Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/ai/src/orxonox/controllers/ArtificialController.cc @ 8501

Last change on this file since 8501 was 8239, checked in by jo, 14 years ago

I forgot to remove that line.

  • Property svn:eol-style set to native
File size: 38.4 KB
RevLine 
[2362]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:
[7163]25 *      Dominik Solenicki
[2362]26 *
27 */
28
29#include "ArtificialController.h"
30
[7163]31#include <vector>
32#include <climits>
33
34#include "util/Math.h"
[2362]35#include "core/CoreIncludes.h"
[7163]36#include "core/XMLPort.h"
[7284]37#include "core/command/ConsoleCommand.h"
[5735]38#include "worldentities/ControllableEntity.h"
39#include "worldentities/pawns/Pawn.h"
40#include "worldentities/pawns/TeamBaseMatchBase.h"
41#include "gametypes/TeamDeathmatch.h"
[7163]42#include "gametypes/Dynamicmatch.h"
[5735]43#include "controllers/WaypointPatrolController.h"
[7163]44#include "controllers/NewHumanController.h"
45#include "controllers/DroneController.h"
[3049]46
[2362]47namespace orxonox
48{
[7284]49    SetConsoleCommand("ArtificialController", "formationflight",  &ArtificialController::formationflight);
50    SetConsoleCommand("ArtificialController", "masteraction",     &ArtificialController::masteraction);
51    SetConsoleCommand("ArtificialController", "followme",         &ArtificialController::followme);
52    SetConsoleCommand("ArtificialController", "passivebehaviour", &ArtificialController::passivebehaviour);
[7841]53    SetConsoleCommand("ArtificialController", "formationsize",    &ArtificialController::formationsize);
[7842]54    SetConsoleCommand("ArtificialController", "setbotlevel",      &ArtificialController::setAllBotLevel);
[7163]55
56    static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7;
57    static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000;
58    static const int FORMATION_LENGTH =  130;
59    static const int FORMATION_WIDTH =  110;
60    static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy
61    static const float SPEED_MASTER = 0.6f;
62    static const float ROTATEFACTOR_MASTER = 0.2f;
63    static const float SPEED_FREE = 0.8f;
64    static const float ROTATEFACTOR_FREE = 0.8f;
65
66
[2362]67    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
68    {
69        RegisterObject(ArtificialController);
70
71        this->target_ = 0;
[7163]72        this->formationFlight_ = true;
73        this->passive_ = false;
74        this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE;
75        this->myMaster_ = 0;
76        this->freedomCount_ = 0;
77        this->team_ = -1;
78        this->state_ = FREE;
79        this->specificMasterAction_ = NONE;
80        this->specificMasterActionHoldCount_  = 0;
[2362]81        this->bShooting_ = false;
82        this->bHasTargetPosition_ = false;
[7163]83        this->speedCounter_ = 0.2f;
[2362]84        this->targetPosition_ = Vector3::ZERO;
[6417]85
[5929]86        this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this));
[7832]87        this->bSetupWorked = false;
88        this->numberOfWeapons = 0;
[7842]89        this->botlevel_ = 1.0f;
[2362]90    }
91
92    ArtificialController::~ArtificialController()
93    {
[7163]94        if (this->isInitialized())
95        {
96            this->removeFromFormation();
97
98            for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it; ++it)
99            {
100                if (*it != this)
101                {
102                    if (it->myMaster_ == this)
103                    {
104                        COUT(1) << "error: " << this << " is still master in " << (*it) << std::endl;
105                        it->myMaster_ = 0;
106                    }
107
108                    while (true)
109                    {
110                        std::vector<ArtificialController*>::iterator it2 = std::find(it->slaves_.begin(), it->slaves_.end(), this);
111                        if (it2 != it->slaves_.end())
112                        {
113                            COUT(1) << "error: " << this << " is still slave in " << (*it) << std::endl;
114                            it->slaves_.erase(it2);
115                        }
116                        else
117                            break;
118                    }
119                }
120            }
121        }
[2362]122    }
123
[7163]124    void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
125    {
126        SUPER(ArtificialController, XMLPort, xmlelement, mode);
127
128        XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1);
129        XMLPortParam(ArtificialController, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false);
130        XMLPortParam(ArtificialController, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE);
131        XMLPortParam(ArtificialController, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false);
[7843]132        //XMLPortParam(ArtificialController, "level", setBotLevel, getBotLevel, xmlelement, mode).defaultValues(0.0f);
[7163]133    }
134
135// Documentation only here to get a faster overview for creating a useful documentation...
