[2362] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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[7163] | 25 | * Dominik Solenicki |
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[2362] | 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "AIController.h" |
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| 30 | |
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[3196] | 31 | #include "util/Math.h" |
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[2362] | 32 | #include "core/CoreIncludes.h" |
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[7284] | 33 | #include "core/command/Executor.h" |
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[5735] | 34 | #include "worldentities/ControllableEntity.h" |
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[7163] | 35 | #include "worldentities/pawns/Pawn.h" |
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[2362] | 36 | |
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| 37 | namespace orxonox |
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| 38 | { |
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[8729] | 39 | const float AIController::ACTION_INTERVAL = 1.0f; |
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[2362] | 40 | |
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[9667] | 41 | RegisterClass(AIController); |
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[2362] | 42 | |
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[9667] | 43 | AIController::AIController(Context* context) : ArtificialController(context) |
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[2362] | 44 | { |
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| 45 | RegisterObject(AIController); |
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[5929] | 46 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this))); |
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[2362] | 47 | } |
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| 48 | |
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| 49 | AIController::~AIController() |
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| 50 | { |
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| 51 | } |
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| 52 | |
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| 53 | void AIController::action() |
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| 54 | { |
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| 55 | float random; |
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| 56 | float maxrand = 100.0f / ACTION_INTERVAL; |
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[2493] | 57 | |
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[7163] | 58 | if (this->state_ == FREE) |
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| 59 | { |
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[9016] | 60 | |
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[7163] | 61 | if (this->formationFlight_) |
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| 62 | { |
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[10652] | 63 | //When this is a master and was destroyed, destructor might complain that there are slaves of this, although this was removed from formation |
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| 64 | //race conditions? |
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| 65 | //destructor takes care of slaves anyway, so no need to worry about internal_error |
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[9016] | 66 | |
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[10652] | 67 | |
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[9016] | 68 | //changed order -> searchNewMaster MUSTN'T be called in SLAVE-state (bugfix for internal-error messages at quit) |
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| 69 | random = rnd(maxrand); |
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| 70 | if (random < 90 && (((!this->target_) || (random < 50 && this->target_)) && !this->forcedFree())) |
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| 71 | this->searchNewMaster(); |
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| 72 | |
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[7163] | 73 | // return to Master after being forced free |
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[10652] | 74 | if (this->freedomCount_ == ACTION_INTERVAL) |
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[7163] | 75 | { |
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[8891] | 76 | this->state_ = SLAVE; |
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[10652] | 77 | this->freedomCount_ = 0; // ACTION_INTERVAL is 1 sec, freedomCount is a remaining time of temp. freedom |
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[7163] | 78 | } |
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[10652] | 79 | } else{ |
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| 80 | //form a formation |
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| 81 | if (!this->forcedFree()) |
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| 82 | this->searchNewMaster(); |
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[7163] | 83 | } |
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[9016] | 84 | this->defaultBehaviour(maxrand); |
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| 85 | |
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| 86 | } |
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| 87 | |
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[10670] | 88 | |
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[9016] | 89 | if (this->state_ == SLAVE && this->formationMode_ == ATTACK) |
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| 90 | { |
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[7163] | 91 | // search enemy |
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[10652] | 92 | if ((!this->target_)) |
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[7163] | 93 | this->searchNewTarget(); |
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[2362] | 94 | |
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[10652] | 95 | |
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[7163] | 96 | // shoot |
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[10652] | 97 | if ((this->target_ && !this->bShooting_)) |
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[7163] | 98 | this->bShooting_ = true; |
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| 99 | |
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| 100 | // stop shooting |
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[10652] | 101 | if (this->bShooting_ && !this->target_) |
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[7163] | 102 | this->bShooting_ = false; |
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| 103 | |
