[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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[7163] | 25 | * Dominik Solenicki |
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[8992] | 26 | * |
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[2362] | 27 | */ |
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| 28 | |
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| 29 | #include "ArtificialController.h" |
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| 30 | #include "core/CoreIncludes.h" |
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[9006] | 31 | #include "core/command/ConsoleCommand.h" |
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[5735] | 32 | #include "worldentities/pawns/Pawn.h" |
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[8891] | 33 | #include "worldentities/pawns/SpaceShip.h" |
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[8992] | 34 | |
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[8891] | 35 | #include "weaponsystem/WeaponMode.h" |
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| 36 | #include "weaponsystem/WeaponPack.h" |
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| 37 | #include "weaponsystem/Weapon.h" |
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| 38 | #include "weaponsystem/WeaponSlot.h" |
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| 39 | #include "weaponsystem/WeaponSlot.h" |
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[3049] | 40 | |
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[8992] | 41 | |
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[2362] | 42 | namespace orxonox |
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| 43 | { |
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[9006] | 44 | SetConsoleCommand("ArtificialController", "setbotlevel", &ArtificialController::setAllBotLevel); |
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[7163] | 45 | |
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[8992] | 46 | ArtificialController::ArtificialController(BaseObject* creator) : FormationController(creator) |
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[2362] | 47 | { |
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[8891] | 48 | this->bSetupWorked = false; |
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[8980] | 49 | this->botlevel_ = 0.5f; |
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[8891] | 50 | this->timeout_ = 0; |
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| 51 | this->currentWaypoint_ = 0; |
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| 52 | this->setAccuracy(5); |
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| 53 | this->defaultWaypoint_ = NULL; |
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[8992] | 54 | this->mode_ = DEFAULT;//Vector-implementation: mode_.push_back(DEFAULT); |
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[2362] | 55 | } |
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| 56 | |
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| 57 | ArtificialController::~ArtificialController() |
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| 58 | { |
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[7163] | 59 | if (this->isInitialized()) |
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[8891] | 60 | {//Vector-implementation: mode_.erase(mode_.begin(),mode_.end()); |
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| 61 | this->waypoints_.clear(); |
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| 62 | this->weaponModes_.clear(); |
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[7163] | 63 | } |
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[2362] | 64 | } |
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| 65 | |
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[7163] | 66 | |
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| 67 | /** |
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| 68 | @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies. |
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| 69 | */ |
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| 70 | void ArtificialController::changedControllableEntity() |
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| 71 | { |
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| 72 | if (!this->getControllableEntity()) |
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| 73 | this->removeFromFormation(); |
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| 74 | } |
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| 75 | |
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| 76 | |
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[2362] | 77 | void ArtificialController::aimAtTarget() |
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| 78 | { |
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| 79 | if (!this->target_ || !this->getControllableEntity()) |
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| 80 | return; |
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| 81 | |
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[2493] | 82 | static const float hardcoded_projectile_speed = 1250; |
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[2362] | 83 | |
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[2493] | 84 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); |
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[2362] | 85 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); |
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[6417] | 86 | |
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[7163] | 87 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); |
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[6417] | 88 | if (pawn) |
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| 89 | pawn->setAimPosition(this->targetPosition_); |
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[2362] | 90 | } |
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| 91 | |
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| 92 | bool ArtificialController::isCloseAtTarget(float distance) const |
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| 93 | { |
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| 94 | if (!this->getControllableEntity()) |
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| 95 | return false; |
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| 96 | |
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| 97 | if (!this->target_) |
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| 98 | return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
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| 99 | else |
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| 100 | return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); |
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| 101 | } |
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| 102 | |
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| 103 | bool ArtificialController::isLookingAtTarget(float angle) const |
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| 104 | { |
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| 105 | if (!this->getControllableEntity()) |
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| 106 | return false; |
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| 107 | |
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| 108 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); |
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| 109 | } |
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| 110 | |
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[5929] | 111 | void ArtificialController::abandonTarget(Pawn* target) |
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[2362] | 112 | { |
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[5929] | 113 | if (target == this->target_) |
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| 114 | this->targetDied(); |
