1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * Dominik Solenicki |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "AIController.h" |
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30 | |
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31 | #include "util/Math.h" |
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32 | #include "core/CoreIncludes.h" |
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33 | #include "core/command/Executor.h" |
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34 | #include "worldentities/ControllableEntity.h" |
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35 | #include "worldentities/pawns/Pawn.h" |
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36 | |
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37 | namespace orxonox |
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38 | { |
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39 | const float AIController::ACTION_INTERVAL = 1.0f; |
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40 | |
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41 | CreateFactory(AIController); |
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42 | |
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43 | AIController::AIController(BaseObject* creator) : ArtificialController(creator) |
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44 | { |
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45 | RegisterObject(AIController); |
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46 | |
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47 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this))); |
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48 | } |
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49 | |
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50 | AIController::~AIController() |
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51 | { |
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52 | } |
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53 | |
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54 | void AIController::action() |
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55 | { |
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56 | float random; |
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57 | float maxrand = 100.0f / ACTION_INTERVAL; |
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58 | |
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59 | if (this->state_ == FREE) |
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60 | { |
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61 | |
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62 | if (this->formationFlight_) |
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63 | { |
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64 | |
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65 | //changed order -> searchNewMaster MUSTN'T be called in SLAVE-state (bugfix for internal-error messages at quit) |
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66 | random = rnd(maxrand); |
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67 | if (random < 90 && (((!this->target_) || (random < 50 && this->target_)) && !this->forcedFree())) |
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68 | this->searchNewMaster(); |
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69 | |
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70 | // return to Master after being forced free |
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71 | if (this->freedomCount_ == 1) |
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72 | { |
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73 | this->state_ = SLAVE; |
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74 | this->freedomCount_ = 0; |
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75 | } |
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76 | } |
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77 | |
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78 | this->defaultBehaviour(maxrand); |
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79 | |
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80 | } |
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81 | |
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82 | if (this->state_ == SLAVE && this->formationMode_ == ATTACK) |
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83 | { |
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84 | // search enemy |
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85 | random = rnd(maxrand); |
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86 | if (random < (botlevel_*100) && (!this->target_)) |
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87 | this->searchNewTarget(); |
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88 | |
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89 | // next enemy |
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90 | random = rnd(maxrand); |
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91 | if (random < (botlevel_*30) && (this->target_)) |
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92 | this->searchNewTarget(); |
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93 | |
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94 | // shoot |
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95 | random = rnd(maxrand); |
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96 | if (!(this->passive_) && random < (botlevel_*100) && (this->target_ && !this->bShooting_)) |
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97 | this->bShooting_ = true; |
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98 | |
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99 | // stop shooting |
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100 | random = rnd(maxrand); |
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101 | if (random < (1-botlevel_)*50 && (this->bShooting_)) |
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102 | this->bShooting_ = false; |
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103 | |
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104 | } |
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105 | |
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106 | if (this->state_ == MASTER) |
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107 | { |
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108 | this->commandSlaves(); |
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109 | |
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110 | if (this->specificMasterAction_ != NONE) |
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111 | this->specificMasterActionHold(); |
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112 | |
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113 | else { |
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114 | |
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115 | // make 180 degree turn - a specific Master Action |
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116 | random = rnd(1000.0f); |
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117 | if (random < 5) |
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118 | this->turn180Init(); |
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119 | |
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120 | // spin around - a specific Master Action |
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121 | random = rnd(1000.0f); |
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122 | if (random < 5) |
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123 | this->spinInit(); |
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124 | |
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125 | /*// follow a randomly chosen human - a specific Master Action |
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126 | random = rnd(1000.0f); |
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127 | if (random < 1) |
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128 | this->followRandomHumanInit(); |
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129 | */ |
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130 | // lose master status (only if less than 4 slaves in formation) |
