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source: code/branches/gamecontent/src/orxonox/controllers/ArtificialController.cc @ 8893

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      Dominik Solenicki
26 *
27 */
28
29#include "ArtificialController.h"
30
31#include <vector>
32#include <climits>
33
34#include "util/Math.h"
35#include "core/CoreIncludes.h"
36#include "core/XMLPort.h"
37#include "core/command/ConsoleCommand.h"
38#include "worldentities/ControllableEntity.h"
39#include "worldentities/pawns/Pawn.h"
40#include "worldentities/pawns/TeamBaseMatchBase.h"
41#include "worldentities/pawns/SpaceShip.h"
42#include "gametypes/TeamDeathmatch.h"
43#include "gametypes/Dynamicmatch.h"
44#include "controllers/WaypointPatrolController.h"
45#include "controllers/NewHumanController.h"
46#include "controllers/DroneController.h"
47#include "weaponsystem/WeaponMode.h"
48#include "weaponsystem/WeaponPack.h"
49#include "weaponsystem/Weapon.h"
50#include "weaponsystem/WeaponSlot.h"
51#include "weaponsystem/WeaponSlot.h"
52
53namespace orxonox
54{
55    SetConsoleCommand("ArtificialController", "formationflight",  &ArtificialController::formationflight);
56    SetConsoleCommand("ArtificialController", "masteraction",     &ArtificialController::masteraction);
57    SetConsoleCommand("ArtificialController", "followme",         &ArtificialController::followme);
58    SetConsoleCommand("ArtificialController", "passivebehaviour", &ArtificialController::passivebehaviour);
59    SetConsoleCommand("ArtificialController", "formationsize",    &ArtificialController::formationsize);
60    SetConsoleCommand("ArtificialController", "setbotlevel",      &ArtificialController::setAllBotLevel);
61
62    static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7;
63    static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000;
64    static const int FORMATION_LENGTH =  130;
65    static const int FORMATION_WIDTH =  110;
66    static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy
67    static const float SPEED_MASTER = 0.6f;
68    static const float ROTATEFACTOR_MASTER = 0.2f;
69    static const float SPEED_FREE = 0.8f;
70    static const float ROTATEFACTOR_FREE = 0.8f;
71
72
73    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
74    {
75        RegisterObject(ArtificialController);
76
77        this->target_ = 0;
78        this->formationFlight_ = false;
79        this->passive_ = false;
80        this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE;
81        this->myMaster_ = 0;
82        this->freedomCount_ = 0;
83        this->team_ = -1;
84        this->state_ = FREE;
85        this->specificMasterAction_ = NONE;
86        this->specificMasterActionHoldCount_  = 0;
87        this->bShooting_ = false;
88        this->bHasTargetPosition_ = false;
89        this->speedCounter_ = 0.2f;
90        this->targetPosition_ = Vector3::ZERO;
91
92        this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this));
93        this->bSetupWorked = false;
94        this->botlevel_ = 0.2f;
95        this->mode_ = DEFAULT;////Vector-implementation: mode_.push_back(DEFAULT);
96        this->timeout_ = 0;
97        this->currentWaypoint_ = 0;
98        this->setAccuracy(5);
99        this->defaultWaypoint_ = NULL;
100    }
101
102    ArtificialController::~ArtificialController()
103    {
104        if (this->isInitialized())
105        {//Vector-implementation: mode_.erase(mode_.begin(),mode_.end());
106            this->waypoints_.clear();
107            this->removeFromFormation();
108            this->weaponModes_.clear();
109            for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it; ++it)
110            {
111                if (*it != this)
112                {
113                    if (it->myMaster_ == this)
114                    {
115                        orxout(internal_error) << this << " is still master in " << (*it) << endl;
116                        it->myMaster_ = 0;
117                    }
118
119                    while (true)
120                    {
121                        std::vector<ArtificialController*>::iterator it2 = std::find(it->slaves_.begin(), it->slaves_.end(), this);
122                        if (it2 != it->slaves_.end())
123                        {
124                            orxout(internal_error) << this << " is still slave in " << (*it) << endl;
125                            it->slaves_.erase(it2);
126                        }
127                        else
128                            break;
129                    }
130                }
131            }
132        }
133    }
134
135    void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
136    {
137        SUPER(ArtificialController, XMLPort, xmlelement, mode);
138
139        XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1);
140        XMLPortParam(ArtificialController, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false);
141        XMLPortParam(ArtificialController, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE);
142        XMLPortParam(ArtificialController, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false);
143    }
144
145// Documentation only here to get a faster overview for creating a useful documentation...
