[2839] | 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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[8108] | 29 | /** |
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| 30 | @file PongAI.cc |
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| 31 | @brief Implementation of the PongAI class. |
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| 32 | */ |
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| 33 | |
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[2839] | 34 | #include "PongAI.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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[9667] | 37 | #include "core/config/ConfigValueIncludes.h" |
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[8729] | 38 | #include "core/command/Executor.h" |
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[3196] | 39 | #include "tools/Timer.h" |
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[8108] | 40 | |
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[5735] | 41 | #include "worldentities/ControllableEntity.h" |
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[8108] | 42 | |
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[5725] | 43 | #include "PongBall.h" |
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[2839] | 44 | |
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| 45 | namespace orxonox |
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| 46 | { |
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[9667] | 47 | RegisterUnloadableClass(PongAI); |
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[2839] | 48 | |
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[3196] | 49 | const static float MAX_REACTION_TIME = 0.4f; |
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[2860] | 50 | |
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[8108] | 51 | /** |
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| 52 | @brief |
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| 53 | Constructor. Registers and initializes the object. |
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| 54 | */ |
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[9667] | 55 | PongAI::PongAI(Context* context) : Controller(context) |
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[2839] | 56 | { |
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| 57 | RegisterObject(PongAI); |
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| 58 | |
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[10768] | 59 | this->ball_ = nullptr; |
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[2860] | 60 | this->ballDirection_ = Vector2::ZERO; |
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| 61 | this->ballEndPosition_ = 0; |
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[2839] | 62 | this->randomOffset_ = 0; |
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[5929] | 63 | this->bChangedRandomOffset_ = false; |
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[3196] | 64 | this->relHysteresisOffset_ = 0.02f; |
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| 65 | this->strength_ = 0.5f; |
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[2860] | 66 | this->movement_ = 0; |
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[2885] | 67 | this->oldMove_ = 0; |
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| 68 | this->bOscillationAvoidanceActive_ = false; |
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[2857] | 69 | |
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| 70 | this->setConfigValues(); |
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[2839] | 71 | } |
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| 72 | |
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[8108] | 73 | /** |
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| 74 | @brief |
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| 75 | Destructor. Cleans up the list fo reaction timers. |
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| 76 | */ |
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[2860] | 77 | PongAI::~PongAI() |
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| 78 | { |
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[10821] | 79 | for (auto & elem : this->reactionTimers_) |
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| 80 | elem.first->destroy(); |
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[2860] | 81 | } |
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| 82 | |
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[8108] | 83 | /** |
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| 84 | @brief |
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| 85 | Sets config values. |
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| 86 | */ |
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[2857] | 87 | void PongAI::setConfigValues() |
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| 88 | { |
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[8108] | 89 | // Sets the strength of the PongAi as a config value. |
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[2857] | 90 | SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong."); |
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| 91 | } |
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| 92 | |
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[8108] | 93 | /** |
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| 94 | @brief |
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| 95 | Is called each tick. |
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| 96 | Implements the behavior of the PongAI (i.e. its intelligence). |
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| 97 | @param dt |
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| 98 | The time that has elapsed since the last tick. |
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| 99 | */ |
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[2839] | 100 | void PongAI::tick(float dt) |
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| 101 | { |
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[8108] | 102 | // If either the ball, or the controllable entity (i.e. the bat) don't exist (or aren't set). |
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[10765] | 103 | if (this->ball_ == nullptr || this->getControllableEntity() == nullptr) |
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[2839] | 104 | return; |
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| 105 | |
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[2860] | 106 | Vector3 mypos = this->getControllableEntity()->getPosition(); |
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[2839] | 107 | Vector3 ballpos = this->ball_->getPosition(); |
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| 108 | Vector3 ballvel = this->ball_->getVelocity(); |
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| 109 | float hysteresisOffset = this->relHysteresisOffset_ * this->ball_->getFieldDimension().y; |
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| 110 | |
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[2860] | 111 | char move = 0; |
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[2885] | 112 | bool delay = false; |
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[2860] | 113 | |
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[2839] | 114 | // Check in which direction the ball is flying |
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| 115 | if ((mypos.x > 0 && ballvel.x < 0) || (mypos.x < 0 && ballvel.x > 0)) |
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| 116 | { |
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[2872] | 117 | // The ball is flying away |
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[2860] | 118 | this->ballDirection_.x = -1; |
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| 119 | this->ballDirection_.y = 0; |
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[2885] | 120 | this->bOscillationAvoidanceActive_ = false; |
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[2839] | 121 | |
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[2872] | 122 | // Move to the middle |
