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 "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 "ParticleSpawner.h" |
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35 | #include "core/CoreIncludes.h" |
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36 | #include "core/Iterator.h" |
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37 | #include "core/Executor.h" |
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38 | #include "core/ConsoleCommand.h" |
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39 | #include "core/XMLPort.h" |
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40 | #include "tools/ParticleInterface.h" |
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41 | |
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42 | #define ACTION_INTERVAL 1.0f |
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43 | |
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44 | namespace orxonox |
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45 | { |
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46 | SetConsoleCommand(SpaceShipAI, createEnemy, true).setDefaultValue(0, 1); |
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47 | SetConsoleCommand(SpaceShipAI, killEnemies, true).setDefaultValue(0, 0); |
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48 | |
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49 | CreateFactory(SpaceShipAI); |
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50 | |
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51 | SpaceShipAI::SpaceShipAI() |
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52 | { |
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53 | RegisterObject(SpaceShipAI); |
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54 | |
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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 | SpaceShipAI::~SpaceShipAI() |
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73 | { |
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74 | for (Iterator<SpaceShipAI> it = ObjectList<SpaceShipAI>::begin(); it; ++it) |
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75 | it->shipDied(this); |
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76 | } |
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77 | |
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78 | void SpaceShipAI::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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79 | { |
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80 | SpaceShip::XMLPort(xmlelement, mode); |
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81 | |
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82 | this->myShip_=true; |
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83 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&SpaceShipAI::action))); |
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84 | } |
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85 | |
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86 | void SpaceShipAI::createEnemy(int num) |
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87 | { |
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88 | for (int i = 0; i < num; ++i) |
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89 | { |
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90 | SpaceShipAI* newenemy = new SpaceShipAI(); |
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91 | newenemy->setMesh("assff.mesh"); |
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92 | // newenemy->setPosition(0, 0, 0); |
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93 | newenemy->setPosition(Vector3(rnd(-3000, 3000), rnd(-3000, 3000), rnd(-3000, 3000))); |
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94 | newenemy->setScale(10); |
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95 | newenemy->setMaxSpeed(500); |
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96 | newenemy->setMaxSideAndBackSpeed(50); |
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97 | newenemy->setMaxRotation(1.0); |
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98 | newenemy->setTransAcc(200); |
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99 | newenemy->setRotAcc(3.0); |
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100 | newenemy->setTransDamp(75); |
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101 | newenemy->setRotDamp(1.0); |
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102 | Element xmlelement; |
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103 | newenemy->XMLPort(xmlelement, XMLPort::LoadObject); |
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104 | |
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105 | ParticleSpawner* spawneffect = new ParticleSpawner("Orxonox/fairytwirl", 2.0, 0.0, newenemy->getOrth()); |
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106 | spawneffect->setPosition(newenemy->getPosition() - newenemy->getOrth() * 50); |
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107 | spawneffect->create(); |
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108 | } |
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109 | } |
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110 | |
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111 | void SpaceShipAI::killEnemies(int num) |
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112 | { |
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113 | int i = 0; |
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114 | for (Iterator<SpaceShipAI> it = ObjectList<SpaceShipAI>::begin(); it; ) |
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115 | { |
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116 | (it++)->kill(); |
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117 | if (num && i >= num) |
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118 | break; |
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119 | } |
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120 | } |
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121 | |
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122 | ColourValue SpaceShipAI::getProjectileColour() const |
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123 | { |
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124 | return this->teamColours_[this->getTeamNr()]; |
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125 | } |
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126 | |
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127 | void SpaceShipAI::action() |
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128 | { |
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129 | float random; |
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130 | float maxrand = 100.0f / ACTION_INTERVAL; |
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131 | |
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132 | // search enemy |
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133 | random = rnd(maxrand); |
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134 | if (random < 20 && (!this->target_)) |
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135 | this->searchNewTarget(); |
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136 | |
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137 | // forget enemy |
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138 | random = rnd(maxrand); |
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139 | if (random < 5 && (this->target_)) |
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140 | this->forgetTarget(); |
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141 | |
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142 | // next enemy |
