[12266] | 1 | /* |
---|
| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
---|
| 3 | * > www.orxonox.net < |
---|
| 4 | * |
---|
| 5 | * |
---|
| 6 | * License notice: |
---|
| 7 | * |
---|
| 8 | * This program is free software; you can redistribute it and/or |
---|
| 9 | * modify it under the terms of the GNU General Public License |
---|
| 10 | * as published by the Free Software Foundation; either version 2 |
---|
| 11 | * of the License, or (at your option) any later version. |
---|
| 12 | * |
---|
| 13 | * This program is distributed in the hope that it will be useful, |
---|
| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
---|
| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
---|
| 16 | * GNU General Public License for more details. |
---|
| 17 | * |
---|
| 18 | * You should have received a copy of the GNU General Public License |
---|
| 19 | * along with this program; if not, write to the Free Software |
---|
| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
---|
| 21 | * |
---|
| 22 | * Author: |
---|
| 23 | * Fabian 'x3n' Landau |
---|
| 24 | * Co-authors: |
---|
| 25 | * ... |
---|
| 26 | * |
---|
| 27 | */ |
---|
| 28 | |
---|
| 29 | /** |
---|
| 30 | @file OrxoBloxAI.cc |
---|
| 31 | @brief Implementation of the OrxoBloxAI class. |
---|
| 32 | */ |
---|
| 33 | |
---|
| 34 | #include "OrxoBloxAI.h" |
---|
| 35 | |
---|
| 36 | #include "core/CoreIncludes.h" |
---|
| 37 | #include "core/config/ConfigValueIncludes.h" |
---|
| 38 | #include "core/command/Executor.h" |
---|
| 39 | #include "tools/Timer.h" |
---|
| 40 | |
---|
| 41 | #include "worldentities/ControllableEntity.h" |
---|
| 42 | |
---|
| 43 | #include "OrxoBloxBall.h" |
---|
| 44 | |
---|
| 45 | namespace orxonox |
---|
| 46 | { |
---|
| 47 | RegisterUnloadableClass(OrxoBloxAI); |
---|
| 48 | |
---|
| 49 | const static float MAX_REACTION_TIME = 0.4f; |
---|
| 50 | |
---|
| 51 | /** |
---|
| 52 | @brief |
---|
| 53 | Constructor. Registers and initializes the object. |
---|
| 54 | */ |
---|
| 55 | OrxoBloxAI::OrxoBloxAI(Context* context) : Controller(context) |
---|
| 56 | { |
---|
| 57 | RegisterObject(OrxoBloxAI); |
---|
| 58 | |
---|
| 59 | this->ball_ = nullptr; |
---|
| 60 | this->ballDirection_ = Vector2::ZERO; |
---|
| 61 | this->ballEndPosition_ = 0; |
---|
| 62 | this->randomOffset_ = 0; |
---|
| 63 | this->bChangedRandomOffset_ = false; |
---|
| 64 | this->relHysteresisOffset_ = 0.02f; |
---|
| 65 | this->strength_ = 0.5f; |
---|
| 66 | this->movement_ = 0; |
---|
| 67 | this->oldMove_ = 0; |
---|
| 68 | this->bOscillationAvoidanceActive_ = false; |
---|
| 69 | |
---|
| 70 | this->setConfigValues(); |
---|
| 71 | } |
---|
| 72 | |
---|
| 73 | /** |
---|
| 74 | @brief |
---|
| 75 | Destructor. Cleans up the list fo reaction timers. |
---|
| 76 | */ |
---|
| 77 | OrxoBloxAI::~OrxoBloxAI() |
---|
| 78 | { |
---|
| 79 | for (std::pair<Timer*, char>& pair : this->reactionTimers_) |
---|
| 80 | delete pair.first; |
---|
| 81 | } |
---|
| 82 | |
---|
| 83 | /** |
---|
| 84 | @brief |
---|
| 85 | Sets config values. |
---|
| 86 | */ |
---|
| 87 | void OrxoBloxAI::setConfigValues() |
---|
| 88 | { |
---|
| 89 | // Sets the strength of the OrxoBloxAi as a config value. |
---|
