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 | //bug or feature? Press 4 control keys from {Q,W,E,A,S,D,C} at the same time or 3 keys from {Q,E,A,D}, spaceship goes in free fly mode |
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29 | #include "controllers/CommonController.h" |
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30 | #include "core/XMLPort.h" |
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31 | |
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32 | #include "weaponsystem/WeaponMode.h" |
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33 | #include "weaponsystem/WeaponPack.h" |
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34 | #include "weaponsystem/Weapon.h" |
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35 | #include "weaponsystem/WeaponSlot.h" |
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36 | #include "weaponsystem/WeaponSlot.h" |
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37 | #include "worldentities/pawns/SpaceShip.h" |
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38 | |
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39 | #include "Scene.h" |
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40 | #include <OgreRay.h> |
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41 | #include <OgreSceneQuery.h> |
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42 | #include <OgreCamera.h> |
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43 | #include <OgreSceneManager.h> |
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44 | namespace orxonox |
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45 | { |
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46 | |
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47 | RegisterClass( CommonController ); |
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48 | const float SPEED = 0.9f/0.02f; |
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49 | const float ROTATEFACTOR = 1.0f/0.02f; |
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50 | |
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51 | CommonController::CommonController( Context* context ): Controller( context ) |
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52 | { |
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53 | |
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54 | |
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55 | this->action_ = Action::FLY; |
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56 | this->stopLookingAtTarget(); |
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57 | |
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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 | //orxout(internal_error) << "I died, my Rank is " << rank_ << endl; |
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65 | } |
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66 | |
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67 | void CommonController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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68 | { |
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69 | SUPER( CommonController, XMLPort, xmlelement, mode ); |
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70 | XMLPortParam( CommonController, "formationMode", setFormationModeXML, getFormationModeXML, xmlelement, mode ); |
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71 | XMLPortParam( CommonController, "action", setActionXML, getActionXML, xmlelement, mode ); |
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72 | |
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73 | } |
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74 | void CommonController::setActionXML( std::string val) |
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75 | { |
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76 | const std::string valUpper = getUppercase( val ); |
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77 | Action::Value value; |
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78 | |
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79 | if ( valUpper == "FIGHT" ) |
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80 | value = Action::FIGHT; |
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81 | else if ( valUpper == "FLY" ) |
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82 | value = Action::FLY; |
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83 | else if ( valUpper == "PROTECT" ) |
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84 | value = Action::PROTECT; |
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85 | else |
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86 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ val + "'." ); |
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87 | this->setAction( value ); |
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88 | } |
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89 | std::string CommonController::getActionXML() |
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90 | { |
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91 | switch ( this->action_ ) |
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92 | { |
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93 | case Action::FIGHT: |
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94 | { |
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95 | return "FIGHT"; |
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96 | break; |
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97 | } |
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98 | case Action::FLY: |
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99 | { |
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100 | return "FLY"; |
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101 | break; |
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102 | } |
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103 | case Action::PROTECT: |
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104 | { |
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105 | return "PROTECT"; |
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106 | break; |
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107 | } |
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108 | default: |
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109 | return "FIGHT"; |
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110 | break; |
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111 | } |
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112 | } |
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113 | void CommonController::setFormationModeXML( std::string val ) |
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114 | { |
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115 | const std::string valUpper = getUppercase( val ); |
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116 | FormationMode::Value value; |
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117 | |
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118 | if ( valUpper == "WALL" ) |
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119 | value = FormationMode::WALL; |
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120 | else if ( valUpper == "FINGER4" ) |
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121 | value = FormationMode::FINGER4; |
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122 | else if ( valUpper == "DIAMOND" ) |
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123 | value = FormationMode::DIAMOND; |
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124 | else |
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125 | ThrowException( ParseError, std::string( "Attempting to set an unknown FormationMode: '" )+ val + "'." ); |
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126 | this->setFormationMode( value ); |
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127 | |
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128 | } |
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129 | std::string CommonController::getFormationModeXML() |
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130 | { |
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131 | switch ( this->formationMode_ ) |
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132 | { |
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133 | case FormationMode::WALL: |
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134 | { |
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135 | return "WALL"; |
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136 | break; |
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137 | } |
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138 | case FormationMode::FINGER4: |
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139 | { |
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140 | return "FINGER4"; |
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141 | break; |
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142 | } |
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143 | case FormationMode::DIAMOND: |
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144 | { |