136
137    /**
138        @brief Activates / deactivates formationflight behaviour
139        @param form activate formflight if form is true
140    */
141    void ArtificialController::formationflight(const bool form)
142    {
143        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
144        {
145            Controller* controller = 0;
146
147            if (it->getController())
148                controller = it->getController();
149            else if (it->getXMLController())
150                controller = it->getXMLController();
151
152            if (!controller)
153                continue;
154
155            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
156
157            if (aiController)
158            {
159                aiController->formationFlight_ = form;
160                if (!form)
161                {
162                    aiController->removeFromFormation();
163                }
164            }
165        }
166    }
167
168    /**
169        @brief Get all masters to do a "specific master action"
170        @param action which action to perform (integer, so it can be called with a console command (tmp solution))
171    */
172    void ArtificialController::masteraction(const int action)
173    {
174        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
175        {
176            Controller* controller = 0;
177
178            if (it->getController())
179                controller = it->getController();
180            else if (it->getXMLController())
181                controller = it->getXMLController();
182
183            if (!controller)
184                continue;
185
186            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
187
188            if(aiController && aiController->state_ == MASTER)
189            {
190                if (action == 1)
191                    aiController->spinInit();
192                if (action == 2)
193                    aiController->turn180Init();
194            }
195        }
196    }
197
198    /**
199        @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup).
200    */
201    void ArtificialController::followme()
202    {
203
204        Pawn *humanPawn = NULL;
205        NewHumanController *currentHumanController = NULL;
206        std::vector<ArtificialController*> allMasters;
207
208        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
209        {
210            Controller* controller = 0;
211
212            if (it->getController())
213                controller = it->getController();
214            else if (it->getXMLController())
215                controller = it->getXMLController();
216
217            if (!controller)
218                continue;
219
220            currentHumanController = orxonox_cast<NewHumanController*>(controller);
221
222            if(currentHumanController) humanPawn = *it;
223
224            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
225
226            if(aiController && aiController->state_ == MASTER)
227                allMasters.push_back(aiController);
228
229        }
230
231        if((humanPawn != NULL) && (allMasters.size() != 0))
232        {
233                float posHuman = humanPawn->getPosition().length();
234                float distance = 0.0f;
235                float minDistance = FLT_MAX;
236                int index = 0;
237                int i = 0;
238
239                for(std::vector<ArtificialController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
240                    {
241                        if (!ArtificialController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue;
242                        distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
243                        if(distance < minDistance) index = i;
244                    }
245                allMasters[index]->followInit(humanPawn);
246            }
247
248    }
249
250    /**
251        @brief Sets shooting behaviour of pawns.
252        @param passive if true, bots won't shoot.
253    */
254    void ArtificialController::passivebehaviour(const bool passive)
255    {
256        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
257        {
258            Controller* controller = 0;
259
260            if (it->getController())
261                controller = it->getController();
262            else if (it->getXMLController())
263                controller = it->getXMLController();
264
265            if (!controller)
266                continue;
267
268            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
269
270            if(aiController)
271            {
272                aiController->passive_ = passive;
273            }
274        }
275    }
276
277
278    /**
279        @brief Sets maximal formation size
280        @param size maximal formation size.
281    */
282    void ArtificialController::formationsize(const int size)
283    {
284        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
285        {
286            Controller* controller = 0;
287
288            if (it->getController())
289                controller = it->getController();
290            else if (it->getXMLController())
291                controller = it->getXMLController();
292
293            if (!controller)
294                continue;
295
296            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
297
298            if(aiController)
299            {
300                aiController->maxFormationSize_ = size;
301            }
302        }
303    }
304
305    /**
306        @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies.
