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source: code/branches/ai2/src/orxonox/controllers/ArtificialController.cc @ 8766

Last change on this file since 8766 was 8764, checked in by jo, 13 years ago

Got the bug.

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[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"
[8736]41#include "worldentities/pawns/SpaceShip.h"
[5735]42#include "gametypes/TeamDeathmatch.h"
[7163]43#include "gametypes/Dynamicmatch.h"
[5735]44#include "controllers/WaypointPatrolController.h"
[7163]45#include "controllers/NewHumanController.h"
46#include "controllers/DroneController.h"
[8723]47#include "weaponsystem/WeaponMode.h"
48#include "weaponsystem/WeaponPack.h"
49#include "weaponsystem/Weapon.h"
[8761]50#include "weaponsystem/WeaponSlot.h"
[3049]51
[2362]52namespace orxonox
53{
[7284]54    SetConsoleCommand("ArtificialController", "formationflight",  &ArtificialController::formationflight);
55    SetConsoleCommand("ArtificialController", "masteraction",     &ArtificialController::masteraction);
56    SetConsoleCommand("ArtificialController", "followme",         &ArtificialController::followme);
57    SetConsoleCommand("ArtificialController", "passivebehaviour", &ArtificialController::passivebehaviour);
58    SetConsoleCommand("ArtificialController", "formationsize",    &ArtificialController::formationsize);
[8723]59    SetConsoleCommand("ArtificialController", "setbotlevel",      &ArtificialController::setAllBotLevel);
[7163]60
61    static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7;
62    static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000;
63    static const int FORMATION_LENGTH =  130;
64    static const int FORMATION_WIDTH =  110;
65    static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy
66    static const float SPEED_MASTER = 0.6f;
67    static const float ROTATEFACTOR_MASTER = 0.2f;
68    static const float SPEED_FREE = 0.8f;
69    static const float ROTATEFACTOR_FREE = 0.8f;
70
71
[2362]72    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
73    {
74        RegisterObject(ArtificialController);
75
76        this->target_ = 0;
[7801]77        this->formationFlight_ = false;
[7163]78        this->passive_ = false;
79        this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE;
80        this->myMaster_ = 0;
81        this->freedomCount_ = 0;
82        this->team_ = -1;
83        this->state_ = FREE;
84        this->specificMasterAction_ = NONE;
85        this->specificMasterActionHoldCount_  = 0;
[2362]86        this->bShooting_ = false;
87        this->bHasTargetPosition_ = false;
[7163]88        this->speedCounter_ = 0.2f;
[2362]89        this->targetPosition_ = Vector3::ZERO;
[6417]90
[5929]91        this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this));
[8723]92        this->bSetupWorked = false;
[8735]93        this->botlevel_ = 0.5f;
[8723]94        this->mode_ = DEFAULT;////Vector-implementation: mode_.push_back(DEFAULT);
95        this->timeout_=0;
[2362]96    }
97
98    ArtificialController::~ArtificialController()
99    {
[7163]100        if (this->isInitialized())
[8723]101        {//Vector-implementation: mode_.erase(mode_.begin(),mode_.end());
[7163]102            this->removeFromFormation();
[8763]103            this->weaponModes_.clear();
[7163]104            for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it; ++it)
105            {
106                if (*it != this)
107                {
108                    if (it->myMaster_ == this)
109                    {
110                        COUT(1) << "error: " << this << " is still master in " << (*it) << std::endl;
111                        it->myMaster_ = 0;
112                    }
113
114                    while (true)
115                    {
116                        std::vector<ArtificialController*>::iterator it2 = std::find(it->slaves_.begin(), it->slaves_.end(), this);
117                        if (it2 != it->slaves_.end())
118                        {
119                            COUT(1) << "error: " << this << " is still slave in " << (*it) << std::endl;
120                            it->slaves_.erase(it2);
121                        }
122                        else
123                            break;
124                    }
125                }
126            }
127        }
[2362]128    }
129
[7163]130    void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
131    {
132        SUPER(ArtificialController, XMLPort, xmlelement, mode);
133
134        XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1);
135        XMLPortParam(ArtificialController, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false);
136        XMLPortParam(ArtificialController, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE);
137        XMLPortParam(ArtificialController, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false);
138    }
139
140// Documentation only here to get a faster overview for creating a useful documentation...
