[1505] | 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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[1480] | 29 | #include "OrxonoxStableHeaders.h" |
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[1505] | 30 | #include "SpaceShipAI.h" |
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| 31 | |
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| 32 | #include <OgreMath.h> |
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| 33 | #include "Projectile.h" |
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| 34 | #include "core/CoreIncludes.h" |
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| 35 | #include "core/Iterator.h" |
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| 36 | #include "core/Executor.h" |
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| 37 | #include "core/ConsoleCommand.h" |
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| 38 | #include "core/XMLPort.h" |
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| 39 | |
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| 40 | #define ACTION_INTERVAL 1.0f |
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| 41 | |
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| 42 | namespace orxonox |
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| 43 | { |
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| 44 | SetConsoleCommand(SpaceShipAI, createEnemy, true).setDefaultValue(0, 1); |
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| 45 | SetConsoleCommand(SpaceShipAI, killEnemies, true).setDefaultValue(0, 0); |
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| 46 | |
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| 47 | CreateFactory(SpaceShipAI); |
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| 48 | |
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| 49 | SpaceShipAI::SpaceShipAI() |
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| 50 | { |
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| 51 | RegisterObject(SpaceShipAI); |
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| 52 | |
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| 53 | this->alive_ = true; |
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| 54 | this->setPosition(Vector3(rnd(-1000, 1000), rnd(-1000, 1000), rnd(-1000, 0000))); |
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| 55 | this->target_ = 0; |
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| 56 | this->bShooting_ = 0; |
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| 57 | this->bHasTargetPosition_ = false; |
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| 58 | |
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| 59 | this->setTeamNr((int)rnd(NUM_AI_TEAMS) % NUM_AI_TEAMS + 1); |
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| 60 | |
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| 61 | if (NUM_AI_TEAMS > 0) |
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| 62 | this->teamColours_[1] = ColourValue(1, 0, 0, 1); |
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| 63 | if (NUM_AI_TEAMS > 1) |
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| 64 | this->teamColours_[2] = ColourValue(0, 1, 0, 1); |
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| 65 | if (NUM_AI_TEAMS > 2) |
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| 66 | this->teamColours_[3] = ColourValue(0, 0, 1, 1); |
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| 67 | |
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| 68 | for (int i = 4; i <= NUM_AI_TEAMS; ++i) |
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| 69 | this->teamColours_[i] = ColourValue(rnd(), rnd(), rnd(), 1); |
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| 70 | } |
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| 71 | |
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| 72 | void SpaceShipAI::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 73 | { |
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| 74 | SpaceShip::XMLPort(xmlelement, mode); |
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| 75 | myShip_=true; |
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| 76 | |
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| 77 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&SpaceShipAI::action))); |
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| 78 | } |
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| 79 | |
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| 80 | void SpaceShipAI::createEnemy(int num) |
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| 81 | { |
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| 82 | for (int i = 0; i < num; ++i) |
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| 83 | { |
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| 84 | SpaceShipAI* newenemy = new SpaceShipAI(); |
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| 85 | newenemy->setMesh("assff.mesh"); |
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| 86 | // newenemy->setPosition(0, 0, 0); |
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| 87 | newenemy->setScale(10); |
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| 88 | newenemy->setMaxSpeed(500); |
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| 89 | newenemy->setMaxSideAndBackSpeed(50); |
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| 90 | newenemy->setMaxRotation(1.0); |
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| 91 | newenemy->setTransAcc(200); |
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| 92 | newenemy->setRotAcc(3.0); |
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| 93 | newenemy->setTransDamp(75); |
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| 94 | newenemy->setRotDamp(1.0); |
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| 95 | Element xmlelement; |
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| 96 | newenemy->XMLPort(xmlelement, XMLPort::LoadObject); |
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| 97 | } |
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| 98 | } |
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| 99 | |
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| 100 | void SpaceShipAI::killEnemies(int num) |
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| 101 | { |
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| 102 | int i = 0; |
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| 103 | for (Iterator<SpaceShipAI> it = ObjectList<SpaceShipAI>::begin(); it; ) |
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| 104 | { |
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| 105 | delete *(it++); |
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| 106 | ++i; |
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| 107 | if (num && i >= num) |
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| 108 | break; |
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| 109 | } |
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| 110 | } |
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| 111 | |
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| 112 | ColourValue SpaceShipAI::getProjectileColour() const |
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| 113 | { |
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| 114 | return this->teamColours_[this->getTeamNr()]; |
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| 115 | } |
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| 116 | |
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| 117 | void SpaceShipAI::action() |
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| 118 | { |
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| 119 | float random; |