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[2362] | 115 | } |
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[3049] | 116 | |
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[8891] | 117 | /** |
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| 118 | @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all. |
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| 119 | */ |
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| 120 | void ArtificialController::doFire() |
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| 121 | { |
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| 122 | if(!this->bSetupWorked)//setup: find out which weapons are active ! hard coded: laser is "0", lens flare is "1", ... |
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| 123 | { |
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| 124 | this->setupWeapons(); |
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| 125 | } |
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| 126 | else if(this->getControllableEntity() && weaponModes_.size()&&this->bShooting_ && this->isCloseAtTarget((1 + 2*botlevel_)*1000) && this->isLookingAtTarget(math::pi / 20.0f)) |
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| 127 | { |
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| 128 | int firemode; |
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| 129 | float random = rnd(1);// |
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| 130 | if (this->isCloseAtTarget(130) && (firemode = getFiremode("LightningGun")) > -1 ) |
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| 131 | {//LENSFLARE: short range weapon |
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| 132 | this->getControllableEntity()->fire(firemode); //ai uses lens flare if they're close enough to the target |
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| 133 | } |
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| 134 | else if( this->isCloseAtTarget(400) && (random < this->botlevel_) && (firemode = getFiremode("RocketFire")) > -1 ) |
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| 135 | {//ROCKET: mid range weapon |
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| 136 | this->mode_ = ROCKET; //Vector-implementation: mode_.push_back(ROCKET); |
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| 137 | this->getControllableEntity()->fire(firemode); //launch rocket |
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| 138 | if(this->getControllableEntity() && this->target_) //after fire(3) is called, getControllableEntity() refers to the rocket! |
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| 139 | { |
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| 140 | float speed = this->getControllableEntity()->getVelocity().length() - target_->getVelocity().length(); |
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| 141 | if(!speed) speed = 0.1f; |
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| 142 | float distance = target_->getPosition().length() - this->getControllableEntity()->getPosition().length(); |
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| 143 | this->timeout_= distance/speed*sgn(speed*distance) + 1.8f; //predicted time of target hit (+ tolerance) |
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| 144 | } |
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| 145 | else |
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| 146 | this->timeout_ = 4.0f; //TODO: find better default value |
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| 147 | } |
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| 148 | else if ((firemode = getFiremode("HsW01")) > -1 ) //LASER: default weapon |
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| 149 | this->getControllableEntity()->fire(firemode); |
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| 150 | } |
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| 151 | } |
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| 152 | |
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| 153 | /** |
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| 154 | @brief Information gathering: Which weapons are ready to use? |
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| 155 | */ |
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| 156 | void ArtificialController::setupWeapons() //TODO: Make this function generic!! (at the moment is is based on conventions) |
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| 157 | { |
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| 158 | this->bSetupWorked = false; |
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| 159 | if(this->getControllableEntity()) |
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| 160 | { |
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| 161 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); |
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[8980] | 162 | if(pawn && pawn->isA(Class(SpaceShip))) //fix for First Person Mode: check for SpaceShip |
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[8891] | 163 | { |
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| 164 | this->weaponModes_.clear(); // reset previous weapon information |
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| 165 | WeaponSlot* wSlot = 0; |
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| 166 | for(int l=0; (wSlot = pawn->getWeaponSlot(l)) ; l++) |
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| 167 | { |
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| 168 | WeaponMode* wMode = 0; |
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| 169 | for(int i=0; (wMode = wSlot->getWeapon()->getWeaponmode(i)) ; i++) |
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| 170 | { |
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| 171 | std::string wName = wMode->getIdentifier()->getName(); |
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| 172 | if(this->getFiremode(wName) == -1) //only add a weapon, if it is "new" |
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| 173 | weaponModes_[wName] = wMode->getMode(); |
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| 174 | } |
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| 175 | } |
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| 176 | if(weaponModes_.size())//at least one weapon detected |
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| 177 | this->bSetupWorked = true; |
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| 178 | }//pawn->weaponSystem_->getMunition(SubclassIdentifier< Munition > *identifier)->getNumMunition (WeaponMode *user); |
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| 179 | } |
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| 180 | } |
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| 181 | |
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| 182 | |
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| 183 | void ArtificialController::setBotLevel(float level) |
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| 184 | { |
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| 185 | if (level < 0.0f) |
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| 186 | this->botlevel_ = 0.0f; |
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| 187 | else if (level > 1.0f) |
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| 188 | this->botlevel_ = 1.0f; |
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| 189 | else |
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| 190 | this->botlevel_ = level; |
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| 191 | } |
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| 192 | |
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| 193 | void ArtificialController::setAllBotLevel(float level) |
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| 194 | { |
