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 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "ArtificialController.h" |
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30 | |
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31 | #include "core/CoreIncludes.h" |
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32 | #include "core/XMLPort.h" |
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33 | #include "worldentities/ControllableEntity.h" |
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34 | #include "worldentities/pawns/Pawn.h" |
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35 | #include "worldentities/pawns/TeamBaseMatchBase.h" |
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36 | #include "gametypes/TeamDeathmatch.h" |
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37 | #include "controllers/WaypointPatrolController.h" |
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38 | |
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39 | namespace orxonox |
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40 | { |
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41 | ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator) |
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42 | { |
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43 | RegisterObject(ArtificialController); |
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44 | |
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45 | this->target_ = 0; |
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46 | this->myMaster_ = 0; |
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47 | this->freedomCount_ = 0; |
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48 | this->team_ = -1; |
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49 | this->state_ = FREE; |
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50 | this->bShooting_ = false; |
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51 | this->bHasTargetPosition_ = false; |
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52 | this->targetPosition_ = Vector3::ZERO; |
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53 | |
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54 | this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this)); |
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55 | } |
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56 | |
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57 | ArtificialController::~ArtificialController() |
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58 | { |
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59 | } |
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60 | |
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61 | void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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62 | { |
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63 | SUPER(ArtificialController, XMLPort, xmlelement, mode); |
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64 | |
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65 | XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(0); |
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66 | } |
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67 | |
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68 | // gets called when Bot dies |
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69 | void ArtificialController::changedControllableEntity() |
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70 | { |
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71 | COUT(0) << "~changedControllableEntity 0" << std::endl; |
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72 | if(!getControllableEntity()) |
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73 | { |
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74 | COUT(0) << "~changedControllableEntity 1" << std::endl; |
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75 | if (this->state_ == SLAVE) unregisterSlave(); |
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76 | COUT(0) << "~changedControllableEntity 2" << std::endl; |
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77 | if (this->state_ == MASTER) setNewMasterWithinFormation(); |
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78 | COUT(0) << "~changedControllableEntity 3" << std::endl; |
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79 | this->slaves_.clear(); |
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80 | COUT(0) << "~changedControllableEntity 4" << std::endl; |
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81 | this->state_ = FREE; |
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82 | COUT(0) << "~changedControllableEntity 5" << std::endl; |
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83 | } |
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84 | } |
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85 | |
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86 | void ArtificialController::moveToPosition(const Vector3& target) |
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87 | { |
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88 | if (!this->getControllableEntity()) |
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89 | return; |
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90 | |
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91 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); |
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92 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
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93 | |
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94 | if (this->target_ || distance > 10) |
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95 | { |
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96 | // Multiply with rotateFactor to make them a bit slower |
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97 | float rotateFactor; |
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98 | if(this->state_ == SLAVE) rotateFactor = 1.0f; |
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99 | if(this->state_ == MASTER) rotateFactor = 0.4f; |
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100 | else rotateFactor = 0.8f; |
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101 | |
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102 | this->getControllableEntity()->rotateYaw(-1.0f * rotateFactor * sgn(coord.x) * coord.x*coord.x); |
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103 | this->getControllableEntity()->rotatePitch(rotateFactor * sgn(coord.y) * coord.y*coord.y); |
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104 | |
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105 | |
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106 | |
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107 | } |
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108 | |
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109 | if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) |
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110 | { |
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111 | if(this->state_ == SLAVE) this->getControllableEntity()->moveFrontBack(-0.8f); |
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112 | else this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance |
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113 | } else { |
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114 | if(this->state_ == SLAVE) this->getControllableEntity()->moveFrontBack(2.5f); |
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115 | if(this->state_ == MASTER) this->getControllableEntity()->moveFrontBack(0.4f); |
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116 | else this->getControllableEntity()->moveFrontBack(0.8f); |
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117 | } |
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118 | } |
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119 | |
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120 | void ArtificialController::moveToTargetPosition() |
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121 | { |
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122 | this->moveToPosition(this->targetPosition_); |
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123 | } |
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124 | |
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125 | int ArtificialController::getState() |
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126 | { |
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127 | return this->state_; |
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128 | } |
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129 | |
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130 | void ArtificialController::unregisterSlave() { |
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131 | if(myMaster_) |
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132 | { |
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133 | myMaster_->slaves_.remove(this); |
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134 | COUT(0) << "~unregister slave" << std::endl; |
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135 | } |
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136 | } |
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137 | |
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138 | void ArtificialController::searchNewMaster() |
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139 | { |
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140 | |
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141 | if (!this->getControllableEntity()) |
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142 | return; |
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143 | |
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144 | this->targetPosition_ = this->getControllableEntity()->getPosition(); |
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145 | this->forgetTarget(); |
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146 | |
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147 | //go through all pawns |
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148 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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149 | { |
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150 | |
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151 | //same team? |
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152 | if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) |
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153 | continue; |
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154 | |
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155 | //has it an ArtificialController and is it a master? |
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156 | if (!it->getController()) |
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157 | continue; |
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158 | |
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159 | ArtificialController *newMaster = static_cast<ArtificialController*>(it->getController()); |
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160 | |
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161 | if (!newMaster || newMaster->getState() != MASTER) |
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162 | continue; |
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163 | |
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164 | //is pawn oneself? && is pawn in range? |