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145 | return "DIAMOND"; |
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146 | break; |
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147 | } |
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148 | default: |
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149 | return "DIAMOND"; |
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150 | break; |
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151 | |
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152 | } |
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153 | } |
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154 | Action::Value CommonController::getAction () |
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155 | { |
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156 | return this->action_; |
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157 | } |
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158 | void CommonController::setAction (Action::Value action) |
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159 | { |
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160 | this->action_ = action; |
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161 | } |
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162 | |
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163 | void CommonController::setAction (Action::Value action, ControllableEntity* target) |
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164 | { |
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165 | this->action_ = action; |
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166 | if (action == Action::FIGHT) |
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167 | { |
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168 | if (target) |
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169 | this->setTarget (target); |
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170 | } |
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171 | else if (action == Action::PROTECT) |
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172 | { |
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173 | } |
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174 | } |
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175 | void CommonController::setAction (Action::Value action, const Vector3& target) |
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176 | { |
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177 | this->action_ = action; |
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178 | if (action == Action::FLY) |
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179 | { |
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180 | this->setTargetPosition (target); |
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181 | } |
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182 | else if (action == Action::PROTECT) |
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183 | { |
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184 | |
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185 | } |
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186 | } |
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187 | void CommonController::setAction (Action::Value action, const Vector3& target, const Quaternion& orient ) |
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188 | { |
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189 | this->action_ = action; |
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190 | if (action == Action::FLY) |
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191 | { |
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192 | this->setTargetPosition (target); |
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193 | this->setTargetOrientation (orient); |
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194 | } |
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195 | else if (action == Action::PROTECT) |
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196 | { |
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197 | |
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198 | } |
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199 | } |
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200 | void CommonController::setClosestTarget() |
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201 | { |
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202 | if (!this->getControllableEntity()) |
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203 | return; |
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204 | |
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205 | Pawn* closestTarget = 0; |
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206 | float minDistance = std::numeric_limits<float>::infinity(); |
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207 | |
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208 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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209 | { |
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210 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP)) ) |
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211 | continue; |
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212 | |
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213 | float distance = CommonController::distance (*itP, this->getControllableEntity()); |
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214 | if (distance < minDistance) |
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215 | { |
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216 | closestTarget = *itP; |
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217 | minDistance = distance; |
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218 | } |
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219 | } |
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220 | if (closestTarget) |
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221 | { |
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222 | (this)->setTarget(static_cast<ControllableEntity*>(closestTarget)); |
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223 | } |
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224 | } |
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225 | void CommonController::maneuver() |
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226 | { |
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227 | maneuverCounter_++; |
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228 | |
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229 | if (maneuverCounter_ > 5) |
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230 | maneuverCounter_ = 0; |
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231 | if ( this->target_ && this->getControllableEntity()) |
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232 | { |
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233 | Vector3 thisPosition = this->getControllableEntity()->getWorldPosition(); |
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234 | //Quaternion thisOrientation = this->getControllableEntity()->getOrientation(); |
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235 | |
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236 | this->setPositionOfTarget( getPredictedPosition( |
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237 | thisPosition, |
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238 | hardcoded_projectile_speed, |
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239 | this->target_->getWorldPosition() , |
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240 | this->target_->getVelocity() |
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241 | ) ); |
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242 | this->setOrientationOfTarget( this->target_->getOrientation() ); |
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243 | |
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244 | |
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245 | Vector3 diffVector = this->positionOfTarget_ - thisPosition; |
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246 | float diffLength = diffVector.length(); |
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247 | Vector3 diffUnit = diffVector/diffLength; |
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248 | |
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249 | |
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250 | |
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251 | //bool bThisIsLookingAtTarget = this->isLooking ( getControllableEntity(), this->target_, math::pi/4 ); |
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252 | bool bTargetIsLookingAtThis = this->isLooking ( this->target_, getControllableEntity(), math::pi/10.0f ); |
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253 | |
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254 | |
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255 | |
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256 | //too far? well, come closer then |
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257 | if ( diffLength > 3000 ) |
