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aggressive.h
Go to the documentation of this file.
1
#ifndef __AGGRESSIVE_AI_H
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#define __AGGRESSIVE_AI_H
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#include "
fire.h
"
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class
Flightgroup
;
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namespace
Orders
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{
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class
AggressiveAI
:
public
FireAt
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{
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bool
obedient;
//am I currently obedient
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bool
last_time_insys;
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char
jump_time_check;
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float
last_jump_distance;
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float
last_jump_time;
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float
currentpriority;
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float
creationtime;
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protected
:
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void
SignalChosenTarget
();
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AIEvents::ElemAttrMap
*
logic
;
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float
logiccurtime
;
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float
interruptcurtime
;
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QVector
nav
;
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UnitContainer
navDestination
;
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float
lurk_on_arrival
;
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bool
ProcessLogicItem
(
const
AIEvents::AIEvresult
&item );
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bool
ExecuteLogicItem
(
const
AIEvents::AIEvresult
&item );
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bool
ProcessLogic
(
AIEvents::ElemAttrMap
&
logic
,
bool
inter );
//returns if found anything
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std::string
last_directive
;
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void
ReCommandWing
(
Flightgroup
*fg );
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bool
ProcessCurrentFgDirective
(
Flightgroup
*fg );
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public
:
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virtual
void
SetParent
(
Unit
*parent1 );
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enum
types
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{
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AGGAI
,
MOVEMENT
,
FACING
,
UNKNOWN
,
DISTANCE
,
METERDISTANCE
,
THREAT
,
FSHIELD
,
LSHIELD
,
RSHIELD
,
BSHIELD
,
FARMOR
,
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BARMOR
,
LARMOR
,
RARMOR
,
HULL
,
RANDOMIZ
,
FSHIELD_HEAL_RATE
,
BSHIELD_HEAL_RATE
,
LSHIELD_HEAL_RATE
,
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RSHIELD_HEAL_RATE
,
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FARMOR_HEAL_RATE
,
BARMOR_HEAL_RATE
,
LARMOR_HEAL_RATE
,
RARMOR_HEAL_RATE
,
HULL_HEAL_RATE
,
TARGET_FACES_YOU
,
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TARGET_IN_FRONT_OF_YOU
,
TARGET_GOING_YOUR_DIRECTION
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};
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AggressiveAI
(
const
char
*
file
,
Unit
*target = NULL );
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void
ExecuteNoEnemies
();
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void
Execute
();
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virtual
std::string
getOrderDescription
()
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{
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return
"aggressive"
;
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}
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void
AfterburnerJumpTurnTowards
(
Unit
*target );
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float
Fshield_prev
;
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float
Fshield_rate_old
;
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double
Fshield_prev_time
;
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float
Bshield_prev
;
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float
Bshield_rate_old
;
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double
Bshield_prev_time
;
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float
Lshield_prev
;
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float
Lshield_rate_old
;
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double
Lshield_prev_time
;
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float
Rshield_prev
;
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float
Rshield_rate_old
;
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double
Rshield_prev_time
;
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float
Farmour_prev
;
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float
Farmour_rate_old
;
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double
Farmour_prev_time
;
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float
Barmour_prev
;
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float
Barmour_rate_old
;
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double
Barmour_prev_time
;
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float
Larmour_prev
;
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float
Larmour_rate_old
;
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double
Larmour_prev_time
;
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float
Rarmour_prev
;
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float
Rarmour_rate_old
;
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double
Rarmour_prev_time
;
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float
Hull_prev
;
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float
Hull_rate_old
;
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double
Hull_prev_time
;
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int
personalityseed
;
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};
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}
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#endif
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src
cmd
ai
aggressive.h
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