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source: code/branches/hud/src/orxonox/controllers/ArtificialController.cc @ 9016

Last change on this file since 9016 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 36.0 KB
Line 
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 "gametypes/TeamDeathmatch.h"
42#include "gametypes/Dynamicmatch.h"
43#include "controllers/WaypointPatrolController.h"
44#include "controllers/NewHumanController.h"
45#include "controllers/DroneController.h"
46
47namespace orxonox
48{
49    SetConsoleCommand("ArtificialController", "formationflight",  &ArtificialController::formationflight);
50    SetConsoleCommand("ArtificialController", "masteraction",     &ArtificialController::masteraction);
51    SetConsoleCommand("ArtificialController", "followme",         &ArtificialController::followme);
52    SetConsoleCommand("ArtificialController", "passivebehaviour", &ArtificialController::passivebehaviour);
53    SetConsoleCommand("ArtificialController", "formationsize",    &ArtificialController::formationsize);
54
55    static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7;
56    static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000;
57    static const int FORMATION_LENGTH =  130;
58    static const int FORMATION_WIDTH =  110;
59    static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy
60    static const float SPEED_MASTER = 0.6f;
61    static const float ROTATEFACTOR_MASTER = 0.2f;
62    static const float SPEED_FREE = 0.8f;
63    static const float ROTATEFACTOR_FREE = 0.8f;
64
65
66    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
67    {
68        RegisterObject(ArtificialController);
69
70        this->target_ = 0;
71        this->formationFlight_ = false;
72        this->passive_ = false;
73        this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE;
74        this->myMaster_ = 0;
75        this->freedomCount_ = 0;
76        this->team_ = -1;
77        this->state_ = FREE;
78        this->specificMasterAction_ = NONE;
79        this->specificMasterActionHoldCount_  = 0;
80        this->bShooting_ = false;
81        this->bHasTargetPosition_ = false;
82        this->speedCounter_ = 0.2f;
83        this->targetPosition_ = Vector3::ZERO;
84
85        this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this));
86    }
87
88    ArtificialController::~ArtificialController()
89    {
90        if (this->isInitialized())
91        {
92            this->removeFromFormation();
93
94            for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it; ++it)
95            {
96                if (*it != this)
97                {
98                    if (it->myMaster_ == this)
99                    {
100                        orxout(internal_error) << this << " is still master in " << (*it) << endl;
101                        it->myMaster_ = 0;
102                    }
103
104                    while (true)
105                    {
106                        std::vector<ArtificialController*>::iterator it2 = std::find(it->slaves_.begin(), it->slaves_.end(), this);
107                        if (it2 != it->slaves_.end())
108                        {
109                            orxout(internal_error) << this << " is still slave in " << (*it) << endl;
110                            it->slaves_.erase(it2);
111                        }
112                        else
113                            break;
114                    }
115                }
116            }
117        }
118    }
119
120    void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
121    {
122        SUPER(ArtificialController, XMLPort, xmlelement, mode);
123
124        XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1);
125        XMLPortParam(ArtificialController, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false);
126        XMLPortParam(ArtificialController, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE);
127        XMLPortParam(ArtificialController, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false);
128    }
129
130// Documentation only here to get a faster overview for creating a useful documentation...
131
132    /**
133        @brief Activates / deactivates formationflight behaviour
134        @param form activate formflight if form is true
135    */
136    void ArtificialController::formationflight(const bool form)
137    {
138        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
139        {
140            Controller* controller = 0;
141
142            if (it->getController())
143                controller = it->getController();
144            else if (it->getXMLController())
145                controller = it->getXMLController();
146
147            if (!controller)
148                continue;
149
150            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
151
152            if (aiController)
153            {
154                aiController->formationFlight_ = form;
155                if (!form)
156                {
157                    aiController->removeFromFormation();
158                }
159            }
160        }
161    }
162
163    /**
164        @brief Get all masters to do a "specific master action"
165        @param action which action to perform (integer, so it can be called with a console command (tmp solution))
166    */
167    void ArtificialController::masteraction(const int action)
168    {
169        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
170        {
171            Controller* controller = 0;
172
173            if (it->getController())
174                controller = it->getController();
175            else if (it->getXMLController())
176                controller = it->getXMLController();
177
178            if (!controller)
179                continue;
180
181            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
182
183            if(aiController && aiController->state_ == MASTER)
184            {
185                if (action == 1)
186                    aiController->spinInit();
187                if (action == 2)
188                    aiController->turn180Init();
189            }
190        }
191    }
192
193    /**
194        @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup).