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258 | { |
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259 | if (diffLength < 6000) |
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260 | { |
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261 | |
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262 | } |
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263 | else |
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264 | { |
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265 | } |
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266 | this->setTargetPosition( this->positionOfTarget_ ); |
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267 | } |
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268 | //too close? How do u expect to dodge anything? Just attack! |
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269 | else if ( diffLength < 500 ) |
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270 | { |
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271 | //at this point, just look and shoot |
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272 | if ( diffLength < 250 ) |
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273 | { |
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274 | this->stopMoving(); |
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275 | this->startLookingAtTarget(); |
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276 | } |
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277 | else |
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278 | { |
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279 | this->setTargetPosition( this->positionOfTarget_ ); |
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280 | } |
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281 | } |
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282 | //Good distance? Check if target looks at us. It doesn't? Go hunt! |
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283 | else if ( !bTargetIsLookingAtThis ) |
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284 | { |
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285 | this->setTargetPosition( this->positionOfTarget_ ); |
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286 | /* if (maneuverCounter_ == 0) |
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287 | { |
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288 | this->setTargetPosition( this->positionOfTarget_ ); |
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289 | return; |
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290 | } |
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291 | else |
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292 | { |
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293 | dodge( thisPosition, diffUnit ); |
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294 | }*/ |
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295 | } |
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296 | //That's unfortunate, he is looking and probably shooting... try to dodge what we can... |
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297 | else |
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298 | { |
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299 | |
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300 | if (maneuverCounter_ == 0) |
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301 | { |
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302 | this->setTargetPosition( this->positionOfTarget_ ); |
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303 | return; |
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304 | } |
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305 | dodge( thisPosition, diffUnit ); |
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306 | |
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307 | } |
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308 | } |
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309 | |
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310 | //orxout ( internal_error ) << "ManeuverType = " << this->maneuverType_ << endl; |
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311 | } |
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312 | ControllableEntity* CommonController::getTarget() |
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313 | { |
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314 | return this->target_; |
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315 | } |
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316 | void CommonController::dodge(Vector3& thisPosition, Vector3& diffUnit) |
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317 | { |
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318 | float factorX = 0, factorY = 0, factorZ = 0; |
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319 | float rand = randomInRange (0, 1); |
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320 | if (rand <= 0.5) |
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321 | { |
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322 | factorX = 1; |
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323 | } |
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324 | else |
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325 | { |
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326 | factorX = -1; |
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327 | } |
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328 | rand = randomInRange (0, 1); |
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329 | if (rand <= 0.5) |
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330 | { |
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331 | factorY = 1; |
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332 | } |
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333 | else |
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334 | { |
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335 | factorY = -1; |
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336 | } |
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337 | rand = randomInRange (0, 1); |
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338 | if (rand <= 0.5) |
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339 | { |
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340 | factorZ = 1; |
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341 | } |
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342 | else |
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343 | { |
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344 | factorZ = -1; |
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345 | } |
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346 | Vector3 target = ( diffUnit )* 8000.0f; |
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347 | Vector3* randVector = new Vector3( |
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348 | factorX * randomInRange( 10000, 40000 ), |
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349 | factorY * randomInRange( 10000, 40000 ), |
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350 | factorZ * randomInRange( 10000, 40000 ) |
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351 | ); |
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352 | Vector3 projection = randVector->dotProduct( diffUnit )* diffUnit; |
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353 | *randVector -= projection; |
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354 | target += *randVector; |
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355 | this->setTargetPosition( thisPosition + target ); |
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356 | } |
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357 | void CommonController::stopMoving() |
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358 | { |
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359 | this->bHasTargetPosition_ = false; |
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360 | } |
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361 | void CommonController::startLookingAtTarget() |
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362 | { |
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363 | this->bLookAtTarget_ = true; |
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364 | } |
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365 | void CommonController::stopLookingAtTarget() |
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366 | { |
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367 | this->bLookAtTarget_ = false; |
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368 | } |
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369 | void CommonController::lookAtTarget(float dt) |
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370 | { |
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371 | |
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372 | |
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373 | ControllableEntity* entity = this->getControllableEntity(); |
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374 | if ( !entity ) |
