1 | /* |
---|
2 | * ORXONOX - the hottest 3D action shooter ever to exist |
---|
3 | * > www.orxonox.net < |
---|
4 | * |
---|
5 | * |
---|
6 | * License notice: |
---|
7 | * |
---|
8 | * This program is free software; you can redistribute it and/or |
---|
9 | * modify it under the terms of the GNU General Public License |
---|
10 | * as published by the Free Software Foundation; either version 2 |
---|
11 | * of the License, or (at your option) any later version. |
---|
12 | * |
---|
13 | * This program is distributed in the hope that it will be useful, |
---|
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
---|
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
---|
16 | * GNU General Public License for more details. |
---|
17 | * |
---|
18 | * You should have received a copy of the GNU General Public License |
---|
19 | * along with this program; if not, write to the Free Software |
---|
20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
---|
21 | * |
---|
22 | * Author: |
---|
23 | * Fabian 'x3n' Landau |
---|
24 | * Co-authors: |
---|
25 | * ... |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | #include "OrxonoxStableHeaders.h" |
---|
30 | #include "SpaceShipAI.h" |
---|
31 | |
---|
32 | #include <OgreMath.h> |
---|
33 | #include "Projectile.h" |
---|
34 | #include "core/CoreIncludes.h" |
---|
35 | #include "core/Iterator.h" |
---|
36 | #include "core/Executor.h" |
---|
37 | #include "core/ConsoleCommand.h" |
---|
38 | #include "core/XMLPort.h" |
---|
39 | |
---|
40 | #define ACTION_INTERVAL 1.0f |
---|
41 | |
---|
42 | namespace orxonox |
---|
43 | { |
---|
44 | SetConsoleCommand(SpaceShipAI, createEnemy, true).setDefaultValue(0, 1); |
---|
45 | SetConsoleCommand(SpaceShipAI, killEnemies, true).setDefaultValue(0, 0); |
---|
46 | |
---|
47 | CreateFactory(SpaceShipAI); |
---|
48 | |
---|
49 | SpaceShipAI::SpaceShipAI() |
---|
50 | { |
---|
51 | RegisterObject(SpaceShipAI); |
---|
52 | |
---|
53 | this->alive_ = true; |
---|
54 | this->setPosition(Vector3(rnd(-1000, 1000), rnd(-1000, 1000), rnd(-1000, 0000))); |
---|
55 | this->target_ = 0; |
---|
56 | this->bShooting_ = 0; |
---|
57 | this->bHasTargetPosition_ = false; |
---|
58 | |
---|
59 | this->setTeamNr((int)rnd(NUM_AI_TEAMS) % NUM_AI_TEAMS + 1); |
---|
60 | |
---|
61 | if (NUM_AI_TEAMS > 0) |
---|
62 | this->teamColours_[1] = ColourValue(1, 0, 0, 1); |
---|
63 | if (NUM_AI_TEAMS > 1) |
---|
64 | this->teamColours_[2] = ColourValue(0, 1, 0, 1); |
---|
65 | if (NUM_AI_TEAMS > 2) |
---|
66 | this->teamColours_[3] = ColourValue(0, 0, 1, 1); |
---|
67 | |
---|
68 | for (int i = 4; i <= NUM_AI_TEAMS; ++i) |
---|
69 | this->teamColours_[i] = ColourValue(rnd(), rnd(), rnd(), 1); |
---|
70 | } |
---|
71 | |
---|
72 | void SpaceShipAI::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
73 | { |
---|
74 | SpaceShip::XMLPort(xmlelement, mode); |
---|
75 | myShip_=true; |
---|
76 | |
---|
77 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&SpaceShipAI::action))); |
---|
78 | } |
---|
79 | |
---|
80 | void SpaceShipAI::createEnemy(int num) |
---|
81 | { |
---|
82 | for (int i = 0; i < num; ++i) |
---|
83 | { |
---|
84 | SpaceShipAI* newenemy = new SpaceShipAI(); |
---|
85 | newenemy->setMesh("assff.mesh"); |
---|
86 | // newenemy->setPosition(0, 0, 0); |
---|
87 | newenemy->setScale(10); |
---|
88 | newenemy->setMaxSpeed(500); |
---|
89 | newenemy->setMaxSideAndBackSpeed(50); |
---|
90 | newenemy->setMaxRotation(1.0); |
---|
91 | newenemy->setTransAcc(200); |
---|
92 | newenemy->setRotAcc(3.0); |
---|
93 | newenemy->setTransDamp(75); |
---|
94 | newenemy->setRotDamp(1.0); |
---|
95 | Element xmlelement; |
---|
96 | newenemy->XMLPort(xmlelement, XMLPort::LoadObject); |
---|
97 | } |
---|
98 | } |
---|
99 | |