146
147    /**
148        @brief Activates / deactivates formationflight behaviour
149        @param form activate formflight if form is true
150    */
151    void ArtificialController::formationflight(const bool form)
152    {
153        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
154        {
155            Controller* controller = 0;
156
157            if (it->getController())
158                controller = it->getController();
159            else if (it->getXMLController())
160                controller = it->getXMLController();
161
162            if (!controller)
163                continue;
164
165            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
166
167            if (aiController)
168            {
169                aiController->formationFlight_ = form;
170                if (!form)
171                {
172                    aiController->removeFromFormation();
173                }
174            }
175        }
176    }
177
178    /**
179        @brief Get all masters to do a "specific master action"
180        @param action which action to perform (integer, so it can be called with a console command (tmp solution))
181    */
182    void ArtificialController::masteraction(const int action)
183    {
184        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
185        {
186            Controller* controller = 0;
187
188            if (it->getController())
189                controller = it->getController();
190            else if (it->getXMLController())
191                controller = it->getXMLController();
192
193            if (!controller)
194                continue;
195
196            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
197
198            if(aiController && aiController->state_ == MASTER)
199            {
200                if (action == 1)
201                    aiController->spinInit();
202                if (action == 2)
203                    aiController->turn180Init();
204            }
205        }
206    }
207
208    /**
209        @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup).
210    */
211    void ArtificialController::followme()
212    {
213
214        Pawn *humanPawn = NULL;
215        NewHumanController *currentHumanController = NULL;
216        std::vector<ArtificialController*> allMasters;
217
218        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
219        {
220            Controller* controller = 0;
221
222            if (it->getController())
223                controller = it->getController();
224            else if (it->getXMLController())
225                controller = it->getXMLController();
226
227            if (!controller)
228                continue;
229
230            currentHumanController = orxonox_cast<NewHumanController*>(controller);
231
232            if(currentHumanController) humanPawn = *it;
233
234            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
235
236            if(aiController && aiController->state_ == MASTER)
237                allMasters.push_back(aiController);
238
239        }
240
241        if((humanPawn != NULL) && (allMasters.size() != 0))
242        {
243                float posHuman = humanPawn->getPosition().length();
244                float distance = 0.0f;
245                float minDistance = FLT_MAX;
246                int index = 0;
247                int i = 0;
248
249                for(std::vector<ArtificialController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
250                    {
251                        if (!ArtificialController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue;
252                        distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
253                        if(distance < minDistance) index = i;
254                    }
255                allMasters[index]->followInit(humanPawn);
256            }
257
258    }
259
260    /**
261        @brief Sets shooting behaviour of pawns.
262        @param passive if true, bots won't shoot.
263    */
264    void ArtificialController::passivebehaviour(const bool passive)
265    {
266        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
267        {
268            Controller* controller = 0;
269
270            if (it->getController())
271                controller = it->getController();
272            else if (it->getXMLController())
273                controller = it->getXMLController();
274
275            if (!controller)
276                continue;
277
278            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
279
280            if(aiController)
281            {
282                aiController->passive_ = passive;
283            }
284        }
285    }
286
287
288    /**
289        @brief Sets maximal formation size
290        @param size maximal formation size.
291    */
292    void ArtificialController::formationsize(const int size)
293    {
294        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
295        {
296            Controller* controller = 0;
297
298            if (it->getController())
299                controller = it->getController();
300            else if (it->getXMLController())
301                controller = it->getXMLController();
302
303            if (!controller)
304                continue;
305
306            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
307
308            if(aiController)
309            {
310                aiController->maxFormationSize_ = size;
311            }
312        }
313    }
314
315    /**
316        @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies.
