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helicopter.cpp
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#include "helicopter.h"
#include <climits>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include "files.h"
Helicopter::Helicopter()
{
Init();
}
Helicopter::~Helicopter()
{
Cleanup();
}
int Helicopter::Init()
{
MaxSpeed = 0;
DesiredHeading = 0;
Speed = 0;
Heading = 0;
current_action = ACTION_HOVER;
mood = MOOD_PASSIVE;
Friend = FRIEND;
destination_x = destination_y = -1;
ShipType = TYPE_HELICOPTER;
ShipClass = CLASS_HELICOPTER;
MaxDepth = LISTEN_HEIGHT;
Rudder = HELICOPTER_RUBBER;
hull_strength = 1;
has_sonar = TRUE;
PSCS = 360.0;
firing_countdown = 0;
next = NULL;
return TRUE;
}
void Helicopter::Cleanup()
{
// nothing to clean yet
}
// This function should be called right after the helicopter is created. It
// will load the ship's class specific information from the appropriate
// data file.
// The data file's format will be
// maxspeed maxdepth rudder torpedoes-carried hull_strength has_sonar, P
// SCS class-name class-type
int Helicopter::Load_Class(char *from_file)
{
FILE *my_file;
char line[256];
char *status;
if (! from_file)
return FALSE;
my_file = fopen(from_file, "r");
if (! my_file)
return FALSE;
status = fgets(line, 256, my_file);
if (status) {
sscanf(line, "%d %d %d %d %d %d %f %s %s",
&MaxSpeed, &MaxDepth, &Rudder, &TorpedoesOnBoard,
&hull_strength, &has_sonar, &PSCS, ClassName, ClassType);
}
fclose(my_file);
return TRUE;
}
// Helicopters do not receive mission objectives
// yet, but they may have an entry in the mission file
// for formatting. This function simply
// reads one line from the file and returns
int Helicopter::Load_Mission(FILE *from_file)
{
char line[256];
char *status;
if (! from_file)
return FALSE;
status = fgets(line, 256, from_file);
if (! status)
return FALSE;
return TRUE;
}
// This function lets us know if the helicopter is okay
// or if something has happened to make it die.
// Returns TRUE if the helicopter can still fly or
// FALSE if it has died.
// We might add checks here later for running out
// of fuel....
int Helicopter::Check_Status()
{
if (hull_strength > 0)
return TRUE;
else
return FALSE;
}
// This function will determine what the helicopter is doing.
// Ideally we want to patrol more or less randomly, looking
// for enemy submarines. When we hear an enemy we
// will move close, confirm we can still hear it and fire.
// When we are out of torpedoes we should probably
// continue to patrol, and radio sightings
Submarine *Helicopter::Helicopter_AI(Submarine *all_ships, Submarine *all_torpedoes)
{
double distance_to_target;
int range, new_direction;
Submarine *ship = NULL, *target = NULL;
int do_what = DO_NOTHING;
int new_heading;
Submarine *torpedo, *my_torpedoes;
int found;
if (firing_countdown)
firing_countdown--;
#ifdef DEBUG_HELICOPTER
printf("Current action: %d\n", current_action);
#endif
switch (current_action) {
case ACTION_HOVER:
destination_x = -1;
destination_y = -1;
DesiredSpeed = 0;
current_action = ACTION_MOVING;
break;
case ACTION_MOVING:
// no destination, set one
if ((destination_x < 0) || (destination_y < 0)) {
// destination_x = Lat_TotalYards + ((rand() % 4000) - 2000);
// destination_y = Lon_TotalYards + ((rand() % 4000) - 2000);
// pick direction 0-7
new_direction = rand() % 8;
range = MILES_TO_YARDS * 2;
switch (new_direction) {
case 0:
destination_x = Lat_TotalYards + range;
destination_y = Lon_TotalYards;
break; // west
case 1:
destination_x = Lat_TotalYards + range;
destination_y = Lon_TotalYards - range;
break; // sw
case 2:
destination_x = Lat_TotalYards;
destination_y = Lon_TotalYards - range;
break; // south
case 3:
destination_x = Lat_TotalYards;
destination_y = Lon_TotalYards + range;
break; // north
case 4:
destination_x = Lat_TotalYards - range;
destination_y = Lon_TotalYards - range;
break; // se
case 5:
destination_x = Lat_TotalYards - range;
destination_y = Lon_TotalYards;
break; // east
case 6:
destination_x = Lat_TotalYards + range;
destination_y = Lon_TotalYards + range;
break; // nw
case 7:
destination_x = Lat_TotalYards - range;
destination_y = Lon_TotalYards + range;
break; // ne
} // end of pick new destination
DesiredDepth = MOVE_HEIGHT;
DesiredSpeed = MaxSpeed;
}
// figure out heading here
new_heading = Bearing_To_Destination();
if (new_heading != -1)
DesiredHeading = new_heading;
distance_to_target = Distance_To_Destination();
#ifdef DEBUG_HELICOPTER
printf("DesiredHeading: %d\n", DesiredHeading);
printf("Distance: %lf\n", distance_to_target);
#endif
// near destination, stop then switch to listening
if (distance_to_target < MILES_TO_YARDS) {
#ifdef DEBUG_HELICOPTER
printf("Close to destination, slow down.\n");
#endif
current_action = ACTION_LISTEN;
DesiredSpeed = 0;
DesiredDepth = LISTEN_HEIGHT;
}
/*
// to far away from target, pick new destination
else if (distance_to_target > (MAX_DISTANCE * MILES_TO_YARDS) ) {
destination_x = -1;
destination_y = -1;
}
*/
// close to target, slow down
else if (distance_to_target < (2 * MILES_TO_YARDS))
DesiredSpeed = MaxSpeed / 4;
break;
case ACTION_LISTEN:
if (destination_x >= 0)
destination_x = -1;
if (destination_y >= 0)
destination_y = -1;
DesiredSpeed = 0;
DesiredDepth = LISTEN_HEIGHT;
DesiredHeading = Heading;
if ((Depth == LISTEN_HEIGHT) && (Speed < 1.0)) {
// check all ships subs to find if we can hear a foe
target = Find_Target(all_ships);
if (target) {
#ifdef DEBUG_HELICOPTER
printf("We can hear something, checking range.\n");
#endif
range = Distance_To_Target(target);
// we hear a foe and it is close, fire
if (range < (TORPEDO_RANGE_PASSIVE * MILES_TO_YARDS)) {
#ifdef DEBUG_HELICOPTER
printf("We can shoot at a sub.\n");
#endif
do_what = DO_SHOOT;
// do shooting here
if ((TorpedoesOnBoard > 0) && (! firing_countdown)) {
char *ship_file, filename[] = "ships/class5.shp";
ship_file = Find_Data_File(filename);
torpedo = Fire_Torpedo(target, ship_file);
free(ship_file);
if (torpedo) {
#ifdef DEBUG_HELICOPTER
printf("We fired a torpedo.\n");
#endif
if (! all_torpedoes)
all_torpedoes = torpedo;
else {
my_torpedoes = all_torpedoes;
found = FALSE;
while ((! found) && (my_torpedoes)) {
if (my_torpedoes->next)
my_torpedoes = my_torpedoes->next;
else {
my_torpedoes->next = torpedo;
found = TRUE;
}
}
}
TorpedoesOnBoard--;
firing_countdown = FIRING_WAIT;
}
} // end of torpedoes on board
destination_x = target->Lat_TotalYards;
destination_y = target->Lon_TotalYards;
DesiredDepth = MOVE_HEIGHT;
DesiredSpeed = MaxSpeed;
current_action = ACTION_MOVING;
return all_torpedoes;
}
// we hear a foe and it is far away, move
else {
#ifdef DEBUG_HELICOPTER
printf("We can hear a sub, we need to move closer.\n");
#endif
do_what = DO_MOVE;
destination_x = target->Lat_TotalYards;
destination_y = target->Lon_TotalYards;
DesiredDepth = MOVE_HEIGHT;
DesiredSpeed = MaxSpeed;
current_action = ACTION_MOVING;
return all_torpedoes;
}
} // end of we found a target
// No target? then we should find a friendy ship
// to get close to
ship = Find_Closest_Friend(all_ships);
if (ship) {
do_what = DO_MOVE;
destination_x = ship->Lat_TotalYards;
destination_y = ship->Lon_TotalYards;
DesiredDepth = MOVE_HEIGHT;
DesiredSpeed = MaxSpeed / 2;
}
// we do not hear anything, move randomly and listen again
// when in doubt, we are hovering
if (!do_what)
current_action = ACTION_HOVER;
} // end of we are listening
break;
default:
current_action = ACTION_HOVER;
} // end of switch actions
return all_torpedoes;
}
// This function handles moving the helicopter. It will
// adjust the craft up/down, turn, and adjust speed.