---|
100 | void SpaceShipAI::killEnemies(int num) |
---|
101 | { |
---|
102 | int i = 0; |
---|
103 | for (Iterator<SpaceShipAI> it = ObjectList<SpaceShipAI>::begin(); it; ) |
---|
104 | { |
---|
105 | delete *(it++); |
---|
106 | ++i; |
---|
107 | if (num && i >= num) |
---|
108 | break; |
---|
109 | } |
---|
110 | } |
---|
111 | |
---|
112 | ColourValue SpaceShipAI::getProjectileColour() const |
---|
113 | { |
---|
114 | return this->teamColours_[this->getTeamNr()]; |
---|
115 | } |
---|
116 | |
---|
117 | void SpaceShipAI::action() |
---|
118 | { |
---|
119 | float random; |
---|
120 | float maxrand = 100.0f / ACTION_INTERVAL; |
---|
121 | |
---|
122 | // search enemy |
---|
123 | random = rnd(maxrand); |
---|
124 | //std::cout << "search enemy: " << random << std::endl; |
---|
125 | if (random < 20 && (!this->target_)) |
---|
126 | { |
---|
127 | this->searchNewTarget(); |
---|
128 | } |
---|
129 | |
---|
130 | // forget enemy |
---|
131 | random = rnd(maxrand); |
---|
132 | //std::cout << "forget enemy: " << random << std::endl; |
---|
133 | if (random < 5 && (this->target_)) |
---|
134 | { |
---|
135 | this->forgetTarget(); |
---|
136 | } |
---|
137 | |
---|
138 | // next enemy |
---|
139 | random = rnd(maxrand); |
---|
140 | //std::cout << "next enemy: " << random << std::endl; |
---|
141 | if (random < 10 && (this->target_)) |
---|
142 | { |
---|
143 | this->searchNewTarget(); |
---|
144 | } |
---|
145 | |
---|
146 | // fly somewhere |
---|
147 | random = rnd(maxrand); |
---|
148 | //std::cout << "fly somewhere: " << random << std::endl; |
---|
149 | if (random < 40 && (!this->bHasTargetPosition_ && !this->target_)) |
---|
150 | { |
---|
151 | this->searchNewTargetPosition(); |
---|
152 | } |
---|
153 | |
---|
154 | // stop flying |
---|
155 | random = rnd(maxrand); |
---|
156 | //std::cout << "stop flying: " << random << std::endl; |
---|
157 | if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) |
---|
158 | { |
---|
159 | this->bHasTargetPosition_ = false; |
---|
160 | } |
---|
161 | |
---|
162 | // fly somewhere else |
---|
163 | random = rnd(maxrand); |
---|
164 | //std::cout << "fly somewhere else: " << random << std::endl; |
---|
165 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) |
---|
166 | { |
---|
167 | this->searchNewTargetPosition(); |
---|
168 | } |
---|
169 | |
---|
170 | // shoot |
---|
171 | random = rnd(maxrand); |
---|
172 | //std::cout << "shoot: " << random << std::endl; |
---|
173 | if (random < 75 && (this->target_ && !this->bShooting_)) |
---|
174 | { |
---|
175 | this->bShooting_ = true; |
---|
176 | } |
---|
177 | |
---|
178 | // stop shooting |
---|
179 | random = rnd(maxrand); |
---|
180 | //std::cout << "stop shooting: " << random << std::endl; |
---|
181 | if (random < 25 && (this->bShooting_)) |
---|
182 | { |
---|
183 | this->bShooting_ = false; |
---|
184 | } |
---|
185 | } |
---|
186 | |
---|
187 | void SpaceShipAI::tick(float dt) |
---|
188 | { |
---|
189 | if (this->target_) |
---|
190 | this->aimAtTarget(); |
---|
191 | |
---|
192 | if (this->bHasTargetPosition_) |
---|
193 | this->moveToTargetPosition(dt); |
---|
194 | |
---|
195 | if (this->bShooting_ && this->isCloseAtTarget(2000) && this->isLookingAtTarget(Ogre::Math::PI / 10.0f)) |
---|
196 | this->doFire(); |
---|
197 | |
---|
198 | SpaceShip::tick(dt); |
---|
199 | } |
---|
200 | |
---|
201 | void SpaceShipAI::moveToTargetPosition(float dt) |
---|
202 | { |
---|
203 | static Radian RadianZERO(0); |
---|
204 | |
---|
205 | // float dotprod = (this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(this->targetPosition_ - this->getPosition()); |
---|
206 | Quaternion rotation = (this->getOrientation() * Ogre::Vector3::UNIT_X).getRotationTo(this->targetPosition_ - this->getPosition()); |
