[2362] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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[6978] | 25 | * Dominik Solenicki |
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[2362] | 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "AIController.h" |
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| 30 | |
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[3196] | 31 | #include "util/Math.h" |
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[2362] | 32 | #include "core/CoreIncludes.h" |
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| 33 | #include "core/Executor.h" |
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[5735] | 34 | #include "worldentities/ControllableEntity.h" |
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[2362] | 35 | |
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| 36 | namespace orxonox |
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| 37 | { |
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| 38 | static const float ACTION_INTERVAL = 1.0f; |
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| 39 | |
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| 40 | CreateFactory(AIController); |
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| 41 | |
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| 42 | AIController::AIController(BaseObject* creator) : ArtificialController(creator) |
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| 43 | { |
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| 44 | RegisterObject(AIController); |
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| 45 | |
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[5929] | 46 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this))); |
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[2362] | 47 | } |
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| 48 | |
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| 49 | AIController::~AIController() |
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| 50 | { |
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| 51 | } |
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| 52 | |
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| 53 | void AIController::action() |
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| 54 | { |
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| 55 | float random; |
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| 56 | float maxrand = 100.0f / ACTION_INTERVAL; |
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[2493] | 57 | |
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[6850] | 58 | if (this->state_ == FREE) |
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[6640] | 59 | { |
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[2362] | 60 | |
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[6919] | 61 | if (this->formationFlight_) |
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| 62 | { |
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[6978] | 63 | // return to Master after being forced free |
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[6919] | 64 | if (this->freedomCount_ == 1) |
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| 65 | { |
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[6850] | 66 | this->state_ = SLAVE; |
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| 67 | this->freedomCount_ = 0; |
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[6919] | 68 | } |
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| 69 | |
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| 70 | random = rnd(maxrand); |
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| 71 | if (random < 90 && (((!this->target_) || (random < 50 && this->target_)) && !this->forcedFree())) |
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| 72 | this->searchNewMaster(); |
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[6850] | 73 | } |
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| 74 | |
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| 75 | // search enemy |
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| 76 | random = rnd(maxrand); |
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| 77 | if (random < 15 && (!this->target_)) |
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| 78 | this->searchNewTarget(); |
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| 79 | |
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| 80 | // forget enemy |
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| 81 | random = rnd(maxrand); |
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| 82 | if (random < 5 && (this->target_)) |
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| 83 | this->forgetTarget(); |
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| 84 | |
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| 85 | // next enemy |
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| 86 | random = rnd(maxrand); |
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| 87 | if (random < 10 && (this->target_)) |
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| 88 | this->searchNewTarget(); |
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| 89 | |
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| 90 | // fly somewhere |
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| 91 | random = rnd(maxrand); |
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| 92 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) |
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| 93 | this->searchRandomTargetPosition(); |
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| 94 | |
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| 95 | // stop flying |
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| 96 | random = rnd(maxrand); |
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| 97 | if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) |
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| 98 | this->bHasTargetPosition_ = false; |
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| 99 | |
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| 100 | // fly somewhere else |
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| 101 | random = rnd(maxrand); |
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| 102 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) |
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| 103 | this->searchRandomTargetPosition(); |
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| 104 | |
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[6978] | 105 | // shoot |
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[6850] | 106 | random = rnd(maxrand); |
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[6978] | 107 | if (!(this->passive_) && random < 75 && (this->target_ && !this->bShooting_)) |
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[6850] | 108 | this->bShooting_ = true; |
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| 109 | |
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| 110 | // stop shooting |
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| 111 | random = rnd(maxrand); |
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| 112 | if (random < 25 && (this->bShooting_)) |
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[6978] | 113 | this->bShooting_ = false; |
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[6850] | 114 | |
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[6640] | 115 | } |
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[2362] | 116 | |
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[6850] | 117 | if (this->state_ == SLAVE) |
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[6640] | 118 | { |
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[6919] | 119 | |
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[6640] | 120 | } |
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[2362] | 121 | |
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[6978] | 122 | if (this->state_ == MASTER) |
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[6640] | 123 | { |
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[6696] | 124 | |
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[6850] | 125 | |
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[6683] | 126 | this->commandSlaves(); |
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[6695] | 127 | |
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[6919] | 128 | if (this->specificMasterAction_ != NONE) |
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| 129 | { |
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| 130 | if (this->specificMasterAction_ == HOLD) |
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| 131 | this->specificMasterActionHold(); |
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[6696] | 132 | |
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[6919] | 133 | if (this->specificMasterAction_ == TURN180) |
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| 134 | this->turn180(); |
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[6696] | 135 | |
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[6919] | 136 | if (this->specificMasterAction_ == SPIN) |
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| 137 | this->spin(); |
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[6978] | 138 | |
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| 139 | // if (this->specificMasterAction_ == FOLLOWHUMAN) |