307    */
308    void ArtificialController::changedControllableEntity()
309    {
310        if (!this->getControllableEntity())
311            this->removeFromFormation();
312    }
313
314    void ArtificialController::removeFromFormation()
315    {
316        if (this->state_ == SLAVE || this->myMaster_) // slaves can also be temporary free, so check if myMaster_ is set
317            this->unregisterSlave();
318        else if (this->state_ == MASTER)
319            this->setNewMasterWithinFormation();
320    }
321
[3049]322    void ArtificialController::moveToPosition(const Vector3& target)
[2362]323    {
324        if (!this->getControllableEntity())
325            return;
326
[7163]327        // Slave uses special movement if its master is in FOLLOW mode
328        if(this->state_ == SLAVE && this->myMaster_ && this->myMaster_->specificMasterAction_ == FOLLOW)
329        {
330//             this->followForSlaves(target);
331//             return;
332        }
333
[3049]334        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
335        float distance = (target - this->getControllableEntity()->getPosition()).length();
[2362]336
[7163]337
338        if(this->state_ == FREE)
[2362]339        {
[7163]340            if (this->target_ || distance > 10)
341            {
342                // Multiply with ROTATEFACTOR_FREE to make them a bit slower
343                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x);
344                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y);
345            }
346
347            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
348            {
349              this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance
350            } else this->getControllableEntity()->moveFrontBack(SPEED_FREE);
[2362]351        }
352
[7163]353
354
355        if(this->state_ == MASTER)
356        {
357            if (this->target_ || distance > 10)
358            {
359                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
360                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
361            }
362
363            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
364            {
365                this->getControllableEntity()->moveFrontBack(-0.05f);
366            } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
367        }
368
369
370
371        if(this->state_ == SLAVE)
372        {
373
374           this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
375           this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
376
377            if (distance < 300)
378            {
379                if (distance < 40)
380                {
381                    this->getControllableEntity()->moveFrontBack(0.8f*SPEED_MASTER);
382                } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER);
383
384            } else {
385                this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f);
386            }
387        }
[2362]388    }
389
[3049]390    void ArtificialController::moveToTargetPosition()
391    {
392        this->moveToPosition(this->targetPosition_);
393    }
394
[7163]395
396    /**
397        @brief Unregisters a slave from its master. Initiated by a slave.
398    */
399    void ArtificialController::unregisterSlave()
400    {
401        if (this->myMaster_)
402        {
403            std::vector<ArtificialController*>::iterator it = std::find(this->myMaster_->slaves_.begin(), this->myMaster_->slaves_.end(), this);
404            if (it != this->myMaster_->slaves_.end())
405                this->myMaster_->slaves_.erase(it);
406        }
407
408        this->myMaster_ = 0;
409        this->state_ = FREE;
410    }
411
412    void ArtificialController::searchNewMaster()
413    {
414
415        if (!this->getControllableEntity())
416            return;
417
418        this->targetPosition_ = this->getControllableEntity()->getPosition();
419        this->forgetTarget();
420        int teamSize = 0;
421        //go through all pawns
422        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
423        {
424            //same team?
425            if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
426                continue;
427
428            //has it an ArtificialController?
429            Controller* controller = 0;
430
431            if (it->getController())
432                controller = it->getController();
433            else if (it->getXMLController())
434                controller = it->getXMLController();
435
436            if (!controller)
437                continue;
438
439            //is pawn oneself?
440            if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity())
441                continue;
442
443            teamSize++;
444
445            ArtificialController *newMaster = orxonox_cast<ArtificialController*>(controller);
446
447            //is it a master?
448            if (!newMaster || newMaster->state_ != MASTER)
449                continue;
450
451            float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length();
452
453            // is pawn in range?
454            if (distance < RADIUS_TO_SEARCH_FOR_MASTERS)
455            {
456                if(newMaster->slaves_.size() > this->maxFormationSize_) continue;
457
458                for(std::vector<ArtificialController*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++)
459                {
460                    (*itSlave)->myMaster_ = newMaster;
461                    newMaster->slaves_.push_back(*itSlave);
462                }
463                this->slaves_.clear();
464                this->state_ = SLAVE;
465
466                this->myMaster_ = newMaster;
467                newMaster->slaves_.push_back(this);
468
469                break;
470            }
471        }
472
473        if (this->state_ != SLAVE  && teamSize != 0)
474        {
475            this->state_ = MASTER;
476            this->myMaster_ = 0;
477        }
478    }
479
480    /**
481        @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master.