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| 120 | float maxrand = 100.0f / ACTION_INTERVAL; |
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| 121 | |
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| 122 | // search enemy |
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| 123 | random = rnd(maxrand); |
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| 124 | //std::cout << "search enemy: " << random << std::endl; |
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| 125 | if (random < 20 && (!this->target_)) |
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| 126 | { |
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| 127 | this->searchNewTarget(); |
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| 128 | } |
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| 129 | |
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| 130 | // forget enemy |
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| 131 | random = rnd(maxrand); |
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| 132 | //std::cout << "forget enemy: " << random << std::endl; |
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| 133 | if (random < 5 && (this->target_)) |
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| 134 | { |
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| 135 | this->forgetTarget(); |
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| 136 | } |
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| 137 | |
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| 138 | // next enemy |
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| 139 | random = rnd(maxrand); |
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| 140 | //std::cout << "next enemy: " << random << std::endl; |
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| 141 | if (random < 10 && (this->target_)) |
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| 142 | { |
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| 143 | this->searchNewTarget(); |
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| 144 | } |
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| 145 | |
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| 146 | // fly somewhere |
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| 147 | random = rnd(maxrand); |
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| 148 | //std::cout << "fly somewhere: " << random << std::endl; |
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| 149 | if (random < 40 && (!this->bHasTargetPosition_ && !this->target_)) |
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| 150 | { |
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| 151 | this->searchNewTargetPosition(); |
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| 152 | } |
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| 153 | |
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| 154 | // stop flying |
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| 155 | random = rnd(maxrand); |
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| 156 | //std::cout << "stop flying: " << random << std::endl; |
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| 157 | if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) |
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| 158 | { |
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| 159 | this->bHasTargetPosition_ = false; |
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| 160 | } |
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| 161 | |
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| 162 | // fly somewhere else |
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| 163 | random = rnd(maxrand); |
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| 164 | //std::cout << "fly somewhere else: " << random << std::endl; |
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| 165 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) |
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| 166 | { |
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| 167 | this->searchNewTargetPosition(); |
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| 168 | } |
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| 169 | |
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| 170 | // shoot |
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| 171 | random = rnd(maxrand); |
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| 172 | //std::cout << "shoot: " << random << std::endl; |
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| 173 | if (random < 75 && (this->target_ && !this->bShooting_)) |
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| 174 | { |
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| 175 | this->bShooting_ = true; |
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| 176 | } |
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| 177 | |
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| 178 | // stop shooting |
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| 179 | random = rnd(maxrand); |
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| 180 | //std::cout << "stop shooting: " << random << std::endl; |
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| 181 | if (random < 25 && (this->bShooting_)) |
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| 182 | { |
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| 183 | this->bShooting_ = false; |
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| 184 | } |
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| 185 | } |
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| 186 | |
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| 187 | void SpaceShipAI::tick(float dt) |
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| 188 | { |
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| 189 | if (this->target_) |
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| 190 | this->aimAtTarget(); |
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| 191 | |
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| 192 | if (this->bHasTargetPosition_) |
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| 193 | this->moveToTargetPosition(dt); |
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| 194 | |
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| 195 | if (this->bShooting_ && this->isCloseAtTarget(2000) && this->isLookingAtTarget(Ogre::Math::PI / 10.0f)) |
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| 196 | this->doFire(); |
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| 197 | |
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| 198 | SpaceShip::tick(dt); |
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| 199 | } |
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| 200 | |
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| 201 | void SpaceShipAI::moveToTargetPosition(float dt) |
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| 202 | { |
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| 203 | static Radian RadianZERO(0); |
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| 204 | |
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| 205 | // float dotprod = (this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(this->targetPosition_ - this->getPosition()); |
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| 206 | Quaternion rotation = (this->getOrientation() * Ogre::Vector3::UNIT_X).getRotationTo(this->targetPosition_ - this->getPosition()); |
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| 207 | /* |
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| 208 | std::cout << "scalprod: " << dotprod << std::endl; |
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| 209 | std::cout << "dist: " << this->targetPosition_ - this->getPosition() << std::endl; |