| 90 | SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong."); |
---|
| 91 | } |
---|
| 92 | |
---|
| 93 | /** |
---|
| 94 | @brief |
---|
| 95 | Is called each tick. |
---|
| 96 | Implements the behavior of the OrxoBloxAI (i.e. its intelligence). |
---|
| 97 | @param dt |
---|
| 98 | The time that has elapsed since the last tick. |
---|
| 99 | */ |
---|
| 100 | void OrxoBloxAI::tick(float dt) |
---|
| 101 | { |
---|
| 102 | // If either the ball, or the controllable entity (i.e. the bat) don't exist (or aren't set). |
---|
| 103 | if (this->ball_ == nullptr || this->getControllableEntity() == nullptr) |
---|
| 104 | return; |
---|
| 105 | |
---|
| 106 | Vector3 mypos = this->getControllableEntity()->getPosition(); |
---|
| 107 | Vector3 ballpos = this->ball_->getPosition(); |
---|
| 108 | Vector3 ballvel = this->ball_->getVelocity(); |
---|
| 109 | float hysteresisOffset = this->relHysteresisOffset_ * this->ball_->getFieldDimension().y; |
---|
| 110 | |
---|
| 111 | char move = 0; |
---|
| 112 | bool delay = false; |
---|
| 113 | |
---|
| 114 | // Check in which direction the ball is flying |
---|
| 115 | if ((mypos.x > 0 && ballvel.x < 0) || (mypos.x < 0 && ballvel.x > 0)) |
---|
| 116 | { |
---|
| 117 | // The ball is flying away |
---|
| 118 | this->ballDirection_.x = -1; |
---|
| 119 | this->ballDirection_.y = 0; |
---|
| 120 | this->bOscillationAvoidanceActive_ = false; |
---|
| 121 | |
---|
| 122 | // Move to the middle |
---|
| 123 | if (mypos.z > hysteresisOffset) |
---|
| 124 | move = 1; |
---|
| 125 | else if (mypos.z < -hysteresisOffset) |
---|
| 126 | move = -1; |
---|
| 127 | } |
---|
| 128 | else if (ballvel.x == 0) |
---|
| 129 | { |
---|
| 130 | // The ball is standing still |
---|
| 131 | this->ballDirection_.x = 0; |
---|
| 132 | this->ballDirection_.y = 0; |
---|
| 133 | this->bOscillationAvoidanceActive_ = false; |
---|
| 134 | } |
---|
| 135 | else |
---|
| 136 | { |
---|
| 137 | // The ball is approaching |
---|
| 138 | if (this->ballDirection_.x != 1) |
---|
| 139 | { |
---|
| 140 | // The ball just started to approach, initialize all values |
---|
| 141 | this->ballDirection_.x = 1; |
---|
| 142 | this->ballDirection_.y = sgn(ballvel.z); |
---|
| 143 | this->ballEndPosition_ = 0; |
---|
| 144 | this->randomOffset_ = 0; |
---|
| 145 | this->bChangedRandomOffset_ = false; |
---|
| 146 | |
---|
| 147 | this->calculateRandomOffset(); |
---|
| 148 | this->calculateBallEndPosition(); |
---|
| 149 | delay = true; |
---|
| 150 | this->bOscillationAvoidanceActive_ = false; |
---|
| 151 | } |
---|
| 152 | |
---|
| 153 | if (this->ballDirection_.y != sgn(ballvel.z)) |
---|
| 154 | { |
---|
| 155 | // The ball just bounced from a bound, recalculate the predicted end position |
---|
| 156 | this->ballDirection_.y = sgn(ballvel.z); |
---|
| 157 | |
---|
| 158 | this->calculateBallEndPosition(); |
---|
| 159 | delay = true; |
---|
| 160 | this->bOscillationAvoidanceActive_ = false; |
---|
| 161 | } |
---|
| 162 | |
---|
| 163 | // If the ball is close enough, calculate another random offset to accelerate the ball |
---|
| 164 | if (!this->bChangedRandomOffset_) |
---|
| 165 | { |
---|
| 166 | float timetohit = (-ballpos.x + this->ball_->getFieldDimension().x / 2 * sgn(ballvel.x)) / ballvel.x; |