int Helicopter::Handle()
{
float AmountOfChange;
float delta_heading;
// first, handle height
if (DesiredDepth > LISTEN_HEIGHT)
DesiredDepth = LISTEN_HEIGHT;
else if (DesiredDepth < MOVE_HEIGHT)
DesiredDepth = MOVE_HEIGHT;
if (DesiredDepth > Depth)
Depth++;
else if (DesiredDepth < Depth)
Depth--;
AmountOfChange = Rudder / 10;
// turn toward desired heading
if (Heading > DesiredHeading) {
if ((Heading - DesiredHeading) < 180) {
Heading = Heading - AmountOfChange;
if ((Heading < DesiredHeading) &&
((DesiredHeading - Heading) < AmountOfChange)) {
Heading = (float) DesiredHeading;
}
} else {
Heading = Heading + AmountOfChange;
if ((Heading > DesiredHeading) &&
((Heading - DesiredHeading) < AmountOfChange)) {
Heading = (float) DesiredHeading;
}
}
} else {
if (Heading < DesiredHeading) {
if ((DesiredHeading - Heading) < 180) {
Heading += AmountOfChange;
if ((Heading > DesiredHeading) &&
((Heading - DesiredHeading) < AmountOfChange)) {
Heading = (float) DesiredHeading;
}
} else {
Heading = Heading - AmountOfChange;
if ((Heading < DesiredHeading) &&
((DesiredHeading - Heading) < AmountOfChange)) {
Heading = (float) DesiredHeading;
}
}
}
}
// sanity check on course
if (Heading < 0)
Heading += 360;
else if (Heading > 359)
Heading -= 360;
// sanity check on speed, if we need to turn a lot to
// get to our destination, slow to half speed
delta_heading = Heading - DesiredHeading;
if ((delta_heading < -45) || (delta_heading > 45))
DesiredSpeed = MaxSpeed / 2;
// adjust speed
if (DesiredSpeed > Speed)
Speed += 1.0;
else if (DesiredSpeed < Speed)
Speed -= 1.0;
if (Speed < 0.0)
Speed = 0.0;
else if (Speed > MaxSpeed)
Speed = MaxSpeed;
return TRUE;
}
// This function returns the bearing (in degrees) to
// our destination. If no destination is set, then
// we return zero.