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143 | random = rnd(maxrand); |
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144 | if (random < 10 && (this->target_)) |
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145 | this->searchNewTarget(); |
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146 | |
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147 | // fly somewhere |
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148 | random = rnd(maxrand); |
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149 | if (random < 40 && (!this->bHasTargetPosition_ && !this->target_)) |
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150 | this->searchNewTargetPosition(); |
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151 | |
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152 | // stop flying |
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153 | random = rnd(maxrand); |
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154 | if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) |
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155 | this->bHasTargetPosition_ = false; |
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156 | |
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157 | // fly somewhere else |
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158 | random = rnd(maxrand); |
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159 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) |
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160 | this->searchNewTargetPosition(); |
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161 | |
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162 | // shoot |
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163 | random = rnd(maxrand); |
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164 | if (random < 75 && (this->target_ && !this->bShooting_)) |
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165 | this->bShooting_ = true; |
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166 | |
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167 | // stop shooting |
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168 | random = rnd(maxrand); |
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169 | if (random < 25 && (this->bShooting_)) |
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170 | this->bShooting_ = false; |
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171 | } |
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172 | |
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173 | void SpaceShipAI::damage(float damage) |
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174 | { |
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175 | this->health_ -= damage; |
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176 | if (this->health_ <= 0) |
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177 | { |
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178 | this->kill(); |
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179 | SpaceShipAI::createEnemy(1); |
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180 | } |
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181 | } |
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182 | |
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183 | void SpaceShipAI::kill() |
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184 | { |
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185 | ParticleSpawner* explosion = new ParticleSpawner("Orxonox/BigExplosion1part1", 3.0); |
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186 | explosion->setPosition(this->getPosition()); |
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187 | explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); |
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188 | explosion->setScale(4); |
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189 | explosion->create(); |
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190 | |
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191 | explosion = new ParticleSpawner("Orxonox/BigExplosion1part2", 3.0); |
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192 | explosion->setPosition(this->getPosition()); |
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193 | explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); |
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194 | explosion->setScale(4); |
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195 | explosion->create(); |
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196 | |
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197 | Vector3 ringdirection = Vector3(rnd(), rnd(), rnd()); |
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198 | ringdirection.normalise(); |
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199 | explosion = new ParticleSpawner("Orxonox/BigExplosion1part3", 3.0, 0.5, ringdirection); |
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200 | explosion->setPosition(this->getPosition()); |
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201 | explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); |
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202 | explosion->setScale(4); |
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203 | explosion->create(); |
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204 | |
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205 | delete this; |
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206 | } |
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207 | |
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208 | void SpaceShipAI::tick(float dt) |
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209 | { |
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210 | if (!this->isActive()) |
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211 | return; |
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212 | |
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213 | if (this->target_) |
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214 | this->aimAtTarget(); |
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215 | |
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216 | if (this->bHasTargetPosition_) |
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217 | this->moveToTargetPosition(dt); |
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218 | |
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219 | if (this->bShooting_ && this->isCloseAtTarget(2500) && this->isLookingAtTarget(Ogre::Math::PI / 10)) |
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220 | this->doFire(); |
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221 | |
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222 | SpaceShip::tick(dt); |
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223 | } |
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224 | |
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225 | void SpaceShipAI::moveToTargetPosition(float dt) |
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226 | { |
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227 | Vector3 proj = Ogre::Plane(this->getDir(), this->getPosition()).projectVector(this->targetPosition_ - this->getPosition()); |
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228 | float angle = acos((this->getOrth().dotProduct(proj)) / (this->getOrth().length()*proj.length())); |
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229 | |
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230 | if ((this->getDir().crossProduct(this->getOrth())).dotProduct(this->targetPosition_ - this->getPosition()) > 0) |
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231 | this->setMoveYaw(sgn(sin(angle))); |
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232 | else |