141
142    /**
143        @brief Activates / deactivates formationflight behaviour
144        @param form activate formflight if form is true
145    */
146    void ArtificialController::formationflight(const bool form)
147    {
148        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
149        {
150            Controller* controller = 0;
151
152            if (it->getController())
153                controller = it->getController();
154            else if (it->getXMLController())
155                controller = it->getXMLController();
156
157            if (!controller)
158                continue;
159
160            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
161
162            if (aiController)
163            {
164                aiController->formationFlight_ = form;
165                if (!form)
166                {
167                    aiController->removeFromFormation();
168                }
169            }
170        }
171    }
172
173    /**
174        @brief Get all masters to do a "specific master action"
175        @param action which action to perform (integer, so it can be called with a console command (tmp solution))
176    */
177    void ArtificialController::masteraction(const int action)
178    {
179        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
180        {
181            Controller* controller = 0;
182
183            if (it->getController())
184                controller = it->getController();
185            else if (it->getXMLController())
186                controller = it->getXMLController();
187
188            if (!controller)
189                continue;
190
191            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
192
193            if(aiController && aiController->state_ == MASTER)
194            {
195                if (action == 1)
196                    aiController->spinInit();
197                if (action == 2)
198                    aiController->turn180Init();
199            }
200        }
201    }
202
203    /**
204        @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup).
205    */
206    void ArtificialController::followme()
207    {
208
209        Pawn *humanPawn = NULL;
210        NewHumanController *currentHumanController = NULL;
211        std::vector<ArtificialController*> allMasters;
212
213        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
214        {
215            Controller* controller = 0;
216
217            if (it->getController())
218                controller = it->getController();
219            else if (it->getXMLController())
220                controller = it->getXMLController();
221
222            if (!controller)
223                continue;
224
225            currentHumanController = orxonox_cast<NewHumanController*>(controller);
226
227            if(currentHumanController) humanPawn = *it;
228
229            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
230
231            if(aiController && aiController->state_ == MASTER)
232                allMasters.push_back(aiController);
233
234        }
235
236        if((humanPawn != NULL) && (allMasters.size() != 0))
237        {
238                float posHuman = humanPawn->getPosition().length();
239                float distance = 0.0f;
240                float minDistance = FLT_MAX;
241                int index = 0;
242                int i = 0;
243
244                for(std::vector<ArtificialController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
245                    {
246                        if (!ArtificialController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue;
247                        distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
248                        if(distance < minDistance) index = i;
249                    }
250                allMasters[index]->followInit(humanPawn);
251            }
252
253    }
254
255    /**
256        @brief Sets shooting behaviour of pawns.
257        @param passive if true, bots won't shoot.
258    */
259    void ArtificialController::passivebehaviour(const bool passive)
260    {
261        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
262        {
263            Controller* controller = 0;
264
265            if (it->getController())
266                controller = it->getController();
267            else if (it->getXMLController())
268                controller = it->getXMLController();
269
270            if (!controller)
271                continue;
272
273            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
274
275            if(aiController)
276            {
277                aiController->passive_ = passive;
278            }
279        }
280    }
281
282
283    /**
284        @brief Sets maximal formation size
285        @param size maximal formation size.
286    */
287    void ArtificialController::formationsize(const int size)
288    {
289        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
290        {
291            Controller* controller = 0;
292
293            if (it->getController())
294                controller = it->getController();
295            else if (it->getXMLController())
296                controller = it->getXMLController();
297
298            if (!controller)
299                continue;
300
301            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
302
303            if(aiController)
304            {
305                aiController->maxFormationSize_ = size;
306            }
307        }
308    }
309
310    /**
311        @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies.