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165 | if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) //&& it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) < 1000 |
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166 | { |
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167 | if(newMaster->slaves_.size() > 6) continue; |
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168 | |
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169 | //this->freeSlaves(); |
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170 | |
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171 | for(std::list<ArtificialController*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++) |
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172 | { |
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173 | (*itSlave)->myMaster_ = newMaster; |
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174 | newMaster->slaves_.push_back(*itSlave); |
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175 | } |
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176 | this->slaves_.clear(); |
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177 | this->state_ = SLAVE; |
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178 | |
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179 | this->myMaster_ = newMaster; |
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180 | newMaster->slaves_.push_back(this); |
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181 | |
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182 | break; |
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183 | } |
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184 | }//for |
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185 | |
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186 | //hasn't encountered any masters in range? -> become a master |
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187 | if (state_!=SLAVE) state_ = MASTER; // keep in mind: what happens when two masters encounter eache other? -> has to be evaluated in the for loop within master mode in AIcontroller... |
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188 | COUT(0) << "~searcheNewMaster" << std::endl; |
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189 | } |
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190 | |
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191 | void ArtificialController::commandSlaves() { |
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192 | |
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193 | for(std::list<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) |
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194 | { |
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195 | (*it)->setTargetPosition(this->getControllableEntity()->getPosition()); |
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196 | } |
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197 | } |
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198 | |
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199 | // binds slaves to new Master within formation |
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200 | void ArtificialController::setNewMasterWithinFormation() |
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201 | { |
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202 | COUT(0) << "~setNewMasterWithinFormation 1" << std::endl; |
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203 | if (this->slaves_.empty()) |
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204 | return; |
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205 | COUT(0) << "~setNewMasterWithinFormation 1b" << std::endl; |
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206 | |
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207 | ArtificialController *newMaster = this->slaves_.back(); |
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208 | COUT(0) << "~setNewMasterWithinFormation 2" << std::endl; |
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209 | this->slaves_.pop_back(); |
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210 | COUT(0) << "~setNewMasterWithinFormation 3" << std::endl; |
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211 | if(!newMaster) return; |
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212 | COUT(0) << "~setNewMasterWithinFormation 4" << std::endl; |
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213 | newMaster->state_ = MASTER; |
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214 | newMaster->slaves_ = this->slaves_; |
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215 | this->slaves_.clear(); |
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216 | |
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217 | this->state_ = SLAVE; |
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218 | this->myMaster_ = newMaster; |
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219 | |
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220 | COUT(0) << "~setNewMasterWithinFormation 5" << std::endl; |
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221 | for(std::list<ArtificialController*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++) |
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222 | { |
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223 | COUT(0) << "~setNewMasterWithinFormation 6" << std::endl; |
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224 | (*it)->myMaster_ = newMaster; |
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225 | } |
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226 | COUT(0) << "~setNewMasterWithinFormation 7" << std::endl; |
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227 | |
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228 | } |
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229 | |
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230 | void ArtificialController::freeSlaves() |
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231 | { |
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232 | for(std::list<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) |
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233 | { |
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234 | (*it)->state_ = FREE; |
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235 | } |
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236 | this->slaves_.clear(); |
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237 | } |
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238 | |
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239 | void ArtificialController::forceFreeSlaves() |
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240 | { |
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241 | for(std::list<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) |
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242 | { |
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243 | (*it)->state_ = FREE; |
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244 | (*it)->forceFreedom(); |
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245 | (*it)->targetPosition_ = this->targetPosition_; |
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246 | (*it)->bShooting_ = true; |
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247 | (*it)->getControllableEntity()->fire(0); |
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248 | } |
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249 | } |
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250 | |
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251 | void ArtificialController::loseMasterState() |
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252 | { |
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253 | this->freeSlaves(); |
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254 | this->state_ = FREE; |
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255 | } |
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256 | |
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257 | void ArtificialController::forceFreedom() |
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258 | { |
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259 | this->freedomCount_ = 5; |
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260 | } |
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261 | |
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262 | bool ArtificialController::forcedFree() |
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263 | { |
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264 | if(this->freedomCount_ > 0) |
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265 | { |
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266 | this->freedomCount_--; |
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267 | return true; |
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268 | } else return false; |
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269 | } |
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270 | |
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271 | void ArtificialController::setTargetPosition(const Vector3& target) |
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272 | { |
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273 | this->targetPosition_ = target; |
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274 | this->bHasTargetPosition_ = true; |
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275 | } |
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276 | |
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277 | void ArtificialController::searchRandomTargetPosition() |
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278 | { |
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279 | this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000)); |
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280 | this->bHasTargetPosition_ = true; |
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281 | } |
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282 | |
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283 | void ArtificialController::setTarget(Pawn* target) |
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284 | { |
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285 | this->target_ = target; |
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286 | |
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287 | if (target) |
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288 | this->targetPosition_ = target->getPosition(); |
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289 | } |
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290 | |
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291 | void ArtificialController::searchNewTarget() |
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292 | { |
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293 | if (!this->getControllableEntity()) |
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294 | return; |
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295 | |
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296 | this->targetPosition_ = this->getControllableEntity()->getPosition(); |
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297 | this->forgetTarget(); |
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298 | |
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299 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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300 | { |
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301 | if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) |
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302 | continue; |
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303 | |