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| 104 | } |
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| 105 | |
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| 106 | if (this->state_ == MASTER) |
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| 107 | { |
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[10654] | 108 | |
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| 109 | //------------------------------------------------------- |
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| 110 | //collect data for AI behaviour |
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[10670] | 111 | Vector3* meanOfEnemiesPtr = new Vector3(0.0,0.0,0.0); |
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| 112 | Vector3* meanOfAlliesPtr = new Vector3(0.0,0.0,0.0); |
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| 113 | Vector3 meanOfAllies = *meanOfAlliesPtr; |
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| 114 | Vector3 meanOfEnemies = *meanOfEnemiesPtr; |
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[10652] | 115 | |
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[10670] | 116 | |
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[10654] | 117 | for (ObjectList<AIController>::iterator it = ObjectList<AIController>::begin(); it; ++it) |
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| 118 | { |
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| 119 | |
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| 120 | Gametype* gt=this->getGametype(); |
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| 121 | if (!gt) |
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| 122 | { |
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| 123 | gt=it->getGametype(); |
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| 124 | } |
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| 125 | if (!FormationController::sameTeam(this->getControllableEntity(), it->getControllableEntity(),gt)) |
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| 126 | { |
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[10670] | 127 | enemies_.push_back(*it); |
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[10654] | 128 | } |
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| 129 | else { |
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[10670] | 130 | allies_.push_back(*it); |
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[10654] | 131 | } |
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| 132 | } |
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[10670] | 133 | if (enemies_.size() != 0 && allies_.size() != 0){ |
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| 134 | for (std::vector<WeakPtr<AIController> >::iterator it = enemies_.begin() ; it != enemies_.end(); ++it) |
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| 135 | meanOfEnemies += (*it)->getControllableEntity()->getWorldPosition(); |
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| 136 | |
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| 137 | meanOfEnemies /= enemies_.size(); |
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| 138 | |
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| 139 | for (std::vector<WeakPtr<AIController> >::iterator it = allies_.begin() ; it != allies_.end(); ++it) |
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| 140 | meanOfAllies += (*it)->getControllableEntity()->getWorldPosition(); |
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| 141 | |
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| 142 | meanOfAllies /= allies_.size(); |
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| 143 | |
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| 144 | //orxout(internal_error) << "There are " << enemies_Counter << " enemies_, mean position is " << meanOfEnemies << endl; |
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| 145 | orxout(internal_error) << "Distance is " << (meanOfEnemies-meanOfAllies).length() << endl; |
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| 146 | orxout(internal_error) << "mean of allies_ is " << meanOfAllies << ", with a size " << allies_.size() << endl; |
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| 147 | orxout(internal_error) << "mean of enemies_ is " << meanOfEnemies << ", with a size " << enemies_.size() << endl; |
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[10654] | 148 | } |
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| 149 | //------------------------------------------------------- |
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| 150 | |
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[10670] | 151 | //Decide which formationMode to choose |
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[10652] | 152 | this->setFormationMode(ATTACK); |
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[10670] | 153 | this->setDesiredPositionOfSlaves(); |
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[7163] | 154 | |
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[10670] | 155 | //this->commandSlaves(); |
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| 156 | |
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[7163] | 157 | if (this->specificMasterAction_ != NONE) |
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| 158 | this->specificMasterActionHold(); |
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| 159 | |
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| 160 | else { |
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| 161 | |
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| 162 | // make 180 degree turn - a specific Master Action |
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[10654] | 163 | /* |
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[7163] | 164 | random = rnd(1000.0f); |
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| 165 | if (random < 5) |
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| 166 | this->turn180Init(); |
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| 167 | |
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| 168 | // spin around - a specific Master Action |
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| 169 | random = rnd(1000.0f); |
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| 170 | if (random < 5) |
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| 171 | this->spinInit(); |
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| 172 | |
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[10654] | 173 | */ |
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[9016] | 174 | /*// follow a randomly chosen human - a specific Master Action |
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[7163] | 175 | random = rnd(1000.0f); |
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| 176 | if (random < 1) |
