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1 parent 602ffce commit 97e551a

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Lines changed: 116 additions & 57 deletions

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code/ai/aigoals.cpp

Lines changed: 74 additions & 43 deletions
Original file line numberDiff line numberDiff line change
@@ -40,28 +40,43 @@ 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+
// NOTE: this function is only evaluated in ai_add_goal_sub_player() and ai_add_goal_sub_scripting(); for
72+
// ai_add_goal_sub_sexp(), the goal clearing is integrated into the logic of the relevant sexp operators
73+
[[nodiscard]] bool causes_goal_clearing(ai_goal_mode ai_mode)
74+
{
75+
return ((ai_mode == AI_GOAL_STAY_STILL && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_running_stay_still])
76+
|| (ai_mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_running_form_on_wing])
77+
|| (ai_mode == AI_GOAL_PLAY_DEAD));
78+
}
79+
6580
// goals given from the player to other ships in the game are also handled in this
6681
// code
6782

@@ -212,7 +227,8 @@ void ai_maybe_add_form_goal(wing* wingp)
212227
}
213228

214229
// 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
230+
// it is sufficient enough to check the first goal entry to see if it has a valid goal.
231+
// Note: Although the player didn't explicitly order this, it is treated as a player-issued order
216232
if (aip->goals[0].ai_mode == AI_GOAL_NONE) {
217233
// Need to have a more specific target in multi, or they may end up trying to target standalone placeholder.
218234
// So form on their team leader. In dogfight, all player-slot ai die, so just exclude.
@@ -600,8 +616,8 @@ void ai_goal_purge_all_invalid_goals(ai_goal *aigp)
600616
int i;
601617
ship_obj *sop;
602618

603-
// only purge goals if a new goal is one of the types in next statement
604-
if (!purge_goals_all_ships(aigp->ai_mode))
619+
// only purge goals if a new goal is one of the types that require purging
620+
if (!causes_invalid_goal_purge_all_ships(aigp->ai_mode))
605621
return;
606622

607623
for (sop = GET_FIRST(&Ship_obj_list); sop != END_OF_LIST(&Ship_obj_list); sop = GET_NEXT(sop))
@@ -770,10 +786,8 @@ void ai_add_goal_sub_player(ai_goal_type type, ai_goal_mode mode, int submode, c
770786
aigp->target_name = ai_get_goal_target_name( target_name, &aigp->target_name_index );
771787

772788
// 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_running_stay_still])
774-
|| (mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_running_form_on_wing])
775-
|| (mode == AI_GOAL_PLAY_DEAD))
776-
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
789+
if (causes_goal_clearing(mode))
790+
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
777791

778792
// also set up the override, since it's no longer done automatically in ai_mission_goal_achievable
779793
if (mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_set_override_when_assigning_form_on_wing])
@@ -808,22 +822,22 @@ void ai_add_goal_sub_player(ai_goal_type type, ai_goal_mode mode, int submode, c
808822
// my new docking code. :)
809823
int ai_goal_find_empty_slot( ai_goal *goals, int active_goal )
810824
{
811-
int oldest_index = -1, empty_index = -1;
825+
int oldest_index = -1, first_empty_index = -1;
812826

813827
for ( int gindex = 0; gindex < MAX_AI_GOALS; gindex++ )
814828
{
815829
// get the index for the first unused goal
816830
if (goals[gindex].ai_mode == AI_GOAL_NONE)
817831
{
818-
if (empty_index < 0)
819-
empty_index = gindex;
832+
if (first_empty_index < 0)
833+
first_empty_index = gindex;
820834
}
821835
// if any goal needs to be purged when we add a goal, set the flag
822836
else if (goals[gindex].flags[AI::Goal_Flags::Purge_when_new_goal_added])
823837
goals[gindex].flags.set(AI::Goal_Flags::Purge);
824838

825-
// if this is the active goal, don't consider it for pre-emption!!
826-
if (gindex == active_goal)
839+
// if this is the active goal, and a real goal, don't consider it for pre-emption!!
840+
if (gindex == active_goal && goals[gindex].ai_mode != AI_GOAL_NONE)
827841
continue;
828842

829843
// store the index of the oldest goal
@@ -834,8 +848,8 @@ int ai_goal_find_empty_slot( ai_goal *goals, int active_goal )
834848
}
835849

836850
// try to use the first empty slot
837-
if (empty_index >= 0)
838-
return empty_index;
851+
if (first_empty_index >= 0)
852+
return first_empty_index;
839853

840854
// if we didn't find an empty slot, use the oldest goal's slot
841855
return oldest_index;
@@ -870,10 +884,8 @@ void ai_add_goal_sub_scripting(ai_goal_type type, ai_goal_mode mode, int submode
870884
aigp->target_name = ai_get_goal_target_name( target_name, &aigp->target_name_index );
871885

872886
// set up the clear-goals flag for certain goals
873-
if ((mode == AI_GOAL_STAY_STILL && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_running_stay_still])
874-
|| (mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_clear_goals_when_running_form_on_wing])
875-
|| (mode == AI_GOAL_PLAY_DEAD))
876-
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
887+
if (causes_goal_clearing(mode))
888+
aigp->flags.set(AI::Goal_Flags::Clear_all_goals_first);
877889