317    */
318    void ArtificialController::changedControllableEntity()
319    {
320        if (!this->getControllableEntity())
321            this->removeFromFormation();
322        this->bSetupWorked = false;        // reset weapon information
323        this->setupWeapons();
324    }
325
326    void ArtificialController::removeFromFormation()
327    {
328        if (this->state_ == SLAVE || this->myMaster_) // slaves can also be temporary free, so check if myMaster_ is set
329            this->unregisterSlave();
330        else if (this->state_ == MASTER)
331            this->setNewMasterWithinFormation();
332    }
333
334    void ArtificialController::moveToPosition(const Vector3& target)
335    {
336        if (!this->getControllableEntity())
337            return;
338
339        // Slave uses special movement if its master is in FOLLOW mode
340        if(this->state_ == SLAVE && this->myMaster_ && this->myMaster_->specificMasterAction_ == FOLLOW)
341        {
342//             this->followForSlaves(target);
343//             return;
344        }
345
346        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
347        float distance = (target - this->getControllableEntity()->getPosition()).length();
348
349
350        if(this->state_ == FREE)
351        {
352            if (this->target_ || distance > 10)
353            {
354                // Multiply with ROTATEFACTOR_FREE to make them a bit slower
355                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x);
356                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y);
357            }
358
359            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
360            {
361              this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance
362            } else this->getControllableEntity()->moveFrontBack(SPEED_FREE);
363        }
364
365
366
367        if(this->state_ == MASTER)
368        {
369            if (this->target_ || distance > 10)
370            {
371                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
372                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
373            }
374
375            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
376            {
377                this->getControllableEntity()->moveFrontBack(-0.05f);
378            } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
379        }
380
381
382
383        if(this->state_ == SLAVE)
384        {
385
386           this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
387           this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
388
389            if (distance < 300)
390            {
391                if (distance < 40)
392                {
393                    this->getControllableEntity()->moveFrontBack(0.8f*SPEED_MASTER);
394                } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER);
395
396            } else {
397                this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f);
398            }
399        }
400
401        if (distance < 10)
402        {
403            this->positionReached();
404        }
405    }
406
407    void ArtificialController::absoluteMoveToPosition(const Vector3& target)
408    {
409        float minDistance = 40.0f;
410        if (!this->getControllableEntity())
411            return;
412
413        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
414        float distance = (target - this->getControllableEntity()->getPosition()).length();
415
416            if (this->target_ || distance > minDistance)
417            {
418                // Multiply with ROTATEFACTOR_FREE to make them a bit slower
419                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x);
420                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y);
421                this->getControllableEntity()->moveFrontBack(SPEED_FREE);
422            }
423
424
425        if (distance < minDistance)
426        {
427            this->positionReached();
428        }
429    }
430
431
432    void ArtificialController::moveToTargetPosition()
433    {
434        this->moveToPosition(this->targetPosition_);
435    }
436
437    /**
438        @brief Unregisters a slave from its master. Initiated by a slave.
439    */
440    void ArtificialController::unregisterSlave()
441    {
442        if (this->myMaster_)
443        {
444            std::vector<ArtificialController*>::iterator it = std::find(this->myMaster_->slaves_.begin(), this->myMaster_->slaves_.end(), this);
445            if (it != this->myMaster_->slaves_.end())
446                this->myMaster_->slaves_.erase(it);
447        }
448
449        this->myMaster_ = 0;
450        this->state_ = FREE;
451    }
452
453    void ArtificialController::searchNewMaster()
454    {
455
456        if (!this->getControllableEntity())
457            return;
458
459        this->targetPosition_ = this->getControllableEntity()->getPosition();
460        this->forgetTarget();
461        int teamSize = 0;
462        //go through all pawns
463        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
464        {
465            //same team?
466            if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
467                continue;
468
469            //has it an ArtificialController?
470            Controller* controller = 0;
471
472            if (it->getController())
473                controller = it->getController();
474            else if (it->getXMLController())
475                controller = it->getXMLController();
476
477            if (!controller)
478                continue;
479
480            //is pawn oneself?
481            if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity())
482                continue;
483
484            teamSize++;
485
486            ArtificialController *newMaster = orxonox_cast<ArtificialController*>(controller);
487
488            //is it a master?
489            if (!newMaster || newMaster->state_ != MASTER)
490                continue;
491
492            float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length();
493
494            // is pawn in range?
495            if (distance < RADIUS_TO_SEARCH_FOR_MASTERS)
496            {
497                if(newMaster->slaves_.size() > this->maxFormationSize_) continue;
498
499                for(std::vector<ArtificialController*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++)
500                {
501                    (*itSlave)->myMaster_ = newMaster;
502                    newMaster->slaves_.push_back(*itSlave);
503                }
504                this->slaves_.clear();
505                this->state_ = SLAVE;
506
507                this->myMaster_ = newMaster;
508                newMaster->slaves_.push_back(this);
509
510                break;
511            }
512        }
513
514        if (this->state_ != SLAVE  && teamSize != 0)
515        {
516            this->state_ = MASTER;
517            this->myMaster_ = 0;
518        }
519    }
520
521    /**
522        @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master.