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131 | random = rnd(maxrand); |
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132 | if(random < 15/(this->slaves_.size()+1) && this->slaves_.size() < 4 ) |
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133 | this->loseMasterState(); |
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134 | |
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135 | // look out for outher masters if formation is small |
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136 | random = rnd(maxrand); |
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137 | if(this->slaves_.size() < 3 && random < 20) |
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138 | this->searchNewMaster(); |
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139 | |
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140 | this->defaultBehaviour(maxrand); |
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141 | |
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142 | } |
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143 | } |
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144 | |
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145 | } |
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146 | |
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147 | void AIController::tick(float dt) |
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148 | { |
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149 | if (!this->isActive()) |
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150 | return; |
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151 | |
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152 | float random; |
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153 | float maxrand = 100.0f / ACTION_INTERVAL; |
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154 | ControllableEntity* controllable = this->getControllableEntity(); |
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155 | //DOES: Either move to the waypoint or search for a Point of interest |
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156 | if (controllable && this->mode_ == DEFAULT)// bot is ready to move to a target |
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157 | { |
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158 | if (this->waypoints_.size() > 0 ) //Waypoint functionality. |
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159 | { |
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160 | WorldEntity* wPoint = this->waypoints_[this->waypoints_.size()-1]; |
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161 | if(wPoint) |
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162 | { |
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163 | this->moveToPosition(wPoint->getWorldPosition()); //BUG ?? sometime wPoint->getWorldPosition() causes crash |
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164 | if (wPoint->getWorldPosition().squaredDistance(controllable->getPosition()) <= this->squaredaccuracy_) |
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165 | this->waypoints_.pop_back(); // if goal is reached, remove it from the list |
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166 | } |
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167 | else |
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168 | this->waypoints_.pop_back(); // remove invalid waypoints |
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169 | |
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170 | } |
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171 | else if(this->defaultWaypoint_ && ((this->defaultWaypoint_->getPosition()-controllable->getPosition()).length() > 200.0f)) |
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172 | { |
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173 | this->moveToPosition(this->defaultWaypoint_->getPosition()); // stay within a certain range of the defaultWaypoint_ |
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174 | random = rnd(maxrand); |
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175 | } |
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176 | } |
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177 | |
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178 | if (this->mode_ == DEFAULT) |
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179 | { |
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180 | if (this->state_ == MASTER) |
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181 | { |
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182 | if (this->specificMasterAction_ == NONE) |
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183 | { |
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184 | if (this->target_) |
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185 | { |
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186 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ |
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187 | this->forgetTarget(); |
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188 | else |
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189 | { |
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190 | this->aimAtTarget(); |
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191 | random = rnd(maxrand); |
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192 | if(this->botlevel_*70 > random && !this->isCloseAtTarget(100)) |
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193 | this->follow(); //If a bot is shooting a player, it shouldn't let him go away easily. |
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194 | } |
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195 | } |
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196 | |
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197 | if (this->bHasTargetPosition_) |
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198 | this->moveToTargetPosition(); |
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199 | this->doFire(); |
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200 | } |
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201 | |
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202 | if (this->specificMasterAction_ == TURN180) |
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203 | this->turn180(); |
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204 | |
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205 | if (this->specificMasterAction_ == SPIN) |
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206 | this->spin(); |
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207 | if (this->specificMasterAction_ == FOLLOW) |
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208 | this->follow(); |
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209 | } |
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210 | |
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211 | if (this->state_ == SLAVE && this->formationMode_ != ATTACK) |
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212 | { |
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213 | if (this->bHasTargetPosition_) |
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214 | this->moveToTargetPosition(); |
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215 | } |
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216 | |
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217 | if (this->state_ == FREE || (this->state_==SLAVE && this->formationMode_ == ATTACK) ) |
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218 | { |
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219 | if (this->target_) |
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220 | { |
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221 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ |
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222 | this->forgetTarget(); |
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223 | else this->aimAtTarget(); |
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224 | } |
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225 | |
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226 | if (this->bHasTargetPosition_) |
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227 | this->moveToTargetPosition(); |
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228 | |
