/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "SpaceShipAI.h" #include #include "Projectile.h" #include "ParticleSpawner.h" #include "core/CoreIncludes.h" #include "core/Iterator.h" #include "core/Executor.h" #include "core/ConsoleCommand.h" #include "core/XMLPort.h" #include "particle/ParticleInterface.h" #define ACTION_INTERVAL 1.0f namespace orxonox { SetConsoleCommand(SpaceShipAI, createEnemy, true).setDefaultValue(0, 1); SetConsoleCommand(SpaceShipAI, killEnemies, true).setDefaultValue(0, 0); CreateFactory(SpaceShipAI); SpaceShipAI::SpaceShipAI() { RegisterObject(SpaceShipAI); this->target_ = 0; this->bShooting_ = 0; this->bHasTargetPosition_ = false; this->setTeamNr((int)rnd(NUM_AI_TEAMS) % NUM_AI_TEAMS + 1); if (NUM_AI_TEAMS > 0) this->teamColours_[1] = ColourValue(1, 0, 0, 1); if (NUM_AI_TEAMS > 1) this->teamColours_[2] = ColourValue(0, 1, 0, 1); if (NUM_AI_TEAMS > 2) this->teamColours_[3] = ColourValue(0, 0, 1, 1); for (int i = 4; i <= NUM_AI_TEAMS; ++i) this->teamColours_[i] = ColourValue(rnd(), rnd(), rnd(), 1); } SpaceShipAI::~SpaceShipAI() { for (Iterator it = ObjectList::begin(); it; ++it) it->shipDied(this); } void SpaceShipAI::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SpaceShip::XMLPort(xmlelement, mode); this->myShip_=true; this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&SpaceShipAI::action))); } void SpaceShipAI::createEnemy(int num) { for (int i = 0; i < num; ++i) { SpaceShipAI* newenemy = new SpaceShipAI(); newenemy->setMesh("assff.mesh"); // newenemy->setPosition(0, 0, 0); newenemy->setPosition(Vector3(rnd(-3000, 3000), rnd(-3000, 3000), rnd(-3000, 3000))); newenemy->setScale(10); newenemy->setMaxSpeed(500); newenemy->setMaxSideAndBackSpeed(50); newenemy->setMaxRotation(1.0); newenemy->setTransAcc(200); newenemy->setRotAcc(3.0); newenemy->setTransDamp(75); newenemy->setRotDamp(1.0); Element xmlelement; newenemy->XMLPort(xmlelement, XMLPort::LoadObject); ParticleSpawner* spawneffect = new ParticleSpawner("Orxonox/fairytwirl", 2.0, 0.0, newenemy->getOrth()); spawneffect->setPosition(newenemy->getPosition() - newenemy->getOrth() * 50); spawneffect->create(); } } void SpaceShipAI::killEnemies(int num) { int i = 0; for (Iterator it = ObjectList::begin(); it; ) { (it++)->kill(); if (num && i >= num) break; } } ColourValue SpaceShipAI::getProjectileColour() const { return this->teamColours_[this->getTeamNr()]; } void SpaceShipAI::action() { float random; float maxrand = 100.0f / ACTION_INTERVAL; // search enemy random = rnd(maxrand); if (random < 20 && (!this->target_)) this->searchNewTarget(); // forget enemy random = rnd(maxrand); if (random < 5 && (this->target_)) this->forgetTarget(); // next enemy random = rnd(maxrand); if (random < 10 && (this->target_)) this->searchNewTarget(); // fly somewhere random = rnd(maxrand); if (random < 40 && (!this->bHasTargetPosition_ && !this->target_)) this->searchNewTargetPosition(); // stop flying random = rnd(maxrand); if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) this->bHasTargetPosition_ = false; // fly somewhere else random = rnd(maxrand); if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) this->searchNewTargetPosition(); // shoot random = rnd(maxrand); if (random < 75 && (this->target_ && !this->bShooting_)) this->bShooting_ = true; // stop shooting random = rnd(maxrand); if (random < 25 && (this->bShooting_)) this->bShooting_ = false; } void SpaceShipAI::damage(float damage) { this->health_ -= damage; if (this->health_ <= 0) { this->kill(); SpaceShipAI::createEnemy(1); } } void SpaceShipAI::kill() { ParticleSpawner* explosion = new ParticleSpawner("Orxonox/BigExplosion1part1", 