Skip to content

Commit 3240ce3

Browse files
committed
address feedback
1 parent 40c69d9 commit 3240ce3

10 files changed

Lines changed: 113 additions & 56 deletions

File tree

code/ai/aigoals.cpp

Lines changed: 71 additions & 42 deletions
Original file line numberDiff line numberDiff line change
@@ -40,28 +40,41 @@ struct ship_registry_entry;
4040
// dynamic goals are not handled here.
4141

4242
// defines for player issued goal priorities
43-
#define PLAYER_PRIORITY_MIN 90
44-
#define PLAYER_PRIORITY_SHIP 100
45-
#define PLAYER_PRIORITY_WING 95
46-
#define PLAYER_PRIORITY_SUPPORT_LOW 10
43+
constexpr int PLAYER_PRIORITY_MIN = 90;
44+
constexpr int PLAYER_PRIORITY_SHIP = 100;
45+
constexpr int PLAYER_PRIORITY_WING = 95;
46+
constexpr int PLAYER_PRIORITY_SUPPORT_LOW = 10;
4747

48-
#define MAX_GOAL_PRIORITY 200
48+
constexpr int MAX_GOAL_PRIORITY = 200;
49+
constexpr int MIN_GOAL_PRIORITY = 1;
50+
51+
52+
// note: "purging" is not the same as "clearing" here
53+
// purging: any goal that no longer makes sense (i.e. is "invalid") in light of a new goal is removed
54+
// clearing: every goal is removed, including, ironically, the goal that caused the clearing
4955

50-
// define for which goals cause other goals to get purged
5156
// Goober5000 - okay, this seems really stupid. If any ship in the mission is assigned a goal
5257
// in PURGE_GOALS_ALL_SHIPS, *every* other ship will have certain goals purged. So I added
5358
// PURGE_GOALS_ONE_SHIP for goals which should only purge other goals in the one ship.
5459
// Goober5000 - note that the new disable and disarm goals (AI_GOAL_DISABLE_SHIP_TACTICAL and
5560
// AI_GOAL_DISARM_SHIP_TACTICAL) do not purge ANY goals, not even the ones in the one ship
56-
[[nodiscard]] bool purge_goals_all_ships(ai_goal_mode ai_mode)
61+
[[nodiscard]] bool causes_invalid_goal_purge_all_ships(ai_goal_mode ai_mode)
5762
{
5863
return ai_mode == AI_GOAL_IGNORE || ai_mode == AI_GOAL_DISABLE_SHIP || ai_mode == AI_GOAL_DISARM_SHIP;
5964
}
60-
[[nodiscard]] bool purge_goals_one_ship(ai_goal_mode ai_mode)
65+
[[nodiscard]] bool causes_invalid_goal_purge_one_ship(ai_goal_mode ai_mode)
6166
{
6267
return ai_mode == AI_GOAL_IGNORE_NEW;
6368
}
6469

70+
// function for which goals cause other goals to be cleared -- see comments above on purging vs clearing
71+
[[nodiscard]] bool causes_goal_clearing(ai_goal_mode ai_mode)
72+
{
73+
return ((ai_mode == AI_GOAL_STAY_STILL && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_assigning_stay_still])
74+
|| (ai_mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_assigning_form_on_wing])
75+
|| (ai_mode == AI_GOAL_PLAY_DEAD));
76+
}
77+
6578
// goals given from the player to other ships in the game are also handled in this
6679
// code
6780

@@ -212,7 +225,8 @@ void ai_maybe_add_form_goal(wing* wingp)
212225
}
213226

214227
// need to add a form on my wing goal here. Ships are always forming on the player's wing.
215-
// it is sufficient enough to check the first goal entry to see if it has a valid goal
228+
// it is sufficient enough to check the first goal entry to see if it has a valid goal.
229+
// Note: Although the player didn't explicitly order this, it is treated as a player-issued order
216230
if (aip->goals[0].ai_mode == AI_GOAL_NONE) {
217231
// Need to have a more specific target in multi, or they may end up trying to target standalone placeholder.
218232
// So form on their team leader. In dogfight, all player-slot ai die, so just exclude.
@@ -601,7 +615,7 @@ void ai_goal_purge_all_invalid_goals(ai_goal *aigp)
601615
ship_obj *sop;
602616