195    */
196    void ArtificialController::followme()
197    {
198
199        Pawn *humanPawn = NULL;
200        NewHumanController *currentHumanController = NULL;
201        std::vector<ArtificialController*> allMasters;
202
203        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
204        {
205            Controller* controller = 0;
206
207            if (it->getController())
208                controller = it->getController();
209            else if (it->getXMLController())
210                controller = it->getXMLController();
211
212            if (!controller)
213                continue;
214
215            currentHumanController = orxonox_cast<NewHumanController*>(controller);
216
217            if(currentHumanController) humanPawn = *it;
218
219            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
220
221            if(aiController && aiController->state_ == MASTER)
222                allMasters.push_back(aiController);
223
224        }
225
226        if((humanPawn != NULL) && (allMasters.size() != 0))
227        {
228                float posHuman = humanPawn->getPosition().length();
229                float distance = 0.0f;
230                float minDistance = FLT_MAX;
231                int index = 0;
232                int i = 0;
233
234                for(std::vector<ArtificialController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
235                    {
236                        if (!ArtificialController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue;
237                        distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
238                        if(distance < minDistance) index = i;
239                    }
240                allMasters[index]->followInit(humanPawn);
241            }
242
243    }
244
245    /**
246        @brief Sets shooting behaviour of pawns.
247        @param passive if true, bots won't shoot.
248    */
249    void ArtificialController::passivebehaviour(const bool passive)
250    {
251        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
252        {
253            Controller* controller = 0;
254
255            if (it->getController())
256                controller = it->getController();
257            else if (it->getXMLController())
258                controller = it->getXMLController();
259
260            if (!controller)
261                continue;
262
263            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
264
265            if(aiController)
266            {
267                aiController->passive_ = passive;
268            }
269        }
270    }
271
272
273    /**
274        @brief Sets maximal formation size
275        @param size maximal formation size.
276    */
277    void ArtificialController::formationsize(const int size)
278    {
279        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
280        {
281            Controller* controller = 0;
282
283            if (it->getController())
284                controller = it->getController();
285            else if (it->getXMLController())
286                controller = it->getXMLController();
287
288            if (!controller)
289                continue;
290
291            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
292
293            if(aiController)
294            {
295                aiController->maxFormationSize_ = size;
296            }
297        }
298    }
299
300    /**
301        @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies.
302    */
303    void ArtificialController::changedControllableEntity()
304    {
305        if (!this->getControllableEntity())
306            this->removeFromFormation();
307    }
308
309    void ArtificialController::removeFromFormation()
310    {
311        if (this->state_ == SLAVE || this->myMaster_) // slaves can also be temporary free, so check if myMaster_ is set
312            this->unregisterSlave();
313        else if (this->state_ == MASTER)
314            this->setNewMasterWithinFormation();
315    }
316
317    void ArtificialController::moveToPosition(const Vector3& target)
318    {
319        if (!this->getControllableEntity())
320            return;
321
322        // Slave uses special movement if its master is in FOLLOW mode
323        if(this->state_ == SLAVE && this->myMaster_ && this->myMaster_->specificMasterAction_ == FOLLOW)
324        {
325//             this->followForSlaves(target);
326//             return;
327        }
328
329        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
330        float distance = (target - this->getControllableEntity()->getPosition()).length();
331
332
333        if(this->state_ == FREE)
334        {
335            if (this->target_ || distance > 10)
336            {
337                // Multiply with ROTATEFACTOR_FREE to make them a bit slower
338                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x);
339                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y);
340            }
341
342            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
343            {
344              this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance
345            } else this->getControllableEntity()->moveFrontBack(SPEED_FREE);
346        }
347
348
349
350        if(this->state_ == MASTER)
351        {
352            if (this->target_ || distance > 10)
353            {
354                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
355                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
356            }
357
358            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
359            {
360                this->getControllableEntity()->moveFrontBack(-0.05f);
361            } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
362        }
363
364
365
366        if(this->state_ == SLAVE)
367        {
368
369           this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
370           this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
371
372            if (distance < 300)
373            {
374                if (distance < 40)
375                {
376                    this->getControllableEntity()->moveFrontBack(0.8f*SPEED_MASTER);
377                } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER);
378
379            } else {
380                this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f);
381            }
382        }
383
384        if (distance < 10)
385        {
386            this->positionReached();
387        }
388    }
389
390    void ArtificialController::moveToTargetPosition()
391    {
392        this->moveToPosition(this->targetPosition_);
393    }
394
395    /**
396        @brief Unregisters a slave from its master. Initiated by a slave.