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| 177 | this->followRandomHumanInit(); |
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[9016] | 178 | */ |
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[10652] | 179 | /* |
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[7163] | 180 | // lose master status (only if less than 4 slaves in formation) |
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| 181 | random = rnd(maxrand); |
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| 182 | if(random < 15/(this->slaves_.size()+1) && this->slaves_.size() < 4 ) |
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| 183 | this->loseMasterState(); |
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[10652] | 184 | */ |
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| 185 | |
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[7163] | 186 | // look out for outher masters if formation is small |
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| 187 | random = rnd(maxrand); |
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| 188 | if(this->slaves_.size() < 3 && random < 20) |
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| 189 | this->searchNewMaster(); |
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| 190 | |
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[9016] | 191 | this->defaultBehaviour(maxrand); |
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[7163] | 192 | |
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| 193 | } |
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| 194 | } |
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[10670] | 195 | allies_.clear(); |
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| 196 | enemies_.clear(); |
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[2362] | 197 | } |
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| 198 | |
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| 199 | void AIController::tick(float dt) |
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| 200 | { |
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[10651] | 201 | |
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[2362] | 202 | if (!this->isActive()) |
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| 203 | return; |
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[8891] | 204 | float random; |
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| 205 | float maxrand = 100.0f / ACTION_INTERVAL; |
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| 206 | ControllableEntity* controllable = this->getControllableEntity(); |
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[10670] | 207 | if (this->state_ == SLAVE) |
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| 208 | { |
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| 209 | Vector3 desiredAbsolutePosition = this->myMaster_->getControllableEntity()->getWorldPosition() + this->myMaster_->getControllableEntity()->getWorldOrientation()*desiredRelativePosition_; |
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| 210 | |
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| 211 | orxonox::WeakPtr<MovableEntity> waypoint = new MovableEntity(this->center_->getContext()); |
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| 212 | waypoint->setPosition(desiredAbsolutePosition); |
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| 213 | |
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| 214 | this->addWaypoint(waypoint); |
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| 215 | } |
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[9016] | 216 | //DOES: Either move to the waypoint or search for a Point of interest |
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[8891] | 217 | if (controllable && this->mode_ == DEFAULT)// bot is ready to move to a target |
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[7163] | 218 | { |
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[8891] | 219 | if (this->waypoints_.size() > 0 ) //Waypoint functionality. |
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[7163] | 220 | { |
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[8891] | 221 | WorldEntity* wPoint = this->waypoints_[this->waypoints_.size()-1]; |
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| 222 | if(wPoint) |
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[7163] | 223 | { |
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[8891] | 224 | this->moveToPosition(wPoint->getWorldPosition()); //BUG ?? sometime wPoint->getWorldPosition() causes crash |
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| 225 | if (wPoint->getWorldPosition().squaredDistance(controllable->getPosition()) <= this->squaredaccuracy_) |
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| 226 | this->waypoints_.pop_back(); // if goal is reached, remove it from the list |
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[7168] | 227 | } |
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[8891] | 228 | else |
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| 229 | this->waypoints_.pop_back(); // remove invalid waypoints |
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[2362] | 230 | |
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[7163] | 231 | } |
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[8891] | 232 | else if(this->defaultWaypoint_ && ((this->defaultWaypoint_->getPosition()-controllable->getPosition()).length() > 200.0f)) |
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| 233 | { |
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| 234 | this->moveToPosition(this->defaultWaypoint_->getPosition()); // stay within a certain range of the defaultWaypoint_ |
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| 235 | random = rnd(maxrand); |
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| 236 | } |
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| 237 | } |
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[9016] | 238 | |
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| 239 | if (this->mode_ == DEFAULT) |
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| 240 | { |
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[8891] | 241 | if (this->state_ == MASTER) |
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| 242 | { |
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| 243 | if (this->specificMasterAction_ == NONE) |
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| 244 | { |
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| 245 | if (this->target_) |
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| 246 | { |
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| 247 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ |
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| 248 | this->forgetTarget(); |
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| 249 | else |