3.0); explosion->setPosition(this->getPosition()); explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); explosion->setScale(4); explosion->create(); explosion = new ParticleSpawner("Orxonox/BigExplosion1part2", 3.0); explosion->setPosition(this->getPosition()); explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); explosion->setScale(4); explosion->create(); Vector3 ringdirection = Vector3(rnd(), rnd(), rnd()); ringdirection.normalise(); explosion = new ParticleSpawner("Orxonox/BigExplosion1part3", 3.0, 0.5, ringdirection); explosion->setPosition(this->getPosition()); explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); explosion->setScale(4); explosion->create(); delete this; } void SpaceShipAI::tick(float dt) { if (this->target_) this->aimAtTarget(); if (this->bHasTargetPosition_) this->moveToTargetPosition(dt); if (this->bShooting_ && this->isCloseAtTarget(2500) && this->isLookingAtTarget(Ogre::Math::PI / 10)) this->doFire(); SpaceShip::tick(dt); } void SpaceShipAI::moveToTargetPosition(float dt) { Vector3 proj = Ogre::Plane(this->getDir(), this->getPosition()).projectVector(this->targetPosition_ - this->getPosition()); float angle = acos((this->getOrth().dotProduct(proj)) / (this->getOrth().length()*proj.length())); if ((this->getDir().crossProduct(this->getOrth())).dotProduct(this->targetPosition_ - this->getPosition()) > 0) this->setMoveYaw(sgn(sin(angle))); else this->setMoveYaw(-sgn(sin(angle))); this->setMovePitch(sgn(cos(angle))); if ((this->targetPosition_ - this->getPosition()).length() > 300) this->setMoveLongitudinal(1); if (this->isCloseAtTarget(300) && this->target_) { if (this->getVelocity().length() > this->target_->getVelocity().length()) this->setMoveLongitudinal(-1); } } void SpaceShipAI::searchNewTargetPosition() { this->targetPosition_ = Vector3(rnd(-5000,5000), rnd(-5000,5000), rnd(-5000,5000)); this->bHasTargetPosition_ = true; } void SpaceShipAI::searchNewTarget() { this->targetPosition_ = this->getPosition(); this->forgetTarget(); for (Iterator it = ObjectList::begin(); it; ++it) { if (it->getTeamNr() != this->getTeamNr()) { float speed = this->getVelocity().length(); Vector3 distanceCurrent = this->targetPosition_ - this->getPosition(); Vector3 distanceNew = it->getPosition() - this->getPosition(); 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)) < 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)) { this->target_ = (*it); this->targetPosition_ = it->getPosition(); } } } } void SpaceShipAI::forgetTarget() { this->target_ = 0; this->bShooting_ = false; } void SpaceShipAI::aimAtTarget() { if (!this->target_) return; Vector3 enemymovement = this->target_->getVelocity(); Vector3 distance_normalised = this->target_->getPosition() - this->getPosition(); distance_normalised.normalise(); float scalarprod = enemymovement.dotProduct(distance_normalised); float aimoffset = scalarprod*scalarprod + Projectile::getSpeed() * Projectile::getSpeed() - this->target_->getVelocity().squaredLength(); if (aimoffset < 0) { this->bHasTargetPosition_ = false; return; } aimoffset = -scalarprod + sqrt(aimoffset); this->targetPosition_ = this->getPosition() + enemymovement + distance_normalised * aimoffset; this->bHasTargetPosition_ = true; } bool SpaceShipAI::isCloseAtTarget(float distance) { if (!this->target_) return (this->getPosition().squaredDistance(this->targetPosition_) < distance*distance); else return (this->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); } bool SpaceShipAI::isLookingAtTarget(float angle) { Vector3 dist = this->targetPosition_ - this->getPosition(); return (acos((this->getDir().dotProduct(dist)) / (dist.length() * this->getDir().length())) < angle); } void SpaceShipAI::shipDied(SpaceShipAI* ship) { this->forgetTarget(); this->searchNewTargetPosition(); } }