603617
// only purge goals if a new goal is one of the types in next statement
604-
if (!purge_goals_all_ships(aigp->ai_mode))
618+
if (!causes_invalid_goal_purge_all_ships(aigp->ai_mode))
605619
return;
606620

607621
for (sop = GET_FIRST(&Ship_obj_list); sop != END_OF_LIST(&Ship_obj_list); sop = GET_NEXT(sop))
@@ -770,10 +784,8 @@ void ai_add_goal_sub_player(ai_goal_type type, ai_goal_mode mode, int submode, c
770784
aigp->target_name = ai_get_goal_target_name( target_name, &aigp->target_name_index );
771785

772786
// set up the clear-goals flag for certain goals
773-
if ((mode == AI_GOAL_STAY_STILL && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_assigning_stay_still])
774-
|| (mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_assigning_form_on_wing])
775-
|| (mode == AI_GOAL_PLAY_DEAD))
776-
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
787+
if (causes_goal_clearing(mode))
788+
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
777789

778790
// also set up the override, since it's no longer done automatically in ai_mission_goal_achievable
779791
if (mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_set_override_when_assigning_form_on_wing])
@@ -812,22 +824,22 @@ void ai_add_goal_sub_player(ai_goal_type type, ai_goal_mode mode, int submode, c
812824
// my new docking code. :)
813825
int ai_goal_find_empty_slot( ai_goal *goals, int active_goal )
814826
{
815-
int oldest_index = -1, empty_index = -1;
827+
int oldest_index = -1, first_empty_index = -1;
816828

817829
for ( int gindex = 0; gindex < MAX_AI_GOALS; gindex++ )
818830
{
819831
// get the index for the first unused goal
820832
if (goals[gindex].ai_mode == AI_GOAL_NONE)
821833
{
822-
if (empty_index < 0)
823-
empty_index = gindex;
834+
if (first_empty_index < 0)
835+
first_empty_index = gindex;
824836
}
825837
// if any goal needs to be purged when we add a goal, set the flag
826838
else if (goals[gindex].flags[AI::Goal_Flags::Purge_when_new_goal_added])
827839
goals[gindex].flags.set(AI::Goal_Flags::Purge);
828840

829-
// if this is the active goal, don't consider it for pre-emption!!
830-
if (gindex == active_goal)
841+
// if this is the active goal, and a real goal, don't consider it for pre-emption!!
842+
if (gindex == active_goal && goals[gindex].ai_mode != AI_GOAL_NONE)
831843
continue;
832844

833845
// store the index of the oldest goal
@@ -838,8 +850,8 @@ int ai_goal_find_empty_slot( ai_goal *goals, int active_goal )
838850
}
839851

840852
// try to use the first empty slot
841-
if (empty_index >= 0)
842-
return empty_index;
853+
if (first_empty_index >= 0)
854+
return first_empty_index;
843855

844856
// if we didn't find an empty slot, use the oldest goal's slot
845857
return oldest_index;
@@ -874,10 +886,8 @@ void ai_add_goal_sub_scripting(ai_goal_type type, ai_goal_mode mode, int submode
874886
aigp->target_name = ai_get_goal_target_name( target_name, &aigp->target_name_index );
875887

876888
// set up the clear-goals flag for certain goals
877-
if ((mode == AI_GOAL_STAY_STILL && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_assigning_stay_still])
878-
|| (mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_assigning_form_on_wing])
879-
|| (mode == AI_GOAL_PLAY_DEAD))
880-
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
889+
if (causes_goal_clearing(mode))
890+
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
881891

882892
// also set up the override, since it's no longer done automatically in ai_mission_goal_achievable
883893
if (mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_set_override_when_assigning_form_on_wing])
@@ -886,6 +896,15 @@ void ai_add_goal_sub_scripting(ai_goal_type type, ai_goal_mode mode, int submode
886896
aigp->priority = priority;
887897
aigp->int_data = int_data;
888898
aigp->float_data = float_data;
899+
900+
// range check
901+
if ( aigp->priority > MAX_GOAL_PRIORITY ) {
902+
nprintf (("AI", "bashing scripting priority of goal %d from %d to %d.\n", mode, aigp->priority, MAX_GOAL_PRIORITY));
903+
aigp->priority = MAX_GOAL_PRIORITY;
904+
} else if ( aigp->priority < MIN_GOAL_PRIORITY ) {
905+
nprintf (("AI", "bashing scripting priority of goal %d from %d to %d.\n", mode, aigp->priority, MIN_GOAL_PRIORITY));
906+
aigp->priority = MIN_GOAL_PRIORITY;
907+
}
889908
}
890909

