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 | |
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29 | #include "AIController.h" |
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30 | |
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31 | #include "util/Math.h" |
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32 | #include "core/CoreIncludes.h" |
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33 | #include "core/command/Executor.h" |
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34 | #include "worldentities/ControllableEntity.h" |
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35 | #include "worldentities/pawns/Pawn.h" |
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36 | |
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37 | namespace orxonox |
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38 | { |
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39 | const float AIController::ACTION_INTERVAL = 1.0f; |
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40 | |
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41 | CreateFactory(AIController); |
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42 | |
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43 | AIController::AIController(BaseObject* creator) : ArtificialController(creator) |
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44 | { |
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45 | RegisterObject(AIController); |
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46 | |
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47 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this))); |
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48 | } |
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49 | |
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50 | AIController::~AIController() |
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51 | { |
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52 | } |
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53 | |
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54 | void AIController::action() |
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55 | { |
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56 | float random; |
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57 | float maxrand = 100.0f / ACTION_INTERVAL; |
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58 | |
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59 | if (this->state_ == FREE) |
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60 | { |
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61 | |
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62 | if (this->formationFlight_) |
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63 | { |
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64 | // return to Master after being forced free |
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65 | if (this->freedomCount_ == 1) |
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66 | { |
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67 | this->state_ = SLAVE; |
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68 | this->freedomCount_ = 0; |
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69 | } |
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70 | |
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71 | random = rnd(maxrand); |
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72 | if (random < 90 && (((!this->target_) || (random < 50 && this->target_)) && !this->forcedFree())) |
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73 | this->searchNewMaster(); |
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74 | } |
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75 | |
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76 | // search enemy |
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77 | random = rnd(maxrand); |
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78 | if (random < 15 && (!this->target_)) |
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79 | this->searchNewTarget(); |
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80 | |
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81 | // forget enemy |
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82 | random = rnd(maxrand); |
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83 | if (random < 5 && (this->target_)) |
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84 | this->forgetTarget(); |
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85 | |
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86 | // next enemy |
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87 | random = rnd(maxrand); |
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88 | if (random < 10 && (this->target_)) |
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89 | this->searchNewTarget(); |
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90 | |
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91 | // fly somewhere |
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92 | random = rnd(maxrand); |
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93 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) |
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94 | this->searchRandomTargetPosition(); |
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95 | |
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96 | // stop flying |
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97 | random = rnd(maxrand); |
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98 | if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) |
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99 | this->bHasTargetPosition_ = false; |
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100 | |
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101 | // fly somewhere else |
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102 | random = rnd(maxrand); |
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103 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) |
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104 | this->searchRandomTargetPosition(); |
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105 | |
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106 | // shoot |
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107 | random = rnd(maxrand); |
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108 | if (!(this->passive_) && random < 75 && (this->target_ && !this->bShooting_)) |
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109 | this->bShooting_ = true; |
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110 | |
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111 | // stop shooting |
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112 | random = rnd(maxrand); |
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113 | if (random < 25 && (this->bShooting_)) |
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114 | this->bShooting_ = false; |
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115 | |
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116 | } |
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117 | |
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118 | if (this->state_ == SLAVE && this->mode_==ATTACK) |
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119 | { |
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120 | // search enemy |
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121 | random = rnd(maxrand); |
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122 | if (random < 75 && (!this->target_)) |
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123 | this->searchNewTarget(); |
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124 | |
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125 | // next enemy |
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126 | random = rnd(maxrand); |
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127 | if (random < 10 && (this->target_)) |
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128 | this->searchNewTarget(); |
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129 | |
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130 | // shoot |
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131 | random = rnd(maxrand); |
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132 | if (!(this->passive_) && random < 75 && (this->target_ && !this->bShooting_)) |
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133 | this->bShooting_ = true; |
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134 | |
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135 | // stop shooting |
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136 | random = rnd(maxrand); |
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137 | if (random < 25 && (this->bShooting_)) |
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138 | this->bShooting_ = false; |
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139 | |
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140 | } |
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141 | |
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142 | if (this->state_ == MASTER) |
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143 | { |
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144 | |
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145 | |
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146 | this->commandSlaves(); |
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147 | |
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148 | if (this->specificMasterAction_ != NONE) |
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149 | this->specificMasterActionHold(); |
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150 | |
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151 | else { |
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152 | |
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153 | // make 180 degree turn - a specific Master Action |
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154 | random = rnd(1000.0f); |
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155 | if (random < 5) |