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304 | if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) |
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305 | { |
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306 | float speed = this->getControllableEntity()->getVelocity().length(); |
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307 | Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); |
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308 | Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); |
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309 | if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI)) |
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310 | < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI)) + rnd(-250, 250)) |
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311 | { |
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312 | this->target_ = (*it); |
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313 | this->targetPosition_ = it->getPosition(); |
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314 | } |
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315 | } |
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316 | } |
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317 | } |
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318 | |
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319 | void ArtificialController::forgetTarget() |
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320 | { |
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321 | this->target_ = 0; |
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322 | this->bShooting_ = false; |
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323 | } |
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324 | |
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325 | void ArtificialController::aimAtTarget() |
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326 | { |
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327 | if (!this->target_ || !this->getControllableEntity()) |
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328 | return; |
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329 | |
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330 | static const float hardcoded_projectile_speed = 1250; |
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331 | |
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332 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); |
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333 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); |
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334 | |
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335 | Pawn* pawn = dynamic_cast<Pawn*>(this->getControllableEntity()); |
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336 | if (pawn) |
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337 | pawn->setAimPosition(this->targetPosition_); |
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338 | } |
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339 | |
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340 | bool ArtificialController::isCloseAtTarget(float distance) const |
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341 | { |
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342 | if (!this->getControllableEntity()) |
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343 | return false; |
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344 | |
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345 | if (!this->target_) |
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346 | return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
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347 | else |
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348 | return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); |
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349 | } |
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350 | |
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351 | bool ArtificialController::isLookingAtTarget(float angle) const |
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352 | { |
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353 | if (!this->getControllableEntity()) |
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354 | return false; |
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355 | |
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356 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); |
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357 | } |
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358 | |
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359 | void ArtificialController::abandonTarget(Pawn* target) |
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360 | { |
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361 | if (target == this->target_) |
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362 | this->targetDied(); |
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363 | } |
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364 | |
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365 | void ArtificialController::targetDied() |
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366 | { |
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367 | this->forgetTarget(); |
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368 | this->searchRandomTargetPosition(); |
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369 | } |
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370 | |
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371 | bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) |
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372 | { |
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373 | if (entity1 == entity2) |
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374 | return true; |
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375 | |
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376 | int team1 = -1; |
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377 | int team2 = -1; |
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378 | |
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379 | Controller* controller = 0; |
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380 | if (entity1->getController()) |
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381 | controller = entity1->getController(); |
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382 | else |
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383 | controller = entity1->getXMLController(); |
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384 | if (controller) |
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385 | { |
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386 | ArtificialController* ac = orxonox_cast<ArtificialController*>(controller); |
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387 | if (ac) |
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388 | team1 = ac->getTeam(); |
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389 | } |
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390 | |
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391 | if (entity1->getController()) |
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392 | controller = entity1->getController(); |
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393 | else |
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394 | controller = entity1->getXMLController(); |
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395 | if (controller) |
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396 | { |
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397 | ArtificialController* ac = orxonox_cast<ArtificialController*>(controller); |
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398 | if (ac) |
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399 | team2 = ac->getTeam(); |
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400 | } |
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401 | |
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402 | TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype); |
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403 | if (tdm) |
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404 | { |
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405 | if (entity1->getPlayer()) |
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406 | team1 = tdm->getTeam(entity1->getPlayer()); |
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407 | |
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408 | if (entity2->getPlayer()) |
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409 | team2 = tdm->getTeam(entity2->getPlayer()); |
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410 | } |
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411 | |
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412 | TeamBaseMatchBase* base = 0; |
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413 | base = orxonox_cast<TeamBaseMatchBase*>(entity1); |
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414 | if (base) |
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415 | { |
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416 | switch (base->getState()) |
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417 | { |
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418 | case BaseState::ControlTeam1: |
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419 | team1 = 0; |
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420 | break; |
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421 | case BaseState::ControlTeam2: |
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422 | team1 = 1; |
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423 | break; |
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424 | case BaseState::Uncontrolled: |
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425 | default: |
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426 | team1 = -1; |
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427 | } |
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428 | } |
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429 | base = orxonox_cast<TeamBaseMatchBase*>(entity2); |
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430 | if (base) |
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431 | { |
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432 | switch (base->getState()) |
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433 | { |
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434 | case BaseState::ControlTeam1: |
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435 | team2 = 0; |
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436 | break; |
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437 | case BaseState::ControlTeam2: |
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438 | team2 = 1; |
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439 | break; |
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440 | case BaseState::Uncontrolled: |
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441 | default: |
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442 | team2 = -1; |
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443 | } |
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444 | } |
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445 | |
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446 | return (team1 == team2 && team1 != -1); |
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447 | } |
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448 | } |
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