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| 195 | for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it != ObjectList<ArtificialController>::end(); ++it) |
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| 196 | it->setBotLevel(level); |
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| 197 | } |
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| 198 | |
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| 199 | void ArtificialController::setPreviousMode() |
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| 200 | { |
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| 201 | this->mode_ = DEFAULT; //Vector-implementation: mode_.pop_back(); |
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| 202 | } |
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| 203 | |
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| 204 | /** |
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| 205 | @brief Manages boost. Switches between boost usage and boost safe mode. |
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| 206 | */ |
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| 207 | void ArtificialController::boostControl() |
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| 208 | { |
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| 209 | SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity()); |
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| 210 | if(ship == NULL) return; |
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| 211 | if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost |
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| 212 | this->getControllableEntity()->boost(true); |
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| 213 | else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost |
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| 214 | this->getControllableEntity()->boost(false); |
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| 215 | } |
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| 216 | |
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| 217 | int ArtificialController::getFiremode(std::string name) |
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| 218 | { |
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| 219 | for (std::map< std::string, int >::iterator it = this->weaponModes_.begin(); it != this->weaponModes_.end(); ++it) |
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| 220 | { |
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| 221 | if (it->first == name) |
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| 222 | return it->second; |
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| 223 | } |
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| 224 | return -1; |
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| 225 | } |
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| 226 | |
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| 227 | void ArtificialController::addWaypoint(WorldEntity* waypoint) |
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| 228 | { |
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| 229 | this->waypoints_.push_back(waypoint); |
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| 230 | } |
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| 231 | |
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| 232 | WorldEntity* ArtificialController::getWaypoint(unsigned int index) const |
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| 233 | { |
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| 234 | if (index < this->waypoints_.size()) |
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| 235 | return this->waypoints_[index]; |
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| 236 | else |
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| 237 | return 0; |
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| 238 | } |
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| 239 | |
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| 240 | /** |
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| 241 | @brief Adds first waypoint of type name to the waypoint stack, which is within the searchDistance |
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| 242 | @param name object-name of a point of interest (e.g. "PickupSpawner", "ForceField") |
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| 243 | */ |
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| 244 | void ArtificialController::updatePointsOfInterest(std::string name, float searchDistance) |
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| 245 | { |
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| 246 | WorldEntity* waypoint = NULL; |
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| 247 | for (ObjectList<WorldEntity>::iterator it = ObjectList<WorldEntity>::begin(); it != ObjectList<WorldEntity>::end(); ++it) |
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| 248 | { |
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| 249 | if((*it)->getIdentifier() == ClassByString(name)) |
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| 250 | { |
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| 251 | ControllableEntity* controllable = this->getControllableEntity(); |
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| 252 | if(!controllable) continue; |
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| 253 | float actualDistance = ( (*it)->getPosition() - controllable->getPosition() ).length(); |
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| 254 | if(actualDistance > searchDistance || actualDistance < 5.0f) continue; |
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| 255 | // TODO: PickupSpawner: adjust waypoint accuracy to PickupSpawner's triggerdistance |
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| 256 | // TODO: ForceField: analyze is angle between forcefield boost and own flying direction is acceptable |
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| 257 | else |
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| 258 | { |
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| 259 | waypoint = *it; |
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| 260 | break; |
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| 261 | } |
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| 262 | } |
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| 263 | } |
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| 264 | if(waypoint) |
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| 265 | this->waypoints_.push_back(waypoint); |
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| 266 | } |
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| 267 | |
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| 268 | /** |
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[8992] | 269 | @brief Adds point of interest depending on context. TODO: Further Possibilites: "ForceField", "PortalEndPoint", "MovableEntity", "Dock" |
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[8891] | 270 | */ |
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| 271 | void ArtificialController::manageWaypoints() |
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| 272 | { |
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| 273 | if(!defaultWaypoint_) |
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| 274 | this->updatePointsOfInterest("PickupSpawner", 200.0f); // long search radius if there is no default goal |
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| 275 | else |
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| 276 | this->updatePointsOfInterest("PickupSpawner", 20.0f); // take pickup en passant if there is a default waypoint |
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| 277 | } |
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[8992] | 278 | |
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[2362] | 279 | } |
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