523    */
524    void ArtificialController::commandSlaves()
525    {
526        if(this->state_ != MASTER) return;
527
528        Quaternion orient = this->getControllableEntity()->getOrientation();
529        Vector3 dest = this->getControllableEntity()->getPosition();
530
531        // 1 slave: follow
532        if (this->slaves_.size() == 1)
533        {
534            dest += 4*orient*WorldEntity::BACK;
535            this->slaves_.front()->setTargetPosition(dest);
536        }
537        else
538        {
539            dest += 1.0f*orient*WorldEntity::BACK;
540            Vector3 pos = Vector3::ZERO;
541            int i = 1;
542
543            for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
544            {
545                pos = Vector3::ZERO;
546                if (i <= 1) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::LEFT);
547                if (i == 2) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::RIGHT);
548                if (i == 3) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::UP);
549                if (i >= 4)
550                {
551                    pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::DOWN);
552                    i = 1;
553                    dest += (float)FORMATION_LENGTH*(orient*WorldEntity::BACK);
554                    (*it)->setTargetPosition(pos);
555                    continue;
556                }
557                i++;
558                (*it)->setTargetPosition(pos);
559            }
560        }
561    }
562
563    /**
564        @brief Sets a new master within the formation. Called by a master.
565    */
566    void ArtificialController::setNewMasterWithinFormation()
567    {
568        if(this->state_ != MASTER) return;
569
570        if (!this->slaves_.empty())
571        {
572            ArtificialController *newMaster = this->slaves_.back();
573            this->slaves_.pop_back();
574
575            newMaster->state_ = MASTER;
576            newMaster->slaves_ = this->slaves_;
577            newMaster->myMaster_ = 0;
578
579            for(std::vector<ArtificialController*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++)
580            {
581                (*it)->myMaster_ = newMaster;
582            }
583        }
584
585        this->slaves_.clear();
586        this->specificMasterAction_ = NONE;
587        this->state_ = FREE;
588    }
589
590    /**
591        @brief Frees all slaves form a master. Initiated by a master.
592    */
593    void ArtificialController::freeSlaves()
594    {
595        if(this->state_ != MASTER) return;
596
597        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
598        {
599            (*it)->state_ = FREE;
600            (*it)->myMaster_ = 0;
601        }
602        this->slaves_.clear();
603    }
604
605    /**
606        @brief Master sets its slaves free for @ref FREEDOM_COUNT seconds.
607    */
608    void ArtificialController::forceFreeSlaves()
609    {
610        if(this->state_ != MASTER) return;
611
612        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
613        {
614            (*it)->state_ = FREE;
615            (*it)->forceFreedom();
616            (*it)->targetPosition_ = this->targetPosition_;
617            (*it)->bShooting_ = true;
618//             (*it)->getControllableEntity()->fire(0);// fire once for fun
619        }
620    }
621
622    void ArtificialController::loseMasterState()
623    {
624        this->freeSlaves();
625        this->state_ = FREE;
626    }
627
628
629    void ArtificialController::forceFreedom()
630    {
631        this->freedomCount_ = FREEDOM_COUNT;
632    }
633
634    /**
635        @brief Checks wether caller has been forced free, decrements time to stay forced free.
636        @return true if forced free.
637    */
638    bool ArtificialController::forcedFree()
639    {
640        if(this->freedomCount_ > 0)
641        {
642            this->freedomCount_--;
643            return true;
644        } else return false;
645    }
646
647    /**
648        @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after.
649    */
650    void ArtificialController::specificMasterActionHold()
651    {
652        if(this->state_ != MASTER) return;
653
654        if (specificMasterActionHoldCount_ == 0)
655         {
656            this->specificMasterAction_ = NONE;
657            this->searchNewTarget();
658         }
659        else specificMasterActionHoldCount_--;
660    }
661
662    /**
663        @brief Master initializes a 180 degree turn. Leads to a "specific master action".
664    */
665    void ArtificialController::turn180Init()
666    {
667        if(this->state_ != MASTER) return;
668
669        Quaternion orient = this->getControllableEntity()->getOrientation();
670
671        this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK);
672
673        this->specificMasterActionHoldCount_ = 4;
674
675        this->specificMasterAction_ = TURN180;
676    }
677
678    /**
679        @brief Execute the 180 degree turn. Called within tick.