878890
// also set up the override, since it's no longer done automatically in ai_mission_goal_achievable
879891
if (mode == AI_GOAL_FORM_ON_WING && !The_mission.ai_profile->flags[AI::Profile_Flags::Do_not_set_override_when_assigning_form_on_wing])
@@ -882,6 +894,15 @@ void ai_add_goal_sub_scripting(ai_goal_type type, ai_goal_mode mode, int submode
882894
aigp->priority = priority;
883895
aigp->int_data = int_data;
884896
aigp->float_data = float_data;
897+
898+
// range check
899+
if ( aigp->priority > MAX_GOAL_PRIORITY ) {
900+
nprintf (("AI", "bashing scripting priority of goal %d from %d to %d.\n", mode, aigp->priority, MAX_GOAL_PRIORITY));
901+
aigp->priority = MAX_GOAL_PRIORITY;
902+
} else if ( aigp->priority < MIN_GOAL_PRIORITY ) {
903+
nprintf (("AI", "bashing scripting priority of goal %d from %d to %d.\n", mode, aigp->priority, MIN_GOAL_PRIORITY));
904+
aigp->priority = MIN_GOAL_PRIORITY;
905+
}
885906
}
886907

887908
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)
@@ -1262,6 +1283,9 @@ void ai_add_goal_sub_sexp( int sexp, ai_goal_type type, ai_info *aip, ai_goal *a
12621283
} else if ( aigp->priority > MAX_GOAL_PRIORITY ) {
12631284
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));
12641285
aigp->priority = MAX_GOAL_PRIORITY;
1286+
} else if ( aigp->priority < MIN_GOAL_PRIORITY ) {
1287+
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));
1288+
aigp->priority = MIN_GOAL_PRIORITY;
12651289
}
12661290

12671291
// Goober5000 - we now have an extra optional chase argument to allow chasing our own team
@@ -1374,6 +1398,11 @@ int ai_remove_goal_sexp_sub( int sexp, ai_goal* aigp, bool &remove_more )
13741398
nprintf(("AI", "bashing remove-goal sexpression priority of goal %s from %d to %d.\n", Sexp_nodes[CAR(sexp)].text, _priority, MAX_GOAL_PRIORITY));
13751399
_priority = MAX_GOAL_PRIORITY;
13761400
}
1401+
else if (_priority < MIN_GOAL_PRIORITY)
1402+
{
1403+
nprintf(("AI", "bashing remove-goal sexpression priority of goal %s from %d to %d.\n", Sexp_nodes[CAR(sexp)].text, _priority, MIN_GOAL_PRIORITY));
1404+
_priority = MIN_GOAL_PRIORITY;
1405+
}
13771406

13781407
if (n >= 0)
13791408
{
@@ -1492,7 +1521,7 @@ int ai_remove_goal_sexp_sub( int sexp, ai_goal* aigp, bool &remove_more )
14921521
goalmode = (op == OP_AI_IGNORE) ? AI_GOAL_IGNORE : AI_GOAL_IGNORE_NEW;
14931522
break;
14941523
case OP_AI_FORM_ON_WING:
1495-
priority = eval_priority_et_seq(-1, 99);
1524+
priority = eval_priority_et_seq(CDDR(node), The_mission.ai_profile->default_form_on_wing_priority);
14961525
goalmode = AI_GOAL_FORM_ON_WING;
14971526
break;
14981527
case OP_AI_FLY_TO_SHIP:
@@ -2030,11 +2059,11 @@ ai_achievability ai_mission_goal_achievable( int objnum, ai_goal *aigp )
20302059
// Goober5000 - see note at PURGE_GOALS_ALL_SHIPS... this is bizarre
20312060
if ((status == SHIP_STATUS_ARRIVED) && !(aigp->flags[AI::Goal_Flags::Goals_purged]))
20322061
{
2033-
if (purge_goals_all_ships(aigp->ai_mode)) {
2062+
if (causes_invalid_goal_purge_all_ships(aigp->ai_mode)) {
20342063
ai_goal_purge_all_invalid_goals(aigp);
20352064
aigp->flags.set(AI::Goal_Flags::Goals_purged);
20362065
}
2037-
else if (purge_goals_one_ship(aigp->ai_mode)) {
2066+
else if (causes_invalid_goal_purge_one_ship(aigp->ai_mode)) {
20382067
ai_goal_purge_invalid_goals(aigp, aip->goals, aip, -1);
20392068
aigp->flags.set(AI::Goal_Flags::Goals_purged);
20402069
}
@@ -2391,7 +2420,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
23912420
object *objp = &Objects[objnum];
23922421
object *other_obj;
23932422
ai_goal *current_goal;
2394-
int wingnum, shipnum;
2423+
int wingnum;
23952424
int original_signature;
23962425

23972426
/* if (!stricmp(Ships[objp->instance].ship_name, "gtt comet")) {
@@ -2466,12 +2495,14 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
24662495
}
24672496