891910
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)
@@ -1266,6 +1285,9 @@ void ai_add_goal_sub_sexp( int sexp, ai_goal_type type, ai_info *aip, ai_goal *a
12661285
} else if ( aigp->priority > MAX_GOAL_PRIORITY ) {
12671286
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));
12681287
aigp->priority = MAX_GOAL_PRIORITY;
1288+
} else if ( aigp->priority < MIN_GOAL_PRIORITY ) {
1289+
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));
1290+
aigp->priority = MIN_GOAL_PRIORITY;
12691291
}
12701292

12711293
// Goober5000 - we now have an extra optional chase argument to allow chasing our own team
@@ -1378,6 +1400,11 @@ int ai_remove_goal_sexp_sub( int sexp, ai_goal* aigp, bool &remove_more )
13781400
nprintf(("AI", "bashing remove-goal sexpression priority of goal %s from %d to %d.\n", Sexp_nodes[CAR(sexp)].text, _priority, MAX_GOAL_PRIORITY));
13791401
_priority = MAX_GOAL_PRIORITY;
13801402
}
1403+
else if (_priority < MIN_GOAL_PRIORITY)
1404+
{
1405+
nprintf(("AI", "bashing remove-goal sexpression priority of goal %s from %d to %d.\n", Sexp_nodes[CAR(sexp)].text, _priority, MIN_GOAL_PRIORITY));
1406+
_priority = MIN_GOAL_PRIORITY;
1407+
}
13811408

13821409
if (n >= 0)
13831410
{
@@ -1496,7 +1523,7 @@ int ai_remove_goal_sexp_sub( int sexp, ai_goal* aigp, bool &remove_more )
14961523
goalmode = (op == OP_AI_IGNORE) ? AI_GOAL_IGNORE : AI_GOAL_IGNORE_NEW;
14971524
break;
14981525
case OP_AI_FORM_ON_WING:
1499-
priority = eval_priority_et_seq(-1, 99);
1526+
priority = eval_priority_et_seq(CDDR(node), The_mission.ai_profile->default_form_on_wing_priority);
15001527
goalmode = AI_GOAL_FORM_ON_WING;
15011528
break;
15021529
case OP_AI_FLY_TO_SHIP:
@@ -2034,11 +2061,11 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
20342061
// Goober5000 - see note at PURGE_GOALS_ALL_SHIPS... this is bizarre
20352062
if ((status == SHIP_STATUS_ARRIVED) && !(aigp->flags[AI::Goal_Flags::Goals_purged]))
20362063
{
2037-
if (purge_goals_all_ships(aigp->ai_mode)) {
2064+
if (causes_invalid_goal_purge_all_ships(aigp->ai_mode)) {
20382065
ai_goal_purge_all_invalid_goals(aigp);
20392066
aigp->flags.set(AI::Goal_Flags::Goals_purged);
20402067
}
2041-
else if (purge_goals_one_ship(aigp->ai_mode)) {
2068+
else if (causes_invalid_goal_purge_one_ship(aigp->ai_mode)) {
20422069
ai_goal_purge_invalid_goals(aigp, aip->goals, aip, -1);
20432070
aigp->flags.set(AI::Goal_Flags::Goals_purged);
20442071
}
@@ -2395,7 +2422,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
23952422
object *objp = &Objects[objnum];
23962423
object *other_obj;
23972424
ai_goal *current_goal;
2398-
int wingnum, shipnum;
2425+
int wingnum;
23992426
int original_signature;
24002427

24012428
/* if (!stricmp(Ships[objp->instance].ship_name, "gtt comet")) {
@@ -2470,12 +2497,14 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
24702497
}
24712498