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| 250 | { |
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| 251 | this->aimAtTarget(); |
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[10652] | 252 | this->follow(); //If a bot is shooting a player, it shouldn't let him go away easily. |
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[8891] | 253 | } |
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| 254 | } |
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[2362] | 255 | |
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[8891] | 256 | if (this->bHasTargetPosition_) |
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| 257 | this->moveToTargetPosition(); |
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| 258 | this->doFire(); |
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| 259 | } |
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| 260 | |
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| 261 | if (this->specificMasterAction_ == TURN180) |
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[7163] | 262 | this->turn180(); |
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| 263 | |
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[8891] | 264 | if (this->specificMasterAction_ == SPIN) |
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[7163] | 265 | this->spin(); |
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[8891] | 266 | if (this->specificMasterAction_ == FOLLOW) |
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[7163] | 267 | this->follow(); |
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[8891] | 268 | } |
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[7163] | 269 | |
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[9016] | 270 | if (this->state_ == SLAVE && this->formationMode_ != ATTACK) |
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[8891] | 271 | { |
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| 272 | if (this->bHasTargetPosition_) |
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| 273 | this->moveToTargetPosition(); |
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| 274 | } |
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[7163] | 275 | |
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[9016] | 276 | if (this->state_ == FREE || (this->state_==SLAVE && this->formationMode_ == ATTACK) ) |
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[8891] | 277 | { |
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| 278 | if (this->target_) |
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| 279 | { |
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| 280 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ |
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| 281 | this->forgetTarget(); |
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[9016] | 282 | else this->aimAtTarget(); |
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[8891] | 283 | } |
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[7163] | 284 | |
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[8891] | 285 | if (this->bHasTargetPosition_) |
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| 286 | this->moveToTargetPosition(); |
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| 287 | |
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[9016] | 288 | this->doFire(); |
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[8891] | 289 | } |
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[9016] | 290 | } |
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[8891] | 291 | else if (this->mode_ == ROCKET)//Rockets do not belong to a group of bots -> bot states are not relevant. |
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| 292 | { //Vector-implementation: mode_.back() == ROCKET; |
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| 293 | if(controllable) |
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[9016] | 294 | {//Check wether the bot is controlling the rocket and if the timeout is over. |
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| 295 | if(controllable->getIdentifier() == ClassByString("Rocket")) |
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| 296 | |
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[8891] | 297 | { |
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| 298 | this->follow(); |
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| 299 | this->timeout_ -= dt; |
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| 300 | if((timeout_< 0)||(!target_))//Check if the timeout is over or target died. |
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| 301 | { |
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| 302 | controllable->fire(0);//kill the rocket |
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| 303 | this->setPreviousMode();//get out of rocket mode |
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| 304 | } |
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| 305 | } |
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| 306 | else |
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| 307 | this->setPreviousMode();//no rocket entity -> get out of rocket mode |
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[7163] | 308 | } |
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[8891] | 309 | else |
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| 310 | this->setPreviousMode();//If bot dies -> getControllableEntity == NULL -> get out of ROCKET mode |
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| 311 | }//END_OF ROCKET MODE |
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[7163] | 312 | |
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[10652] | 313 | |
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[2362] | 314 | SUPER(AIController, tick, dt); |
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| 315 | } |
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[9016] | 316 | //**********************************************NEW |
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| 317 | void AIController::defaultBehaviour(float maxrand) |
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[10652] | 318 | { |
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| 319 | if (!this->target_) |
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| 320 | this->searchNewTarget(); |
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| 321 | if (!(this->passive_) && (this->target_ && !this->bShooting_)) |
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| 322 | this->bShooting_ = true; |
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[10651] | 323 | |
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[9016] | 324 | } |
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| 325 | |
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[2362] | 326 | } |
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