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[2839] | 123 | if (mypos.z > hysteresisOffset) |
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[2860] | 124 | move = 1; |
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[2839] | 125 | else if (mypos.z < -hysteresisOffset) |
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[2860] | 126 | move = -1; |
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[2839] | 127 | } |
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| 128 | else if (ballvel.x == 0) |
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| 129 | { |
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[2872] | 130 | // The ball is standing still |
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[2860] | 131 | this->ballDirection_.x = 0; |
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| 132 | this->ballDirection_.y = 0; |
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[2885] | 133 | this->bOscillationAvoidanceActive_ = false; |
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[2839] | 134 | } |
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| 135 | else |
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| 136 | { |
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[2872] | 137 | // The ball is approaching |
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[2860] | 138 | if (this->ballDirection_.x != 1) |
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| 139 | { |
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[8108] | 140 | // The ball just started to approach, initialize all values |
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[2860] | 141 | this->ballDirection_.x = 1; |
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| 142 | this->ballDirection_.y = sgn(ballvel.z); |
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| 143 | this->ballEndPosition_ = 0; |
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| 144 | this->randomOffset_ = 0; |
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[5929] | 145 | this->bChangedRandomOffset_ = false; |
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[2839] | 146 | |
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[2860] | 147 | this->calculateRandomOffset(); |
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| 148 | this->calculateBallEndPosition(); |
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[2885] | 149 | delay = true; |
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| 150 | this->bOscillationAvoidanceActive_ = false; |
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[2860] | 151 | } |
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| 152 | |
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| 153 | if (this->ballDirection_.y != sgn(ballvel.z)) |
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| 154 | { |
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[2872] | 155 | // The ball just bounced from a bound, recalculate the predicted end position |
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[2860] | 156 | this->ballDirection_.y = sgn(ballvel.z); |
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| 157 | |
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| 158 | this->calculateBallEndPosition(); |
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[2885] | 159 | delay = true; |
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| 160 | this->bOscillationAvoidanceActive_ = false; |
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[2860] | 161 | } |
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[6417] | 162 | |
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[5929] | 163 | // If the ball is close enough, calculate another random offset to accelerate the ball |
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| 164 | if (!this->bChangedRandomOffset_) |
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| 165 | { |
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[8952] | 166 | float timetohit = (-ballpos.x + this->ball_->getFieldDimension().x / 2 * sgn(ballvel.x)) / ballvel.x; |
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[5929] | 167 | if (timetohit < 0.05) |
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| 168 | { |
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| 169 | this->bChangedRandomOffset_ = true; |
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| 170 | if (rnd() < this->strength_) |
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| 171 | this->calculateRandomOffset(); |
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| 172 | } |
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| 173 | } |
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[2860] | 174 | |
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[2872] | 175 | // Move to the predicted end position with an additional offset (to hit the ball with the side of the bat) |
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[2885] | 176 | if (!this->bOscillationAvoidanceActive_) |
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| 177 | { |
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| 178 | float desiredZValue = this->ballEndPosition_ + this->randomOffset_; |
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[2860] | 179 | |
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[2885] | 180 | if (mypos.z > desiredZValue + hysteresisOffset * (this->randomOffset_ < 0)) |
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| 181 | move = 1; |
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| 182 | else if (mypos.z < desiredZValue - hysteresisOffset * (this->randomOffset_ > 0)) |
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| 183 | move = -1; |
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| 184 | } |
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| 185 | |
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| 186 | if (move != 0 && this->oldMove_ != 0 && move != this->oldMove_ && !delay) |
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| 187 | { |
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| 188 | // We had to correct our position because we moved too far |
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[8108] | 189 | // (and delay is false, so we're not in the wrong place because of a new end-position prediction) |
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[2885] | 190 | if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y) |
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| 191 | { |
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| 192 | // We're not at the right position, but we still hit the ball, so just stay there to avoid oscillation |
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| 193 | move = 0; |
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| 194 | this->bOscillationAvoidanceActive_ = true; |
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| 195 | } |
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| 196 | } |
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[2839] | 197 | } |
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[2860] | 198 | |
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[2885] | 199 | this->oldMove_ = move; |
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| 200 | this->move(move, delay); |
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[2860] | 201 | this->getControllableEntity()->moveFrontBack(this->movement_); |
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[2839] | 202 | } |
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| 203 | |
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[8108] | 204 | /** |
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| 205 | @brief |
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| 206 | Calculates the random offset, that accounts for random errors the AI makes in order to be beatable. |
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| 207 | The higher the strength of the AI, the smaller the (expected value of the) error. |
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| 208 | The result of this method is stored in this->randomOffset_. |
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| 209 | */ |
