| 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 | |
|---|
| 613 | float CommonController::squaredDistanceToTarget() const |
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| 614 | { |
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| 615 | if ( !this->getControllableEntity() ) |
|---|
| 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 | |
|---|
| 623 | bool CommonController::isLookingAtTarget( float angle )const |
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| 624 | { |
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| 625 | if ( !this->getControllableEntity() || !this->target_ ) |
|---|
| 626 | return false; |
|---|
| 627 | |
|---|
| 628 | return ( getAngle( this->getControllableEntity() ->getPosition() , |
|---|
| 629 | this->getControllableEntity() ->getOrientation() * WorldEntity::FRONT, this->positionOfTarget_ ) < angle ); |
|---|
| 630 | } |
|---|
| 631 | bool CommonController::isLooking( ControllableEntity* entityThatLooks, ControllableEntity* entityBeingLookedAt, float angle ) |
|---|
| 632 | { |
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| 633 | if ( !entityThatLooks || !entityBeingLookedAt ) |
|---|
| 634 | return false; |
|---|
| 635 | return ( getAngle( entityThatLooks ->getPosition() , |
|---|
| 636 | entityThatLooks->getOrientation() * WorldEntity::FRONT, |
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| 637 | entityBeingLookedAt->getWorldPosition() ) < angle ); |
|---|
| 638 | } |
|---|
| 639 | |
|---|
| 640 | bool CommonController::canFire() |
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| 641 | { |
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| 642 | |
|---|
| 643 | //no target? why fire? |
|---|
| 644 | if ( !this->target_ ) |
|---|
| 645 | return false; |
|---|
| 646 | |
|---|
| 647 | Vector3 newPositionOfTarget = getPredictedPosition( this->getControllableEntity() ->getWorldPosition() , |
|---|
| 648 | hardcoded_projectile_speed, this->target_->getWorldPosition() , this->target_->getVelocity() ); |
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| 649 | if ( newPositionOfTarget != Vector3::ZERO ) |
|---|
| 650 | { |
|---|
| 651 | this->setPositionOfTarget( newPositionOfTarget ); |
|---|
| 652 | } |
|---|
| 653 | |
|---|
| 654 | float squaredDistance = squaredDistanceToTarget(); |
|---|
| 655 | |
|---|
| 656 | if ( squaredDistance < 9000000.0f && this->isLookingAtTarget( math::pi / 20.0f)) { |
|---|
| 657 | return true; |
|---|
| 658 | } |
|---|
| 659 | else |
|---|
| 660 | { |
|---|
| 661 | return false; |
|---|
| 662 | } |
|---|
| 663 | |
|---|
| 664 | } |
|---|
| 665 | float CommonController::distance (ControllableEntity* entity1, ControllableEntity* entity2) |
|---|
| 666 | { |
|---|
| 667 | if (!entity1 || !entity2) |
|---|
| 668 | return std::numeric_limits<float>::infinity(); |
|---|
| 669 | return ( entity1->getPosition() - entity2->getPosition() ).length(); |
|---|
| 670 | } |
|---|
| 671 | bool CommonController::sameTeam (ControllableEntity* entity1, ControllableEntity* entity2) |
|---|
| 672 | { |
|---|
| 673 | if (!entity1 || !entity2) |
|---|
| 674 | return false; |
|---|
| 675 | return entity1->getTeam() == entity2->getTeam(); |
|---|
| 676 | } |
|---|
| 677 | void CommonController::doFire() |
|---|
| 678 | { |
|---|
| 679 | if ( !this->target_ || !this->getControllableEntity() ) |
|---|
| 680 | { |
|---|
| 681 | return; |
|---|
| 682 | } |
|---|
| 683 | |
|---|
| 684 | Pawn* pawn = orxonox_cast<Pawn*>( this->getControllableEntity() ); |
|---|
| 685 | |
|---|
| 686 | if ( pawn ) |
|---|
| 687 | //pawn->setAimPosition( this->getControllableEntity() ->getWorldPosition() + 4000*( this->getControllableEntity() ->getOrientation() * WorldEntity::FRONT )); |
|---|
| 688 | pawn->setAimPosition( this->positionOfTarget_ ); |
|---|
| 689 | |
|---|
| 690 | this->getControllableEntity() ->fire( 0 ); |
|---|
| 691 | } |
|---|
| 692 | |
|---|
| 693 | |
|---|
| 694 | } |
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