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375 | return; |
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376 | Vector2 coord = get2DViewCoordinates |
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377 | ( entity->getPosition() , |
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378 | entity->getOrientation() * WorldEntity::FRONT, |
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379 | entity->getOrientation() * WorldEntity::UP, |
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380 | positionOfTarget_ ); |
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381 | |
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382 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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383 | float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); |
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384 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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385 | |
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386 | |
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387 | |
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388 | //Yaw and Pitch are enough to start facing the target |
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389 | this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); |
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390 | this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); |
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391 | |
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392 | |
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393 | } |
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394 | |
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395 | bool CommonController::setWingman ( CommonController* wingman ) |
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396 | { |
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397 | return false; |
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398 | } |
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399 | |
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400 | bool CommonController::hasWingman() |
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401 | { |
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402 | return true; |
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403 | } |
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404 | void CommonController::setTarget( ControllableEntity* target ) |
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405 | { |
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406 | this->target_ = target; |
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407 | //orxout ( internal_error ) << " TARGET SET " << endl; |
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408 | |
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409 | if ( this->target_ ) |
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410 | { |
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411 | this->setPositionOfTarget( target_->getWorldPosition() ); |
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412 | |
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413 | } |
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414 | } |
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415 | bool CommonController::hasTarget() |
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416 | { |
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417 | if ( this->target_ ) |
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418 | return true; |
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419 | return false; |
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420 | } |
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421 | void CommonController::setPositionOfTarget( const Vector3& target ) |
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422 | { |
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423 | this->positionOfTarget_ = target; |
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424 | this->bHasPositionOfTarget_ = true; |
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425 | } |
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426 | void CommonController::setOrientationOfTarget( const Quaternion& orient ) |
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427 | { |
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428 | this->orientationOfTarget_=orient; |
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429 | this->bHasOrientationOfTarget_=true; |
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430 | } |
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431 | |
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432 | void CommonController::setTargetPosition( const Vector3& target ) |
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433 | { |
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434 | this->targetPosition_ = target; |
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435 | this->bHasTargetPosition_ = true; |
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436 | } |
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437 | |
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438 | void CommonController::setTargetOrientation( const Quaternion& orient ) |
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439 | { |
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440 | this->targetOrientation_=orient; |
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441 | this->bHasTargetOrientation_=true; |
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442 | } |
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443 | |
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444 | void CommonController::setTargetOrientation( ControllableEntity* target ) |
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445 | { |
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446 | if ( target ) |
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447 | setTargetOrientation( target->getOrientation() ); |
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448 | } |
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449 | |
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450 | |
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451 | |
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452 | //copy the Roll orientation of given Quaternion. |
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453 | void CommonController::copyOrientation( const Quaternion& orient, float dt ) |
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454 | { |
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455 | //roll angle difference in radian |
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456 | float diff=orient.getRoll( false ).valueRadians() -( this->getControllableEntity() ->getOrientation() .getRoll( false ).valueRadians() ); |
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457 | while( diff>math::twoPi )diff-=math::twoPi; |
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458 | while( diff<-math::twoPi )diff+=math::twoPi; |
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459 | this->getControllableEntity() ->rotateRoll( diff*ROTATEFACTOR * dt ); |
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460 | } |
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461 | void CommonController::copyTargetOrientation( float dt ) |
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462 | { |
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463 | if ( bHasTargetOrientation_ ) |
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464 | { |
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465 | copyOrientation( targetOrientation_, dt ); |
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466 | } |
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467 | } |
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468 | |
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469 | |
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470 | |
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471 | |
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472 | void CommonController::moveToTargetPosition( float dt ) |
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473 | { |
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474 | this->moveToPosition( this->targetPosition_, dt ); |
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475 | } |
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476 | void CommonController::moveToPosition( const Vector3& target, float dt ) |
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477 | { |
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478 | |
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479 | |
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480 | //100 is ( so far )the smallest tolerance ( empirically found )that can be reached, |
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481 | //with smaller distance spaceships can't reach position and go circles around it instead |
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482 | int tolerance = 65; |
