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 | #include "controllers/CommonController.h" |
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29 | #include "core/XMLPort.h" |
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30 | |
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31 | #include "weaponsystem/WeaponMode.h" |
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32 | #include "weaponsystem/WeaponPack.h" |
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33 | #include "weaponsystem/Weapon.h" |
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34 | #include "weaponsystem/WeaponSlot.h" |
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35 | #include "weaponsystem/WeaponSlot.h" |
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36 | #include "worldentities/pawns/SpaceShip.h" |
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37 | |
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38 | #include "Scene.h" |
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39 | #include <OgreRay.h> |
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40 | #include <OgreSceneQuery.h> |
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41 | #include <OgreCamera.h> |
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42 | #include <OgreSceneManager.h> |
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43 | namespace orxonox |
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44 | { |
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45 | |
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46 | RegisterClass(CommonController); |
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47 | float SPEED = 0.7f/0.02f; |
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48 | float ROTATEFACTOR = 0.3f/0.02f; |
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49 | |
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50 | CommonController::CommonController(Context* context) : Controller(context) |
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51 | { |
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52 | this->bSetupWorked = false; |
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53 | |
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54 | this->executingManeuver_ = false; |
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55 | this->executingMoveToPoint_ = false; |
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56 | |
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57 | this->maneuverType_ = ManeuverType::NONE; |
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58 | RegisterObject(CommonController); |
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59 | } |
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60 | |
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61 | |
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62 | CommonController::~CommonController() |
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63 | { |
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64 | } |
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65 | |
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66 | void CommonController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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67 | { |
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68 | SUPER(CommonController, XMLPort, xmlelement, mode); |
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69 | XMLPortParam(CommonController, "formationMode", setFormationModeXML, getFormationModeXML, xmlelement, mode); |
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70 | |
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71 | } |
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72 | void CommonController::setFormationModeXML(std::string val) |
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73 | { |
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74 | const std::string valUpper = getUppercase(val); |
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75 | FormationMode::Value value; |
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76 | if (valUpper == "VEE") |
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77 | value = FormationMode::VEE; |
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78 | else if (valUpper == "WALL") |
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79 | value = FormationMode::WALL; |
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80 | else if (valUpper == "FINGER4") |
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81 | value = FormationMode::FINGER4; |
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82 | else if (valUpper == "DIAMOND") |
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83 | value = FormationMode::DIAMOND; |
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84 | else |
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85 | ThrowException(ParseError, std::string("Attempting to set an unknown FormationMode: '") + val + "'."); |
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86 | this->setFormationMode(value); |
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87 | |
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88 | } |
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89 | std::string CommonController::getFormationModeXML() |
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90 | { |
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91 | switch (this->formationMode_) |
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92 | { |
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93 | case FormationMode::VEE: |
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94 | { |
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95 | return "VEE"; |
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96 | break; |
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97 | } |
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98 | case FormationMode::WALL: |
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99 | { |
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100 | return "WALL"; |
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101 | break; |
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102 | } |
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103 | case FormationMode::FINGER4: |
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104 | { |
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105 | return "FINGER4"; |
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106 | break; |
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107 | } |
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108 | case FormationMode::DIAMOND: |
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109 | { |
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110 | return "DIAMOND"; |
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111 | break; |
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112 | } |
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113 | default: |
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114 | return "DIAMOND"; |
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115 | break; |
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116 | |
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117 | } |
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118 | } |
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119 | void CommonController::chooseManeuverType() |
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120 | { |
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121 | |
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122 | if (this->target_ && this->bHasPositionOfTarget_ && this->getControllableEntity()) |
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123 | { |
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124 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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125 | Vector3 myForwardVector = this->getControllableEntity()->getOrientation() * WorldEntity::FRONT; |
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126 | float myDotProduct = diffVector.dotProduct(myForwardVector); |
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127 | |
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128 | Vector3 opponentForwardVector = this->target_->getOrientation() * WorldEntity::FRONT; |
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129 | float opponentDotProduct = diffVector.dotProduct(opponentForwardVector); |
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130 | |
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131 | |
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132 | switch ((myDotProduct > 0) - (myDotProduct < 0)) |
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133 | { |
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134 | case 1: |
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135 | { |
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136 | switch ((opponentDotProduct > 0) - (opponentDotProduct < 0)) |
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137 | { |
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138 | case 1: |
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139 | { |
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140 | this->maneuverType_ = ManeuverType::OFFENSIVE; |
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141 | break; |
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142 | } |
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143 | case 0: |
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144 | { |
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145 | this->maneuverType_ = ManeuverType::OFFENSIVE; |
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146 | break; |