312    */
313    void ArtificialController::changedControllableEntity()
314    {
315        if (!this->getControllableEntity())
316            this->removeFromFormation();
[8758]317        this->bSetupWorked = false;        // reset weapon information
[8762]318        this->setupWeapons();
[7163]319    }
320
321    void ArtificialController::removeFromFormation()
322    {
323        if (this->state_ == SLAVE || this->myMaster_) // slaves can also be temporary free, so check if myMaster_ is set
324            this->unregisterSlave();
325        else if (this->state_ == MASTER)
326            this->setNewMasterWithinFormation();
327    }
328
[3049]329    void ArtificialController::moveToPosition(const Vector3& target)
[2362]330    {
331        if (!this->getControllableEntity())
332            return;
333
[7163]334        // Slave uses special movement if its master is in FOLLOW mode
335        if(this->state_ == SLAVE && this->myMaster_ && this->myMaster_->specificMasterAction_ == FOLLOW)
336        {
337//             this->followForSlaves(target);
338//             return;
339        }
340
[3049]341        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
342        float distance = (target - this->getControllableEntity()->getPosition()).length();
[2362]343
[7163]344
345        if(this->state_ == FREE)
[2362]346        {
[7163]347            if (this->target_ || distance > 10)
348            {
349                // Multiply with ROTATEFACTOR_FREE to make them a bit slower
350                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x);
351                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y);
352            }
353
354            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
355            {
356              this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance
357            } else this->getControllableEntity()->moveFrontBack(SPEED_FREE);
[2362]358        }
359
[7163]360
361
362        if(this->state_ == MASTER)
363        {
364            if (this->target_ || distance > 10)
365            {
366                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
367                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
368            }
369
370            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
371            {
372                this->getControllableEntity()->moveFrontBack(-0.05f);
373            } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
374        }
375
376
377
378        if(this->state_ == SLAVE)
379        {
380
381           this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
382           this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
383
384            if (distance < 300)
385            {
386                if (distance < 40)
387                {
388                    this->getControllableEntity()->moveFrontBack(0.8f*SPEED_MASTER);
389                } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER);
390
391            } else {
392                this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f);
393            }
394        }
[8706]395
396        if (distance < 10)
397        {
398            this->positionReached();
399        }
[2362]400    }
401
[3049]402    void ArtificialController::moveToTargetPosition()
403    {
404        this->moveToPosition(this->targetPosition_);
405    }
406
[7163]407    /**
408        @brief Unregisters a slave from its master. Initiated by a slave.
409    */
410    void ArtificialController::unregisterSlave()
411    {
412        if (this->myMaster_)
413        {
414            std::vector<ArtificialController*>::iterator it = std::find(this->myMaster_->slaves_.begin(), this->myMaster_->slaves_.end(), this);
415            if (it != this->myMaster_->slaves_.end())
416                this->myMaster_->slaves_.erase(it);
417        }
418
419        this->myMaster_ = 0;
420        this->state_ = FREE;
421    }
422
423    void ArtificialController::searchNewMaster()
424    {
425
426        if (!this->getControllableEntity())
427            return;
428
429        this->targetPosition_ = this->getControllableEntity()->getPosition();
430        this->forgetTarget();
431        int teamSize = 0;
432        //go through all pawns
433        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
434        {
435            //same team?
436            if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
437                continue;
438
439            //has it an ArtificialController?
440            Controller* controller = 0;
441
442            if (it->getController())
443                controller = it->getController();
444            else if (it->getXMLController())
445                controller = it->getXMLController();
446
447            if (!controller)
448                continue;
449
450            //is pawn oneself?
451            if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity())
452                continue;
453
454            teamSize++;
455
456            ArtificialController *newMaster = orxonox_cast<ArtificialController*>(controller);
457
458            //is it a master?
459            if (!newMaster || newMaster->state_ != MASTER)
460                continue;
461
462            float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length();
463
464            // is pawn in range?
465            if (distance < RADIUS_TO_SEARCH_FOR_MASTERS)
466            {
467                if(newMaster->slaves_.size() > this->maxFormationSize_) continue;
468
469                for(std::vector<ArtificialController*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++)
470                {
471                    (*itSlave)->myMaster_ = newMaster;
472                    newMaster->slaves_.push_back(*itSlave);
473                }
474                this->slaves_.clear();
475                this->state_ = SLAVE;
476
477                this->myMaster_ = newMaster;
478                newMaster->slaves_.push_back(this);
479
480                break;
481            }
482        }
483
484        if (this->state_ != SLAVE  && teamSize != 0)
485        {
486            this->state_ = MASTER;
487            this->myMaster_ = 0;
488        }
489    }
490
491    /**
492        @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master.