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483 | |
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484 | ControllableEntity* entity = this->getControllableEntity(); |
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485 | Vector2 coord = get2DViewCoordinates |
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486 | ( entity->getPosition() , |
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487 | entity->getOrientation() * WorldEntity::FRONT, |
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488 | entity->getOrientation() * WorldEntity::UP, |
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489 | target ); |
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490 | |
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491 | float distance = ( target - this->getControllableEntity() ->getPosition() ).length(); |
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492 | |
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493 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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494 | float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); |
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495 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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496 | |
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497 | |
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498 | if ( distance > tolerance ) |
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499 | { |
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500 | //Yaw and Pitch are enough to start facing the target |
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501 | this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); |
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502 | this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); |
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503 | |
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504 | //300 works, maybe less is better |
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505 | if ( distance < 400 ) |
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506 | { |
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507 | //Change roll when close. When Spaceship faces target, roll doesn't affect it's trajectory |
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508 | //It's important that roll is not changed in the process of changing yaw and pitch |
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509 | //Wingmen won't face same direction as Leaders, but when Leaders start moving |
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510 | //Yaw and Pitch will adapt. |
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511 | if ( bHasTargetOrientation_ ) |
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512 | { |
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513 | copyTargetOrientation( dt ); |
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514 | } |
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515 | } |
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516 | |
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517 | this->getControllableEntity() ->moveFrontBack( SPEED * dt ); |
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518 | } |
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519 | else |
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520 | { |
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521 | bHasTargetPosition_ = false; |
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522 | bHasTargetOrientation_ = false; |
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523 | } |
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524 | } |
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525 | float CommonController::randomInRange( float a, float b ) |
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526 | { |
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527 | float random = rnd( 1.0f ); |
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528 | float diff = b - a; |
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529 | float r = random * diff; |
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530 | return a + r; |
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531 | } |
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532 | |
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533 | |
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534 | //to be called in action |
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535 | //PRE: relativeTargetPosition is desired position relative to the spaceship, |
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536 | //angleRoll is the angle in degrees of Roll that should be applied by the end of the movement |
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537 | //POST: target orientation and position are set, so that it can be used by MoveAndRoll() |
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538 | void CommonController::moveToPoint( const Vector3& relativeTargetPosition, float angleRoll ) |
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539 | { |
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540 | ControllableEntity* entity = this->getControllableEntity(); |
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541 | if ( !entity ) |
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542 | return; |
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543 | Quaternion orient = entity->getWorldOrientation(); |
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544 | Quaternion rotation = Quaternion( Degree( angleRoll ), Vector3::UNIT_Z ); |
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545 | |
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546 | Vector3 target = orient * relativeTargetPosition + entity->getWorldPosition(); |
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547 | setTargetPosition( target ); |
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548 | orient = orient * rotation; |
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549 | this->setTargetOrientation( orient ); |
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550 | |
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551 | } |
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552 | //to be called in tick |
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553 | //PRE: MoveToPoint was called |
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554 | //POST: spaceship changes its yaw and pitch to point towards targetPosition_, |
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555 | //moves towards targetPosition_ by amount depending on dt and its speed, |
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556 | //rolls by amount depending on the difference between angleRoll_ and angleRolled_, dt, and |
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557 | //angular speed |
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558 | //if position reached with a certain tolerance, and angleRolled_ = angleRoll_, returns false, |
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559 | //otherwise returns true |
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560 | //dt is normally around 0.02f, which makes it 1/0.02 = 50 frames/sec |
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561 | bool CommonController::moveAndRoll( float dt ) |
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562 | { |
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563 | float factor = 1; |
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564 | if ( !this->getControllableEntity() ) |
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565 | return false; |
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566 | if ( this->rank_ == Rank::DIVISIONLEADER ) |
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567 | factor = 0.8; |
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568 | if ( this->rank_ == Rank::SECTIONLEADER ) |
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569 | factor = 0.9; |
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570 | int tolerance = 60; |
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571 | |
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572 | ControllableEntity* entity = this->getControllableEntity(); |
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573 | if ( !entity ) |
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574 | return true; |
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575 | Vector2 coord = get2DViewCoordinates |
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576 | ( entity->getPosition() , |
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577 | entity->getOrientation() * WorldEntity::FRONT, |
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578 | entity->getOrientation() * WorldEntity::UP, |
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579 | targetPosition_ ); |
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580 | |
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581 | float distance = ( targetPosition_ - this->getControllableEntity() ->getPosition() ).length(); |
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582 | |
