti; + iswitch = true; + } + } + } while (iswitch); + } + /* look for nearest base without a commander, no Enterprise, and + without too many Klingons, and not already under attack. */ + ifindit = iwhichb = 0; + + for (i2 = 1; i2 <= game.state.rembase; i2++) { + i = basetbl[i2]; /* bug in original had it not finding nearest*/ + ibq = game.state.baseq[i]; + if (same(ibq, game.quadrant) || same(ibq, game.battle) || + game.state.galaxy[ibq.x][ibq.y].supernova || + game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1) + continue; + // if there is a commander, and no other base is appropriate, + // we will take the one with the commander + for (j = 1; j <= game.state.remcom; j++) { + if (same(ibq, game.state.kcmdr[j]) && ifindit!= 2) { + ifindit = 2; + iwhichb = i; + break; + } + } + if (j > game.state.remcom) { /* no commander -- use this one */ + ifindit = 1; + iwhichb = i; + break; + } + } + if (ifindit==0) + return; /* Nothing suitable -- wait until next time*/ + ibq = game.state.baseq[iwhichb]; + /* decide how to move toward base */ + ideltax = ibq.x - game.state.kscmdr.x; + ideltay = ibq.y - game.state.kscmdr.y; + } + /* Maximum movement is 1 quadrant in either or both axis */ + if (ideltax > 1) + ideltax = 1; + if (ideltax < -1) + ideltax = -1; + if (ideltay > 1) + ideltay = 1; + if (ideltay < -1) + ideltay = -1; + + /* try moving in both x and y directions */ + iq.x = game.state.kscmdr.x + ideltax; + iq.y = game.state.kscmdr.y + ideltax; + if (movescom(iq, avoid)) { + /* failed -- try some other maneuvers */ + if (ideltax==0 || ideltay==0) { + /* attempt angle move */ + if (ideltax != 0) { + iq.y = game.state.kscmdr.y + 1; + if (movescom(iq, avoid)) { + iq.y = game.state.kscmdr.y - 1; + movescom(iq, avoid); + } + } + else { + iq.x = game.state.kscmdr.x + 1; + if (movescom(iq, avoid)) { + iq.x = game.state.kscmdr.x - 1; + movescom(iq, avoid); + } + } + } + else { + /* try moving just in x or y */ + iq.y = game.state.kscmdr.y; + if (movescom(iq, avoid)) { + iq.y = game.state.kscmdr.y + ideltay; + iq.x = game.state.kscmdr.x; + movescom(iq, avoid); + } + } + } + /* check for a base */ + if (game.state.rembase == 0) { + unschedule(FSCMOVE); + } + else { + for (i = 1; i <= game.state.rembase; i++) { + ibq = game.state.baseq[i]; + if (same(ibq, game.state.kscmdr) && same(game.state.kscmdr, game.battle)) { + /* attack the base */ + if (avoid) + return; /* no, don't attack base! */ + game.iseenit = false; + game.isatb = 1; + schedule(FSCDBAS, 1.0 +2.0*Rand()); + if (is_scheduled(FCDBAS)) + postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date); + if (damaged(DRADIO) && game.condition != docked) + return; /* no warning */ + game.iseenit = true; + announce(); + proutn(_("Lt. Uhura- \"Captain, the starbase in ")); + proutn(cramlc(quadrant, game.state.kscmdr)); + skip(1); + prout(_(" reports that it is under attack from the Klingon Super-commander.")); + proutn(_(" It can survive until stardate %d.\""), + (int)scheduled(FSCDBAS)); + if (!game.resting) + return; + prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\"")); + if (ja() == false) + return; + game.resting = false; + game.optime = 0.0; /* actually finished */ + return; + } + } + } + /* Check for intelligence report */ + if ( + !idebug && + (Rand() > 0.2 || + (damaged(DRADIO) && game.condition != docked) || + !game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted)) + return; + announce(); + prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports")); + proutn(_(" the Super-commander is in ")); + proutn(cramlc(quadrant, game.state.kscmdr)); + prout(".\""); + return; +} + +void movetholian(void) +/* move the Tholian */ +{ + int idx, idy, im, i; + if (!game.ithere || game.justin) + return; + + if (game.tholian.x == 1 && game.tholian.y == 1) { + idx = 1; idy = QUADSIZE; + } + else if (game.tholian.x == 1 && game.tholian.y == QUADSIZE) { + idx = QUADSIZE; idy = QUADSIZE; + } + else if (game.tholian.x == QUADSIZE && game.tholian.y == QUADSIZE) { + idx = QUADSIZE; idy = 1; + } + else if (game.tholian.x == QUADSIZE && game.tholian.y == 1) { + idx = 1; idy = 1; + } + else { + /* something is wrong! */ + game.ithere = false; + return; + } + + /* do nothing if we are blocked */ + if (game.quad[idx][idy]!= IHDOT && game.quad[idx][idy]!= IHWEB) + return; + game.quad[game.tholian.x][game.tholian.y] = IHWEB; + + if (game.tholian.x != idx) { + /* move in x axis */ + im = fabs((double)idx - game.tholian.x)/((double)idx - game.tholian.x); + while (game.tholian.x != idx) { + game.tholian.x += im; + if (game.quad[game.tholian.x][game.tholian.y]==IHDOT) + game.quad[game.tholian.x][game.tholian.y] = IHWEB; + } + } + else if (game.tholian.y != idy) { + /* move in y axis */ + im = fabs((double)idy - game.tholian.y)/((double)idy - game.tholian.y); + while (game.tholian.y != idy) { + game.tholian.y += im; + if (game.quad[game.tholian.x][game.tholian.y]==IHDOT) + game.quad[game.tholian.x][game.tholian.y] = IHWEB; + } + } + game.quad[game.tholian.x][game.tholian.y] = IHT; + game.ks[game.nenhere] = game.tholian; + + /* check to see if all holes plugged */ + for (i = 1; i <= QUADSIZE; i++) { + if (game.quad[1][i]!=IHWEB && game.quad[1][i]!=IHT) + return; + if (game.quad[QUADSIZE][i]!=IHWEB && game.quad[QUADSIZE][i]!=IHT) + return; + if (game.quad[i][1]!=IHWEB && game.quad[i][1]!=IHT) + return; + if (game.quad[i][QUADSIZE]!=IHWEB && game.quad[i][QUADSIZE]!=IHT) + return; + } + /* All plugged up -- Tholian splits */ + game.quad[game.tholian.x][game.tholian.y]=IHWEB; + dropin(IHBLANK); + crmena(true, IHT, sector, game.tholian); + prout(_(" completes web.")); + game.ithere = false; + game.nenhere--; + return; +}