493    */
494    void ArtificialController::commandSlaves()
495    {
496        if(this->state_ != MASTER) return;
497
498        Quaternion orient = this->getControllableEntity()->getOrientation();
499        Vector3 dest = this->getControllableEntity()->getPosition();
500
501        // 1 slave: follow
502        if (this->slaves_.size() == 1)
503        {
504            dest += 4*orient*WorldEntity::BACK;
505            this->slaves_.front()->setTargetPosition(dest);
506        }
507        else
508        {
509            dest += 1.0f*orient*WorldEntity::BACK;
510            Vector3 pos = Vector3::ZERO;
511            int i = 1;
512
513            for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
514            {
515                pos = Vector3::ZERO;
[7183]516                if (i <= 1) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::LEFT);
517                if (i == 2) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::RIGHT);
518                if (i == 3) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::UP);
[7163]519                if (i >= 4)
520                {
[7183]521                    pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::DOWN);
[7163]522                    i = 1;
[7183]523                    dest += (float)FORMATION_LENGTH*(orient*WorldEntity::BACK);
[7163]524                    (*it)->setTargetPosition(pos);
525                    continue;
526                }
527                i++;
528                (*it)->setTargetPosition(pos);
529            }
530        }
531    }
532
533    /**
534        @brief Sets a new master within the formation. Called by a master.
535    */
536    void ArtificialController::setNewMasterWithinFormation()
537    {
538        if(this->state_ != MASTER) return;
539
540        if (!this->slaves_.empty())
541        {
542            ArtificialController *newMaster = this->slaves_.back();
543            this->slaves_.pop_back();
544
545            newMaster->state_ = MASTER;
546            newMaster->slaves_ = this->slaves_;
547            newMaster->myMaster_ = 0;
548
549            for(std::vector<ArtificialController*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++)
550            {
551                (*it)->myMaster_ = newMaster;
552            }
553        }
554
555        this->slaves_.clear();
556        this->specificMasterAction_ = NONE;
557        this->state_ = FREE;
558    }
559
560    /**
561        @brief Frees all slaves form a master. Initiated by a master.
562    */
563    void ArtificialController::freeSlaves()
564    {
565        if(this->state_ != MASTER) return;
566
567        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
568        {
569            (*it)->state_ = FREE;
570            (*it)->myMaster_ = 0;
571        }
572        this->slaves_.clear();
573    }
574
575    /**
[7401]576        @brief Master sets its slaves free for @ref FREEDOM_COUNT seconds.
[7163]577    */
578    void ArtificialController::forceFreeSlaves()
579    {
580        if(this->state_ != MASTER) return;
581
582        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
583        {
584            (*it)->state_ = FREE;
585            (*it)->forceFreedom();
586            (*it)->targetPosition_ = this->targetPosition_;
587            (*it)->bShooting_ = true;
588//             (*it)->getControllableEntity()->fire(0);// fire once for fun
589        }
590    }
591
592    void ArtificialController::loseMasterState()
593    {
594        this->freeSlaves();
595        this->state_ = FREE;
596    }
597
598
599    void ArtificialController::forceFreedom()
600    {
601        this->freedomCount_ = FREEDOM_COUNT;
602    }
603
604    /**
605        @brief Checks wether caller has been forced free, decrements time to stay forced free.
606        @return true if forced free.
607    */
608    bool ArtificialController::forcedFree()
609    {
610        if(this->freedomCount_ > 0)
611        {
612            this->freedomCount_--;
613            return true;
614        } else return false;
615    }
616
617    /**
618        @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after.
619    */
620    void ArtificialController::specificMasterActionHold()
621    {
622        if(this->state_ != MASTER) return;
623
624        if (specificMasterActionHoldCount_ == 0)
625         {
626            this->specificMasterAction_ = NONE;
627            this->searchNewTarget();
628         }
629        else specificMasterActionHoldCount_--;
630    }
631
632    /**
633        @brief Master initializes a 180 degree turn. Leads to a "specific master action".