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229 | this->doFire(); |
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230 | } |
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231 | } |
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232 | else if (this->mode_ == ROCKET)//Rockets do not belong to a group of bots -> bot states are not relevant. |
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233 | { //Vector-implementation: mode_.back() == ROCKET; |
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234 | if(controllable) |
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235 | {//Check wether the bot is controlling the rocket and if the timeout is over. |
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236 | if(controllable->getIdentifier() == ClassByString("Rocket")) |
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237 | |
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238 | { |
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239 | this->follow(); |
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240 | this->timeout_ -= dt; |
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241 | if((timeout_< 0)||(!target_))//Check if the timeout is over or target died. |
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242 | { |
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243 | controllable->fire(0);//kill the rocket |
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244 | this->setPreviousMode();//get out of rocket mode |
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245 | } |
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246 | } |
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247 | else |
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248 | this->setPreviousMode();//no rocket entity -> get out of rocket mode |
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249 | } |
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250 | else |
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251 | this->setPreviousMode();//If bot dies -> getControllableEntity == NULL -> get out of ROCKET mode |
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252 | }//END_OF ROCKET MODE |
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253 | |
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254 | SUPER(AIController, tick, dt); |
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255 | } |
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256 | //**********************************************NEW |
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257 | void AIController::defaultBehaviour(float maxrand) |
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258 | { float random; |
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259 | // search enemy |
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260 | random = rnd(maxrand); |
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261 | if (random < (botlevel_* 100) && (!this->target_)) |
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262 | this->searchNewTarget(); |
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263 | |
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264 | // forget enemy |
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265 | random = rnd(maxrand); |
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266 | if (random < ((1-botlevel_)*20) && (this->target_)) |
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267 | this->forgetTarget(); |
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268 | |
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269 | // next enemy |
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270 | random = rnd(maxrand); |
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271 | if (random < (botlevel_*30) && (this->target_)) |
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272 | this->searchNewTarget(); |
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273 | |
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274 | // fly somewhere |
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275 | random = rnd(maxrand); |
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276 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) |
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277 | this->searchRandomTargetPosition(); |
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278 | |
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279 | // stop flying |
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280 | random = rnd(maxrand); |
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281 | if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) |
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282 | this->bHasTargetPosition_ = false; |
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283 | |
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284 | // fly somewhere else |
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285 | random = rnd(maxrand); |
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286 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) |
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287 | this->searchRandomTargetPosition(); |
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288 | |
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289 | if (this->state_ == MASTER) // master: shoot |
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290 | { |
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291 | random = rnd(maxrand); |
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292 | if (!(this->passive_) && random < (100*botlevel_) && (this->target_ && !this->bShooting_)) |
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293 | { |
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294 | this->bShooting_ = true; |
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295 | this->forceFreeSlaves(); |
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296 | } |
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297 | } |
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298 | else |
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299 | { |
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300 | // shoot |
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301 | random = rnd(maxrand); |
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302 | if (!(this->passive_) && random < (botlevel_*100) && (this->target_ && !this->bShooting_)) |
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303 | this->bShooting_ = true; |
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304 | } |
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305 | |
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306 | // stop shooting |
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307 | random = rnd(maxrand); |
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308 | if (random < ((1 - botlevel_)*50) && (this->bShooting_)) |
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309 | this->bShooting_ = false; |
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310 | |
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311 | // boost |
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312 | random = rnd(maxrand); |
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313 | if (random < botlevel_*50 ) |
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314 | this->boostControl(); |
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315 | |
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316 | // update Checkpoints |
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317 | /*random = rnd(maxrand); |
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318 | if (this->defaultWaypoint_ && random > (maxrand-10)) |
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319 | this->manageWaypoints(); |
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320 | else //if(random > maxrand-10) //CHECK USABILITY!!*/ |
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321 | if (this->waypoints_.size() == 0 ) |
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322 | this->manageWaypoints(); |
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323 | } |
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324 | |
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325 | } |
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