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156 | this->turn180Init(); |
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157 | |
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158 | // spin around - a specific Master Action |
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159 | random = rnd(1000.0f); |
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160 | if (random < 5) |
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161 | this->spinInit(); |
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162 | |
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163 | /*// follow a randomly chosen human - a specific Master Action |
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164 | random = rnd(1000.0f); |
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165 | if (random < 1) |
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166 | this->followRandomHumanInit(); |
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167 | */ |
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168 | // lose master status (only if less than 4 slaves in formation) |
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169 | random = rnd(maxrand); |
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170 | if(random < 15/(this->slaves_.size()+1) && this->slaves_.size() < 4 ) |
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171 | this->loseMasterState(); |
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172 | |
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173 | // look out for outher masters if formation is small |
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174 | random = rnd(maxrand); |
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175 | if(this->slaves_.size() < 3 && random < 20) |
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176 | this->searchNewMaster(); |
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177 | |
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178 | // search enemy |
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179 | random = rnd(maxrand); |
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180 | if (random < 15 && (!this->target_)) |
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181 | this->searchNewTarget(); |
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182 | |
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183 | // forget enemy |
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184 | random = rnd(maxrand); |
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185 | if (random < 5 && (this->target_)) |
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186 | this->forgetTarget(); |
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187 | |
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188 | // next enemy |
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189 | random = rnd(maxrand); |
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190 | if (random < 10 && (this->target_)) |
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191 | this->searchNewTarget(); |
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192 | |
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193 | // fly somewhere |
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194 | random = rnd(maxrand); |
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195 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) |
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196 | this->searchRandomTargetPosition(); |
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197 | |
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198 | |
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199 | // fly somewhere else |
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200 | random = rnd(maxrand); |
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201 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) |
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202 | this->searchRandomTargetPosition(); |
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203 | |
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204 | // shoot |
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205 | random = rnd(maxrand); |
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206 | if (!(this->passive_) && random < 9 && (this->target_ && !this->bShooting_)) |
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207 | { |
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208 | this->bShooting_ = true; |
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209 | this->forceFreeSlaves(); |
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210 | } |
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211 | |
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212 | // stop shooting |
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213 | random = rnd(maxrand); |
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214 | if (random < 25 && (this->bShooting_)) |
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215 | this->bShooting_ = false; |
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216 | |
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217 | } |
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218 | } |
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219 | |
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220 | } |
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221 | |
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222 | void AIController::tick(float dt) |
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223 | { |
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224 | if (!this->isActive()) |
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225 | return; |
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226 | |
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227 | if (this->state_ == MASTER) |
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228 | { |
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229 | if (this->specificMasterAction_ == NONE) |
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230 | { |
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231 | if (this->target_) |
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232 | { |
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233 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ |
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234 | this->forgetTarget(); |
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235 | else this->aimAtTarget(); |
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236 | } |
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237 | |
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238 | if (this->bHasTargetPosition_) |
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239 | this->moveToTargetPosition(); |
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240 | |
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241 | if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(math::pi / 20.0f)) |
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242 | this->getControllableEntity()->fire(0); |
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243 | } |
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244 | |
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245 | if (this->specificMasterAction_ == TURN180) |
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246 | this->turn180(); |
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247 | |
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248 | if (this->specificMasterAction_ == SPIN) |
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249 | this->spin(); |
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250 | if (this->specificMasterAction_ == FOLLOW) |
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251 | this->follow(); |
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252 | } |
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253 | |
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254 | if (this->state_ == SLAVE && this->mode_!=ATTACK) |
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255 | { |
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256 | |
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257 | if (this->bHasTargetPosition_) |
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258 | this->moveToTargetPosition(); |
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259 | |
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260 | } |
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261 | |
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262 | if (this->state_ == FREE || (this->state_==SLAVE && this->mode_==ATTACK) ) |
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263 | { |
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264 | if (this->target_) |
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265 | { |
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266 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ |
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267 | this->forgetTarget(); |
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268 | else this->aimAtTarget(); |
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269 | } |
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270 | |
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271 | if (this->bHasTargetPosition_) |
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272 | this->moveToTargetPosition(); |
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273 | |
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274 | if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(math::pi / 20.0f)) |
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275 | this->getControllableEntity()->fire(0); |
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276 | } |
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277 | |
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278 | SUPER(AIController, tick, dt); |
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279 | } |
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280 | |
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281 | } |
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