634    */
635    void ArtificialController::turn180Init()
636    {
637        if(this->state_ != MASTER) return;
638
639        Quaternion orient = this->getControllableEntity()->getOrientation();
640
641        this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK);
642
643        this->specificMasterActionHoldCount_ = 4;
644
645        this->specificMasterAction_ = TURN180;
646    }
647
648    /**
649        @brief Execute the 180 degree turn. Called within tick.
650    */
651    void ArtificialController::turn180()
652    {
653            Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
654
655            this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
656            this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
657
658            this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
659    }
660
661    /**
662        @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action".
663    */
664    void ArtificialController::spinInit()
665    {
666        if(this->state_ != MASTER) return;
667        this->specificMasterAction_ = SPIN;
668        this->specificMasterActionHoldCount_ = 10;
669    }
670
671    /**
672        @brief Execute the spin. Called within tick.
673    */
674    void ArtificialController::spin()
675    {
676            this->moveToTargetPosition();
677            this->getControllableEntity()->rotateRoll(0.8f);
678    }
679
680    /**
681        @brief Master begins to follow a pawn. Is a "specific master action".
682        @param pawn pawn to follow.
[7401]683        @param always follows pawn forever if true (false if omitted).
[7163]684        @param secondsToFollow seconds to follow the pawn if always is false. Will follow pawn 100 seconds if omitted (set in header).
685    */
686    void ArtificialController::followInit(Pawn* pawn, const bool always, const int secondsToFollow)
687    {
688        if (pawn == NULL || this->state_ != MASTER)
689            return;
690        this->specificMasterAction_  =  FOLLOW;
691
692        this->setTarget(pawn);
693        if (!always)
694            this->specificMasterActionHoldCount_ = secondsToFollow;
695        else
696            this->specificMasterActionHoldCount_ = INT_MAX; //for now...
697
698    }
699
700
701    /**
702        @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action".
703    */
704    void ArtificialController::followRandomHumanInit()
705    {
706
707        Pawn *humanPawn = NULL;
708        NewHumanController *currentHumanController = NULL;
709
710        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
711        {
712            if (!it->getController())
713                continue;
714
715            currentHumanController = orxonox_cast<NewHumanController*>(it->getController());
716            if(currentHumanController)
717            {
718                if (!ArtificialController::sameTeam(this->getControllableEntity(), *it, this->getGametype())) continue;
719                humanPawn = *it;
720                break;
721            }
722        }
723
724        if((humanPawn != NULL))
725                this->followInit(humanPawn);
726    }
727
728    /**
729        @brief Master follows target with adjusted speed. Called within tick.
730    */
731    void ArtificialController::follow()
732    {
733        if (this->target_)
734            this->moveToPosition(this->target_->getPosition());
735        else
736            this->specificMasterActionHoldCount_ = 0;
737/*
738        if (!this->getControllableEntity())
739            return;
740
741        float distance = (this->target_->getPosition() - this->getControllableEntity()->getPosition()).length();
742
743        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->target_->getPosition());
744
745
746        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
747        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
748
749        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->target_->getVelocity().squaredLength();
750
751COUT(0) << "~follow distance: " << distance << "SpeedCounter: " << this->speedCounter_ << "~speedDiv: " << speedDiv << std::endl;
752        if (distance < 800)
753        {
754            if (distance < 200)
755            {
756                this->speedCounter_ -= 0.5f;
757                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
758                this->getControllableEntity()->moveFrontBack(speedCounter_);
759            } else {
760                if(speedDiv < 0)
761                    this->speedCounter_ +=  0.01f;
762                else
763                    this->speedCounter_ -= 0.05f;
764                this->getControllableEntity()->moveFrontBack(speedCounter_);
765            }
766
767        } else {
768            this->speedCounter_ += 0.05f;
769            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
770        }
771//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
772
773*/
774    }
775
776
777    /**
778        @brief Slave moving behaviour when master is following a pawn, gets redirected from moveToPosition(const Vector3& target)). Called within tick.
