[2362] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "OrxonoxStableHeaders.h" |
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| 30 | #include "ArtificialController.h" |
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| 31 | |
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| 32 | #include "core/CoreIncludes.h" |
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| 33 | #include "objects/worldentities/ControllableEntity.h" |
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| 34 | #include "objects/worldentities/pawns/Pawn.h" |
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| 35 | |
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| 36 | namespace orxonox |
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| 37 | { |
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| 38 | ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator) |
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| 39 | { |
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| 40 | RegisterObject(ArtificialController); |
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| 41 | |
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| 42 | this->target_ = 0; |
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| 43 | this->bShooting_ = false; |
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| 44 | this->bHasTargetPosition_ = false; |
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| 45 | this->targetPosition_ = Vector3::ZERO; |
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| 46 | } |
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| 47 | |
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| 48 | ArtificialController::~ArtificialController() |
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| 49 | { |
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| 50 | } |
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| 51 | |
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| 52 | void ArtificialController::moveToTargetPosition(float dt) |
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| 53 | { |
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| 54 | if (!this->getControllableEntity()) |
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| 55 | return; |
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| 56 | |
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| 57 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_); |
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| 58 | |
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| 59 | float distance = (this->targetPosition_ - this->getControllableEntity()->getPosition()).length(); |
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| 60 | if (this->target_ || distance > 50) |
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| 61 | { |
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| 62 | // Multiply with 0.8 to make them a bit slower |
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| 63 | this->getControllableEntity()->rotateYaw(0.8 * sgn(coord.x) * coord.x*coord.x); |
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| 64 | this->getControllableEntity()->rotatePitch(0.8 * sgn(coord.y) * coord.y*coord.y); |
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| 65 | } |
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| 66 | |
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| 67 | if (this->target_ && distance < 1000 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) |
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| 68 | this->getControllableEntity()->moveFrontBack(-0.5); // They don't brake with full power to give the player a chance |
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| 69 | else |
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| 70 | this->getControllableEntity()->moveFrontBack(0.8); |
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| 71 | } |
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| 72 | |
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| 73 | void ArtificialController::searchRandomTargetPosition() |
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| 74 | { |
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| 75 | this->targetPosition_ = Vector3(rnd(-5000,5000), rnd(-5000,5000), rnd(-5000,5000)); |
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| 76 | this->bHasTargetPosition_ = true; |
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| 77 | } |
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| 78 | |
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| 79 | void ArtificialController::searchNewTarget() |
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| 80 | { |
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| 81 | if (!this->getControllableEntity()) |
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| 82 | return; |
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| 83 | |
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| 84 | this->targetPosition_ = this->getControllableEntity()->getPosition(); |
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| 85 | this->forgetTarget(); |
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| 86 | |
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| 87 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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| 88 | { |
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| 89 | // if (it->getTeamNr() != this->getTeamNr()) |
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| 90 | { |
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| 91 | float speed = this->getControllableEntity()->getVelocity().length(); |
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| 92 | Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); |
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| 93 | Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); |
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| 94 | if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI)) |
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| 95 | < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI)) + rnd(-250, 250)) |
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| 96 | { |
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| 97 | this->target_ = (*it); |
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| 98 | this->targetPosition_ = it->getPosition(); |
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| 99 | } |
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| 100 | } |
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| 101 | } |
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| 102 | } |
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| 103 | |
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| 104 | void ArtificialController::forgetTarget() |
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| 105 | { |
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| 106 | this->target_ = 0; |
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| 107 | this->bShooting_ = false; |
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| 108 | } |
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| 109 | |
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| 110 | void ArtificialController::aimAtTarget() |
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| 111 | { |
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| 112 | if (!this->target_ || !this->getControllableEntity()) |
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| 113 | return; |
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| 114 | |
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| 115 | static const float hardcoded_projectile_speed = 500; |
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| 116 | |
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| 117 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getOrientation() * this->target_->getVelocity()); |
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| 118 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); |
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| 119 | } |
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| 120 | |
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| 121 | bool ArtificialController::isCloseAtTarget(float distance) const |
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| 122 | { |
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| 123 | if (!this->getControllableEntity()) |
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| 124 | return false; |
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| 125 | |
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| 126 | if (!this->target_) |
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| 127 | return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
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| 128 | else |
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| 129 | return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); |
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| 130 | } |
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| 131 | |
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| 132 | bool ArtificialController::isLookingAtTarget(float angle) const |
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| 133 | { |
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| 134 | if (!this->getControllableEntity()) |
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| 135 | return false; |
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| 136 | |
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| 137 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); |
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| 138 | } |
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| 139 | |
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| 140 | void ArtificialController::shipDied(Pawn* ship) |
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| 141 | { |
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| 142 | if (ship == this->target_) |
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| 143 | { |
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| 144 | this->forgetTarget(); |
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| 145 | this->searchRandomTargetPosition(); |
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| 146 | } |
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| 147 | } |
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| 148 | } |
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