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[2839] | 210 | void PongAI::calculateRandomOffset() |
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| 211 | { |
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[2857] | 212 | // Calculate the exponent for the position-formula |
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[10727] | 213 | float exp = pow(10.0f, 1.0f - 2.0f*this->strength_); // strength: 0 -> exp = 10 |
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| 214 | // strength: 0.5 -> exp = 1 |
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| 215 | // strength: 1 -> exp = 0.1 |
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[2857] | 216 | |
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| 217 | // Calculate the relative position where to hit the ball with the bat |
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| 218 | float position = pow(rnd(), exp); // exp > 1 -> position is more likely a small number |
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| 219 | // exp < 1 -> position is more likely a large number |
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| 220 | |
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[8108] | 221 | // The position shouldn't be larger than 0.5 (50% of the bat-length from the middle is the end) |
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[3196] | 222 | position *= 0.48f; |
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[2857] | 223 | |
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| 224 | // Both sides are equally probable |
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[2872] | 225 | position *= rndsgn(); |
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[2857] | 226 | |
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| 227 | // Calculate the offset in world units |
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| 228 | this->randomOffset_ = position * this->ball_->getBatLength() * this->ball_->getFieldDimension().y; |
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[2839] | 229 | } |
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[2860] | 230 | |
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[8108] | 231 | /** |
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| 232 | @brief |
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| 233 | Calculate the end position the ball will be in. |
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| 234 | The result of this calculation is stored in this->ballEndPosition_. |
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| 235 | */ |
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[2860] | 236 | void PongAI::calculateBallEndPosition() |
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| 237 | { |
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| 238 | Vector3 position = this->ball_->getPosition(); |
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| 239 | Vector3 velocity = this->ball_->getVelocity(); |
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[5929] | 240 | Vector3 acceleration = this->ball_->getAcceleration(); |
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[2860] | 241 | Vector2 dimension = this->ball_->getFieldDimension(); |
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| 242 | |
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[5929] | 243 | // Calculate bounces. The number of predicted bounces is limited by the AIs strength |
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| 244 | for (float limit = -0.05f; limit < this->strength_ || this->strength_ > 0.99f; limit += 0.4f) |
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[2860] | 245 | { |
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[5929] | 246 | // calculate the time until the ball reaches the other side |
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| 247 | float totaltime = (-position.x + dimension.x / 2 * sgn(velocity.x)) / velocity.x; |
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[6417] | 248 | |
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[5929] | 249 | // calculate wall bounce position (four possible solutions of the equation: pos.z + vel.z*t + acc.z/2*t^2 = +/- dim.z/2) |
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| 250 | float bouncetime = totaltime; |
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| 251 | bool bUpperWall = false; |
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[6417] | 252 | |
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[5929] | 253 | if (acceleration.z == 0) |
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| 254 | { |
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| 255 | if (velocity.z > 0) |
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| 256 | { |
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| 257 | bUpperWall = true; |
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| 258 | bouncetime = (dimension.y/2 - position.z) / velocity.z; |
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| 259 | } |
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| 260 | else if (velocity.z < 0) |
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| 261 | { |
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| 262 | bUpperWall = false; |
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| 263 | bouncetime = (-dimension.y/2 - position.z) / velocity.z; |
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| 264 | } |
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| 265 | } |
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| 266 | else |
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| 267 | { |
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| 268 | // upper wall |
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| 269 | float temp = velocity.z*velocity.z + 2*acceleration.z*(dimension.y/2 - position.z); |
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| 270 | if (temp >= 0) |
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| 271 | { |
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| 272 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; |
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| 273 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); |
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| 274 | if (t1 > 0 && t1 < bouncetime) |
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| 275 | { |
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| 276 | bouncetime = t1; |
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| 277 | bUpperWall = true; |
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| 278 | } |
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| 279 | if (t2 > 0 && t2 < bouncetime) |
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| 280 | { |
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| 281 | bouncetime = t2; |
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| 282 | bUpperWall = true; |
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| 283 | } |
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| 284 | } |
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| 285 | // lower wall |
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| 286 | temp = velocity.z*velocity.z - 2*acceleration.z*(dimension.y/2 + position.z); |
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| 287 | if (temp >= 0) |
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| 288 | { |
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| 289 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; |
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| 290 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); |
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| 291 | if (t1 > 0 && t1 < bouncetime) |
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| 292 | { |
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| 293 | bouncetime = t1; |
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| 294 | bUpperWall = false; |
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| 295 | } |
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| 296 | if (t2 > 0 && t2 < bouncetime) |
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| 297 | { |
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| 298 | bouncetime = t2; |
