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 | * Dominik Solenicki |
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26 | * |
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27 | */ |
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28 | #include "controllers/FightingController.h" |
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29 | #include "core/XMLPort.h" |
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30 | #include <limits> //for finding closest target |
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31 | |
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32 | |
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33 | namespace orxonox |
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34 | { |
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35 | |
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36 | RegisterClass (FightingController); |
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37 | |
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38 | FightingController::FightingController( Context* context ): FlyingController( context ) |
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39 | { |
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40 | this->attackRange_ = 2500; |
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41 | this->stopLookingAtTarget(); |
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42 | |
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43 | RegisterObject( FightingController ); |
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44 | } |
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45 | FightingController::~FightingController() |
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46 | { |
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47 | |
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48 | } |
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49 | void FightingController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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50 | { |
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51 | SUPER( FightingController, XMLPort, xmlelement, mode ); |
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52 | } |
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53 | void FightingController::lookAtTarget(float dt) |
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54 | { |
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55 | ControllableEntity* entity = this->getControllableEntity(); |
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56 | if ( !entity ) |
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57 | return; |
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58 | Vector2 coord = get2DViewCoordinates |
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59 | ( entity->getPosition() , |
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60 | entity->getOrientation() * WorldEntity::FRONT, |
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61 | entity->getOrientation() * WorldEntity::UP, |
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62 | positionOfTarget_ ); |
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63 | |
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64 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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65 | float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); |
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66 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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67 | |
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68 | //Yaw and Pitch are enough to start facing the target |
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69 | this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); |
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70 | this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); |
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71 | } |
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72 | void FightingController::stopLookingAtTarget() |
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73 | { |
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74 | this->bLookAtTarget_ = false; |
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75 | } |
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76 | void FightingController::startLookingAtTarget() |
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77 | { |
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78 | this->bLookAtTarget_ = true; |
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79 | } |
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80 | bool FightingController::hasTarget() |
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81 | { |
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82 | if ( this->target_ ) |
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83 | return true; |
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84 | return false; |
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85 | } |
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86 | |
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87 | void FightingController::setTarget( ControllableEntity* target ) |
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88 | { |
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89 | this->target_ = target; |
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90 | if ( this->target_ ) |
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91 | { |
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92 | this->setPositionOfTarget( target_->getWorldPosition() ); |
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93 | } |
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94 | } |
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95 | void FightingController::setPositionOfTarget( const Vector3& target ) |
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96 | { |
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97 | this->positionOfTarget_ = target; |
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98 | this->bHasPositionOfTarget_ = true; |
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99 | } |
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100 | void FightingController::setOrientationOfTarget( const Quaternion& orient ) |
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101 | { |
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102 | this->orientationOfTarget_=orient; |
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103 | this->bHasOrientationOfTarget_=true; |
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104 | } |
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105 | |
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106 | void FightingController::maneuver() |
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107 | { |
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108 | maneuverCounter_++; |
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109 | if (maneuverCounter_ > 5) |
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110 | maneuverCounter_ = 0; |
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111 | |
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112 | if ( !this->target_ || !this->getControllableEntity()) |
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113 | return; |
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114 | |
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115 | Vector3 thisPosition = this->getControllableEntity()->getWorldPosition(); |
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116 | this->setPositionOfTarget( getPredictedPosition( |
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117 | thisPosition, |
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118 | hardcoded_projectile_speed, |
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119 | this->target_->getWorldPosition() , |
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120 | this->target_->getVelocity() |
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121 | ) ); |
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122 | this->setOrientationOfTarget( this->target_->getOrientation() ); |
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123 | |
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124 | Vector3 diffVector = this->positionOfTarget_ - thisPosition; |
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125 | float diffLength = diffVector.length(); |
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126 | Vector3 diffUnit = diffVector/diffLength; |
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127 | |
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128 | bool bTargetIsLookingAtThis = this->isLooking ( this->target_, getControllableEntity(), math::pi/10.0f ); |
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129 | |
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130 | //too far? well, come closer then |
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131 | if ( diffLength > this->attackRange_ ) |
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132 | { |
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133 | this->setTargetPosition( this->positionOfTarget_ ); |
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134 | } |
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135 | //too close? How do u expect to dodge anything? Just attack! |
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136 | else if ( diffLength < 500 ) |
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137 | { |
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138 | //at this point, just look and shoot |
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139 | if ( diffLength < 250 ) |
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140 | { |
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141 | this->stopMoving(); |
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142 | this->startLookingAtTarget(); |
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143 | } |
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144 | else |
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145 | { |
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146 | this->setTargetPosition( this->positionOfTarget_ ); |
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147 | } |
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148 | } |
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149 | //Good distance? Check if target looks at us. It doesn't? Go hunt! |
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150 | else if ( !bTargetIsLookingAtThis ) |
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151 | { |
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152 | this->setTargetPosition( this->positionOfTarget_ ); |