---|
207 | /* |
---|
208 | std::cout << "scalprod: " << dotprod << std::endl; |
---|
209 | std::cout << "dist: " << this->targetPosition_ - this->getPosition() << std::endl; |
---|
210 | std::cout << "yaw: " << rotation.getYaw().valueRadians() << std::endl; |
---|
211 | std::cout << "pitch: " << rotation.getPitch().valueRadians() << std::endl; |
---|
212 | std::cout << "roll: " << rotation.getRoll().valueRadians() << std::endl; |
---|
213 | */ |
---|
214 | this->setMoveYaw(-rotation.getRoll().valueRadians()); |
---|
215 | this->setMovePitch(rotation.getYaw().valueRadians()); |
---|
216 | |
---|
217 | if ((this->targetPosition_ - this->getPosition()).length() > 100) |
---|
218 | { |
---|
219 | this->setMoveLongitudinal(1); |
---|
220 | } |
---|
221 | |
---|
222 | } |
---|
223 | |
---|
224 | void SpaceShipAI::searchNewTargetPosition() |
---|
225 | { |
---|
226 | this->targetPosition_ = Vector3(rnd(-5000,5000), rnd(-5000,5000), rnd(-5000,5000)); |
---|
227 | this->bHasTargetPosition_ = true; |
---|
228 | } |
---|
229 | |
---|
230 | void SpaceShipAI::searchNewTarget() |
---|
231 | { |
---|
232 | this->targetPosition_ = this->getPosition(); |
---|
233 | this->forgetTarget(); |
---|
234 | |
---|
235 | for (Iterator<SpaceShip> it = ObjectList<SpaceShip>::begin(); it; ++it) |
---|
236 | { |
---|
237 | if (it->getTeamNr() != this->getTeamNr()) |
---|
238 | { |
---|
239 | float speed = this->getVelocity().length(); |
---|
240 | Vector3 distanceCurrent = this->targetPosition_ - this->getPosition(); |
---|
241 | Vector3 distanceNew = it->getPosition() - this->getPosition(); |
---|
242 | if (!this->target_ || it->getPosition().squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI)) |
---|
243 | < this->targetPosition_.squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI))) |
---|
244 | { |
---|
245 | this->target_ = (*it); |
---|
246 | this->targetPosition_ = it->getPosition(); |
---|
247 | } |
---|
248 | } |
---|
249 | } |
---|
250 | } |
---|
251 | |
---|
252 | void SpaceShipAI::forgetTarget() |
---|
253 | { |
---|
254 | this->target_ = 0; |
---|
255 | this->bShooting_ = false; |
---|
256 | } |
---|
257 | |
---|
258 | void SpaceShipAI::aimAtTarget() |
---|
259 | { |
---|
260 | if (!this->target_) |
---|
261 | return; |
---|
262 | /* |
---|
263 | Vector3 enemymovement = this->target_->getVelocity(); |
---|
264 | Vector3 distance_normalised = this->target_->getPosition() - this->getPosition(); |
---|
265 | distance_normalised.normalise(); |
---|
266 | |
---|
267 | float scalarprod = enemymovement.dotProduct(distance_normalised); |
---|
268 | float aimoffset = scalarprod*scalarprod + Projectile::getSpeed() * Projectile::getSpeed() - this->target_->getVelocity().squaredLength(); |
---|
269 | if (aimoffset < 0) |
---|
270 | { |
---|
271 | this->bHasTargetPosition_ = false; |
---|
272 | return; |
---|
273 | } |
---|
274 | aimoffset = -scalarprod + sqrt(aimoffset); |
---|
275 | this->targetPosition_ = enemymovement + distance_normalised * aimoffset; |
---|
276 | this->bHasTargetPosition_ = true; |
---|
277 | |
---|
278 | std::cout << "targetpos: " << this->targetPosition_ << std::endl; |
---|
279 | */ |
---|
280 | this->targetPosition_ = this->target_->getPosition(); |
---|
281 | this->bHasTargetPosition_ = true; |
---|
282 | } |
---|
283 | |
---|
284 | bool SpaceShipAI::isCloseAtTarget(float distance) |
---|
285 | { |
---|
286 | return (this->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
---|
287 | } |
---|
288 | |
---|
289 | bool SpaceShipAI::isLookingAtTarget(float angle) |
---|
290 | { |
---|
291 | return (this->getOrientation() * Ogre::Vector3::UNIT_X).directionEquals(this->targetPosition_ - this->getPosition(), Radian(angle)); |
---|
292 | } |
---|
293 | } |
---|