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233 | this->setMoveYaw(-sgn(sin(angle))); |
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234 | this->setMovePitch(sgn(cos(angle))); |
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235 | |
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236 | if ((this->targetPosition_ - this->getPosition()).length() > 300) |
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237 | this->setMoveLongitudinal(1); |
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238 | |
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239 | if (this->isCloseAtTarget(300) && this->target_) |
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240 | { |
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241 | if (this->getVelocity().length() > this->target_->getVelocity().length()) |
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242 | this->setMoveLongitudinal(-1); |
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243 | } |
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244 | } |
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245 | |
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246 | void SpaceShipAI::searchNewTargetPosition() |
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247 | { |
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248 | this->targetPosition_ = Vector3(rnd(-5000,5000), rnd(-5000,5000), rnd(-5000,5000)); |
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249 | this->bHasTargetPosition_ = true; |
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250 | } |
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251 | |
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252 | void SpaceShipAI::searchNewTarget() |
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253 | { |
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254 | this->targetPosition_ = this->getPosition(); |
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255 | this->forgetTarget(); |
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256 | |
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257 | for (Iterator<SpaceShip> it = ObjectList<SpaceShip>::begin(); it; ++it) |
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258 | { |
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259 | if (it->getTeamNr() != this->getTeamNr()) |
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260 | { |
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261 | float speed = this->getVelocity().length(); |
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262 | Vector3 distanceCurrent = this->targetPosition_ - this->getPosition(); |
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263 | Vector3 distanceNew = it->getPosition() - this->getPosition(); |
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264 | 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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265 | < this->targetPosition_.squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI)) + rnd(-250, 250)) |
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266 | { |
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267 | this->target_ = (*it); |
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268 | this->targetPosition_ = it->getPosition(); |
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269 | } |
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270 | } |
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271 | } |
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272 | } |
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273 | |
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274 | void SpaceShipAI::forgetTarget() |
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275 | { |
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276 | this->target_ = 0; |
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277 | this->bShooting_ = false; |
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278 | } |
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279 | |
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280 | void SpaceShipAI::aimAtTarget() |
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281 | { |
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282 | if (!this->target_) |
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283 | return; |
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284 | |
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285 | Vector3 enemymovement = this->target_->getVelocity(); |
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286 | Vector3 distance_normalised = this->target_->getPosition() - this->getPosition(); |
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287 | distance_normalised.normalise(); |
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288 | |
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289 | float scalarprod = enemymovement.dotProduct(distance_normalised); |
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290 | float aimoffset = scalarprod*scalarprod + Projectile::getSpeed() * Projectile::getSpeed() - this->target_->getVelocity().squaredLength(); |
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291 | |
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292 | if (aimoffset < 0) |
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293 | { |
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294 | this->bHasTargetPosition_ = false; |
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295 | return; |
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296 | } |
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297 | aimoffset = -scalarprod + sqrt(aimoffset); |
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298 | this->targetPosition_ = this->getPosition() + enemymovement + distance_normalised * aimoffset; |
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299 | this->bHasTargetPosition_ = true; |
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300 | } |
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301 | |
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302 | bool SpaceShipAI::isCloseAtTarget(float distance) |
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303 | { |
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304 | if (!this->target_) |
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305 | return (this->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
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306 | else |
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307 | return (this->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); |
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308 | } |
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309 | |
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310 | bool SpaceShipAI::isLookingAtTarget(float angle) |
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311 | { |
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312 | Vector3 dist = this->targetPosition_ - this->getPosition(); |
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313 | return (acos((this->getDir().dotProduct(dist)) / (dist.length() * this->getDir().length())) < angle); |
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314 | } |
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315 | |
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316 | void SpaceShipAI::shipDied(SpaceShipAI* ship) |
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317 | { |
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318 | this->forgetTarget(); |
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319 | this->searchNewTargetPosition(); |
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320 | } |
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321 | } |
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