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| 140 | // this->followHuman(this->HumanToFollow_, false); |
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[6919] | 141 | } |
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[6696] | 142 | |
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[6919] | 143 | else { |
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[2493] | 144 | |
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[6919] | 145 | // make 180 degree turn - a specific Master Action |
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| 146 | random = rnd(maxrand); |
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| 147 | if (random < 5) |
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| 148 | this->specificMasterAction_ = TURN180; |
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[2362] | 149 | |
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[6919] | 150 | // spin around - a specific Master Action |
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| 151 | random = rnd(maxrand); |
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| 152 | if (random < 5) |
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| 153 | this->specificMasterAction_ = SPIN; |
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[6640] | 154 | |
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[6919] | 155 | // lose master status (only if less than 4 slaves in formation) |
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| 156 | random = rnd(maxrand); |
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| 157 | if(random < 15/(this->slaves_.size()+1) && this->slaves_.size() < 4 ) |
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| 158 | this->loseMasterState(); |
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[6640] | 159 | |
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[6919] | 160 | // look out for outher masters if formation is small |
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| 161 | random = rnd(maxrand); |
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| 162 | if(this->slaves_.size() < 3 && random < 20) |
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| 163 | this->searchNewMaster(); |
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[6640] | 164 | |
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[6919] | 165 | // search enemy |
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| 166 | random = rnd(maxrand); |
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| 167 | if (random < 15 && (!this->target_)) |
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| 168 | this->searchNewTarget(); |
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[6640] | 169 | |
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[6919] | 170 | // forget enemy |
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| 171 | random = rnd(maxrand); |
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| 172 | if (random < 5 && (this->target_)) |
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| 173 | this->forgetTarget(); |
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| 174 | |
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| 175 | // next enemy |
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| 176 | random = rnd(maxrand); |
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| 177 | if (random < 10 && (this->target_)) |
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| 178 | this->searchNewTarget(); |
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| 179 | |
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| 180 | // fly somewhere |
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| 181 | random = rnd(maxrand); |
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| 182 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) |
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| 183 | this->searchRandomTargetPosition(); |
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| 184 | |
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| 185 | |
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| 186 | // fly somewhere else |
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| 187 | random = rnd(maxrand); |
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| 188 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) |
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| 189 | this->searchRandomTargetPosition(); |
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| 190 | |
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| 191 | // shoot |
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| 192 | random = rnd(maxrand); |
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[6978] | 193 | if (!(this->passive_) && random < 15 && (this->target_ && !this->bShooting_)) |
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[6919] | 194 | { |
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[6640] | 195 | this->bShooting_ = true; |
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[6919] | 196 | this->forceFreeSlaves(); |
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| 197 | } |
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| 198 | |
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| 199 | // stop shooting |
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| 200 | random = rnd(maxrand); |
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| 201 | if (random < 25 && (this->bShooting_)) |
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| 202 | this->bShooting_ = false; |
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| 203 | |
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[6850] | 204 | } |
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[6640] | 205 | } |
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[6850] | 206 | |
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[2362] | 207 | } |
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| 208 | |
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| 209 | void AIController::tick(float dt) |
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| 210 | { |
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| 211 | if (!this->isActive()) |
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| 212 | return; |
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| 213 | |
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[6683] | 214 | if (this->state_ == MASTER) |
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[6640] | 215 | { |
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| 216 | if (this->target_) |
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| 217 | this->aimAtTarget(); |
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[2362] | 218 | |
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[6695] | 219 | if (this->bHasTargetPosition_) |
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[6640] | 220 | this->moveToTargetPosition(); |
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[6919] | 221 | if (this->specificMasterAction_ == NONE) |
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| 222 | { |
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| 223 | if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f)) |
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| 224 | this->getControllableEntity()->fire(0); |
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| 225 | } |
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[6640] | 226 | } |
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[2362] | 227 | |
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[6695] | 228 | if (this->state_ == SLAVE) |
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[6640] | 229 | { |
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| 230 | |
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[6683] | 231 | if (this->bHasTargetPosition_) |
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| 232 | this->moveToTargetPosition(); |
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[6640] | 233 | |
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[6850] | 234 | } |
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[6683] | 235 | |
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[6850] | 236 | if (this->state_ == FREE) |
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| 237 | { |
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| 238 | if (this->target_) |
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| 239 | this->aimAtTarget(); |
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| 240 | |
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| 241 | if (this->bHasTargetPosition_) |
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| 242 | this->moveToTargetPosition(); |
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| 243 | |
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| 244 | if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f)) |
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| 245 | this->getControllableEntity()->fire(0); |
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[6640] | 246 | } |
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| 247 | |
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[2362] | 248 | SUPER(AIController, tick, dt); |
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| 249 | } |
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| 250 | |
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| 251 | } |
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