---|
| 167 | if (timetohit < 0.05) |
---|
| 168 | { |
---|
| 169 | this->bChangedRandomOffset_ = true; |
---|
| 170 | if (rnd() < this->strength_) |
---|
| 171 | this->calculateRandomOffset(); |
---|
| 172 | } |
---|
| 173 | } |
---|
| 174 | |
---|
| 175 | // Move to the predicted end position with an additional offset (to hit the ball with the side of the bat) |
---|
| 176 | if (!this->bOscillationAvoidanceActive_) |
---|
| 177 | { |
---|
| 178 | float desiredZValue = this->ballEndPosition_ + this->randomOffset_; |
---|
| 179 | |
---|
| 180 | if (mypos.z > desiredZValue + hysteresisOffset * (this->randomOffset_ < 0)) |
---|
| 181 | move = 1; |
---|
| 182 | else if (mypos.z < desiredZValue - hysteresisOffset * (this->randomOffset_ > 0)) |
---|
| 183 | move = -1; |
---|
| 184 | } |
---|
| 185 | |
---|
| 186 | if (move != 0 && this->oldMove_ != 0 && move != this->oldMove_ && !delay) |
---|
| 187 | { |
---|
| 188 | // We had to correct our position because we moved too far |
---|
| 189 | // (and delay is false, so we're not in the wrong place because of a new end-position prediction) |
---|
| 190 | if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y) |
---|
| 191 | { |
---|
| 192 | // We're not at the right position, but we still hit the ball, so just stay there to avoid oscillation |
---|
| 193 | move = 0; |
---|
| 194 | this->bOscillationAvoidanceActive_ = true; |
---|
| 195 | } |
---|
| 196 | } |
---|
| 197 | } |
---|
| 198 | |
---|
| 199 | this->oldMove_ = move; |
---|
| 200 | this->move(move, delay); |
---|
| 201 | this->getControllableEntity()->moveFrontBack(this->movement_); |
---|
| 202 | } |
---|
| 203 | |
---|
| 204 | /** |
---|
| 205 | @brief |
---|
| 206 | Calculates the random offset, that accounts for random errors the AI makes in order to be beatable. |
---|
| 207 | The higher the strength of the AI, the smaller the (expected value of the) error. |
---|
| 208 | The result of this method is stored in this->randomOffset_. |
---|
| 209 | */ |
---|
| 210 | void OrxoBloxAI::calculateRandomOffset() |
---|
| 211 | { |
---|
| 212 | // Calculate the exponent for the position-formula |
---|
| 213 | float exp = pow(10.0f, 1.0f - 2.0f*this->strength_); // strength: 0 -> exp = 10 |
---|
| 214 | // strength: 0.5 -> exp = 1 |
---|
| 215 | // strength: 1 -> exp = 0.1 |
---|
| 216 | |
---|
| 217 | // Calculate the relative position where to hit the ball with the bat |
---|
| 218 | float position = pow(rnd(), exp); // exp > 1 -> position is more likely a small number |
---|
| 219 | // exp < 1 -> position is more likely a large number |
---|
| 220 | |
---|
| 221 | // The position shouldn't be larger than 0.5 (50% of the bat-length from the middle is the end) |
---|
| 222 | position *= 0.48f; |
---|
| 223 | |
---|
| 224 | // Both sides are equally probable |
---|
| 225 | position *= rndsgn(); |
---|
| 226 | |
---|
| 227 | // Calculate the offset in world units |
---|
| 228 | this->randomOffset_ = position * this->ball_->getBatLength() * this->ball_->getFieldDimension().y; |
---|
| 229 | } |
---|
| 230 | |
---|
| 231 | /** |
---|
| 232 | @brief |
---|
| 233 | Calculate the end position the ball will be in. |
---|
