[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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[9252] | 26 | * |
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[2362] | 27 | */ |
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| 28 | |
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| 29 | #include "ArtificialController.h" |
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| 30 | #include "core/CoreIncludes.h" |
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[9252] | 31 | #include "core/XMLPort.h" |
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[10624] | 32 | #include "core/command/ConsoleCommandIncludes.h" |
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[5735] | 33 | #include "worldentities/pawns/Pawn.h" |
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[8891] | 34 | #include "worldentities/pawns/SpaceShip.h" |
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[9016] | 35 | |
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[8891] | 36 | #include "weaponsystem/WeaponMode.h" |
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| 37 | #include "weaponsystem/WeaponPack.h" |
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| 38 | #include "weaponsystem/Weapon.h" |
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| 39 | #include "weaponsystem/WeaponSlot.h" |
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| 40 | #include "weaponsystem/WeaponSlot.h" |
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[3049] | 41 | |
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[9016] | 42 | |
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[2362] | 43 | namespace orxonox |
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| 44 | { |
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[8891] | 45 | SetConsoleCommand("ArtificialController", "setbotlevel", &ArtificialController::setAllBotLevel); |
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[7163] | 46 | |
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[9667] | 47 | RegisterClass(ArtificialController); |
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| 48 | |
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| 49 | ArtificialController::ArtificialController(Context* context) : FormationController(context) |
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[2362] | 50 | { |
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[9252] | 51 | RegisterObject(ArtificialController); |
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| 52 | |
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[8891] | 53 | this->bSetupWorked = false; |
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[9016] | 54 | this->botlevel_ = 0.5f; |
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[8891] | 55 | this->timeout_ = 0; |
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| 56 | this->currentWaypoint_ = 0; |
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| 57 | this->setAccuracy(5); |
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| 58 | this->defaultWaypoint_ = NULL; |
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[9016] | 59 | this->mode_ = DEFAULT;//Vector-implementation: mode_.push_back(DEFAULT); |
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[2362] | 60 | } |
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| 61 | |
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| 62 | ArtificialController::~ArtificialController() |
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| 63 | { |
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[7163] | 64 | if (this->isInitialized()) |
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[8891] | 65 | {//Vector-implementation: mode_.erase(mode_.begin(),mode_.end()); |
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| 66 | this->waypoints_.clear(); |
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| 67 | this->weaponModes_.clear(); |
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[7163] | 68 | } |
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[2362] | 69 | } |
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| 70 | |
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[9252] | 71 | void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 72 | { |
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| 73 | SUPER(ArtificialController, XMLPort, xmlelement, mode); |
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[7163] | 74 | |
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[9252] | 75 | XMLPortParam(ArtificialController, "accuracy", setAccuracy, getAccuracy, xmlelement, mode).defaultValues(100.0f); |
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| 76 | XMLPortObject(ArtificialController, WorldEntity, "waypoints", addWaypoint, getWaypoint, xmlelement, mode); |
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| 77 | } |
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| 78 | |
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[7163] | 79 | /** |
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| 80 | @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies. |
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| 81 | */ |
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| 82 | void ArtificialController::changedControllableEntity() |
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| 83 | { |
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[10737] | 84 | FormationController::changedControllableEntity(); // super |
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| 85 | |
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[7163] | 86 | if (!this->getControllableEntity()) |
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| 87 | this->removeFromFormation(); |
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| 88 | } |
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| 89 | |
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| 90 | |
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[2362] | 91 | void ArtificialController::aimAtTarget() |
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| 92 | { |
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| 93 | if (!this->target_ || !this->getControllableEntity()) |
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| 94 | return; |
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| 95 | |
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[10294] | 96 | static const float hardcoded_projectile_speed = 750; |
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[2362] | 97 | |
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[10216] | 98 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getWorldPosition(), hardcoded_projectile_speed, this->target_->getWorldPosition(), this->target_->getVelocity()); |
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[2362] | 99 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); |
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[6417] | 100 | |
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[7163] | 101 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); |
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[6417] | 102 | if (pawn) |
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| 103 | pawn->setAimPosition(this->targetPosition_); |
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[2362] | 104 | } |
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| 105 | |
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| 106 | bool ArtificialController::isCloseAtTarget(float distance) const |
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| 107 | { |
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| 108 | if (!this->getControllableEntity()) |
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| 109 | return false; |
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| 110 | |
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| 111 | if (!this->target_) |
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| 112 | return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
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| 113 | else |
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| 114 | return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); |
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| 115 | } |
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| 116 | |
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| 117 | bool ArtificialController::isLookingAtTarget(float angle) const |