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| 299 | bUpperWall = false; |
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| 300 | } |
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| 301 | } |
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| 302 | } |
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[2885] | 303 | |
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[5929] | 304 | if (bouncetime < totaltime) |
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[2860] | 305 | { |
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[5929] | 306 | // Calculate a random prediction error, based on the vertical speed of the ball and the strength of the AI |
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| 307 | float randomErrorX = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); |
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| 308 | float randomErrorZ = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); |
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| 309 | |
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| 310 | // ball bounces after <bouncetime> seconds, update the position and continue |
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| 311 | velocity.z = velocity.z + acceleration.z * bouncetime; |
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[6417] | 312 | |
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[5929] | 313 | if (bUpperWall) |
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| 314 | { |
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| 315 | position.z = dimension.y / 2; |
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| 316 | velocity.z = -fabs(velocity.z) + fabs(randomErrorZ); |
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| 317 | } |
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| 318 | else |
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| 319 | { |
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| 320 | position.z = -dimension.y / 2; |
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| 321 | velocity.z = fabs(velocity.z) - fabs(randomErrorZ); |
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| 322 | } |
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[6417] | 323 | |
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[5929] | 324 | position.x = position.x + velocity.x * bouncetime + randomErrorX; |
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| 325 | this->ballEndPosition_ = position.z; |
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[2860] | 326 | } |
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[5929] | 327 | else |
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[2860] | 328 | { |
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[5929] | 329 | // ball doesn't bounce, calculate the end position and return |
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| 330 | // calculate end-height: current height + slope * distance incl. acceleration |
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| 331 | this->ballEndPosition_ = position.z + velocity.z * totaltime + acceleration.z / 2 * totaltime * totaltime; |
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| 332 | return; |
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[2860] | 333 | } |
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| 334 | } |
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| 335 | } |
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| 336 | |
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[8108] | 337 | /** |
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| 338 | @brief |
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| 339 | Determine the movement the AI will undertake. (Either -1, 0 or 1) |
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| 340 | The result of this calculation is stored in this->movement_; |
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| 341 | @param direction |
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| 342 | The current direction of movement. |
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| 343 | @param bUseDelay |
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| 344 | The time by which this move is delayed. (Again, to make the AI less efficient) |
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| 345 | */ |
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[2885] | 346 | void PongAI::move(char direction, bool bUseDelay) |
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[2860] | 347 | { |
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| 348 | // The current direction is either what we're doing right now (movement_) or what is last in the queue |
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| 349 | char currentDirection = this->movement_; |
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| 350 | if (this->reactionTimers_.size() > 0) |
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| 351 | currentDirection = this->reactionTimers_.back().second; |
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| 352 | |
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| 353 | // Only add changes of direction |
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| 354 | if (direction == currentDirection) |
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| 355 | return; |
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| 356 | |
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[2885] | 357 | if (bUseDelay) |
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[2860] | 358 | { |
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[2885] | 359 | // Calculate delay |
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[2860] | 360 | float delay = MAX_REACTION_TIME * (1 - this->strength_); |
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| 361 | |
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| 362 | // Add a new Timer |
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[5929] | 363 | Timer* timer = new Timer(delay, false, createExecutor(createFunctor(&PongAI::delayedMove, this))); |
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| 364 | this->reactionTimers_.push_back(std::pair<Timer*, char>(timer, direction)); |
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[2860] | 365 | } |
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| 366 | else |
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| 367 | { |
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[2885] | 368 | this->movement_ = direction; |
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[2860] | 369 | } |
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| 370 | } |
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| 371 | |
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[8108] | 372 | /** |
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| 373 | @brief |
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| 374 | Is called, when a delayed move takes effect. |
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| 375 | */ |
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[2860] | 376 | void PongAI::delayedMove() |
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| 377 | { |
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[2872] | 378 | // Get the new movement direction from the timer list |
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[2860] | 379 | this->movement_ = this->reactionTimers_.front().second; |
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| 380 | |
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[2872] | 381 | // Destroy the timer and remove it from the list |
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[5929] | 382 | Timer* timer = this->reactionTimers_.front().first; |
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| 383 | timer->destroy(); |
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[2860] | 384 | |
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| 385 | this->reactionTimers_.pop_front(); |
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| 386 | } |
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[2839] | 387 | } |
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