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583 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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584 | float rotateX = clamp( coord.x * 10, -1.0f, 1.0f ); |
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585 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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586 | |
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587 | |
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588 | if ( distance > tolerance ) |
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589 | { |
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590 | //Yaw and Pitch are enough to start facing the target |
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591 | this->getControllableEntity() ->rotateYaw( -2.0f * ROTATEFACTOR * rotateX * dt ); |
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592 | this->getControllableEntity() ->rotatePitch( 2.0f * ROTATEFACTOR * rotateY * dt ); |
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593 | |
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594 | //Roll |
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595 | if ( bHasTargetOrientation_ ) |
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596 | { |
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597 | copyTargetOrientation( dt ); |
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598 | } |
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599 | |
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600 | //Move |
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601 | this->getControllableEntity() ->moveFrontBack( 1.2f * SPEED * factor * dt ); |
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602 | //if still moving, return false |
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603 | return false; |
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604 | } |
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605 | else |
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606 | { |
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607 | |
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608 | //if finished, return true; |
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609 | return true; |
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610 | } |
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611 | } |
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612 | |
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613 | float CommonController::squaredDistanceToTarget() const |
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614 | { |
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615 | if ( !this->getControllableEntity() ) |
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616 | return 0; |
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617 | if ( !this->target_ || !this->getControllableEntity() ) |
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618 | return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->targetPosition_ ) ); |
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619 | else |
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620 | return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->positionOfTarget_ ) ); |
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621 | } |
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622 | |
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623 | bool CommonController::isLookingAtTarget( float angle )const |
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624 | { |
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625 | if ( !this->getControllableEntity() || !this->target_ ) |
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626 | return false; |
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627 | |
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628 | return ( getAngle( this->getControllableEntity() ->getPosition() , |
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629 | this->getControllableEntity() ->getOrientation() * WorldEntity::FRONT, this->positionOfTarget_ ) < angle ); |
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630 | } |
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631 | bool CommonController::isLooking( ControllableEntity* entityThatLooks, ControllableEntity* entityBeingLookedAt, float angle ) |
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632 | { |
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633 | if ( !entityThatLooks || !entityBeingLookedAt ) |
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634 | return false; |
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635 | return ( getAngle( entityThatLooks ->getPosition() , |
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636 | entityThatLooks->getOrientation() * WorldEntity::FRONT, |
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637 | entityBeingLookedAt->getWorldPosition() ) < angle ); |
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638 | } |
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639 | |
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640 | bool CommonController::canFire() |
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641 | { |
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642 | |
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643 | //no target? why fire? |
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644 | if ( !this->target_ ) |
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645 | return false; |
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646 | |
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647 | Vector3 newPositionOfTarget = getPredictedPosition( this->getControllableEntity() ->getWorldPosition() , |
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648 | hardcoded_projectile_speed, this->target_->getWorldPosition() , this->target_->getVelocity() ); |
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649 | if ( newPositionOfTarget != Vector3::ZERO ) |
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650 | { |
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651 | this->setPositionOfTarget( newPositionOfTarget ); |
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652 | } |
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653 | |
---|
654 | float squaredDistance = squaredDistanceToTarget(); |
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655 | |
---|
656 | if ( squaredDistance < 9000000.0f && this->isLookingAtTarget( math::pi / 20.0f)) { |
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657 | return true; |
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658 | } |
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659 | else |
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660 | { |
---|
661 | return false; |
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662 | } |
---|
663 | |
---|
664 | } |
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665 | float CommonController::distance (ControllableEntity* entity1, ControllableEntity* entity2) |
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666 | { |
---|
667 | if (!entity1 || !entity2) |
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668 | return std::numeric_limits<float>::infinity(); |
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669 | return ( entity1->getPosition() - entity2->getPosition() ).length(); |
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670 | } |
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671 | bool CommonController::sameTeam (ControllableEntity* entity1, ControllableEntity* entity2) |
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672 | { |
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673 | if (!entity1 || !entity2) |
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674 | return false; |
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675 | return entity1->getTeam() == entity2->getTeam(); |
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676 | } |
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677 | void CommonController::doFire() |
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678 | { |
---|
679 | if ( !this->target_ || !this->getControllableEntity() ) |
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680 | { |
---|
681 | return; |
---|
682 | } |
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683 | |
---|
684 | Pawn* pawn = orxonox_cast<Pawn*>( this->getControllableEntity() ); |
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685 | |
---|
686 | if ( pawn ) |
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687 | //pawn->setAimPosition( this->getControllableEntity() ->getWorldPosition() + 4000*( this->getControllableEntity() ->getOrientation() * WorldEntity::FRONT )); |
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688 | pawn->setAimPosition( this->positionOfTarget_ ); |
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689 | |
---|
690 | this->getControllableEntity() ->fire( 0 ); |
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691 | } |
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692 | |
---|
693 | |
---|
694 | } |
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