680    */
681    void ArtificialController::turn180()
682    {
683            Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
684
685            this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
686            this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
687
688            this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
689    }
690
691    /**
692        @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action".
693    */
694    void ArtificialController::spinInit()
695    {
696        if(this->state_ != MASTER) return;
697        this->specificMasterAction_ = SPIN;
698        this->specificMasterActionHoldCount_ = 10;
699    }
700
701    /**
702        @brief Execute the spin. Called within tick.
703    */
704    void ArtificialController::spin()
705    {
706            this->moveToTargetPosition();
707            this->getControllableEntity()->rotateRoll(0.8f);
708    }
709
710    /**
711        @brief Master begins to follow a pawn. Is a "specific master action".
712        @param pawn pawn to follow.
713        @param always follows pawn forever if true (false if omitted).
714        @param secondsToFollow seconds to follow the pawn if always is false. Will follow pawn 100 seconds if omitted (set in header).
715    */
716    void ArtificialController::followInit(Pawn* pawn, const bool always, const int secondsToFollow)
717    {
718        if (pawn == NULL || this->state_ != MASTER)
719            return;
720        this->specificMasterAction_  =  FOLLOW;
721
722        this->setTarget(pawn);
723        if (!always)
724            this->specificMasterActionHoldCount_ = secondsToFollow;
725        else
726            this->specificMasterActionHoldCount_ = INT_MAX; //for now...
727
728    }
729
730
731    /**
732        @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action".
733    */
734    void ArtificialController::followRandomHumanInit()
735    {
736
737        Pawn *humanPawn = NULL;
738        NewHumanController *currentHumanController = NULL;
739
740        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
741        {
742            if (!it->getController())
743                continue;
744
745            currentHumanController = orxonox_cast<NewHumanController*>(it->getController());
746            if(currentHumanController)
747            {
748                if (!ArtificialController::sameTeam(this->getControllableEntity(), *it, this->getGametype())) continue;
749                humanPawn = *it;
750                break;
751            }
752        }
753
754        if((humanPawn != NULL))
755                this->followInit(humanPawn);
756    }
757
758    /**
759        @brief Master follows target with adjusted speed. Called within tick.
760    */
761    void ArtificialController::follow()
762    {
763        if (this->target_)
764            this->moveToPosition(this->target_->getPosition());
765        else
766            this->specificMasterActionHoldCount_ = 0;
767/*
768        if (!this->getControllableEntity())
769            return;
770
771        float distance = (this->target_->getPosition() - this->getControllableEntity()->getPosition()).length();
772
773        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->target_->getPosition());
774
775
776        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
777        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
778
779        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->target_->getVelocity().squaredLength();
780
781orxout() << "~follow distance: " << distance << "SpeedCounter: " << this->speedCounter_ << "~speedDiv: " << speedDiv << endl;
782        if (distance < 800)
783        {
784            if (distance < 200)
785            {
786                this->speedCounter_ -= 0.5f;
787                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
788                this->getControllableEntity()->moveFrontBack(speedCounter_);
789            } else {
790                if(speedDiv < 0)
791                    this->speedCounter_ +=  0.01f;
792                else
793                    this->speedCounter_ -= 0.05f;
794                this->getControllableEntity()->moveFrontBack(speedCounter_);
795            }
796
797        } else {
798            this->speedCounter_ += 0.05f;
799            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
800        }
801//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
802
803*/
804    }
805
806
807    /**
808        @brief Slave moving behaviour when master is following a pawn, gets redirected from moveToPosition(const Vector3& target)). Called within tick.