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| 118 | { |
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| 119 | if (!this->getControllableEntity()) |
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| 120 | return false; |
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| 121 | |
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| 122 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); |
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| 123 | } |
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| 124 | |
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[5929] | 125 | void ArtificialController::abandonTarget(Pawn* target) |
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[2362] | 126 | { |
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[5929] | 127 | if (target == this->target_) |
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| 128 | this->targetDied(); |
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[2362] | 129 | } |
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[3049] | 130 | |
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[8891] | 131 | /** |
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| 132 | @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all. |
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| 133 | */ |
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| 134 | void ArtificialController::doFire() |
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| 135 | { |
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| 136 | if(!this->bSetupWorked)//setup: find out which weapons are active ! hard coded: laser is "0", lens flare is "1", ... |
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| 137 | { |
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| 138 | this->setupWeapons(); |
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| 139 | } |
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| 140 | else if(this->getControllableEntity() && weaponModes_.size()&&this->bShooting_ && this->isCloseAtTarget((1 + 2*botlevel_)*1000) && this->isLookingAtTarget(math::pi / 20.0f)) |
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| 141 | { |
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| 142 | int firemode; |
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| 143 | float random = rnd(1);// |
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| 144 | if (this->isCloseAtTarget(130) && (firemode = getFiremode("LightningGun")) > -1 ) |
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| 145 | {//LENSFLARE: short range weapon |
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| 146 | this->getControllableEntity()->fire(firemode); //ai uses lens flare if they're close enough to the target |
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| 147 | } |
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| 148 | else if( this->isCloseAtTarget(400) && (random < this->botlevel_) && (firemode = getFiremode("RocketFire")) > -1 ) |
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| 149 | {//ROCKET: mid range weapon |
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| 150 | this->mode_ = ROCKET; //Vector-implementation: mode_.push_back(ROCKET); |
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| 151 | this->getControllableEntity()->fire(firemode); //launch rocket |
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| 152 | if(this->getControllableEntity() && this->target_) //after fire(3) is called, getControllableEntity() refers to the rocket! |
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| 153 | { |
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| 154 | float speed = this->getControllableEntity()->getVelocity().length() - target_->getVelocity().length(); |
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| 155 | if(!speed) speed = 0.1f; |
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| 156 | float distance = target_->getPosition().length() - this->getControllableEntity()->getPosition().length(); |
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| 157 | this->timeout_= distance/speed*sgn(speed*distance) + 1.8f; //predicted time of target hit (+ tolerance) |
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| 158 | } |
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| 159 | else |
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| 160 | this->timeout_ = 4.0f; //TODO: find better default value |
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| 161 | } |
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| 162 | else if ((firemode = getFiremode("HsW01")) > -1 ) //LASER: default weapon |
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| 163 | this->getControllableEntity()->fire(firemode); |
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| 164 | } |
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| 165 | } |
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| 166 | |
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| 167 | /** |
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| 168 | @brief Information gathering: Which weapons are ready to use? |
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| 169 | */ |
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| 170 | void ArtificialController::setupWeapons() //TODO: Make this function generic!! (at the moment is is based on conventions) |
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| 171 | { |
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| 172 | this->bSetupWorked = false; |
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| 173 | if(this->getControllableEntity()) |
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| 174 | { |
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| 175 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); |
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[9016] | 176 | if(pawn && pawn->isA(Class(SpaceShip))) //fix for First Person Mode: check for SpaceShip |
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[8891] | 177 | { |
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| 178 | this->weaponModes_.clear(); // reset previous weapon information |
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| 179 | WeaponSlot* wSlot = 0; |
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| 180 | for(int l=0; (wSlot = pawn->getWeaponSlot(l)) ; l++) |
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| 181 | { |
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| 182 | WeaponMode* wMode = 0; |
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| 183 | for(int i=0; (wMode = wSlot->getWeapon()->getWeaponmode(i)) ; i++) |
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| 184 | { |
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| 185 | std::string wName = wMode->getIdentifier()->getName(); |
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| 186 | if(this->getFiremode(wName) == -1) //only add a weapon, if it is "new" |
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| 187 | weaponModes_[wName] = wMode->getMode(); |
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| 188 | } |
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| 189 | } |
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| 190 | if(weaponModes_.size())//at least one weapon detected |
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| 191 | this->bSetupWorked = true; |
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| 192 | }//pawn->weaponSystem_->getMunition(SubclassIdentifier< Munition > *identifier)->getNumMunition (WeaponMode *user); |
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| 193 | } |
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| 194 | } |
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| 195 | |
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| 196 | |
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| 197 | void ArtificialController::setBotLevel(float level) |
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| 198 | { |
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| 199 | if (level < 0.0f) |
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| 200 | this->botlevel_ = 0.0f; |
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| 201 | else if (level > 1.0f) |
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| 202 | this->botlevel_ = 1.0f; |
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| 203 | else |