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147 | } |
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148 | case -1: |
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149 | { |
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150 | this->maneuverType_ = ManeuverType::NEUTRAL; |
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151 | break; |
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152 | } |
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153 | } |
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154 | break; |
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155 | } |
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156 | case 0: |
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157 | { |
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158 | switch ((opponentDotProduct > 0) - (opponentDotProduct < 0)) |
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159 | { |
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160 | case 1: |
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161 | { |
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162 | this->maneuverType_ = ManeuverType::OFFENSIVE; |
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163 | break; |
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164 | } |
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165 | case 0: |
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166 | { |
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167 | this->maneuverType_ = ManeuverType::NEUTRAL; |
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168 | break; |
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169 | } |
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170 | case -1: |
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171 | { |
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172 | this->maneuverType_ = ManeuverType::DEFENCIVE; |
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173 | break; |
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174 | } |
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175 | } |
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176 | |
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177 | break; |
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178 | } |
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179 | case -1: |
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180 | { |
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181 | switch ((opponentDotProduct > 0) - (opponentDotProduct < 0)) |
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182 | { |
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183 | case 1: |
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184 | { |
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185 | this->maneuverType_ = ManeuverType::NEUTRAL; |
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186 | break; |
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187 | } |
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188 | case 0: |
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189 | { |
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190 | this->maneuverType_ = ManeuverType::DEFENCIVE; |
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191 | break; |
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192 | } |
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193 | case -1: |
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194 | { |
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195 | this->maneuverType_ = ManeuverType::DEFENCIVE; |
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196 | break; |
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197 | } |
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198 | } |
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199 | break; |
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200 | } |
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201 | } |
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202 | } |
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203 | if (this->getControllableEntity() && !this->target_) |
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204 | { |
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205 | this->maneuverType_ = ManeuverType::NONE; |
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206 | } |
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207 | orxout (internal_error) << "ManeuverType = " << this->maneuverType_ << endl; |
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208 | } |
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209 | bool CommonController::setWingman (CommonController* wingman) |
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210 | { |
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211 | return false; |
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212 | } |
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213 | |
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214 | bool CommonController::hasWingman() |
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215 | { |
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216 | return true; |
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217 | } |
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218 | void CommonController::setTarget(ControllableEntity* target) |
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219 | { |
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220 | this->target_ = target; |
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221 | orxout (internal_error) << " TARGET SET " << endl; |
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222 | |
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223 | if (this->target_ ) |
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224 | { |
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225 | this->setPositionOfTarget(target_->getWorldPosition()); |
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226 | |
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227 | } |
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228 | } |
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229 | bool CommonController::hasTarget() |
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230 | { |
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231 | if (this->target_) |
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232 | return true; |
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233 | return false; |
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234 | } |
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235 | void CommonController::setPositionOfTarget(const Vector3& target) |
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236 | { |
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237 | this->positionOfTarget_ = target; |
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238 | this->bHasPositionOfTarget_ = true; |
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239 | } |
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240 | void CommonController::setOrientationOfTarget(const Quaternion& orient) |
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241 | { |
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242 | this->orientationOfTarget_=orient; |
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243 | this->bHasOrientationOfTarget_=true; |
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244 | } |
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245 | |
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246 | void CommonController::setTargetPosition(const Vector3& target) |
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247 | { |
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248 | this->targetPosition_ = target; |
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249 | this->bHasTargetPosition_ = true; |
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250 | } |
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251 | |
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252 | void CommonController::setTargetOrientation(const Quaternion& orient) |
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253 | { |
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254 | this->targetOrientation_=orient; |
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255 | this->bHasTargetOrientation_=true; |
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256 | } |
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257 | |
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258 | void CommonController::setTargetOrientation(ControllableEntity* target) |
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259 | { |
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260 | if (target) |
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261 | setTargetOrientation(target->getOrientation()); |
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262 | } |
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263 | |
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264 | /*void CommonController::spin() |
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265 | { |
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266 | this->moveToTargetPosition(); |
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267 | this->getControllableEntity()->rotateRoll(8.0f); |
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268 | } |
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269 | void CommonController::turn180() |
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270 | { |
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271 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_); |
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272 | |