397    */
398    void ArtificialController::unregisterSlave()
399    {
400        if (this->myMaster_)
401        {
402            std::vector<ArtificialController*>::iterator it = std::find(this->myMaster_->slaves_.begin(), this->myMaster_->slaves_.end(), this);
403            if (it != this->myMaster_->slaves_.end())
404                this->myMaster_->slaves_.erase(it);
405        }
406
407        this->myMaster_ = 0;
408        this->state_ = FREE;
409    }
410
411    void ArtificialController::searchNewMaster()
412    {
413
414        if (!this->getControllableEntity())
415            return;
416
417        this->targetPosition_ = this->getControllableEntity()->getPosition();
418        this->forgetTarget();
419        int teamSize = 0;
420        //go through all pawns
421        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
422        {
423            //same team?
424            if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
425                continue;
426
427            //has it an ArtificialController?
428            Controller* controller = 0;
429
430            if (it->getController())
431                controller = it->getController();
432            else if (it->getXMLController())
433                controller = it->getXMLController();
434
435            if (!controller)
436                continue;
437
438            //is pawn oneself?
439            if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity())
440                continue;
441
442            teamSize++;
443
444            ArtificialController *newMaster = orxonox_cast<ArtificialController*>(controller);
445
446            //is it a master?
447            if (!newMaster || newMaster->state_ != MASTER)
448                continue;
449
450            float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length();
451
452            // is pawn in range?
453            if (distance < RADIUS_TO_SEARCH_FOR_MASTERS)
454            {
455                if(newMaster->slaves_.size() > this->maxFormationSize_) continue;
456
457                for(std::vector<ArtificialController*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++)
458                {
459                    (*itSlave)->myMaster_ = newMaster;
460                    newMaster->slaves_.push_back(*itSlave);
461                }
462                this->slaves_.clear();
463                this->state_ = SLAVE;
464
465                this->myMaster_ = newMaster;
466                newMaster->slaves_.push_back(this);
467
468                break;
469            }
470        }
471
472        if (this->state_ != SLAVE  && teamSize != 0)
473        {
474            this->state_ = MASTER;
475            this->myMaster_ = 0;
476        }
477    }
478
479    /**
480        @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master.
481    */
482    void ArtificialController::commandSlaves()
483    {
484        if(this->state_ != MASTER) return;
485
486        Quaternion orient = this->getControllableEntity()->getOrientation();
487        Vector3 dest = this->getControllableEntity()->getPosition();
488
489        // 1 slave: follow
490        if (this->slaves_.size() == 1)
491        {
492            dest += 4*orient*WorldEntity::BACK;
493            this->slaves_.front()->setTargetPosition(dest);
494        }
495        else
496        {
497            dest += 1.0f*orient*WorldEntity::BACK;
498            Vector3 pos = Vector3::ZERO;
499            int i = 1;
500
501            for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
502            {
503                pos = Vector3::ZERO;
504                if (i <= 1) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::LEFT);
505                if (i == 2) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::RIGHT);
506                if (i == 3) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::UP);
507                if (i >= 4)
508                {
509                    pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::DOWN);
510                    i = 1;
511                    dest += (float)FORMATION_LENGTH*(orient*WorldEntity::BACK);
512                    (*it)->setTargetPosition(pos);
513                    continue;
514                }
515                i++;
516                (*it)->setTargetPosition(pos);
517            }
518        }
519    }
520
521    /**
522        @brief Sets a new master within the formation. Called by a master.