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| 204 | this->botlevel_ = level; |
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| 205 | } |
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| 206 | |
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| 207 | void ArtificialController::setAllBotLevel(float level) |
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| 208 | { |
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| 209 | for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it != ObjectList<ArtificialController>::end(); ++it) |
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| 210 | it->setBotLevel(level); |
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| 211 | } |
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| 212 | |
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| 213 | void ArtificialController::setPreviousMode() |
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| 214 | { |
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| 215 | this->mode_ = DEFAULT; //Vector-implementation: mode_.pop_back(); |
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| 216 | } |
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| 217 | |
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| 218 | /** |
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| 219 | @brief Manages boost. Switches between boost usage and boost safe mode. |
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| 220 | */ |
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| 221 | void ArtificialController::boostControl() |
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| 222 | { |
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| 223 | SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity()); |
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| 224 | if(ship == NULL) return; |
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| 225 | if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost |
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| 226 | this->getControllableEntity()->boost(true); |
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| 227 | else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost |
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| 228 | this->getControllableEntity()->boost(false); |
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| 229 | } |
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| 230 | |
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| 231 | int ArtificialController::getFiremode(std::string name) |
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| 232 | { |
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| 233 | for (std::map< std::string, int >::iterator it = this->weaponModes_.begin(); it != this->weaponModes_.end(); ++it) |
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| 234 | { |
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| 235 | if (it->first == name) |
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| 236 | return it->second; |
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| 237 | } |
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| 238 | return -1; |
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| 239 | } |
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| 240 | |
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| 241 | void ArtificialController::addWaypoint(WorldEntity* waypoint) |
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| 242 | { |
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| 243 | this->waypoints_.push_back(waypoint); |
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| 244 | } |
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| 245 | |
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| 246 | WorldEntity* ArtificialController::getWaypoint(unsigned int index) const |
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| 247 | { |
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| 248 | if (index < this->waypoints_.size()) |
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| 249 | return this->waypoints_[index]; |
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| 250 | else |
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| 251 | return 0; |
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| 252 | } |
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| 253 | |
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| 254 | /** |
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| 255 | @brief Adds first waypoint of type name to the waypoint stack, which is within the searchDistance |
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| 256 | @param name object-name of a point of interest (e.g. "PickupSpawner", "ForceField") |
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| 257 | */ |
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| 258 | void ArtificialController::updatePointsOfInterest(std::string name, float searchDistance) |
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| 259 | { |
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| 260 | WorldEntity* waypoint = NULL; |
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| 261 | for (ObjectList<WorldEntity>::iterator it = ObjectList<WorldEntity>::begin(); it != ObjectList<WorldEntity>::end(); ++it) |
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| 262 | { |
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| 263 | if((*it)->getIdentifier() == ClassByString(name)) |
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| 264 | { |
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| 265 | ControllableEntity* controllable = this->getControllableEntity(); |
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| 266 | if(!controllable) continue; |
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| 267 | float actualDistance = ( (*it)->getPosition() - controllable->getPosition() ).length(); |
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| 268 | if(actualDistance > searchDistance || actualDistance < 5.0f) continue; |
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| 269 | // TODO: PickupSpawner: adjust waypoint accuracy to PickupSpawner's triggerdistance |
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| 270 | // TODO: ForceField: analyze is angle between forcefield boost and own flying direction is acceptable |
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| 271 | else |
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| 272 | { |
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| 273 | waypoint = *it; |
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| 274 | break; |
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| 275 | } |
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| 276 | } |
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| 277 | } |
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| 278 | if(waypoint) |
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| 279 | this->waypoints_.push_back(waypoint); |
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| 280 | } |
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| 281 | |
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| 282 | /** |
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[9016] | 283 | @brief Adds point of interest depending on context. TODO: Further Possibilites: "ForceField", "PortalEndPoint", "MovableEntity", "Dock" |
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[8891] | 284 | */ |
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| 285 | void ArtificialController::manageWaypoints() |
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| 286 | { |
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| 287 | if(!defaultWaypoint_) |
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| 288 | this->updatePointsOfInterest("PickupSpawner", 200.0f); // long search radius if there is no default goal |
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| 289 | else |
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| 290 | this->updatePointsOfInterest("PickupSpawner", 20.0f); // take pickup en passant if there is a default waypoint |
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| 291 | } |
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[9252] | 292 | |
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[10717] | 293 | } |
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