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273 | this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x); |
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274 | this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y); |
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275 | |
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276 | this->getControllableEntity()->moveFrontBack(SPEED); |
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277 | }*/ |
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278 | |
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279 | |
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280 | |
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281 | //copy the Roll orientation of given Quaternion. |
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282 | void CommonController::copyOrientation(const Quaternion& orient, float dt) |
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283 | { |
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284 | //roll angle difference in radian |
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285 | float diff=orient.getRoll(false).valueRadians()-(this->getControllableEntity()->getOrientation().getRoll(false).valueRadians()); |
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286 | while(diff>math::twoPi) diff-=math::twoPi; |
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287 | while(diff<-math::twoPi) diff+=math::twoPi; |
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288 | this->getControllableEntity()->rotateRoll(diff*ROTATEFACTOR * dt); |
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289 | } |
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290 | void CommonController::copyTargetOrientation(float dt) |
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291 | { |
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292 | if (bHasTargetOrientation_) |
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293 | { |
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294 | copyOrientation(targetOrientation_, dt); |
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295 | } |
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296 | } |
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297 | |
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298 | |
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299 | |
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300 | |
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301 | void CommonController::moveToTargetPosition(float dt) |
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302 | { |
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303 | this->moveToPosition(this->targetPosition_, dt); |
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304 | } |
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305 | void CommonController::moveToPosition(const Vector3& target, float dt) |
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306 | { |
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307 | float factor = 1; |
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308 | if (!this->getControllableEntity()) |
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309 | return; |
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310 | if (this->rank_ == Rank::DIVISIONLEADER) |
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311 | factor = 0.8; |
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312 | if (this->rank_ == Rank::SECTIONLEADER) |
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313 | factor = 0.9; |
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314 | |
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315 | //100 is (so far) the smallest tolerance (empirically found) that can be reached, |
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316 | //with smaller distance spaceships can't reach position and go circles around it instead |
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317 | int tolerance = 60; |
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318 | |
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319 | ControllableEntity* entity = this->getControllableEntity(); |
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320 | Vector2 coord = get2DViewCoordinates |
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321 | (entity->getPosition(), |
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322 | entity->getOrientation() * WorldEntity::FRONT, |
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323 | entity->getOrientation() * WorldEntity::UP, |
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324 | target); |
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325 | |
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326 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
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327 | |
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328 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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329 | float rotateX = clamp(coord.x * 10, -1.0f, 1.0f); |
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330 | float rotateY = clamp(coord.y * 10, -1.0f, 1.0f); |
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331 | |
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332 | |
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333 | if (distance > tolerance) |
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334 | { |
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335 | //Yaw and Pitch are enough to start facing the target |
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336 | this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR * rotateX * dt); |
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337 | this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR * rotateY * dt); |
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338 | |
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339 | //300 works, maybe less is better |
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340 | if (distance < 400) |
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341 | { |
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342 | //Change roll when close. When Spaceship faces target, roll doesn't affect it's trajectory |
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343 | //It's important that roll is not changed in the process of changing yaw and pitch |
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344 | //Wingmen won't face same direction as Leaders, but when Leaders start moving |
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345 | //Yaw and Pitch will adapt. |
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346 | if (bHasTargetOrientation_) |
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347 | { |
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348 | copyTargetOrientation(dt); |
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349 | } |
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350 | } |
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351 | |
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352 | this->getControllableEntity()->moveFrontBack(1.2f*SPEED*factor * dt); |
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353 | } |
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354 | else |
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355 | { |
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356 | bHasTargetPosition_ = false; |
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357 | bHasTargetOrientation_ = false; |
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358 | } |
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359 | } |
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360 | //to be called in action |
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361 | //PRE: relativeTargetPosition is desired position relative to the spaceship, |
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362 | //angleRoll is the angle in degrees of Roll that should be applied by the end of the movement |
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363 | //POST: target orientation and position are set, so that it can be used by MoveAndRoll() |
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364 | void CommonController::moveToPoint(const Vector3& relativeTargetPosition, float angleRoll) |
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365 | { |
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366 | ControllableEntity* entity = this->getControllableEntity(); |
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367 | if (!entity) |
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368 | return; |
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369 | Quaternion orient = entity->getWorldOrientation(); |
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370 | Quaternion rotation = Quaternion(Degree(angleRoll), Vector3::UNIT_Z); |
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371 | |
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372 | Vector3 target = orient * relativeTargetPosition + entity->getWorldPosition(); |
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373 | setTargetPosition(target); |
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374 | orient = orient * rotation; |
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375 | this->setTargetOrientation(orient); |
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376 | |
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377 | } |
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378 | //to be called in tick |
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379 | //PRE: MoveToPoint was called |
