[12304] | 1 | |
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| 2 | #include "PacmanBrown.h" |
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| 3 | |
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| 4 | #include "core/CoreIncludes.h" |
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| 5 | #include "BulletDynamics/Dynamics/btRigidBody.h" |
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| 6 | |
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| 7 | |
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| 8 | namespace orxonox{ |
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| 9 | |
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| 10 | RegisterClass(PacmanBrown); |
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| 11 | |
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| 12 | PacmanBrown::PacmanBrown(Context* context) : PacmanGhost(context){ |
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| 13 | |
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| 14 | RegisterObject(PacmanBrown); |
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| 15 | |
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| 16 | } |
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| 17 | |
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| 18 | /** |
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| 19 | @brief |
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| 20 | Method for creating a ghost through XML. |
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| 21 | */ |
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| 22 | void PacmanBrown::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 23 | { |
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| 24 | SUPER(PacmanBrown, XMLPort, xmlelement, mode); |
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| 25 | } |
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| 26 | |
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| 27 | |
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| 28 | |
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| 29 | void PacmanBrown::tick(float dt) |
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| 30 | { |
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| 31 | SUPER(PacmanGhost, tick, dt); |
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| 32 | |
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| 33 | this->actuelposition = this->getPosition(); |
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| 34 | |
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| 35 | //Stop, if target arrived |
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| 36 | if((abs(this->actuelposition.x - this->target_x)<0.5) && (abs(this->actuelposition.z - this->target_z)<0.5)){ |
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| 37 | this->ismoving = false; |
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| 38 | } |
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| 39 | |
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| 40 | //Move, if ghost hasn't arrived yet |
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| 41 | if(this->ismoving){ |
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| 42 | if(!(abs(this->actuelposition.z-target_z)<0.5)) { |
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| 43 | velocity = Vector3(0,0,-sgn(this->actuelposition.z-this->target_z)); |
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| 44 | move(dt, actuelposition, velocity); |
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| 45 | } |
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| 46 | if(!(abs(this->actuelposition.x-target_x)<0.5)){ |
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| 47 | velocity = Vector3(-sgn(this->actuelposition.x-this->target_x),0,0); |
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| 48 | move(dt, actuelposition, velocity); |
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| 49 | } |
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| 50 | } |
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| 51 | |
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| 52 | //Check on which position the ghost has arrived and set new target |
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| 53 | else{ |
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| 54 | |
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| 55 | while(lockmove){}; |
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| 56 | lockmove = true; |
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| 57 | |
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| 58 | //do brown behavior |
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| 59 | //put everything needed here |
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| 60 | |
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| 61 | if((this->fleeing==true)&&(this->actuelposition!=(-215,10,-195))){ |
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| 62 | //if fleeing, then go to corner map if not already there |
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| 63 | fleeMode(); |
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| 64 | } |
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| 65 | else{ // else go next to pacman |
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| 66 | |
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| 67 | if(absoluteDistance(this->pos, player.pos)<10){//no idea if 10 ok |
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| 68 | //if near player, flee away |
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| 69 | fleemode(); |
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| 70 | } |
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| 71 | else{ //go to neighboor of player nearest to brown pacman |
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| 72 | |
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| 73 | //first find nearest neighboor point of player to brown pacman |
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| 74 | //we can maybe call getShortestPath recursively to do so |
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| 75 | |
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| 76 | player.pos.nearestneighboor=findPlayerNeighboorNearestToPacman(player.neighboors); |
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| 77 | //btw the array player.neighboor can be defined with a big list as we |
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| 78 | //already did several times for similar things |
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| 79 | |
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| 80 | Vector3 nextMove = getShortestPath(this->actuelposition, player.pos.nearestneighboor); |
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| 81 | setNewTargetBrown(nextMove); |
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| 82 | } |
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| 83 | |
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| 84 | } |
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| 85 | |
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| 86 | } |
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| 87 | |
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| 88 | } |
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| 89 | |
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| 90 | |
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| 91 | |
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| 92 | |
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| 93 | |
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| 94 | |
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| 95 | |
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| 96 | |
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| 97 | |
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| 98 | |
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| 99 | int graphDistance(Vector3 start, Vector3 goal){ |
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| 100 | |
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| 101 | Vector3 differenceVector= Vector3(abs(goal.x-start.x), 0,abs(goal.z-start.z)); |
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| 102 | |
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| 103 | return differenceVector.x+differenceVector.z; |
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| 104 | } |
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| 105 | |