809    */
810    void ArtificialController::followForSlaves(const Vector3& target)
811    {
812
813/*
814        if (!this->getControllableEntity() && !this->myMaster_ && this->myMaster_->state_ != FOLLOW && !this->myMaster_->target_)
815            return;
816
817        float distance = (target - this->getControllableEntity()->getPosition()).length();
818
819        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
820
821
822        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
823        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
824
825
826        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->myMaster_->target_->getVelocity().squaredLength();
827
828
829         if (distance < 800)
830        {
831            if (distance < 200)
832            {
833                this->speedCounter_ -= 5.0f;
834                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
835                this->getControllableEntity()->moveFrontBack(speedCounter_);
836            } else {
837                if(speedDiv < 0)
838                    this->speedCounter_ +=  0.01f;
839                else
840                    this->speedCounter_ -= 0.05f;
841                this->getControllableEntity()->moveFrontBack(speedCounter_);
842            }
843
844        } else {
845            this->speedCounter_ += 0.05f;
846            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
847        }
848//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
849*/
850    }
851
852
853    void ArtificialController::setTargetPosition(const Vector3& target)
854    {
855        this->targetPosition_ = target;
856        this->bHasTargetPosition_ = true;
857    }
858
859    void ArtificialController::searchRandomTargetPosition()
860    {
861        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
862        this->bHasTargetPosition_ = true;
863    }
864
865    void ArtificialController::setTarget(Pawn* target)
866    {
867        this->target_ = target;
868
869        if (target)
870            this->targetPosition_ = target->getPosition();
871    }
872
873    void ArtificialController::searchNewTarget()
874    {
875        if (!this->getControllableEntity())
876            return;
877
878        this->targetPosition_ = this->getControllableEntity()->getPosition();
879        this->forgetTarget();
880
881        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
882        {
883            if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
884                continue;
885
886            /* So AI won't choose invisible Spaceships as target */
887            if (!it->getRadarVisibility())
888                continue;
889
890            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
891            {
892                float speed = this->getControllableEntity()->getVelocity().length();
893                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
894                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
895                if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / math::twoPi)
896                        < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / math::twoPi) + rnd(-250, 250))
897                {
898                    this->target_ = (*it);
899                    this->targetPosition_ = it->getPosition();
900                }
901            }
902        }
903    }
904
905    void ArtificialController::forgetTarget()
906    {
907        this->target_ = 0;
908        this->bShooting_ = false;
909    }
910
911    void ArtificialController::aimAtTarget()
912    {
913        if (!this->target_ || !this->getControllableEntity())
914            return;
915
916        static const float hardcoded_projectile_speed = 1250;
917
918        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
919        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
920
921        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
922        if (pawn)
923            pawn->setAimPosition(this->targetPosition_);
924    }
925
926    bool ArtificialController::isCloseAtTarget(float distance) const
927    {
928        if (!this->getControllableEntity())
929            return false;
930
931        if (!this->target_)
932            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
933        else
934            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
935    }
936
937    bool ArtificialController::isLookingAtTarget(float angle) const
938    {
939        if (!this->getControllableEntity())
940            return false;
941
942        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
943    }
944
945    void ArtificialController::abandonTarget(Pawn* target)
946    {
947        if (target == this->target_)
948            this->targetDied();
949    }
950
951    void ArtificialController::targetDied()
952    {
953        this->forgetTarget();
954        this->searchRandomTargetPosition();
955    }
956
957    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
958    {
959        if(!entity1 || !entity2)
960            return true;
961        if (entity1 == entity2)
962            return true;
963
964        int team1 = -1;
965        int team2 = -1;
966
967        Controller* controller = 0;
968        if (entity1->getController())
969            controller = entity1->getController();
970        else
971            controller = entity1->getXMLController();
972        if (controller)
973        {
974            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
975            if (ac)
976                team1 = ac->getTeam();
977        }
978
979        if (entity2->getController())
980            controller = entity2->getController();