482    */
483    void ArtificialController::commandSlaves()
484    {
485        if(this->state_ != MASTER) return;
486
487        Quaternion orient = this->getControllableEntity()->getOrientation();
488        Vector3 dest = this->getControllableEntity()->getPosition();
489
490        // 1 slave: follow
491        if (this->slaves_.size() == 1)
492        {
493            dest += 4*orient*WorldEntity::BACK;
494            this->slaves_.front()->setTargetPosition(dest);
495        }
496        else
497        {
498            dest += 1.0f*orient*WorldEntity::BACK;
499            Vector3 pos = Vector3::ZERO;
500            int i = 1;
501
502            for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
503            {
504                pos = Vector3::ZERO;
[7183]505                if (i <= 1) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::LEFT);
506                if (i == 2) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::RIGHT);
507                if (i == 3) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::UP);
[7163]508                if (i >= 4)
509                {
[7183]510                    pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::DOWN);
[7163]511                    i = 1;
[7183]512                    dest += (float)FORMATION_LENGTH*(orient*WorldEntity::BACK);
[7163]513                    (*it)->setTargetPosition(pos);
514                    continue;
515                }
516                i++;
517                (*it)->setTargetPosition(pos);
518            }
519        }
520    }
521
522    /**
523        @brief Sets a new master within the formation. Called by a master.
524    */
525    void ArtificialController::setNewMasterWithinFormation()
526    {
527        if(this->state_ != MASTER) return;
528
529        if (!this->slaves_.empty())
530        {
531            ArtificialController *newMaster = this->slaves_.back();
532            this->slaves_.pop_back();
533
534            newMaster->state_ = MASTER;
535            newMaster->slaves_ = this->slaves_;
536            newMaster->myMaster_ = 0;
537
538            for(std::vector<ArtificialController*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++)
539            {
540                (*it)->myMaster_ = newMaster;
541            }
542        }
543
544        this->slaves_.clear();
545        this->specificMasterAction_ = NONE;
546        this->state_ = FREE;
547    }
548
549    /**
550        @brief Frees all slaves form a master. Initiated by a master.
551    */
552    void ArtificialController::freeSlaves()
553    {
554        if(this->state_ != MASTER) return;
555
556        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
557        {
558            (*it)->state_ = FREE;
559            (*it)->myMaster_ = 0;
560        }
561        this->slaves_.clear();
562    }
563
564    /**
[7401]565        @brief Master sets its slaves free for @ref FREEDOM_COUNT seconds.
[7163]566    */
567    void ArtificialController::forceFreeSlaves()
568    {
569        if(this->state_ != MASTER) return;
570
571        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
572        {
573            (*it)->state_ = FREE;
574            (*it)->forceFreedom();
575            (*it)->targetPosition_ = this->targetPosition_;
576            (*it)->bShooting_ = true;
577//             (*it)->getControllableEntity()->fire(0);// fire once for fun
578        }
579    }
580
581    void ArtificialController::loseMasterState()
582    {
583        this->freeSlaves();
584        this->state_ = FREE;
585    }
586
587
588    void ArtificialController::forceFreedom()
589    {
590        this->freedomCount_ = FREEDOM_COUNT;
591    }
592
593    /**
594        @brief Checks wether caller has been forced free, decrements time to stay forced free.
595        @return true if forced free.
596    */
597    bool ArtificialController::forcedFree()
598    {
599        if(this->freedomCount_ > 0)
600        {
601            this->freedomCount_--;
602            return true;
603        } else return false;
604    }
605
606    /**
607        @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after.
608    */
609    void ArtificialController::specificMasterActionHold()
610    {
611        if(this->state_ != MASTER) return;
612
613        if (specificMasterActionHoldCount_ == 0)
614         {
615            this->specificMasterAction_ = NONE;
616            this->searchNewTarget();
617         }
618        else specificMasterActionHoldCount_--;
619    }
620
621    /**
622        @brief Master initializes a 180 degree turn. Leads to a "specific master action".
623    */
624    void ArtificialController::turn180Init()
625    {
626        if(this->state_ != MASTER) return;
627
628        Quaternion orient = this->getControllableEntity()->getOrientation();
629
630        this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK);
631
632        this->specificMasterActionHoldCount_ = 4;
633
634        this->specificMasterAction_ = TURN180;
635    }
636
637    /**
638        @brief Execute the 180 degree turn. Called within tick.
639    */
640    void ArtificialController::turn180()
641    {
642            Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
643
644            this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
645            this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
646
647            this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
648    }
649
650    /**
651        @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action".