779    */
780    void ArtificialController::followForSlaves(const Vector3& target)
781    {
782
783/*
784        if (!this->getControllableEntity() && !this->myMaster_ && this->myMaster_->state_ != FOLLOW && !this->myMaster_->target_)
785            return;
786
787        float distance = (target - this->getControllableEntity()->getPosition()).length();
788
789        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
790
791
792        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
793        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
794
795
796        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->myMaster_->target_->getVelocity().squaredLength();
797
798
799         if (distance < 800)
800        {
801            if (distance < 200)
802            {
803                this->speedCounter_ -= 5.0f;
804                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
805                this->getControllableEntity()->moveFrontBack(speedCounter_);
806            } else {
807                if(speedDiv < 0)
808                    this->speedCounter_ +=  0.01f;
809                else
810                    this->speedCounter_ -= 0.05f;
811                this->getControllableEntity()->moveFrontBack(speedCounter_);
812            }
813
814        } else {
815            this->speedCounter_ += 0.05f;
816            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
817        }
818//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
819*/
820    }
821
822
[3049]823    void ArtificialController::setTargetPosition(const Vector3& target)
824    {
825        this->targetPosition_ = target;
826        this->bHasTargetPosition_ = true;
827    }
828
[2362]829    void ArtificialController::searchRandomTargetPosition()
830    {
[2493]831        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
[2362]832        this->bHasTargetPosition_ = true;
833    }
834
[3049]835    void ArtificialController::setTarget(Pawn* target)
836    {
837        this->target_ = target;
838
839        if (target)
840            this->targetPosition_ = target->getPosition();
841    }
842
[2362]843    void ArtificialController::searchNewTarget()
844    {
845        if (!this->getControllableEntity())
846            return;
847
848        this->targetPosition_ = this->getControllableEntity()->getPosition();
849        this->forgetTarget();
850
851        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
852        {
[3049]853            if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
854                continue;
855
[7163]856            /* So AI won't choose invisible Spaceships as target */
857            if (!it->getRadarVisibility())
858                continue;
859
[2506]860            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
[2362]861            {
862                float speed = this->getControllableEntity()->getVelocity().length();
863                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
864                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
[8351]865                if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / math::twoPi)
866                        < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / math::twoPi) + rnd(-250, 250))
[2362]867                {
868                    this->target_ = (*it);
869                    this->targetPosition_ = it->getPosition();
870                }
871            }
872        }
873    }
874
875    void ArtificialController::forgetTarget()
876    {
877        this->target_ = 0;
878        this->bShooting_ = false;
879    }
880
881    void ArtificialController::aimAtTarget()
882    {
883        if (!this->target_ || !this->getControllableEntity())
884            return;
885
[2493]886        static const float hardcoded_projectile_speed = 1250;
[2362]887
[2493]888        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
[2362]889        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
[6417]890
[7163]891        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[6417]892        if (pawn)
893            pawn->setAimPosition(this->targetPosition_);
[2362]894    }
895
896    bool ArtificialController::isCloseAtTarget(float distance) const
897    {
898        if (!this->getControllableEntity())
899            return false;
900
901        if (!this->target_)
902            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
903        else
904            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
905    }
906
907    bool ArtificialController::isLookingAtTarget(float angle) const
908    {
909        if (!this->getControllableEntity())
910            return false;
911
912        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
913    }
914
[5929]915    void ArtificialController::abandonTarget(Pawn* target)
[2362]916    {
[5929]917        if (target == this->target_)
918            this->targetDied();
[2362]919    }
[3049]920
[5929]921    void ArtificialController::targetDied()
922    {
923        this->forgetTarget();
924        this->searchRandomTargetPosition();
925    }
926
[3049]927    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
928    {
929        if (entity1 == entity2)
930            return true;
931
932        int team1 = -1;
933        int team2 = -1;
934
[7163]935        Controller* controller = 0;
936        if (entity1->getController())