int Helicopter::Bearing_To_Destination()
{
double delta_x = 0, delta_y = 0;
double bearing = 0;
if ((destination_x < 0) || (destination_y < 0))
return -1;
if (Lat_TotalYards > destination_x) {
delta_x = Lat_TotalYards - destination_x;
} else {
delta_x = destination_x - Lat_TotalYards;
}
if (Lon_TotalYards > destination_y) {
delta_y = Lon_TotalYards - destination_y;
} else {
delta_y = destination_y - Lon_TotalYards;
}
if ((Lon_TotalYards < destination_y) &&
(Lat_TotalYards < destination_x))
bearing = (360 - ((atan(delta_x / delta_y) * 360) / RADIAN_RATIO));
else if ((Lon_TotalYards < destination_y) &&
(Lat_TotalYards > destination_x))
bearing = (0 + ((atan(delta_x / delta_y) * 360) / RADIAN_RATIO));
else if ((Lon_TotalYards > destination_y) &&
(Lat_TotalYards < destination_x))
bearing = (180 + ((atan(delta_x / delta_y) * 360) / RADIAN_RATIO));
else if ((Lon_TotalYards > destination_y) &&
(Lat_TotalYards > destination_x))
bearing = (180 - ((atan(delta_x / delta_y) * 360) / RADIAN_RATIO));
#ifdef DEBUG_HELICOPTER
printf("Bearing to destination as double: %lf\n", bearing);
#endif
if (delta_y == 0) {
if (Lat_TotalYards > destination_x)
bearing = 90;
else
bearing = 270;
}
if (delta_x == 0) {
if (Lon_TotalYards > destination_y)
bearing = 180;
else
bearing = 0;
}
#ifdef DEBUG_HELICOPTER
printf("Bearing to destination as double: %lf\n", bearing);
#endif
if ((bearing > 360.0) || (bearing < 0.0)) {
// something has gone wrong. wipe destination
destination_x = -1;
destination_y = -1;
current_action = ACTION_MOVING;
bearing = -1;
}
return (int) bearing;
}
// This function lets us know how far away
// we are (in yards) from out destination.
// If no destination is set, we return zero.
double Helicopter::Distance_To_Destination()
{
int delta_x, delta_y;
if ((destination_x < 0) || (destination_y < 0))
return 0;
delta_x = destination_x - Lat_TotalYards;
if (delta_x < 0)
delta_x = -delta_x;
delta_y = destination_y - Lon_TotalYards;
if (delta_y < 0)
delta_y = -delta_y;
return sqrt((delta_x * delta_x) + (delta_y * delta_y));
}
// This function finds out how far away a target is
// from our helicopter in yards.
double Helicopter::Distance_To_Target(Submarine *Target)
{
double latdif = 0, londif = 0; //sqrt needs doubles
//LatLonDifference( observer, target, &latdif, &londif );
if (!Target)
return 0;
if (Lat_TotalYards > Target->Lat_TotalYards) {
latdif = Lat_TotalYards - Target->Lat_TotalYards;
} else {
latdif = Target->Lat_TotalYards - Lat_TotalYards;
}
if (Lon_TotalYards > Target->Lon_TotalYards) {
londif = Lon_TotalYards - Target->Lon_TotalYards;
} else {
londif = Target->Lon_TotalYards - Lon_TotalYards;
}
return sqrt((latdif * latdif) + (londif * londif));
}
// This function will go through the list of existing
// subs. It checks to see if we can hear
// any foes. If so, this function returns the closest
// enemy. If nothing is found, the function returns
// NULL.
Submarine *Helicopter::Find_Target(Submarine *all_ships)
{
Submarine *ship;
Submarine *best_target = NULL;
double min_range = INT_MAX;
double current_range;
int status;
ship = all_ships;
while (ship) {
// check to see if it is a sub
if (ship->ShipType == TYPE_SUB) {
// check to see if it is a foe
if (((ship->Friend == FOE) && (Friend == FRIEND)) ||
((ship->Friend == FRIEND) && (Friend == FOE))) {
// check to see if it is close
current_range = Distance_To_Target(ship);
if (current_range < min_range) {
// check to see if we can hear it
status = Can_Hear(ship);
if (status) {
min_range = current_range;
best_target = ship;
} // end of we can hear this one
} // end of closer
} // endo f is enemy
} // end of proper type
ship = ship->next;
}
return best_target;
}
// This function will let us know if we can hear a given ship/sub
// The function returns TRUE if we can hear the target or FALSE
// if we cannot.
int Helicopter::Can_Hear(Submarine *target)
{
float Range = Distance_To_Target(target);
float NauticalMiles = (float) Range / 2000.0;
float HisPassiveSonarCrosssection = target->PSCS;
float EffectiveTargetSpeed;
float AmbientNoise;
float OwnShipNoise;
float TotalNoise;
float TargetNoise;
float Gb;
float Lbp;
float NoiseFromSpeed;
float BasisNoiseLevel;
float value;
float SeaState = 3.0; // Anyone want to model the weather.
