public void Do(Dictionary <MyTuple <IntelItemType, long>, IFleetIntelligence> IntelItems, TimeSpan canonicalTime, Profiler profiler) { if (canonicalTime == TimeSpan.Zero) { return; } runs++; if (MonitorSubsystem != null && (MonitorSubsystem.GetPercentage(MonitorOptions.Hydrogen) < 0.2 || MonitorSubsystem.GetPercentage(MonitorOptions.Cargo) < 0.02 || MonitorSubsystem.GetPercentage(MonitorOptions.Power) < 0.1)) { GoHome(canonicalTime); return; } IMyShipController controller = Autopilot.Controller; Vector3D linearVelocity = controller.GetShipVelocities().LinearVelocity; var currentPosition = controller.WorldMatrix.Translation; LeadTask.Destination.MaxSpeed = Autopilot.CruiseSpeed; if (!TargetPositionSet) { if (IntelKey.Item1 == IntelItemType.Waypoint && IntelItems.ContainsKey(IntelKey)) { TargetPosition = IntelItems[IntelKey].GetPositionFromCanonicalTime(canonicalTime); PatrolMaxSpeed = ((Waypoint)IntelItems[IntelKey]).MaxSpeed; } TargetPositionSet = true; } EnemyShipIntel orbitIntel = null; EnemyShipIntel shootIntel = null; double closestIntelDist = CombatSystem.AlertDist; foreach (var intel in IntelItems) { if (intel.Key.Item1 != IntelItemType.Enemy) { continue; } var enemyIntel = (EnemyShipIntel)intel.Value; if (!EnemyShipIntel.PrioritizeTarget(enemyIntel)) { continue; } if (IntelProvider.GetPriority(enemyIntel.ID) < 2) { continue; } double dist = (enemyIntel.GetPositionFromCanonicalTime(canonicalTime) - controller.WorldMatrix.Translation).Length(); if (IntelKey.Item1 == IntelItemType.Enemy && enemyIntel.ID != IntelKey.Item2 && FocusedTarget) { continue; } if (enemyIntel.CubeSize == MyCubeSize.Small) { dist -= 300; } if (IntelProvider.GetPriority(enemyIntel.ID) == 3) { dist -= 600; } if (IntelProvider.GetPriority(enemyIntel.ID) == 4) { dist -= 1200; } if (dist < closestIntelDist) { closestIntelDist = dist; shootIntel = enemyIntel; if (enemyIntel.Radius > 30) { orbitIntel = enemyIntel; } } } if (shootIntel == null && CombatSystem.TargetIntel != null && IntelProvider.GetPriority(CombatSystem.TargetIntel.ID) >= 2) { shootIntel = CombatSystem.TargetIntel; } if (orbitIntel == null) { orbitIntel = shootIntel; } var gravdir = Autopilot.Controller.GetNaturalGravity(); if (gravdir != Vector3D.Zero) { gravdir.Normalize(); } // No Target if (orbitIntel == null) { // Plot Intercept if (IntelKey.Item1 == IntelItemType.Enemy && IntelItems.ContainsKey(IntelKey) && EnemyShipIntel.PrioritizeTarget((EnemyShipIntel)IntelItems[IntelKey]) && IntelProvider.GetPriority(IntelKey.Item2) >= 2) { var target = IntelItems[IntelKey]; LeadTask.Destination.Position = currentPosition + AttackHelpers.GetAttackPoint(target.GetVelocity(), target.GetPositionFromCanonicalTime(canonicalTime) + target.GetVelocity() * 0.08 - currentPosition, Autopilot.CruiseSpeed); } // Go to Position ( Scramble ) else if (TargetPosition != Vector3.Zero) { LeadTask.Destination.MaxSpeed = PatrolMaxSpeed; LeadTask.Destination.Position = TargetPosition; } else { GoHome(canonicalTime); return; } Vector3D toTarget = LeadTask.Destination.Position - Program.Me.WorldMatrix.Translation; if (toTarget.LengthSquared() > 400) { if (gravdir == Vector3D.Zero) { LeadTask.Destination.Direction = toTarget; } else { LeadTask.Destination.Direction = Vector3D.Zero; } } else { LeadTask.Destination.Direction = Vector3D.Zero; } LastAcceleration = Vector3D.Zero; LastReference = MatrixD.Zero; LastEnemyVelocity = Vector3D.Zero; LastEnemyPosition = Vector3D.Zero; LastRelativeAttackPoint = Vector3D.Zero; // targetLastPoweredRun = 0; } // Orbiting a Target else { CombatSystem.MarkEngaged(); LeadTask.Destination.MaxSpeed = Autopilot.CombatSpeed; Vector3D targetPosition = orbitIntel.GetPositionFromCanonicalTime(canonicalTime); var periodicFactor = runs * Math.PI * CombatSystem.EngageTheta / 4; Vector3D periodicDirection = Math.Sin(periodicFactor) * controller.WorldMatrix.Left + Math.Cos(periodicFactor) * controller.WorldMatrix.Up; var Acceleration = linearVelocity - LastLinearVelocity; if (LastAcceleration == Vector3D.Zero) { LastAcceleration = Acceleration; } if (LastReference == MatrixD.Zero) { LastReference = controller.WorldMatrix; } if (LastEnemyVelocity == Vector3D.Zero) { LastEnemyVelocity = shootIntel.GetVelocity(); } if (LastEnemyPosition == Vector3D.Zero) { LastEnemyPosition = shootIntel.GetPositionFromCanonicalTime(canonicalTime); } var enemyAcceleration = shootIntel.GetVelocity() - LastEnemyVelocity; var enemyVelocityAdjust = shootIntel.GetVelocity() * 2 - LastEnemyVelocity; var CurrentAccelerationPreviousFrame = Vector3D.TransformNormal(Acceleration, MatrixD.Transpose(LastReference)); var accelerationAdjust = Vector3D.TransformNormal(CurrentAccelerationPreviousFrame, controller.WorldMatrix); var velocityAdjust = linearVelocity + accelerationAdjust * 0.4; velocityAdjust *= CombatSystem.OwnSpeedMultiplier; Vector3D relativeAttackPoint = AttackHelpers.GetAttackPoint(enemyVelocityAdjust - velocityAdjust, shootIntel.GetPositionFromCanonicalTime(canonicalTime) + enemyVelocityAdjust * 0.25 - controller.WorldMatrix.Translation - velocityAdjust * 0.25, CombatSystem.ProjectileSpeed); relativeAttackPoint.Normalize(); if (LastRelativeAttackPoint == Vector3D.Zero) { LastRelativeAttackPoint = relativeAttackPoint; } LastAcceleration = linearVelocity - LastLinearVelocity; LeadTask.Destination.Direction = relativeAttackPoint; if ((controller.WorldMatrix.Translation - targetPosition).Length() < CombatSystem.FireDist && VectorHelpers.VectorAngleBetween(LeadTask.Destination.Direction, controller.WorldMatrix.Forward) < CombatSystem.FireTolerance) { CombatSystem.Fire(); } Vector3D dirTargetToMe = controller.WorldMatrix.Translation - targetPosition; var distTargetToMe = dirTargetToMe.Length(); dirTargetToMe.Normalize(); if (Mode == 0) { Vector3D dirTargetToOrbitTarget = Vector3D.Cross(dirTargetToMe, controller.WorldMatrix.Up); dirTargetToOrbitTarget.Normalize(); if (gravdir == Vector3D.Zero) { LeadTask.Destination.DirectionUp = Math.Sin(CombatSystem.EngageTheta) * controller.WorldMatrix.Right + Math.Cos(CombatSystem.EngageTheta) * controller.WorldMatrix.Up; LeadTask.Destination.Position = targetPosition + orbitIntel.GetVelocity() + dirTargetToMe * CombatSystem.EngageDist + dirTargetToOrbitTarget * 200; } else { var flatDirTargetToMe = dirTargetToMe - VectorHelpers.VectorProjection(dirTargetToMe, gravdir); flatDirTargetToMe.Normalize(); LeadTask.Destination.Position = targetPosition + orbitIntel.GetVelocity() + flatDirTargetToMe * CombatSystem.EngageDist * 0.9 - gravdir * 300 + periodicDirection * 100; } LeadTask.Destination.Velocity = orbitIntel.GetVelocity() * 0.5; } else if (Mode == 2) { LeadTask.Destination.Position = targetPosition + dirTargetToMe * (CombatSystem.EngageDist + (CombatSystem.EngageDist - distTargetToMe)); LeadTask.Destination.Velocity = orbitIntel.GetVelocity(); } LastReference = controller.WorldMatrix; LastEnemyVelocity = shootIntel.GetVelocity(); LastEnemyPosition = shootIntel.GetPositionFromCanonicalTime(canonicalTime); LastRelativeAttackPoint = relativeAttackPoint; //var n = VectorHelpers.VectorProjection(enemyAcceleration, gravdir).Length() / enemyAcceleration.Length(); // //if (targetLastPoweredRun == 0 || n < 0.6) // targetLastPoweredRun = runs; // //if (runs - targetLastPoweredRun > 20) // IntelProvider.SetPriority(shootIntel.ID, 1); } if (!Attack) { Vector3D toTarget = TargetPosition - Program.Me.WorldMatrix.Translation; if (toTarget.LengthSquared() > 100) { LeadTask.Destination.Position = TargetPosition; } else { LeadTask.Destination.Position = Vector3D.Zero; } LeadTask.Destination.Velocity = Vector3D.Zero; } if (Mode == 1) { //TODO: Add support for disabling dampeners in this mode - let pilot have full control aside from aiming LeadTask.Destination.Position = controller.GetPosition(); LeadTask.Destination.Velocity = Vector3D.Zero; if (shootIntel == null) { LeadTask.Destination.Direction = Vector3D.Zero; LeadTask.Destination.DirectionUp = Vector3D.Zero; } } LastLinearVelocity = linearVelocity; if (LeadTask.Status == TaskStatus.Incomplete) { LeadTask.Do(IntelItems, canonicalTime, profiler); } }