937            controller = entity1->getController();
938        else
939            controller = entity1->getXMLController();
940        if (controller)
[3049]941        {
[7163]942            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
943            if (ac)
944                team1 = ac->getTeam();
[3049]945        }
[7163]946
947        if (entity2->getController())
948            controller = entity2->getController();
949        else
950            controller = entity2->getXMLController();
951        if (controller)
[3049]952        {
[7163]953            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
954            if (ac)
955                team2 = ac->getTeam();
[3049]956        }
957
[3325]958        TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype);
[3049]959        if (tdm)
960        {
961            if (entity1->getPlayer())
962                team1 = tdm->getTeam(entity1->getPlayer());
963
964            if (entity2->getPlayer())
965                team2 = tdm->getTeam(entity2->getPlayer());
966        }
967
[3086]968        TeamBaseMatchBase* base = 0;
[3325]969        base = orxonox_cast<TeamBaseMatchBase*>(entity1);
[3086]970        if (base)
971        {
972            switch (base->getState())
973            {
[3280]974                case BaseState::ControlTeam1:
[3086]975                    team1 = 0;
976                    break;
[3280]977                case BaseState::ControlTeam2:
[3086]978                    team1 = 1;
979                    break;
[3280]980                case BaseState::Uncontrolled:
[3086]981                default:
982                    team1 = -1;
983            }
984        }
[3325]985        base = orxonox_cast<TeamBaseMatchBase*>(entity2);
[3086]986        if (base)
987        {
988            switch (base->getState())
989            {
[3280]990                case BaseState::ControlTeam1:
[3086]991                    team2 = 0;
992                    break;
[3280]993                case BaseState::ControlTeam2:
[3086]994                    team2 = 1;
995                    break;
[3280]996                case BaseState::Uncontrolled:
[3086]997                default:
998                    team2 = -1;
999            }
1000        }
1001
[7163]1002        DroneController* droneController = 0;
1003        droneController = orxonox_cast<DroneController*>(entity1->getController());
1004        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity2)
1005            return true;
1006        droneController = orxonox_cast<DroneController*>(entity2->getController());
1007        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity1)
1008            return true;
1009        DroneController* droneController1 = orxonox_cast<DroneController*>(entity1->getController());
1010        DroneController* droneController2 = orxonox_cast<DroneController*>(entity2->getController());
1011        if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner())
1012            return true;
1013
1014        Dynamicmatch* dynamic = orxonox_cast<Dynamicmatch*>(gametype);
1015        if (dynamic)
1016        {
1017            if (dynamic->notEnoughPigs||dynamic->notEnoughKillers||dynamic->notEnoughChasers) {return false;}
1018
1019            if (entity1->getPlayer())
1020                team1 = dynamic->getParty(entity1->getPlayer());
1021
1022            if (entity2->getPlayer())
1023                team2 = dynamic->getParty(entity2->getPlayer());
1024
1025            if (team1 ==-1 ||team2 ==-1 ) {return false;}
1026            else if (team1 == dynamic->chaser && team2 != dynamic->chaser) {return false;}
1027            else if (team1 == dynamic->piggy && team2 == dynamic->chaser) {return false;}
1028            else if (team1 == dynamic->killer && team2 == dynamic->chaser) {return false;}
1029            else return true;
1030        }
1031
[3049]1032        return (team1 == team2 && team1 != -1);
1033    }
[8723]1034
1035    /**
1036        @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all.
1037    */
1038    void ArtificialController::doFire()
1039    {
[8762]1040        if(!this->bSetupWorked)//setup: find out which weapons are active ! hard coded: laser is "0", lens flare is "1", ...
[8723]1041        {
1042            this->setupWeapons();
1043        }
[8763]1044        else if(this->getControllableEntity() && weaponModes_.size()&&this->bShooting_ && this->isCloseAtTarget((1 + 2*botlevel_)*1000) && this->isLookingAtTarget(math::pi / 20.0f))
[8723]1045        {
[8763]1046            int firemode;
[8736]1047            float random = rnd(1);//
[8764]1048            if (this->isCloseAtTarget(130) && (firemode = getFiremode("LightningGun")) > -1 )
[8757]1049            {//LENSFLARE: short range weapon
[8763]1050                this->getControllableEntity()->fire(firemode); //ai uses lens flare if they're close enough to the target
[8723]1051            }
[8764]1052            else if( this->isCloseAtTarget(400) && (random < this->botlevel_) && (firemode = getFiremode("RocketFire")) > -1 )
[8723]1053            {//ROCKET: mid range weapon
[8736]1054                this->mode_ = ROCKET; //Vector-implementation: mode_.push_back(ROCKET);
[8763]1055                this->getControllableEntity()->fire(firemode); //launch rocket
[8736]1056                if(this->getControllableEntity() && this->target_) //after fire(3) is called, getControllableEntity() refers to the rocket!