523    */
524    void ArtificialController::setNewMasterWithinFormation()
525    {
526        if(this->state_ != MASTER) return;
527
528        if (!this->slaves_.empty())
529        {
530            ArtificialController *newMaster = this->slaves_.back();
531            this->slaves_.pop_back();
532
533            newMaster->state_ = MASTER;
534            newMaster->slaves_ = this->slaves_;
535            newMaster->myMaster_ = 0;
536
537            for(std::vector<ArtificialController*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++)
538            {
539                (*it)->myMaster_ = newMaster;
540            }
541        }
542
543        this->slaves_.clear();
544        this->specificMasterAction_ = NONE;
545        this->state_ = FREE;
546    }
547
548    /**
549        @brief Frees all slaves form a master. Initiated by a master.
550    */
551    void ArtificialController::freeSlaves()
552    {
553        if(this->state_ != MASTER) return;
554
555        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
556        {
557            (*it)->state_ = FREE;
558            (*it)->myMaster_ = 0;
559        }
560        this->slaves_.clear();
561    }
562
563    /**
564        @brief Master sets its slaves free for @ref FREEDOM_COUNT seconds.
565    */
566    void ArtificialController::forceFreeSlaves()
567    {
568        if(this->state_ != MASTER) return;
569
570        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
571        {
572            (*it)->state_ = FREE;
573            (*it)->forceFreedom();
574            (*it)->targetPosition_ = this->targetPosition_;
575            (*it)->bShooting_ = true;
576//             (*it)->getControllableEntity()->fire(0);// fire once for fun
577        }
578    }
579
580    void ArtificialController::loseMasterState()
581    {
582        this->freeSlaves();
583        this->state_ = FREE;
584    }
585
586
587    void ArtificialController::forceFreedom()
588    {
589        this->freedomCount_ = FREEDOM_COUNT;
590    }
591
592    /**
593        @brief Checks wether caller has been forced free, decrements time to stay forced free.
594        @return true if forced free.
595    */
596    bool ArtificialController::forcedFree()
597    {
598        if(this->freedomCount_ > 0)
599        {
600            this->freedomCount_--;
601            return true;
602        } else return false;
603    }
604
605    /**
606        @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after.
607    */
608    void ArtificialController::specificMasterActionHold()
609    {
610        if(this->state_ != MASTER) return;
611
612        if (specificMasterActionHoldCount_ == 0)
613         {
614            this->specificMasterAction_ = NONE;
615            this->searchNewTarget();
616         }
617        else specificMasterActionHoldCount_--;
618    }
619
620    /**
621        @brief Master initializes a 180 degree turn. Leads to a "specific master action".
622    */
623    void ArtificialController::turn180Init()
624    {
625        if(this->state_ != MASTER) return;
626
627        Quaternion orient = this->getControllableEntity()->getOrientation();
628
629        this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK);
630
631        this->specificMasterActionHoldCount_ = 4;
632
633        this->specificMasterAction_ = TURN180;
634    }
635
636    /**
637        @brief Execute the 180 degree turn. Called within tick.
638    */
639    void ArtificialController::turn180()
640    {
641            Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
642
643            this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
644            this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
645
646            this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
647    }
648
649    /**
650        @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action".
651    */
652    void ArtificialController::spinInit()
653    {
654        if(this->state_ != MASTER) return;
655        this->specificMasterAction_ = SPIN;
656        this->specificMasterActionHoldCount_ = 10;
657    }
658
659    /**
660        @brief Execute the spin. Called within tick.
661    */
662    void ArtificialController::spin()
663    {
664            this->moveToTargetPosition();
665            this->getControllableEntity()->rotateRoll(0.8f);
666    }
667
668    /**
669        @brief Master begins to follow a pawn. Is a "specific master action".
670        @param pawn pawn to follow.
671        @param always follows pawn forever if true (false if omitted).
672        @param secondsToFollow seconds to follow the pawn if always is false. Will follow pawn 100 seconds if omitted (set in header).
673    */
674    void ArtificialController::followInit(Pawn* pawn, const bool always, const int secondsToFollow)
675    {
676        if (pawn == NULL || this->state_ != MASTER)
677            return;
678        this->specificMasterAction_  =  FOLLOW;
679
680        this->setTarget(pawn);
681        if (!always)
682            this->specificMasterActionHoldCount_ = secondsToFollow;
683        else
684            this->specificMasterActionHoldCount_ = INT_MAX; //for now...
685
686    }
687
688
689    /**
690        @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action".