652    */
653    void ArtificialController::spinInit()
654    {
655        if(this->state_ != MASTER) return;
656        this->specificMasterAction_ = SPIN;
657        this->specificMasterActionHoldCount_ = 10;
658    }
659
660    /**
661        @brief Execute the spin. Called within tick.
662    */
663    void ArtificialController::spin()
664    {
665            this->moveToTargetPosition();
666            this->getControllableEntity()->rotateRoll(0.8f);
667    }
668
669    /**
670        @brief Master begins to follow a pawn. Is a "specific master action".
671        @param pawn pawn to follow.
[7401]672        @param always follows pawn forever if true (false if omitted).
[7163]673        @param secondsToFollow seconds to follow the pawn if always is false. Will follow pawn 100 seconds if omitted (set in header).
674    */
675    void ArtificialController::followInit(Pawn* pawn, const bool always, const int secondsToFollow)
676    {
677        if (pawn == NULL || this->state_ != MASTER)
678            return;
679        this->specificMasterAction_  =  FOLLOW;
680
681        this->setTarget(pawn);
682        if (!always)
683            this->specificMasterActionHoldCount_ = secondsToFollow;
684        else
685            this->specificMasterActionHoldCount_ = INT_MAX; //for now...
686
687    }
688
689
690    /**
691        @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action".
692    */
693    void ArtificialController::followRandomHumanInit()
694    {
695
696        Pawn *humanPawn = NULL;
697        NewHumanController *currentHumanController = NULL;
698
699        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
700        {
701            if (!it->getController())
702                continue;
703
704            currentHumanController = orxonox_cast<NewHumanController*>(it->getController());
705            if(currentHumanController)
706            {
707                if (!ArtificialController::sameTeam(this->getControllableEntity(), *it, this->getGametype())) continue;
708                humanPawn = *it;
709                break;
710            }
711        }
712
713        if((humanPawn != NULL))
714                this->followInit(humanPawn);
715    }
716
717    /**
718        @brief Master follows target with adjusted speed. Called within tick.
719    */
720    void ArtificialController::follow()
721    {
722        if (this->target_)
723            this->moveToPosition(this->target_->getPosition());
724        else
725            this->specificMasterActionHoldCount_ = 0;
726/*
727        if (!this->getControllableEntity())
728            return;
729
730        float distance = (this->target_->getPosition() - this->getControllableEntity()->getPosition()).length();
731
732        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->target_->getPosition());
733
734
735        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
736        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
737
738        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->target_->getVelocity().squaredLength();
739
740COUT(0) << "~follow distance: " << distance << "SpeedCounter: " << this->speedCounter_ << "~speedDiv: " << speedDiv << std::endl;
741        if (distance < 800)
742        {
743            if (distance < 200)
744            {
745                this->speedCounter_ -= 0.5f;
746                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
747                this->getControllableEntity()->moveFrontBack(speedCounter_);
748            } else {
749                if(speedDiv < 0)
750                    this->speedCounter_ +=  0.01f;
751                else
752                    this->speedCounter_ -= 0.05f;
753                this->getControllableEntity()->moveFrontBack(speedCounter_);
754            }
755
756        } else {
757            this->speedCounter_ += 0.05f;
758            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
759        }
760//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
761
762*/
763    }
764
765
766    /**
767        @brief Slave moving behaviour when master is following a pawn, gets redirected from moveToPosition(const Vector3& target)). Called within tick.