[8723]1057                {
1058                    float speed = this->getControllableEntity()->getVelocity().length() - target_->getVelocity().length();
1059                    if(!speed) speed = 0.1f;
1060                    float distance = target_->getPosition().length() - this->getControllableEntity()->getPosition().length();
[8736]1061                    this->timeout_= distance/speed*sgn(speed*distance) + 1.8f; //predicted time of target hit (+ tolerance)
[8723]1062                }
1063                else
[8736]1064                    this->timeout_ = 4.0f; //TODO: find better default value
[8723]1065            }
[8764]1066            else if ((firemode = getFiremode("HsW01")) > -1 ) //LASER: default weapon
[8763]1067                this->getControllableEntity()->fire(firemode);
[8723]1068        }
1069    }
1070
1071    /**
1072        @brief Information gathering: Which weapons are ready to use?
1073    */
1074    void ArtificialController::setupWeapons() //TODO: Make this function generic!! (at the moment is is based on conventions)
1075    {
[8763]1076        this->bSetupWorked = false;
[8723]1077        if(this->getControllableEntity())
1078        {
1079            Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
1080            if(pawn)
1081            {
[8763]1082                this->weaponModes_.clear(); // reset previous weapon information
1083                WeaponSlot* wSlot = 0;
1084                for(int l=0; (wSlot = pawn->getWeaponSlot(l)) ; l++)
[8723]1085                {
[8763]1086                    WeaponMode* wMode = 0;
1087                    for(int i=0; (wMode = wSlot->getWeapon()->getWeaponmode(i)) ; i++)
[8723]1088                    {
[8763]1089                        std::string wName = wMode->getIdentifier()->getName();
1090                        if(this->getFiremode(wName) == -1) //only add a weapon, if it is "new"
1091                            weaponModes_[wName] = wMode->getMode();
[8723]1092                    }
1093                }
[8763]1094                if(weaponModes_.size())//at least one weapon detected
[8762]1095                    this->bSetupWorked = true;
1096            }//pawn->weaponSystem_->getMunition(SubclassIdentifier< Munition > *identifier)->getNumMunition (WeaponMode *user);
[8723]1097        }
1098    }
1099
1100
1101    void ArtificialController::setBotLevel(float level)
1102    {
1103        if (level < 0.0f)
[8757]1104            this->botlevel_ = 0.0f;
[8723]1105        else if (level > 1.0f)
1106            this->botlevel_ = 1.0f;
1107        else
1108            this->botlevel_ = level;
1109    }
[8757]1110
[8723]1111    void ArtificialController::setAllBotLevel(float level)
1112    {
1113        for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it != ObjectList<ArtificialController>::end(); ++it)
1114            it->setBotLevel(level);
1115    }
1116
1117    void ArtificialController::setPreviousMode()
1118    {
1119        this->mode_ = DEFAULT; //Vector-implementation: mode_.pop_back();
1120    }
[8757]1121
[8736]1122    void ArtificialController::boostControl()
1123    {
1124        SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity());
1125        if(ship == NULL) return;
[8762]1126        if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost
[8736]1127            this->getControllableEntity()->boost(true);
[8762]1128        else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost
[8736]1129            this->getControllableEntity()->boost(false);
1130    }
1131
[8763]1132    int ArtificialController::getFiremode(std::string name)
1133    {
1134        for (std::map< std::string, int >::iterator it = this->weaponModes_.begin(); it != this->weaponModes_.end(); ++it)
1135        {
1136            if (it->first == name)
1137                return it->second;
1138        }
1139        return -1;
1140    }
1141
[2362]1142}
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