981        else
982            controller = entity2->getXMLController();
983        if (controller)
984        {
985            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
986            if (ac)
987                team2 = ac->getTeam();
988        }
989
990        TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype);
991        if (tdm)
992        {
993            if (entity1->getPlayer())
994                team1 = tdm->getTeam(entity1->getPlayer());
995
996            if (entity2->getPlayer())
997                team2 = tdm->getTeam(entity2->getPlayer());
998        }
999
1000        TeamBaseMatchBase* base = 0;
1001        base = orxonox_cast<TeamBaseMatchBase*>(entity1);
1002        if (base)
1003        {
1004            switch (base->getState())
1005            {
1006                case BaseState::ControlTeam1:
1007                    team1 = 0;
1008                    break;
1009                case BaseState::ControlTeam2:
1010                    team1 = 1;
1011                    break;
1012                case BaseState::Uncontrolled:
1013                default:
1014                    team1 = -1;
1015            }
1016        }
1017        base = orxonox_cast<TeamBaseMatchBase*>(entity2);
1018        if (base)
1019        {
1020            switch (base->getState())
1021            {
1022                case BaseState::ControlTeam1:
1023                    team2 = 0;
1024                    break;
1025                case BaseState::ControlTeam2:
1026                    team2 = 1;
1027                    break;
1028                case BaseState::Uncontrolled:
1029                default:
1030                    team2 = -1;
1031            }
1032        }
1033
1034        DroneController* droneController = 0;
1035        droneController = orxonox_cast<DroneController*>(entity1->getController());
1036        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity2)
1037            return true;
1038        droneController = orxonox_cast<DroneController*>(entity2->getController());
1039        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity1)
1040            return true;
1041        DroneController* droneController1 = orxonox_cast<DroneController*>(entity1->getController());
1042        DroneController* droneController2 = orxonox_cast<DroneController*>(entity2->getController());
1043        if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner())
1044            return true;
1045
1046        Dynamicmatch* dynamic = orxonox_cast<Dynamicmatch*>(gametype);
1047        if (dynamic)
1048        {
1049            if (dynamic->notEnoughPigs||dynamic->notEnoughKillers||dynamic->notEnoughChasers) {return false;}
1050
1051            if (entity1->getPlayer())
1052                team1 = dynamic->getParty(entity1->getPlayer());
1053
1054            if (entity2->getPlayer())
1055                team2 = dynamic->getParty(entity2->getPlayer());
1056
1057            if (team1 ==-1 ||team2 ==-1 ) {return false;}
1058            else if (team1 == dynamic->chaser && team2 != dynamic->chaser) {return false;}
1059            else if (team1 == dynamic->piggy && team2 == dynamic->chaser) {return false;}
1060            else if (team1 == dynamic->killer && team2 == dynamic->chaser) {return false;}
1061            else return true;
1062        }
1063
1064        return (team1 == team2 && team1 != -1);
1065    }
1066
1067    /**
1068        @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all.
1069    */
1070    void ArtificialController::doFire()
1071    {
1072        if(!this->bSetupWorked)//setup: find out which weapons are active ! hard coded: laser is "0", lens flare is "1", ...
1073        {
1074            this->setupWeapons();
1075        }
1076        else if(this->getControllableEntity() && weaponModes_.size()&&this->bShooting_ && this->isCloseAtTarget((1 + 2*botlevel_)*1000) && this->isLookingAtTarget(math::pi / 20.0f))
1077        {
1078            int firemode;
1079            float random = rnd(1);//
1080            if (this->isCloseAtTarget(130) && (firemode = getFiremode("LightningGun")) > -1 )
1081            {//LENSFLARE: short range weapon
1082                this->getControllableEntity()->fire(firemode); //ai uses lens flare if they're close enough to the target
1083            }
1084            else if( this->isCloseAtTarget(400) && (random < this->botlevel_) && (firemode = getFiremode("RocketFire")) > -1 )
1085            {//ROCKET: mid range weapon
1086                this->mode_ = ROCKET; //Vector-implementation: mode_.push_back(ROCKET);
1087                this->getControllableEntity()->fire(firemode); //launch rocket
1088                if(this->getControllableEntity() && this->target_) //after fire(3) is called, getControllableEntity() refers to the rocket!
1089                {
1090                    float speed = this->getControllableEntity()->getVelocity().length() - target_->getVelocity().length();
1091                    if(!speed) speed = 0.1f;
1092                    float distance = target_->getPosition().length() - this->getControllableEntity()->getPosition().length();
1093                    this->timeout_= distance/speed*sgn(speed*distance) + 1.8f; //predicted time of target hit (+ tolerance)
1094                }
1095                else
1096                    this->timeout_ = 4.0f; //TODO: find better default value
1097            }
1098            else if ((firemode = getFiremode("HsW01")) > -1 ) //LASER: default weapon
1099                this->getControllableEntity()->fire(firemode);
1100        }
1101    }
1102
1103    /**
1104        @brief Information gathering: Which weapons are ready to use?
