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 | * Oli Scheuss |
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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 "DroneController.h" |
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30 | #include "worldentities/Drone.h" |
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31 | #include "util/Math.h" |
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32 | |
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33 | #include "core/CoreIncludes.h" |
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34 | #include "core/command/Executor.h" |
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35 | #include "worldentities/ControllableEntity.h" |
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36 | |
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37 | namespace orxonox |
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38 | { |
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39 | /** |
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40 | @brief |
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41 | Constructor. |
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42 | */ |
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43 | CreateFactory(DroneController); |
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44 | |
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45 | const float DroneController::ACTION_INTERVAL = 1.0f; |
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46 | |
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47 | DroneController::DroneController(Context* context) : ArtificialController(context) |
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48 | { |
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49 | RegisterObject(DroneController); |
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50 | |
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51 | this->owner_ = 0; |
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52 | this->drone_ = 0; |
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53 | this->isShooting_ = false; |
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54 | this->setAccuracy(10); |
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55 | |
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56 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&DroneController::action, this))); |
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57 | |
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58 | this->owner_.setCallback(createFunctor(&DroneController::ownerDied, this)); |
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59 | } |
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60 | |
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61 | DroneController::~DroneController() |
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62 | { |
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63 | } |
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64 | |
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65 | void DroneController::setOwner(Pawn* owner){ |
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66 | this->owner_ = owner; |
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67 | } |
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68 | |
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69 | void DroneController::setDrone(Drone* drone) |
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70 | { |
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71 | this->drone_ = drone; |
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72 | this->setControllableEntity(drone); |
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73 | } |
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74 | |
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75 | void DroneController::action() |
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76 | { |
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77 | float random; |
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78 | float maxrand = 100.0f / ACTION_INTERVAL; |
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79 | float distanceToTargetSquared = 0; |
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80 | |
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81 | if (this->target_) |
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82 | distanceToTargetSquared = (getDrone()->getWorldPosition() - this->target_->getWorldPosition()).squaredLength(); |
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83 | |
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84 | random = rnd(maxrand); |
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85 | if ( random < 30 || (!this->target_) || distanceToTargetSquared > (this->getDrone()->getMaxShootingRange()*this->getDrone()->getMaxShootingRange())) |
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86 | this->searchNewTarget(); |
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87 | } |
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88 | |
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89 | /** |
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90 | @brief |
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91 | The controlling happens here. This method defines what the controller has to do each tick. |
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92 | @param dt |
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93 | The duration of the tick. |
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94 | */ |
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95 | /* PORTALS workaround: |
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96 | if the owner uses a portal -> distance between owner and drone is huge -> is detected by drone |
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97 | -> drone searches for portal -> drone adds portal as waypoint -> drone flies towards portal //ignores owner |
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98 | -> if the drone used a portal, then the distance to the owner is small -> remove waypoint // back to normal mode |
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99 | |
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100 | */ |
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101 | void DroneController::tick(float dt) |
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102 | { |
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103 | if (this->getDrone() && this->getOwner()) |
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104 | { |
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105 | if (this->waypoints_.size() > 0 ) //Waypoint functionality: Drone should follow it's master through portals |
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106 | {// Idea: after using the the portal, the master is far away. |
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107 | WorldEntity* wPoint = this->waypoints_[this->waypoints_.size()-1]; |
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108 | if(wPoint) |
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109 | { |
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110 | float distanceToOwnerSquared = (this->getDrone()->getWorldPosition() - this->getOwner()->getWorldPosition()).squaredLength(); |
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111 | this->absoluteMoveToPosition(wPoint->getWorldPosition()); //simplified function - needs WORKAROUND |
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112 | if (distanceToOwnerSquared <= 90000.0f) //WORKAROUND: if the Drone is again near its owner, the portal has been used correctly. |
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113 | { |
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114 | this->waypoints_.pop_back(); // if goal is reached, remove it from the list |
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115 | this->positionReached(); //needed?? |
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116 | } |
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117 | |
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118 | } |
