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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25 | * Dominik Solenicki |
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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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31 | #include "util/Math.h" |
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32 | #include "core/CoreIncludes.h" |
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33 | #include "core/command/Executor.h" |
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34 | #include "worldentities/ControllableEntity.h" |
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35 | #include "worldentities/pawns/Pawn.h" |
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36 | |
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37 | namespace orxonox |
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38 | { |
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39 | const float AIController::ACTION_INTERVAL = 1.0f; |
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40 | |
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41 | RegisterClass(AIController); |
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42 | |
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43 | AIController::AIController(Context* context) : ArtificialController(context) |
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44 | { |
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45 | RegisterObject(AIController); |
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46 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this))); |
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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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57 | |
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58 | if (this->state_ == FREE) |
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59 | { |
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60 | |
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61 | if (this->formationFlight_) |
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62 | { |
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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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66 | |
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67 | |
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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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73 | // return to Master after being forced free |
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74 | if (this->freedomCount_ == ACTION_INTERVAL) |
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75 | { |
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76 | this->state_ = SLAVE; |
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77 | this->freedomCount_ = 0; // ACTION_INTERVAL is 1 sec, freedomCount is a remaining time of temp. freedom |
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78 | } |
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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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83 | } |
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84 | this->defaultBehaviour(maxrand); |
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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 | if (this->state_ == SLAVE && this->formationMode_ == ATTACK) |
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90 | { |
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91 | // search enemy |
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92 | if ((!this->target_)) |
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93 | this->searchNewTarget(); |
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94 | |
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95 | |
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96 | // shoot |
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97 | if ((this->target_ && !this->bShooting_)) |
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98 | this->bShooting_ = true; |
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99 | |
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100 | // stop shooting |
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101 | if (this->bShooting_ && !this->target_) |
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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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108 | |
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109 | //------------------------------------------------------- |
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110 | //collect data for AI behaviour |
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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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115 | |
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116 | |
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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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127 | enemies_.push_back(*it); |
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128 | } |
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129 | else { |
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130 | allies_.push_back(*it); |
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131 | } |
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132 | } |
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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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148 | } |
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149 | //------------------------------------------------------- |
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150 | |
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151 | //Decide which formationMode to choose |
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152 | this->setFormationMode(ATTACK); |
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153 | this->setDesiredPositionOfSlaves(); |
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154 | |
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155 | //this->commandSlaves(); |
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156 | |
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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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163 | /* |
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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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173 | */ |
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174 | /*// follow a randomly chosen human - a specific Master Action |
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175 | random = rnd(1000.0f); |
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176 | if (random < 1) |
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177 | this->followRandomHumanInit(); |
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178 | */ |
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179 | /* |
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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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184 | */ |
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185 | |
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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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191 | this->defaultBehaviour(maxrand); |
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192 | |
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193 | } |
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194 | } |
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195 | allies_.clear(); |
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196 | enemies_.clear(); |
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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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201 | |
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202 | if (!this->isActive()) |
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203 | return; |
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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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207 | if (this->state_ == SLAVE && controllable && this->mode_ == DEFAULT) |
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208 | { |
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209 | |
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210 | if (this->myMaster_ && this->myMaster_->getControllableEntity() && desiredRelativePosition_){ |
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211 | Vector3 desiredAbsolutePosition = this->myMaster_->getControllableEntity()->getWorldPosition() + this->myMaster_->getControllableEntity()->getWorldOrientation()* (*desiredRelativePosition_); |
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212 | this->moveToPosition (desiredAbsolutePosition); |
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213 | //WorldEntity* waypoint = new WorldEntity(this->getContext()); |
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214 | //waypoint->setPosition(desiredAbsolutePosition); |
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215 | |
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216 | //this->addWaypoint(waypoint); |
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217 | |
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218 | } |
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219 | |