1105    */
1106    void ArtificialController::setupWeapons() //TODO: Make this function generic!! (at the moment is is based on conventions)
1107    {
1108        this->bSetupWorked = false;
1109        if(this->getControllableEntity())
1110        {
1111            Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
1112            if(pawn)
1113            {
1114                this->weaponModes_.clear(); // reset previous weapon information
1115                WeaponSlot* wSlot = 0;
1116                for(int l=0; (wSlot = pawn->getWeaponSlot(l)) ; l++)
1117                {
1118                    WeaponMode* wMode = 0;
1119                    for(int i=0; (wMode = wSlot->getWeapon()->getWeaponmode(i)) ; i++)
1120                    {
1121                        std::string wName = wMode->getIdentifier()->getName();
1122                        if(this->getFiremode(wName) == -1) //only add a weapon, if it is "new"
1123                            weaponModes_[wName] = wMode->getMode();
1124                    }
1125                }
1126                if(weaponModes_.size())//at least one weapon detected
1127                    this->bSetupWorked = true;
1128            }//pawn->weaponSystem_->getMunition(SubclassIdentifier< Munition > *identifier)->getNumMunition (WeaponMode *user);
1129        }
1130    }
1131
1132
1133    void ArtificialController::setBotLevel(float level)
1134    {
1135        if (level < 0.0f)
1136            this->botlevel_ = 0.0f;
1137        else if (level > 1.0f)
1138            this->botlevel_ = 1.0f;
1139        else
1140            this->botlevel_ = level;
1141    }
1142
1143    void ArtificialController::setAllBotLevel(float level)
1144    {
1145        for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it != ObjectList<ArtificialController>::end(); ++it)
1146            it->setBotLevel(level);
1147    }
1148
1149    void ArtificialController::setPreviousMode()
1150    {
1151        this->mode_ = DEFAULT; //Vector-implementation: mode_.pop_back();
1152    }
1153
1154    /**
1155        @brief Manages boost. Switches between boost usage and boost safe mode.
1156    */
1157    void ArtificialController::boostControl()
1158    {
1159        SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity());
1160        if(ship == NULL) return;
1161        if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost
1162            this->getControllableEntity()->boost(true);
1163        else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost
1164            this->getControllableEntity()->boost(false);
1165    }
1166
1167    int ArtificialController::getFiremode(std::string name)
1168    {
1169        for (std::map< std::string, int >::iterator it = this->weaponModes_.begin(); it != this->weaponModes_.end(); ++it)
1170        {
1171            if (it->first == name)
1172                return it->second;
1173        }
1174        return -1;
1175    }
1176
1177    void ArtificialController::addWaypoint(WorldEntity* waypoint)
1178    {
1179        this->waypoints_.push_back(waypoint);
1180    }
1181
1182    WorldEntity* ArtificialController::getWaypoint(unsigned int index) const
1183    {
1184        if (index < this->waypoints_.size())
1185            return this->waypoints_[index];
1186        else
1187            return 0;
1188    }
1189
1190    /**
1191        @brief Adds first waypoint of type name to the waypoint stack, which is within the searchDistance
1192        @param name object-name of a point of interest (e.g. "PickupSpawner", "ForceField")
1193    */
1194    void ArtificialController::updatePointsOfInterest(std::string name, float searchDistance)
1195    {
1196        WorldEntity* waypoint = NULL;
1197        for (ObjectList<WorldEntity>::iterator it = ObjectList<WorldEntity>::begin(); it != ObjectList<WorldEntity>::end(); ++it)
1198        {
1199            if((*it)->getIdentifier() == ClassByString(name))
1200            {
1201                ControllableEntity* controllable = this->getControllableEntity();
1202                if(!controllable) continue;
1203                float actualDistance = ( (*it)->getPosition() - controllable->getPosition() ).length();
1204                if(actualDistance > searchDistance || actualDistance < 5.0f) continue;
1205                    // TODO: PickupSpawner: adjust waypoint accuracy to PickupSpawner's triggerdistance
1206                    // TODO: ForceField: analyze is angle between forcefield boost and own flying direction is acceptable
1207                else
1208                {
1209                    waypoint = *it;
1210                    break;
1211                }
1212            }
1213        }
1214        if(waypoint)
1215            this->waypoints_.push_back(waypoint);
1216    }
1217
1218    /**
1219        @brief Adds point of interest depending on context. Further Possibilites: "ForceField", "PortalEndPoint", "MovableEntity", "Dock"
1220    */
1221    void ArtificialController::manageWaypoints()
1222    {
1223        if(!defaultWaypoint_)
1224            this->updatePointsOfInterest("PickupSpawner", 200.0f); // long search radius if there is no default goal
1225        else
1226            this->updatePointsOfInterest("PickupSpawner", 20.0f); // take pickup en passant if there is a default waypoint
1227    }
1228
1229}
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