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119 | else |
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120 | this->waypoints_.pop_back(); // remove invalid waypoints |
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121 | } |
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122 | else |
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123 | { |
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124 | if (this->target_) |
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125 | { |
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126 | float distanceToTargetSquared = (this->getDrone()->getWorldPosition() - this->target_->getWorldPosition()).squaredLength(); |
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127 | if (distanceToTargetSquared < (this->getDrone()->getMaxShootingRange()*this->getDrone()->getMaxShootingRange())) |
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128 | { |
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129 | this->isShooting_ = true; |
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130 | this->aimAtTarget(); |
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131 | if(!this->friendlyFire()) |
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132 | this->getDrone()->fire(0); |
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133 | } |
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134 | } |
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135 | |
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136 | |
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137 | float maxDistanceSquared = this->getDrone()->getMaxDistanceToOwner()*this->getDrone()->getMaxDistanceToOwner(); |
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138 | float minDistanceSquared = this->getDrone()->getMinDistanceToOwner()*this->getDrone()->getMinDistanceToOwner(); |
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139 | if((this->getDrone()->getWorldPosition() - this->getOwner()->getWorldPosition()).squaredLength() > 20.0f*maxDistanceSquared) |
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140 | {//FIX: if the drone's owner uses portal, the drone searches for the portal & adds it as a waypoint. |
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141 | this->updatePointsOfInterest("PortalEndPoint", 500.0f); //possible conflict: speed-pickup |
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142 | } |
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143 | if ((this->getDrone()->getWorldPosition() - this->getOwner()->getWorldPosition()).squaredLength() > maxDistanceSquared) |
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144 | { |
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145 | this->moveToPosition(this->getOwner()->getWorldPosition()); //fly towards owner |
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146 | } |
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147 | else if((this->getDrone()->getWorldPosition() - this->getOwner()->getWorldPosition()).squaredLength() < minDistanceSquared) |
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148 | { |
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149 | this->moveToPosition(-this->getOwner()->getWorldPosition()); //fly away from owner |
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150 | } |
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151 | else if (!this->isShooting_) |
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152 | { |
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153 | float random = rnd(2.0f); |
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154 | float randomSelection = rnd(6.0f); |
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155 | if((int)randomSelection==0) drone_->moveUpDown(random); |
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156 | else if((int)randomSelection==1) drone_->moveRightLeft(random); |
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157 | else if((int)randomSelection==2) drone_->moveFrontBack(random); |
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158 | else if((int)randomSelection==3) drone_->rotateYaw(random); |
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159 | else if((int)randomSelection==4) drone_->rotatePitch(random); |
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160 | else if((int)randomSelection==5) drone_->rotateRoll(random); |
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161 | } |
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162 | |
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163 | this->isShooting_ = false; |
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164 | } |
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165 | } |
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166 | SUPER(AIController, tick, dt); |
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167 | } |
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168 | |
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169 | void DroneController::ownerDied() |
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170 | { |
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171 | // if (this->target_) { //Drone has some kind of Stockholm-Syndrom --> gets attached to Owners Killer |
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172 | // this->setOwner(target_); |
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173 | // this->searchNewTarget(); |
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174 | // } |
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175 | if (this->drone_) |
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176 | this->drone_->destroy(); |
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177 | else |
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178 | this->destroy(); |
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179 | } |
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180 | |
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181 | bool DroneController::friendlyFire() |
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182 | { ControllableEntity* droneEntity_ = this->getControllableEntity(); |
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183 | if (!droneEntity_) return false; |
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184 | if(!owner_) return false; |
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185 | if(this->bHasTargetPosition_) |
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186 | { |
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187 | Vector3 ownerPosition_ = owner_->getPosition(); |
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188 | Vector3 toOwner_ = owner_->getPosition() - droneEntity_->getPosition(); |
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189 | Vector3 toTarget_ = targetPosition_ - droneEntity_->getPosition(); |
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190 | if(toTarget_.length() < toOwner_.length()) return false; //owner is far away = in safty |
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191 | float angleToOwner = getAngle(droneEntity_->getPosition(), droneEntity_->getOrientation() * WorldEntity::FRONT, ownerPosition_); |
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192 | float angleToTarget = getAngle(droneEntity_->getPosition(), droneEntity_->getOrientation() * WorldEntity::FRONT, targetPosition_); |
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193 | float angle = angleToOwner - angleToTarget;//angle between target and owner, observed by the drone |
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194 | if(std::sin(angle)*toOwner_.length() < 5.0f)//calculate owner's distance to shooting line |
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195 | return true; |
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196 | } |
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197 | return false;//Default return value: Usually there is no friendlyFire |
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198 | } |
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199 | } |
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