24722499

2473-
// save the current goal (if any) first, in case it's wiped out by the next action
2474-
int current_goal_ai_mode = current_goal->ai_mode;
2475-
auto current_goal_target_name = current_goal->target_name;
2476-
auto current_goal_target_ship = current_goal_target_name ? ship_registry_get(current_goal_target_name) : nullptr;
2500+
std::unique_ptr<ai_goal> current_goal_backup;
2501+
auto current_goal_target_ship = current_goal->target_name ? ship_registry_get(current_goal->target_name) : nullptr;
24772502

24782503
if (current_goal->flags[AI::Goal_Flags::Clear_all_goals_first]) {
2504+
// save the current goal before we wipe it out by clearing everything
2505+
current_goal_backup.reset(new ai_goal(*current_goal));
2506+
current_goal = current_goal_backup.get();
2507+
24792508
// stay-still, form-on-wing, and play-dead all clear their goals here...
24802509
//
24812510
// clear out the object's goals. Seems to me that if a ship is staying still for a purpose
@@ -2490,10 +2519,10 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
24902519
ai_clear_ship_goals(aip);
24912520
}
24922521

2493-
switch ( current_goal_ai_mode ) {
2522+
switch ( current_goal->ai_mode ) {
24942523

24952524
case AI_GOAL_CHASE:
2496-
if (current_goal_target_name) {
2525+
if (current_goal->target_name) {
24972526
Assert(current_goal_target_ship && current_goal_target_ship->has_objp()); // shouldn't get here if this is false!!!!
24982527
other_obj = current_goal_target_ship->objp();
24992528
} else
@@ -2526,7 +2555,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
25262555
break;
25272556

25282557
case AI_GOAL_GUARD_WING:
2529-
wingnum = wing_name_lookup( current_goal_target_name );
2558+
wingnum = wing_name_lookup( current_goal->target_name );
25302559
Assert (wingnum != -1 ); // shouldn't get here if this is false!!!!
25312560
ai_set_guard_wing(objp, wingnum);
25322561
aip->submode_start_time = Missiontime;
@@ -2535,7 +2564,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
25352564
case AI_GOAL_WAYPOINTS: // do nothing for waypoints
25362565
case AI_GOAL_WAYPOINTS_ONCE: {
25372566
int flags = 0;
2538-
if (current_goal_ai_mode == AI_GOAL_WAYPOINTS)
2567+
if (current_goal->ai_mode == AI_GOAL_WAYPOINTS)
25392568
flags |= WPF_REPEAT;
25402569
if (current_goal->flags[AI::Goal_Flags::Waypoints_in_reverse])
25412570
flags |= WPF_BACKTRACK;
@@ -2560,7 +2589,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
25602589
// goal cannot continue. Spit out a warning and remove the goal.
25612590

25622591
// Goober5000 - do we have a specific ship to undock from?
2563-
if (current_goal_target_name)
2592+
if (current_goal->target_name)
25642593
{
25652594
// hmm, perhaps he was destroyed
25662595
if (!current_goal_target_ship || !current_goal_target_ship->has_objp())
@@ -2629,7 +2658,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
26292658
ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
26302659

26312660
// don't protect-ship for tactical goals
2632-
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) {
2661+
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) {
26332662
if (aip->target_objnum != -1) {
26342663
int class_type = Ship_info[current_goal_target_ship->shipp()->ship_info_index].class_type;
26352664
// Only protect if _not_ a capital ship. We don't want the Lucifer accidentally getting protected.
@@ -2644,7 +2673,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
26442673
}
26452674

26462675
case AI_GOAL_CHASE_WING:
2647-
wingnum = wing_name_lookup( current_goal_target_name );
2676+
wingnum = wing_name_lookup( current_goal->target_name );
26482677
Assertion( wingnum >= 0, "The target of AI_GOAL_CHASE_WING must refer to a valid wing!" );
26492678
ai_attack_wing(objp, wingnum);
26502679
break;
@@ -2656,7 +2685,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
26562685
// chase-ship-class is chase-any but restricted to a subset of ships
26572686
case AI_GOAL_CHASE_SHIP_CLASS:
26582687
{
2659-
int ship_info_index = ship_info_lookup(current_goal_target_name);
2688+
int ship_info_index = ship_info_lookup(current_goal->target_name);
26602689
Assertion(ship_info_index >= 0, "The target of AI_GOAL_CHASE_SHIP_CLASS must refer to a valid ship class!");
26612690
ai_attack_object(objp, nullptr, ship_info_index);
26622691
break;
@@ -2733,7 +2762,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
27332762
break;
27342763