float minimum_sound = -45.0;
int thermal_layers = 0;
// sanity check
if (! target)
return FALSE;
if (target->Speed <= 5.0) {
EffectiveTargetSpeed = 0.0;
} else {
EffectiveTargetSpeed = target->Speed - 5.0;
}
if (target->Speed < 20.0) {
NoiseFromSpeed = 1.30;
BasisNoiseLevel = 0.0;
} else {
NoiseFromSpeed = 0.65;
BasisNoiseLevel = 9.75;
}
// check just in case we didn't set the map variable
if (map) {
thermal_layers = map->Thermals_Between(Depth, target->Depth);
#ifdef DEBUGMAP
printf("%d thermals between ship and target\n", thermal_layers);
#endif
}
AmbientNoise = 89.0 + (5.0 * SeaState);
// OwnShipNoise = RadiatedNoise();
OwnShipNoise = 0.0;
TotalNoise = 10.0 * log10(pow(10.0, OwnShipNoise / 10.0) + pow(10.0, AmbientNoise / 10.0));
Gb = (TotalNoise - AmbientNoise) / 2.9;
Lbp = AmbientNoise + Gb;
TargetNoise = HisPassiveSonarCrosssection +
((NoiseFromSpeed * EffectiveTargetSpeed) + BasisNoiseLevel);
if (target->pinging)
TargetNoise += PING_NOISE;
if (thermal_layers)
TargetNoise -= TargetNoise * (thermal_layers * THERMAL_FILTER);
value = TargetNoise - (20.0 * log10(NauticalMiles) + 1.1 * NauticalMiles) - Lbp;
// if (!observer)
// SonarStation.setFlowandambientnoise(Lbp - 34);
if (value > minimum_sound) {
return TRUE;
} else {
return FALSE;
}
}
// This function launches a torpedo or noise maker. If the
// passed target is NULL, the new torp/noisemaker is given a
// random course and no target, leaving it to run in a straight line.
// On success the function passes back a pointer to the new torpedo
// and on failure NULL is returned.
Submarine *Helicopter::Fire_Torpedo(Submarine *target, char *ship_file)
{
Submarine *my_torp;
my_torp = new Submarine();
if (! my_torp)
return NULL;
my_torp->Load_Class(ship_file);
if (target) {
my_torp->target = target;
// set heading and desired depth
my_torp->DesiredHeading = my_torp->Heading = my_torp->BearingToTarget(target);
my_torp->DesiredDepth = target->Depth;
my_torp->ShipType = TYPE_TORPEDO;
} else { // no target, noisemaker
my_torp->target = NULL;
// set random heading
my_torp->Heading = rand() % 360;
my_torp->DesiredHeading = my_torp->Heading;
my_torp->ShipType = TYPE_NOISEMAKER;
}
// set current position
my_torp->Lat_TotalYards = Lat_TotalYards;
my_torp->Lon_TotalYards = Lon_TotalYards;
// set fuel
my_torp->fuel_remaining = TORPEDO_FUEL;
// set depth
my_torp->Depth = Depth;
// set speed and desired speed
my_torp->Speed = Speed;
my_torp->DesiredSpeed = my_torp->MaxSpeed;
// my_torp->ShipType = TYPE_TORPEDO;
// my_torp->Friend = FOE;
my_torp->Friend = Friend;
my_torp->origin_x = Lat_TotalYards;
my_torp->origin_y = Lon_TotalYards;
return my_torp;
}
// This function tries to locate the nearest friendly surface ship.
// If we find a friendly surface vessel that ship's pointer is
// returned. Otherwise we return NULL.
Submarine *Helicopter::Find_Closest_Friend(Submarine *ships)
{
double nearest = INT_MAX;
double range;
Submarine *best_fit = NULL;
Submarine *current;
current = ships;
while (current) {
if ((current->ShipType == TYPE_SHIP) && (current->Friend == Friend)) {
range = Distance_To_Target(current);
if (range < nearest) {
best_fit = current;
nearest = range;
}
}
current = current->next;
}
return best_fit;
}