| 234 | The result of this calculation is stored in this->ballEndPosition_. |
---|
| 235 | */ |
---|
| 236 | void OrxoBloxAI::calculateBallEndPosition() |
---|
| 237 | { |
---|
| 238 | Vector3 position = this->ball_->getPosition(); |
---|
| 239 | Vector3 velocity = this->ball_->getVelocity(); |
---|
| 240 | Vector3 acceleration = this->ball_->getAcceleration(); |
---|
| 241 | Vector2 dimension = this->ball_->getFieldDimension(); |
---|
| 242 | |
---|
| 243 | // Calculate bounces. The number of predicted bounces is limited by the AIs strength |
---|
| 244 | for (float limit = -0.05f; limit < this->strength_ || this->strength_ > 0.99f; limit += 0.4f) |
---|
| 245 | { |
---|
| 246 | // calculate the time until the ball reaches the other side |
---|
| 247 | float totaltime = (-position.x + dimension.x / 2 * sgn(velocity.x)) / velocity.x; |
---|
| 248 | |
---|
| 249 | // calculate wall bounce position (four possible solutions of the equation: pos.z + vel.z*t + acc.z/2*t^2 = +/- dim.z/2) |
---|
| 250 | float bouncetime = totaltime; |
---|
| 251 | bool bUpperWall = false; |
---|
| 252 | |
---|
| 253 | if (acceleration.z == 0) |
---|
| 254 | { |
---|
| 255 | if (velocity.z > 0) |
---|
| 256 | { |
---|
| 257 | bUpperWall = true; |
---|
| 258 | bouncetime = (dimension.y/2 - position.z) / velocity.z; |
---|
| 259 | } |
---|
| 260 | else if (velocity.z < 0) |
---|
| 261 | { |
---|
| 262 | bUpperWall = false; |
---|
| 263 | bouncetime = (-dimension.y/2 - position.z) / velocity.z; |
---|
| 264 | } |
---|
| 265 | } |
---|
| 266 | else |
---|
| 267 | { |
---|
| 268 | // upper wall |
---|
| 269 | float temp = velocity.z*velocity.z + 2*acceleration.z*(dimension.y/2 - position.z); |
---|
| 270 | if (temp >= 0) |
---|
| 271 | { |
---|
| 272 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; |
---|
| 273 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); |
---|
| 274 | if (t1 > 0 && t1 < bouncetime) |
---|
| 275 | { |
---|
| 276 | bouncetime = t1; |
---|
| 277 | bUpperWall = true; |
---|
| 278 | } |
---|
| 279 | if (t2 > 0 && t2 < bouncetime) |
---|
| 280 | { |
---|
| 281 | bouncetime = t2; |
---|
| 282 | bUpperWall = true; |
---|
| 283 | } |
---|
| 284 | } |
---|
| 285 | // lower wall |
---|
| 286 | temp = velocity.z*velocity.z - 2*acceleration.z*(dimension.y/2 + position.z); |
---|
| 287 | if (temp >= 0) |
---|
| 288 | { |
---|
| 289 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; |
---|
| 290 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); |
---|
| 291 | if (t1 > 0 && t1 < bouncetime) |
---|
| 292 | { |
---|
| 293 | bouncetime = t1; |
---|
| 294 | bUpperWall = false; |
---|
| 295 | } |
---|
| 296 | if (t2 > 0 && t2 < bouncetime) |
---|
| 297 | { |
---|
| 298 | bouncetime = t2; |
---|
| 299 | bUpperWall = false; |
---|
| 300 | } |
---|
| 301 | } |
---|
| 302 | } |
---|
| 303 | |
---|
| 304 | if (bouncetime < totaltime) |
---|
| 305 | { |
---|
| 306 | // Calculate a random prediction error, based on the vertical speed of the ball and the strength of the AI |
---|
| 307 | float randomErrorX = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / OrxoBloxBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); |
---|
| 308 | float randomErrorZ = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / OrxoBloxBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); |