691    */
692    void ArtificialController::followRandomHumanInit()
693    {
694
695        Pawn *humanPawn = NULL;
696        NewHumanController *currentHumanController = NULL;
697
698        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
699        {
700            if (!it->getController())
701                continue;
702
703            currentHumanController = orxonox_cast<NewHumanController*>(it->getController());
704            if(currentHumanController)
705            {
706                if (!ArtificialController::sameTeam(this->getControllableEntity(), *it, this->getGametype())) continue;
707                humanPawn = *it;
708                break;
709            }
710        }
711
712        if((humanPawn != NULL))
713                this->followInit(humanPawn);
714    }
715
716    /**
717        @brief Master follows target with adjusted speed. Called within tick.
718    */
719    void ArtificialController::follow()
720    {
721        if (this->target_)
722            this->moveToPosition(this->target_->getPosition());
723        else
724            this->specificMasterActionHoldCount_ = 0;
725/*
726        if (!this->getControllableEntity())
727            return;
728
729        float distance = (this->target_->getPosition() - this->getControllableEntity()->getPosition()).length();
730
731        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->target_->getPosition());
732
733
734        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
735        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
736
737        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->target_->getVelocity().squaredLength();
738
739orxout() << "~follow distance: " << distance << "SpeedCounter: " << this->speedCounter_ << "~speedDiv: " << speedDiv << endl;
740        if (distance < 800)
741        {
742            if (distance < 200)
743            {
744                this->speedCounter_ -= 0.5f;
745                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
746                this->getControllableEntity()->moveFrontBack(speedCounter_);
747            } else {
748                if(speedDiv < 0)
749                    this->speedCounter_ +=  0.01f;
750                else
751                    this->speedCounter_ -= 0.05f;
752                this->getControllableEntity()->moveFrontBack(speedCounter_);
753            }
754
755        } else {
756            this->speedCounter_ += 0.05f;
757            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
758        }
759//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
760
761*/
762    }
763
764
765    /**
766        @brief Slave moving behaviour when master is following a pawn, gets redirected from moveToPosition(const Vector3& target)). Called within tick.
767    */
768    void ArtificialController::followForSlaves(const Vector3& target)
769    {
770
771/*
772        if (!this->getControllableEntity() && !this->myMaster_ && this->myMaster_->state_ != FOLLOW && !this->myMaster_->target_)
773            return;
774
775        float distance = (target - this->getControllableEntity()->getPosition()).length();
776
777        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
778
779
780        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
781        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
782
783
784        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->myMaster_->target_->getVelocity().squaredLength();
785
786
787         if (distance < 800)
788        {
789            if (distance < 200)
790            {
791                this->speedCounter_ -= 5.0f;
792                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
793                this->getControllableEntity()->moveFrontBack(speedCounter_);
794            } else {
795                if(speedDiv < 0)
796                    this->speedCounter_ +=  0.01f;
797                else
798                    this->speedCounter_ -= 0.05f;
799                this->getControllableEntity()->moveFrontBack(speedCounter_);
800            }
801
802        } else {
803            this->speedCounter_ += 0.05f;
804            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
805        }
806//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
807*/
808    }
809
810
811    void ArtificialController::setTargetPosition(const Vector3& target)
812    {
813        this->targetPosition_ = target;
814        this->bHasTargetPosition_ = true;
815    }
816
817    void ArtificialController::searchRandomTargetPosition()
818    {
819        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
820        this->bHasTargetPosition_ = true;
821    }
822
823    void ArtificialController::setTarget(Pawn* target)
824    {
825        this->target_ = target;
826
827        if (target)
828            this->targetPosition_ = target->getPosition();
829    }
830
831    void ArtificialController::searchNewTarget()
832    {
833        if (!this->getControllableEntity())
834            return;
835
836        this->targetPosition_ = this->getControllableEntity()->getPosition();
837        this->forgetTarget();
838
839        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
840        {
841            if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
842                continue;
843
844            /* So AI won't choose invisible Spaceships as target */
845            if (!it->getRadarVisibility())
846                continue;
847
848            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
849            {
850                float speed = this->getControllableEntity()->getVelocity().length();
851                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
852                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
853                if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / math::twoPi)