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380 | //POST: spaceship changes its yaw and pitch to point towards targetPosition_, |
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381 | //moves towards targetPosition_ by amount depending on dt and its speed, |
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382 | //rolls by amount depending on the difference between angleRoll_ and angleRolled_, dt, and |
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383 | //angular speed |
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384 | //if position reached with a certain tolerance, and angleRolled_ = angleRoll_, returns false, |
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385 | //otherwise returns true |
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386 | //dt is normally around 0.02f, which makes it 1/0.02 = 50 frames/sec |
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387 | bool CommonController::moveAndRoll(float dt) |
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388 | { |
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389 | float factor = 1; |
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390 | if (!this->getControllableEntity()) |
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391 | return false; |
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392 | if (this->rank_ == Rank::DIVISIONLEADER) |
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393 | factor = 0.8; |
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394 | if (this->rank_ == Rank::SECTIONLEADER) |
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395 | factor = 0.9; |
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396 | int tolerance = 60; |
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397 | |
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398 | ControllableEntity* entity = this->getControllableEntity(); |
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399 | if (!entity) |
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400 | return true; |
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401 | Vector2 coord = get2DViewCoordinates |
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402 | (entity->getPosition(), |
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403 | entity->getOrientation() * WorldEntity::FRONT, |
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404 | entity->getOrientation() * WorldEntity::UP, |
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405 | targetPosition_); |
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406 | |
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407 | float distance = (targetPosition_ - this->getControllableEntity()->getPosition()).length(); |
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408 | |
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409 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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410 | float rotateX = clamp(coord.x * 10, -1.0f, 1.0f); |
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411 | float rotateY = clamp(coord.y * 10, -1.0f, 1.0f); |
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412 | |
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413 | |
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414 | if (distance > tolerance) |
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415 | { |
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416 | //Yaw and Pitch are enough to start facing the target |
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417 | this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR * rotateX * dt); |
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418 | this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR * rotateY * dt); |
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419 | |
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420 | //Roll |
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421 | if (bHasTargetOrientation_) |
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422 | { |
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423 | copyTargetOrientation(dt); |
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424 | } |
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425 | |
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426 | //Move |
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427 | this->getControllableEntity()->moveFrontBack(1.2f * SPEED * factor * dt); |
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428 | //if still moving, return false |
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429 | return false; |
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430 | } |
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431 | else |
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432 | { |
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433 | |
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434 | //if finished, return true; |
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435 | return true; |
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436 | } |
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437 | } |
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438 | |
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439 | float CommonController::squaredDistanceToTarget() const |
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440 | { |
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441 | if ( !this->getControllableEntity() ) |
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442 | return 0; |
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443 | if ( !this->target_ ) |
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444 | return ( this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) ); |
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445 | else |
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446 | return ( this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) ); |
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447 | } |
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448 | |
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449 | bool CommonController::isLookingAtTarget(float angle) const |
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450 | { |
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451 | if (!this->getControllableEntity()) |
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452 | return false; |
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453 | |
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454 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); |
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455 | } |
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456 | |
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457 | bool CommonController::canFire() |
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458 | { |
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459 | float squaredDistance = squaredDistanceToTarget(); |
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460 | if ( this->bShooting_ && squaredDistance < 9000000 && squaredDistance > 10000 && this->isLookingAtTarget(math::pi /(0.0002f*squaredDistance)) ) |
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461 | { |
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462 | return true; |
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463 | } |
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464 | else |
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465 | { |
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466 | return false; |
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467 | } |
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468 | |
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469 | } |
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470 | void CommonController::doFire() |
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471 | { |
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472 | if (!this->target_ || !this->getControllableEntity()) |
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473 | return; |
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474 | static const float hardcoded_projectile_speed = 750; |
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475 | |
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476 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getWorldPosition(), hardcoded_projectile_speed, this->target_->getWorldPosition(), this->target_->getVelocity()); |
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477 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); |
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478 | |
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479 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); |
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480 | |
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481 | if (pawn) |
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482 | //pawn->setAimPosition(this->getControllableEntity()->getWorldPosition() + 4000*(this->getControllableEntity()->getOrientation() * WorldEntity::FRONT)); |
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483 | pawn->setAimPosition(this->targetPosition_); |
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484 | |
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485 | this->getControllableEntity()->fire(0); |
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486 | } |
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487 | |
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488 | |
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489 | } |
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