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153 | } |
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154 | //That's unfortunate, he is looking and probably shooting... try to dodge what we can... |
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155 | else |
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156 | { |
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157 | if (maneuverCounter_ == 0) |
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158 | { |
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159 | this->setTargetPosition( this->positionOfTarget_ ); |
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160 | return; |
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161 | } |
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162 | dodge( thisPosition, diffUnit ); |
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163 | } |
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164 | } |
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165 | |
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166 | void FightingController::dodge(Vector3& thisPosition, Vector3& diffUnit) |
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167 | { |
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168 | float factorX = 0, factorY = 0, factorZ = 0; |
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169 | float rand = randomInRange (0, 1); |
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170 | |
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171 | if (rand <= 0.5) |
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172 | { factorX = 1; } |
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173 | else |
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174 | { factorX = -1; } |
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175 | rand = randomInRange (0, 1); |
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176 | if (rand <= 0.5) |
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177 | { factorY = 1; } |
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178 | else |
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179 | { factorY = -1; } |
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180 | rand = randomInRange (0, 1); |
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181 | if (rand <= 0.5) |
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182 | { factorZ = 1; } |
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183 | else |
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184 | { factorZ = -1; } |
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185 | |
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186 | Vector3 target = ( diffUnit )* 8000.0f; |
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187 | Vector3* randVector = new Vector3( |
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188 | factorX * randomInRange( 10000, 40000 ), |
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189 | factorY * randomInRange( 10000, 40000 ), |
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190 | factorZ * randomInRange( 10000, 40000 ) |
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191 | ); |
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192 | Vector3 projection = randVector->dotProduct( diffUnit )* diffUnit; |
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193 | *randVector -= projection; |
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194 | target += *randVector; |
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195 | this->setTargetPosition( thisPosition + target ); |
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196 | } |
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197 | bool FightingController::canFire() |
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198 | { |
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199 | //no target? why fire? |
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200 | if ( !this->target_ ) |
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201 | return false; |
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202 | |
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203 | Vector3 newPositionOfTarget = getPredictedPosition( this->getControllableEntity() ->getWorldPosition() , |
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204 | hardcoded_projectile_speed, this->target_->getWorldPosition() , this->target_->getVelocity() ); |
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205 | if ( newPositionOfTarget != Vector3::ZERO ) |
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206 | { |
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207 | this->setPositionOfTarget( newPositionOfTarget ); |
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208 | } |
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209 | |
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210 | float squaredDistance = squaredDistanceToTarget(); |
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211 | |
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212 | if ( squaredDistance < this->attackRange_*this->attackRange_ && this->isLookingAtTarget( math::pi / 20.0f)) |
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213 | { |
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214 | return true; |
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215 | } |
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216 | else |
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217 | { |
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218 | return false; |
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219 | } |
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220 | } |
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221 | void FightingController::doFire() |
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222 | { |
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223 | if ( !this->target_ || !this->getControllableEntity() ) |
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224 | { |
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225 | return; |
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226 | } |
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227 | |
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228 | Pawn* pawn = orxonox_cast<Pawn*>( this->getControllableEntity() ); |
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229 | |
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230 | if ( pawn ) |
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231 | pawn->setAimPosition( this->positionOfTarget_ ); |
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232 | this->getControllableEntity() ->fire( 0 ); |
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233 | } |
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234 | float FightingController::squaredDistanceToTarget() const |
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235 | { |
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236 | if ( !this->getControllableEntity() ) |
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237 | return 0; |
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238 | if ( !this->target_ || !this->getControllableEntity() ) |
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239 | return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->targetPosition_ ) ); |
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240 | else |
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241 | return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->positionOfTarget_ ) ); |
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242 | } |
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243 | bool FightingController::isLookingAtTarget( float angle ) |
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244 | { |
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245 | if ( !this->getControllableEntity() || !this->target_ ) |
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246 | return false; |
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247 | return this->isLooking(this->getControllableEntity(), this->getTarget(), angle); |
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248 | } |
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249 | void FightingController::setClosestTarget() |
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250 | { |
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251 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
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252 | } |
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253 | |
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254 | Pawn* FightingController::closestTarget() |
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255 | { |
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256 | if (!this->getControllableEntity()) |
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257 | return 0; |
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258 | |
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259 | Pawn* closestTarget = 0; |
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260 | float minDistance = std::numeric_limits<float>::infinity(); |
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261 | Gametype* gt = this->getGametype(); |
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262 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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263 | { |
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264 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) |
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265 | continue; |
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266 | |
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267 | float distance = CommonController::distance (*itP, this->getControllableEntity()); |
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268 | if (distance < minDistance) |
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269 | { |
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270 | closestTarget = *itP; |
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271 | minDistance = distance; |
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272 | } |
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273 | } |
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274 | if (closestTarget) |
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275 | { |
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276 | return closestTarget; |
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277 | } |
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278 | return 0; |
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279 | } |
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280 | } |
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