768    */
769    void ArtificialController::followForSlaves(const Vector3& target)
770    {
771
772/*
773        if (!this->getControllableEntity() && !this->myMaster_ && this->myMaster_->state_ != FOLLOW && !this->myMaster_->target_)
774            return;
775
776        float distance = (target - this->getControllableEntity()->getPosition()).length();
777
778        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
779
780
781        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
782        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
783
784
785        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->myMaster_->target_->getVelocity().squaredLength();
786
787
788         if (distance < 800)
789        {
790            if (distance < 200)
791            {
792                this->speedCounter_ -= 5.0f;
793                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
794                this->getControllableEntity()->moveFrontBack(speedCounter_);
795            } else {
796                if(speedDiv < 0)
797                    this->speedCounter_ +=  0.01f;
798                else
799                    this->speedCounter_ -= 0.05f;
800                this->getControllableEntity()->moveFrontBack(speedCounter_);
801            }
802
803        } else {
804            this->speedCounter_ += 0.05f;
805            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
806        }
807//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
808*/
809    }
810
811
[3049]812    void ArtificialController::setTargetPosition(const Vector3& target)
813    {
814        this->targetPosition_ = target;
815        this->bHasTargetPosition_ = true;
816    }
817
[2362]818    void ArtificialController::searchRandomTargetPosition()
819    {
[2493]820        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
[2362]821        this->bHasTargetPosition_ = true;
822    }
823
[3049]824    void ArtificialController::setTarget(Pawn* target)
825    {
826        this->target_ = target;
827
828        if (target)
829            this->targetPosition_ = target->getPosition();
830    }
831
[2362]832    void ArtificialController::searchNewTarget()
833    {
834        if (!this->getControllableEntity())
835            return;
836
837        this->targetPosition_ = this->getControllableEntity()->getPosition();
838        this->forgetTarget();
839
840        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
841        {
[3049]842            if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
843                continue;
844
[7163]845            /* So AI won't choose invisible Spaceships as target */
846            if (!it->getRadarVisibility())
847                continue;
848
[2506]849            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
[2362]850            {
851                float speed = this->getControllableEntity()->getVelocity().length();
852                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
853                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
[7184]854                if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * math::pi))
855                        < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * math::pi)) + rnd(-250, 250))
[2362]856                {
857                    this->target_ = (*it);
858                    this->targetPosition_ = it->getPosition();
859                }
860            }
861        }
862    }
863
864    void ArtificialController::forgetTarget()
865    {
866        this->target_ = 0;
867        this->bShooting_ = false;
868    }
869
870    void ArtificialController::aimAtTarget()
871    {
872        if (!this->target_ || !this->getControllableEntity())
873            return;
874
[2493]875        static const float hardcoded_projectile_speed = 1250;
[2362]876
[2493]877        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
[2362]878        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
[6417]879
[7163]880        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[6417]881        if (pawn)
882            pawn->setAimPosition(this->targetPosition_);
[2362]883    }
884
885    bool ArtificialController::isCloseAtTarget(float distance) const
886    {
887        if (!this->getControllableEntity())
888            return false;
889
890        if (!this->target_)
891            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
892        else
893            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
894    }
895
896    bool ArtificialController::isLookingAtTarget(float angle) const
897    {
898        if (!this->getControllableEntity())
899            return false;
900
901        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
902    }
903
[5929]904    void ArtificialController::abandonTarget(Pawn* target)
[2362]905    {
[5929]906        if (target == this->target_)
907            this->targetDied();
[2362]908    }
[3049]909
[5929]910    void ArtificialController::targetDied()
911    {
912        this->forgetTarget();
913        this->searchRandomTargetPosition();
914    }
915
[3049]916    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
917    {
918        if (entity1 == entity2)
919            return true;
920
921        int team1 = -1;
922        int team2 = -1;
923
[7163]924        Controller* controller = 0;
925        if (entity1->getController())
926            controller = entity1->getController();
927        else
928            controller = entity1->getXMLController();
929        if (controller)
[3049]930        {
[7163]931            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
932            if (ac)
933                team1 = ac->getTeam();
[3049]934        }
[7163]935
936        if (entity2->getController())
937            controller = entity2->getController();
938        else
939            controller = entity2->getXMLController();
940        if (controller)
[3049]941        {