---|
| 309 | |
---|
| 310 | // ball bounces after <bouncetime> seconds, update the position and continue |
---|
| 311 | velocity.z = velocity.z + acceleration.z * bouncetime; |
---|
| 312 | |
---|
| 313 | if (bUpperWall) |
---|
| 314 | { |
---|
| 315 | position.z = dimension.y / 2; |
---|
| 316 | velocity.z = -fabs(velocity.z) + fabs(randomErrorZ); |
---|
| 317 | } |
---|
| 318 | else |
---|
| 319 | { |
---|
| 320 | position.z = -dimension.y / 2; |
---|
| 321 | velocity.z = fabs(velocity.z) - fabs(randomErrorZ); |
---|
| 322 | } |
---|
| 323 | |
---|
| 324 | position.x = position.x + velocity.x * bouncetime + randomErrorX; |
---|
| 325 | this->ballEndPosition_ = position.z; |
---|
| 326 | } |
---|
| 327 | else |
---|
| 328 | { |
---|
| 329 | // ball doesn't bounce, calculate the end position and return |
---|
| 330 | // calculate end-height: current height + slope * distance incl. acceleration |
---|
| 331 | this->ballEndPosition_ = position.z + velocity.z * totaltime + acceleration.z / 2 * totaltime * totaltime; |
---|
| 332 | return; |
---|
| 333 | } |
---|
| 334 | } |
---|
| 335 | } |
---|
| 336 | |
---|
| 337 | /** |
---|
| 338 | @brief |
---|
| 339 | Determine the movement the AI will undertake. (Either -1, 0 or 1) |
---|
| 340 | The result of this calculation is stored in this->movement_; |
---|
| 341 | @param direction |
---|
| 342 | The current direction of movement. |
---|
| 343 | @param bUseDelay |
---|
| 344 | The time by which this move is delayed. (Again, to make the AI less efficient) |
---|
| 345 | */ |
---|
| 346 | void OrxoBloxAI::move(char direction, bool bUseDelay) |
---|
| 347 | { |
---|
| 348 | // The current direction is either what we're doing right now (movement_) or what is last in the queue |
---|
| 349 | char currentDirection = this->movement_; |
---|
| 350 | if (this->reactionTimers_.size() > 0) |
---|
| 351 | currentDirection = this->reactionTimers_.back().second; |
---|
| 352 | |
---|
| 353 | // Only add changes of direction |
---|
| 354 | if (direction == currentDirection) |
---|
| 355 | return; |
---|
| 356 | |
---|
| 357 | if (bUseDelay) |
---|
| 358 | { |
---|
| 359 | // Calculate delay |
---|
| 360 | float delay = MAX_REACTION_TIME * (1 - this->strength_); |
---|
| 361 | |
---|
| 362 | // Add a new Timer |
---|
| 363 | Timer* timer = new Timer(delay, false, createExecutor(createFunctor(&OrxoBloxAI::delayedMove, this))); |
---|
| 364 | this->reactionTimers_.emplace_back(timer, direction); |
---|
| 365 | } |
---|
| 366 | else |
---|
| 367 | { |
---|
| 368 | this->movement_ = direction; |
---|
| 369 | } |
---|
| 370 | } |
---|
| 371 | |
---|
| 372 | /** |
---|
| 373 | @brief |
---|
| 374 | Is called, when a delayed move takes effect. |
---|
| 375 | */ |
---|
| 376 | void OrxoBloxAI::delayedMove() |
---|
| 377 | { |
---|
| 378 | // Get the new movement direction from the timer list |
---|
| 379 | this->movement_ = this->reactionTimers_.front().second; |
---|
| 380 | |
---|
| 381 | // Destroy the timer and remove it from the list |
---|
| 382 | delete this->reactionTimers_.front().first; |
---|
| 383 | this->reactionTimers_.pop_front(); |
---|
| 384 | } |
---|
| 385 | } |
---|