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| 210 | std::cout << "yaw: " << rotation.getYaw().valueRadians() << std::endl; |
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| 211 | std::cout << "pitch: " << rotation.getPitch().valueRadians() << std::endl; |
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| 212 | std::cout << "roll: " << rotation.getRoll().valueRadians() << std::endl; |
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| 213 | */ |
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| 214 | this->setMoveYaw(-rotation.getRoll().valueRadians()); |
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| 215 | this->setMovePitch(rotation.getYaw().valueRadians()); |
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| 216 | |
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| 217 | if ((this->targetPosition_ - this->getPosition()).length() > 100) |
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| 218 | { |
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| 219 | this->setMoveLongitudinal(1); |
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| 220 | } |
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| 221 | |
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| 222 | } |
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| 223 | |
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| 224 | void SpaceShipAI::searchNewTargetPosition() |
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| 225 | { |
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| 226 | this->targetPosition_ = Vector3(rnd(-5000,5000), rnd(-5000,5000), rnd(-5000,5000)); |
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| 227 | this->bHasTargetPosition_ = true; |
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| 228 | } |
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| 229 | |
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| 230 | void SpaceShipAI::searchNewTarget() |
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| 231 | { |
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| 232 | this->targetPosition_ = this->getPosition(); |
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| 233 | this->forgetTarget(); |
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| 234 | |
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| 235 | for (Iterator<SpaceShip> it = ObjectList<SpaceShip>::begin(); it; ++it) |
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| 236 | { |
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| 237 | if (it->getTeamNr() != this->getTeamNr()) |
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| 238 | { |
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| 239 | float speed = this->getVelocity().length(); |
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| 240 | Vector3 distanceCurrent = this->targetPosition_ - this->getPosition(); |
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| 241 | Vector3 distanceNew = it->getPosition() - this->getPosition(); |
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| 242 | if (!this->target_ || it->getPosition().squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI)) |
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| 243 | < this->targetPosition_.squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI))) |
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| 244 | { |
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| 245 | this->target_ = (*it); |
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| 246 | this->targetPosition_ = it->getPosition(); |
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| 247 | } |
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| 248 | } |
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| 249 | } |
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| 250 | } |
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| 251 | |
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| 252 | void SpaceShipAI::forgetTarget() |
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| 253 | { |
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| 254 | this->target_ = 0; |
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| 255 | this->bShooting_ = false; |
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| 256 | } |
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| 257 | |
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| 258 | void SpaceShipAI::aimAtTarget() |
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| 259 | { |
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| 260 | if (!this->target_) |
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| 261 | return; |
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| 262 | /* |
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| 263 | Vector3 enemymovement = this->target_->getVelocity(); |
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| 264 | Vector3 distance_normalised = this->target_->getPosition() - this->getPosition(); |
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| 265 | distance_normalised.normalise(); |
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| 266 | |
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| 267 | float scalarprod = enemymovement.dotProduct(distance_normalised); |
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| 268 | float aimoffset = scalarprod*scalarprod + Projectile::getSpeed() * Projectile::getSpeed() - this->target_->getVelocity().squaredLength(); |
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| 269 | if (aimoffset < 0) |
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| 270 | { |
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| 271 | this->bHasTargetPosition_ = false; |
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| 272 | return; |
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| 273 | } |
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| 274 | aimoffset = -scalarprod + sqrt(aimoffset); |
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| 275 | this->targetPosition_ = enemymovement + distance_normalised * aimoffset; |
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| 276 | this->bHasTargetPosition_ = true; |
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| 277 | |
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| 278 | std::cout << "targetpos: " << this->targetPosition_ << std::endl; |
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| 279 | */ |
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| 280 | this->targetPosition_ = this->target_->getPosition(); |
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| 281 | this->bHasTargetPosition_ = true; |
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| 282 | } |
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| 283 | |
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| 284 | bool SpaceShipAI::isCloseAtTarget(float distance) |
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| 285 | { |
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| 286 | return (this->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
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| 287 | } |
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| 288 | |
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| 289 | bool SpaceShipAI::isLookingAtTarget(float angle) |
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| 290 | { |
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| 291 | return (this->getOrientation() * Ogre::Vector3::UNIT_X).directionEquals(this->targetPosition_ - this->getPosition(), Radian(angle)); |
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| 292 | } |
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| 293 | } |
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