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| 106 | void setNewTargetBrown(Vector3 goalToGo){ |
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| 107 | |
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| 108 | this->target_x = goalToGo.x; |
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| 109 | this->target_z = goalToGo.z; |
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| 110 | this->ismoving = true; |
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| 111 | } |
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| 112 | |
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| 113 | |
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| 114 | |
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| 115 | int absoluteDistance(Vector3 pos1, Vector3 pos2){ |
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| 116 | |
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| 117 | |
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| 118 | Vector3 diffVector; |
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| 119 | diffVector.x=pos2-pos1; |
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| 120 | diffVector.y=pos2-pos1; //should always be 0 |
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| 121 | diffVector.z=pos2-pos1; |
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| 122 | int result = sqrt(diffVector.x²+diffVector.z²); |
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| 123 | return result; |
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| 124 | } |
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| 125 | |
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| 126 | |
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| 127 | void fleeMode(){ //flees to corner of the map |
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| 128 | |
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| 129 | Vector3 cornerPos = Vector3(-215,10,-195); //let's take this. We can still change |
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| 130 | Vector3 nextMove = getShortestPath(this->actuelposition, cornerPos); |
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| 131 | setNewTargetBrown(nextMove); |
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| 132 | |
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| 133 | /*//while(this->actuelposition!=cornerPos){ |
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| 134 | |
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| 135 | continue moving and each time find next point to go until |
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| 136 | we reach the corner |
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| 137 | }*/ |
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| 138 | } |
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| 139 | |
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| 140 | |
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| 141 | Vector3 goAdjacentOfPlayer(Vector neighboorsOfPlayer[]){ |
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| 142 | //find ,nearest to brown, player neighboor |
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| 143 | |
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| 144 | int besTotDist=-1; |
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| 145 | Vector3 curPos=this->pos; |
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| 146 | Vector3 predPos; |
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| 147 | Vector3 chosenNeighbor; |
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| 148 | |
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| 149 | for(int i=0; i < 4; i++){ |
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| 150 | int totDist=0; |
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| 151 | |
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| 152 | if(neighboorsOfPlayer[i]!=0){ |
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| 153 | while(curPos!=neighboorsOfPlayer[i]){ |
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| 154 | |
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| 155 | predPos=curPos; |
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| 156 | curPos = getShortestPath(curPos, neighboorsOfPlayer[i]); |
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| 157 | totDist+=graphDistance(curPos,predPos); |
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| 158 | |
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| 159 | } |
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| 160 | } |
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| 161 | |
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| 162 | if(besTotDist==-1){ |
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| 163 | besTotDist=totDist; |
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| 164 | chosenNeighbor=neighboorsOfPlayer[i]; |
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| 165 | } |
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| 166 | else if(besTotDist>totDist){ |
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| 167 | besTotDist=totDist; |
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| 168 | chosenNeighbor=neighboorsOfPlayer[i]; |
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| 169 | } |
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| 170 | } |
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| 171 | return chosenNeighbor; |
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| 172 | |
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| 173 | } |
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| 174 | |
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| 175 | |
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| 176 | Vector3 findPlayerNeighboorNearestToPacman(Vector3 neighboorArray[]){ |
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| 177 | //uh, i think it does the same think as the function above |
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| 178 | |
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| 179 | Vector3 nextMove; |
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| 180 | int distCost=-1; |
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| 181 | for(int i=0; i < 4; i++){ |
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| 182 | int totDist=0; |
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| 183 | Vector3 newCandidate=this->actuelposition; |
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| 184 | Vector3 predPos; |
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| 185 | |
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| 186 | if(neighboorArray[i]!=NULL){ |
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| 187 | while(nextMove!=neighboorArray[i]){ |
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| 188 | predPos=newCandidate; |
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| 189 | newCandidate=getShortestPath(newCandidate, neighboorArray[i]); |
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| 190 | totDist+=graphDistance(predPos, newCandidate); |
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| 191 | } |
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| 192 | |
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| 193 | if(distCost==-1){ |
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| 194 | distCost=totDist; |
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| 195 | nextMove=gneighboorArray[i]; |
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| 196 | } |
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| 197 | else if(totDist<distCost){ |
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| 198 | distCost=totDist; |
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| 199 | nextMove=neighboorArray[i]; |
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| 200 | } |
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| 201 | } |
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| 202 | } |
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| 203 | return nextMove; |
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| 204 | |
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| 205 | } |
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| 206 | |
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| 207 | } |
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| 208 | |
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| 209 | |
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| 210 | |
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| 211 | |
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