27352764
default:
2736-
UNREACHABLE("unsupported goal of %d found in ai_process_mission_orders. Please report to the SCP", current_goal_ai_mode);
2765+
UNREACHABLE("unsupported goal of %d found in ai_process_mission_orders. Please report to the SCP", current_goal->ai_mode);
27372766
break;
27382767
}
27392768

code/parse/sexp.cpp

Lines changed: 12 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -39975,8 +39975,11 @@ SCP_vector<sexp_help_struct> Sexp_help = {
3997539975

3997639976
{ OP_AI_STAY_STILL, "Ai-stay-still (Ship goal)\r\n"
3997739977
"\tCauses the specified ship to stay still. The ship will do nothing until attacked at "
39978-
"which time the ship will come to life and defend itself. By default all goals on the ship's goal list will be cleared when this goal runs.\r\n\r\n"
39979-
"Takes 2 arguments...\r\n"
39978+
"which time the ship will come to life and defend itself.\r\n\r\n"
39979+
"By default all goals on the ship's goal list will be cleared when this goal runs, which means that the ship forgets both "
39980+
"this goal and all previous goals, and if it receives any other goal in any way, "
39981+
"it will immediately begin a new behavior. Use the optional sexp flag (argument 3) to prevent this from happening.\r\n\r\n"
39982+
"Takes 2 to 3 arguments...\r\n"
3998039983
"\t1:\tShip or waypoint the ship staying still will directly face (currently not implemented)\r\n"
3998139984
"\t2:\tGoal priority (number between 0 and 89).\r\n"
3998239985
"\t3:\tWhether to clear all goals (optional). If not specified this will be true, or the value defined in ai_profiles.\r\n"
@@ -39986,10 +39989,9 @@ SCP_vector<sexp_help_struct> Sexp_help = {
3998639989
"\tCauses the specified ship to pretend that it is dead and not do anything. This "
3998739990
"expression should be used to indicate that a ship has no pilot and cannot respond "
3998839991
"to any enemy threats. A ship playing dead will not respond to any attack.\r\n\r\n"
39989-
"Do note that all goals on the ship's goal list will be cleared when this goal runs, which means that the ship forgets both "
39990-
"this goal and all previous goals, and that if it receives any other goal in any way, "
39991-
"it will immediately come back to life. Use ai-play-dead-persistent to prevent this "
39992-
"from happening.\r\n\r\n"
39992+
"By default all goals on the ship's goal list will be cleared when this goal runs, which means that the ship forgets both "
39993+
"this goal and all previous goals, and if it receives any other goal in any way, "
39994+
"it will immediately come back to life. Use ai-play-dead-persistent to prevent this from happening.\r\n\r\n"
3999339995
"Takes 1 argument...\r\n"
3999439996
"\t1:\tGoal priority (number between 0 and 89)." },
3999539997

@@ -40005,8 +40007,10 @@ SCP_vector<sexp_help_struct> Sexp_help = {
4000540007

4000640008
{ OP_AI_FORM_ON_WING, "Ai-form-on-wing (Ship Goal)\r\n"
4000740009
"\tCauses the ship to form on the specified ship's wing. This works analogous to the "
40008-
"player order, and by default will cause all goals on the ship's goal list to be cleared when this goal runs. "
40009-
"By default it will also take priority over all other goals.\r\n\r\n"
40010+
"player order, and by default will cause all goals on the ship's goal list to be cleared when this goal runs, which means that the ship forgets both "
40011+
"this goal and all previous goals, and if it receives any other goal in any way, "
40012+
"it will immediately begin a new behavior. By default it will also be given an internal override flag that will cause it to "
40013+
"take priority over all other goals.\r\n\r\n"
4001040014
"Takes 1 to 5 arguments...\r\n"
4001140015
"\t1:\tShip to form on.\r\n"
4001240016
"\t2:\tGoal priority (number between 0 and 89, optional). If not specified this will be 99, or the number defined in ai_profiles.\r\n"

0 commit comments

Comments
 (0)