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220 | } |
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221 | //DOES: Either move to the waypoint or search for a Point of interest |
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222 | if (controllable && this->mode_ == DEFAULT)// bot is ready to move to a target |
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223 | { |
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224 | if (this->waypoints_.size() > 0 ) //Waypoint functionality. |
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225 | { |
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226 | WorldEntity* wPoint = this->waypoints_[this->waypoints_.size()-1]; |
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227 | if(wPoint) |
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228 | { |
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229 | this->moveToPosition(wPoint->getWorldPosition()); //BUG ?? sometime wPoint->getWorldPosition() causes crash |
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230 | if (wPoint->getWorldPosition().squaredDistance(controllable->getPosition()) <= this->squaredaccuracy_) |
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231 | this->waypoints_.pop_back(); // if goal is reached, remove it from the list |
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232 | } |
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233 | else |
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234 | this->waypoints_.pop_back(); // remove invalid waypoints |
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235 | |
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236 | } |
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237 | else if(this->defaultWaypoint_ && ((this->defaultWaypoint_->getPosition()-controllable->getPosition()).length() > 200.0f)) |
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238 | { |
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239 | this->moveToPosition(this->defaultWaypoint_->getPosition()); // stay within a certain range of the defaultWaypoint_ |
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240 | random = rnd(maxrand); |
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241 | } |
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242 | } |
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243 | |
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244 | if (this->mode_ == DEFAULT) |
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245 | { |
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246 | if (this->state_ == MASTER) |
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247 | { |
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248 | if (this->specificMasterAction_ == NONE) |
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249 | { |
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250 | if (this->target_) |
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251 | { |
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252 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ |
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253 | this->forgetTarget(); |
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254 | else |
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255 | { |
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256 | this->aimAtTarget(); |
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257 | this->follow(); //If a bot is shooting a player, it shouldn't let him go away easily. |
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258 | } |
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259 | } |
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260 | |
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261 | if (this->bHasTargetPosition_) |
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262 | this->moveToTargetPosition(); |
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263 | this->doFire(); |
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264 | } |
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265 | |
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266 | if (this->specificMasterAction_ == TURN180) |
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267 | this->turn180(); |
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268 | |
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269 | if (this->specificMasterAction_ == SPIN) |
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270 | this->spin(); |
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271 | if (this->specificMasterAction_ == FOLLOW) |
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272 | this->follow(); |
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273 | } |
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274 | |
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275 | if (this->state_ == SLAVE && this->formationMode_ != ATTACK) |
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276 | { |
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277 | if (this->bHasTargetPosition_) |
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278 | this->moveToTargetPosition(); |
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279 | } |
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280 | |
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281 | if (this->state_ == FREE || (this->state_==SLAVE && this->formationMode_ == ATTACK) ) |
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282 | { |
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283 | if (this->target_) |
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284 | { |
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285 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ |
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286 | this->forgetTarget(); |
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287 | else this->aimAtTarget(); |
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288 | } |
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289 | |
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290 | if (this->bHasTargetPosition_) |
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291 | this->moveToTargetPosition(); |
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292 | |
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293 | this->doFire(); |
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294 | } |
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295 | } |
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296 | else if (this->mode_ == ROCKET)//Rockets do not belong to a group of bots -> bot states are not relevant. |
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297 | { //Vector-implementation: mode_.back() == ROCKET; |
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298 | if(controllable) |
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299 | {//Check wether the bot is controlling the rocket and if the timeout is over. |
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300 | if(controllable->getIdentifier() == ClassByString("Rocket")) |
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301 | |
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302 | { |
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303 | this->follow(); |
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304 | this->timeout_ -= dt; |
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305 | if((timeout_< 0)||(!target_))//Check if the timeout is over or target died. |
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306 | { |
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307 | controllable->fire(0);//kill the rocket |
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308 | this->setPreviousMode();//get out of rocket mode |
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309 | } |
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310 | } |
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311 | else |
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312 | this->setPreviousMode();//no rocket entity -> get out of rocket mode |
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313 | } |
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314 | else |
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315 | this->setPreviousMode();//If bot dies -> getControllableEntity == NULL -> get out of ROCKET mode |
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316 | }//END_OF ROCKET MODE |
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317 | |
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318 | |
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319 | SUPER(AIController, tick, dt); |
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320 | } |
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321 | //**********************************************NEW |
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322 | void AIController::defaultBehaviour(float maxrand) |
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323 | { |
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324 | if (!this->target_) |
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325 | this->searchNewTarget(); |
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326 | if (!(this->passive_) && (this->target_ && !this->bShooting_)) |
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327 | this->bShooting_ = true; |
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328 | |
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329 | } |
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330 | |
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331 | } |
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