24682497

2469-
// save the current goal (if any) first, in case it's wiped out by the next action
2470-
int current_goal_ai_mode = current_goal->ai_mode;
2471-
auto current_goal_target_name = current_goal->target_name;
2472-
auto current_goal_target_ship = current_goal_target_name ? ship_registry_get(current_goal_target_name) : nullptr;
2498+
std::unique_ptr<ai_goal> current_goal_backup;
2499+
auto current_goal_target_ship = current_goal->target_name ? ship_registry_get(current_goal->target_name) : nullptr;
24732500

24742501
if (current_goal->flags[AI::Goal_Flags::Clear_all_goals_first]) {
2502+
// save the current goal before we wipe it out by clearing everything
2503+
current_goal_backup.reset(new ai_goal(*current_goal));
2504+
current_goal = current_goal_backup.get();
2505+
24752506
// stay-still, form-on-wing, and play-dead all clear their goals here...
24762507
//
24772508
// clear out the object's goals. Seems to me that if a ship is staying still for a purpose
@@ -2486,10 +2517,10 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
24862517
ai_clear_ship_goals(aip);
24872518
}
24882519

2489-
switch ( current_goal_ai_mode ) {
2520+
switch ( current_goal->ai_mode ) {
24902521

24912522
case AI_GOAL_CHASE:
2492-
if (current_goal_target_name) {
2523+
if (current_goal->target_name) {
24932524
Assert(current_goal_target_ship && current_goal_target_ship->has_objp()); // shouldn't get here if this is false!!!!
24942525
other_obj = current_goal_target_ship->objp();
24952526
} else
@@ -2522,7 +2553,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
25222553
break;
25232554

25242555
case AI_GOAL_GUARD_WING:
2525-
wingnum = wing_name_lookup( current_goal_target_name );
2556+
wingnum = wing_name_lookup( current_goal->target_name );
25262557
Assert (wingnum != -1 ); // shouldn't get here if this is false!!!!
25272558
ai_set_guard_wing(objp, wingnum);
25282559
aip->submode_start_time = Missiontime;
@@ -2531,7 +2562,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
25312562
case AI_GOAL_WAYPOINTS: // do nothing for waypoints
25322563
case AI_GOAL_WAYPOINTS_ONCE: {
25332564
int flags = 0;
2534-
if (current_goal_ai_mode == AI_GOAL_WAYPOINTS)
2565+
if (current_goal->ai_mode == AI_GOAL_WAYPOINTS)
25352566
flags |= WPF_REPEAT;
25362567
if (current_goal->flags[AI::Goal_Flags::Waypoints_in_reverse])
25372568
flags |= WPF_BACKTRACK;
@@ -2556,7 +2587,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
25562587
// goal cannot continue. Spit out a warning and remove the goal.
25572588

25582589
// Goober5000 - do we have a specific ship to undock from?
2559-
if (current_goal_target_name)
2590+
if (current_goal->target_name)
25602591
{
25612592
// hmm, perhaps he was destroyed
25622593
if (!current_goal_target_ship || !current_goal_target_ship->has_objp())
@@ -2625,7 +2656,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
26252656
ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
26262657

26272658
// don't protect-ship for tactical goals
2628-
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) {
2659+
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) {
26292660
if (aip->target_objnum != -1) {
26302661
int class_type = Ship_info[current_goal_target_ship->shipp()->ship_info_index].class_type;
26312662
// Only protect if _not_ a capital ship. We don't want the Lucifer accidentally getting protected.
@@ -2640,7 +2671,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
26402671
}
26412672

26422673
case AI_GOAL_CHASE_WING:
2643-
wingnum = wing_name_lookup( current_goal_target_name );
2674+
wingnum = wing_name_lookup( current_goal->target_name );
26442675
Assertion( wingnum >= 0, "The target of AI_GOAL_CHASE_WING must refer to a valid wing!" );
26452676
ai_attack_wing(objp, wingnum);
26462677
break;
@@ -2652,7 +2683,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
26522683
// chase-ship-class is chase-any but restricted to a subset of ships
26532684
case AI_GOAL_CHASE_SHIP_CLASS:
26542685
{
2655-
int ship_info_index = ship_info_lookup(current_goal_target_name);
2686+
int ship_info_index = ship_info_lookup(current_goal->target_name);
26562687
Assertion(ship_info_index >= 0, "The target of AI_GOAL_CHASE_SHIP_CLASS must refer to a valid ship class!");
26572688
ai_attack_object(objp, nullptr, ship_info_index);
26582689
break;
@@ -2729,7 +2760,7 @@ void ai_process_mission_orders( int objnum, ai_info *aip )
27292760
break;
27302761

27312762
default:
2732-
UNREACHABLE("unsupported goal of %d found in ai_process_mission_orders. Please report to the SCP", current_goal_ai_mode);
2763+
UNREACHABLE("unsupported goal of %d found in ai_process_mission_orders. Please report to the SCP", current_goal->ai_mode);
27332764
break;
27342765
}
27352766

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"

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