854                        < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / math::twoPi) + rnd(-250, 250))
855                {
856                    this->target_ = (*it);
857                    this->targetPosition_ = it->getPosition();
858                }
859            }
860        }
861    }
862
863    void ArtificialController::forgetTarget()
864    {
865        this->target_ = 0;
866        this->bShooting_ = false;
867    }
868
869    void ArtificialController::aimAtTarget()
870    {
871        if (!this->target_ || !this->getControllableEntity())
872            return;
873
874        static const float hardcoded_projectile_speed = 1250;
875
876        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
877        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
878
879        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
880        if (pawn)
881            pawn->setAimPosition(this->targetPosition_);
882    }
883
884    bool ArtificialController::isCloseAtTarget(float distance) const
885    {
886        if (!this->getControllableEntity())
887            return false;
888
889        if (!this->target_)
890            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
891        else
892            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
893    }
894
895    bool ArtificialController::isLookingAtTarget(float angle) const
896    {
897        if (!this->getControllableEntity())
898            return false;
899
900        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
901    }
902
903    void ArtificialController::abandonTarget(Pawn* target)
904    {
905        if (target == this->target_)
906            this->targetDied();
907    }
908
909    void ArtificialController::targetDied()
910    {
911        this->forgetTarget();
912        this->searchRandomTargetPosition();
913    }
914
915    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
916    {
917        if (entity1 == entity2)
918            return true;
919
920        int team1 = -1;
921        int team2 = -1;
922
923        Controller* controller = 0;
924        if (entity1->getController())
925            controller = entity1->getController();
926        else
927            controller = entity1->getXMLController();
928        if (controller)
929        {
930            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
931            if (ac)
932                team1 = ac->getTeam();
933        }
934
935        if (entity2->getController())
936            controller = entity2->getController();
937        else
938            controller = entity2->getXMLController();
939        if (controller)
940        {
941            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
942            if (ac)
943                team2 = ac->getTeam();
944        }
945
946        TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype);
947        if (tdm)
948        {
949            if (entity1->getPlayer())
950                team1 = tdm->getTeam(entity1->getPlayer());
951
952            if (entity2->getPlayer())
953                team2 = tdm->getTeam(entity2->getPlayer());
954        }
955
956        TeamBaseMatchBase* base = 0;
957        base = orxonox_cast<TeamBaseMatchBase*>(entity1);
958        if (base)
959        {
960            switch (base->getState())
961            {
962                case BaseState::ControlTeam1:
963                    team1 = 0;
964                    break;
965                case BaseState::ControlTeam2:
966                    team1 = 1;
967                    break;
968                case BaseState::Uncontrolled:
969                default:
970                    team1 = -1;
971            }
972        }
973        base = orxonox_cast<TeamBaseMatchBase*>(entity2);
974        if (base)
975        {
976            switch (base->getState())
977            {
978                case BaseState::ControlTeam1:
979                    team2 = 0;
980                    break;
981                case BaseState::ControlTeam2:
982                    team2 = 1;
983                    break;
984                case BaseState::Uncontrolled:
985                default:
986                    team2 = -1;
987            }
988        }
989
990        DroneController* droneController = 0;
991        droneController = orxonox_cast<DroneController*>(entity1->getController());
992        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity2)
993            return true;
994        droneController = orxonox_cast<DroneController*>(entity2->getController());
995        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity1)
996            return true;
997        DroneController* droneController1 = orxonox_cast<DroneController*>(entity1->getController());
998        DroneController* droneController2 = orxonox_cast<DroneController*>(entity2->getController());
999        if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner())
1000            return true;
1001
1002        Dynamicmatch* dynamic = orxonox_cast<Dynamicmatch*>(gametype);
1003        if (dynamic)
1004        {
1005            if (dynamic->notEnoughPigs||dynamic->notEnoughKillers||dynamic->notEnoughChasers) {return false;}
1006
1007            if (entity1->getPlayer())
1008                team1 = dynamic->getParty(entity1->getPlayer());
1009
1010            if (entity2->getPlayer())
1011                team2 = dynamic->getParty(entity2->getPlayer());
1012
1013            if (team1 ==-1 ||team2 ==-1 ) {return false;}
1014            else if (team1 == dynamic->chaser && team2 != dynamic->chaser) {return false;}
1015            else if (team1 == dynamic->piggy && team2 == dynamic->chaser) {return false;}
1016            else if (team1 == dynamic->killer && team2 == dynamic->chaser) {return false;}
1017            else return true;
1018        }
1019
1020        return (team1 == team2 && team1 != -1);
1021    }
1022}
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