[7163]942            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
943            if (ac)
944                team2 = ac->getTeam();
[3049]945        }
946
[3325]947        TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype);
[3049]948        if (tdm)
949        {
950            if (entity1->getPlayer())
951                team1 = tdm->getTeam(entity1->getPlayer());
952
953            if (entity2->getPlayer())
954                team2 = tdm->getTeam(entity2->getPlayer());
955        }
956
[3086]957        TeamBaseMatchBase* base = 0;
[3325]958        base = orxonox_cast<TeamBaseMatchBase*>(entity1);
[3086]959        if (base)
960        {
961            switch (base->getState())
962            {
[3280]963                case BaseState::ControlTeam1:
[3086]964                    team1 = 0;
965                    break;
[3280]966                case BaseState::ControlTeam2:
[3086]967                    team1 = 1;
968                    break;
[3280]969                case BaseState::Uncontrolled:
[3086]970                default:
971                    team1 = -1;
972            }
973        }
[3325]974        base = orxonox_cast<TeamBaseMatchBase*>(entity2);
[3086]975        if (base)
976        {
977            switch (base->getState())
978            {
[3280]979                case BaseState::ControlTeam1:
[3086]980                    team2 = 0;
981                    break;
[3280]982                case BaseState::ControlTeam2:
[3086]983                    team2 = 1;
984                    break;
[3280]985                case BaseState::Uncontrolled:
[3086]986                default:
987                    team2 = -1;
988            }
989        }
990
[7163]991        DroneController* droneController = 0;
992        droneController = orxonox_cast<DroneController*>(entity1->getController());
993        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity2)
994            return true;
995        droneController = orxonox_cast<DroneController*>(entity2->getController());
996        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity1)
997            return true;
998        DroneController* droneController1 = orxonox_cast<DroneController*>(entity1->getController());
999        DroneController* droneController2 = orxonox_cast<DroneController*>(entity2->getController());
1000        if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner())
1001            return true;
1002
1003        Dynamicmatch* dynamic = orxonox_cast<Dynamicmatch*>(gametype);
1004        if (dynamic)
1005        {
1006            if (dynamic->notEnoughPigs||dynamic->notEnoughKillers||dynamic->notEnoughChasers) {return false;}
1007
1008            if (entity1->getPlayer())
1009                team1 = dynamic->getParty(entity1->getPlayer());
1010
1011            if (entity2->getPlayer())
1012                team2 = dynamic->getParty(entity2->getPlayer());
1013
1014            if (team1 ==-1 ||team2 ==-1 ) {return false;}
1015            else if (team1 == dynamic->chaser && team2 != dynamic->chaser) {return false;}
1016            else if (team1 == dynamic->piggy && team2 == dynamic->chaser) {return false;}
1017            else if (team1 == dynamic->killer && team2 == dynamic->chaser) {return false;}
1018            else return true;
1019        }
1020
[3049]1021        return (team1 == team2 && team1 != -1);
1022    }
[7833]1023    /**
1024        @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all.
1025    */
[7832]1026    void ArtificialController::doFire()
1027    {
1028        if(!bSetupWorked)//setup: find out which weapons are active ! hard coded: laser is "0", lens flare is "1", ...
1029        {
1030            this->setupWeapons();
1031            if(numberOfWeapons>0)
1032                bSetupWorked=true;
1033        }
[7843]1034        else if(this->getControllableEntity()&&(numberOfWeapons>0)&&this->bShooting_ && this->isCloseAtTarget((1 + 2*botlevel_)*1000) && this->isLookingAtTarget(math::pi / 20.0f))
[7832]1035        {
[7833]1036            if (this->isCloseAtTarget(130) && this->isLookingAtTarget(math::pi / 20.0f)&&(weapons[1]==1) )
[7832]1037                this->getControllableEntity()->fire(1); //ai uses lens flare if they're close enough to the target
1038
1039          //default fire (laser)
1040          else if ((weapons[0]==0))
1041               this->getControllableEntity()->fire(0);
1042        }
1043    }
[7833]1044    /**
1045        @brief Information gathering: Which weapons are ready to use?
1046    */
[7832]1047    void ArtificialController::setupWeapons()
1048    {
1049        if(this->getControllableEntity())
1050        {
1051            Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
1052            if(pawn)
1053            {
1054                 for(unsigned int i=0; i<WeaponSystem::MAX_WEAPON_MODES; i++)
1055                 {
1056                      if(pawn->getWeaponSet(i)) //main part: find which weapons a pawn can use; hard coded at the moment!
1057                      {
1058                          weapons[i]=i;
1059                          numberOfWeapons++;
1060                      }
1061                      else
1062                          weapons[i]=-1;
1063                 }
1064            }
1065        }
1066    }
[8238]1067
[7833]1068   
1069    void ArtificialController::setBotLevel(float level)
1070    {
[7842]1071        if (level < 0.0f)
1072            this->botlevel_ = 0.0f; 
1073        else if (level > 1.0f)
1074            this->botlevel_ = 1.0f;
[7833]1075        else
1076            this->botlevel_ = level;
1077    }
[7842]1078   
1079    void ArtificialController::setAllBotLevel(float level)
1080    {
1081        for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it != ObjectList<ArtificialController>::end(); ++it)
1082            it->setBotLevel(level);
1083    }
1084   
[2362]1085}
Note: See TracBrowser for help on using the repository browser.