[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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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "ArtificialController.h" |
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| 30 | |
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| 31 | #include "core/CoreIncludes.h" |
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| 32 | #include "objects/worldentities/ControllableEntity.h" |
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| 33 | #include "objects/worldentities/pawns/Pawn.h" |
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[3196] | 34 | #include "objects/worldentities/pawns/TeamBaseMatchBase.h" |
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[3049] | 35 | #include "objects/gametypes/TeamDeathmatch.h" |
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| 36 | #include "objects/controllers/WaypointPatrolController.h" |
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| 37 | |
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[2362] | 38 | namespace orxonox |
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| 39 | { |
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| 40 | ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator) |
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| 41 | { |
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| 42 | RegisterObject(ArtificialController); |
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| 43 | |
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| 44 | this->target_ = 0; |
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| 45 | this->bShooting_ = false; |
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| 46 | this->bHasTargetPosition_ = false; |
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| 47 | this->targetPosition_ = Vector3::ZERO; |
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| 48 | } |
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| 49 | |
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| 50 | ArtificialController::~ArtificialController() |
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| 51 | { |
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| 52 | } |
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| 53 | |
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[3049] | 54 | void ArtificialController::moveToPosition(const Vector3& target) |
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[2362] | 55 | { |
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| 56 | if (!this->getControllableEntity()) |
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| 57 | return; |
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| 58 | |
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[3049] | 59 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); |
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| 60 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
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[2362] | 61 | |
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[2493] | 62 | if (this->target_ || distance > 10) |
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[2362] | 63 | { |
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| 64 | // Multiply with 0.8 to make them a bit slower |
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[2493] | 65 | this->getControllableEntity()->rotateYaw(-0.8 * sgn(coord.x) * coord.x*coord.x); |
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[2362] | 66 | this->getControllableEntity()->rotatePitch(0.8 * sgn(coord.y) * coord.y*coord.y); |
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| 67 | } |
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| 68 | |
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[2493] | 69 | if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) |
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[2362] | 70 | this->getControllableEntity()->moveFrontBack(-0.5); // They don't brake with full power to give the player a chance |
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| 71 | else |
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| 72 | this->getControllableEntity()->moveFrontBack(0.8); |
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| 73 | } |
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| 74 | |
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[3049] | 75 | void ArtificialController::moveToTargetPosition() |
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| 76 | { |
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| 77 | this->moveToPosition(this->targetPosition_); |
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| 78 | } |
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| 79 | |
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| 80 | void ArtificialController::setTargetPosition(const Vector3& target) |
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| 81 | { |
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| 82 | this->targetPosition_ = target; |
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| 83 | this->bHasTargetPosition_ = true; |
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| 84 | } |
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| 85 | |
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[2362] | 86 | void ArtificialController::searchRandomTargetPosition() |
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| 87 | { |
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[2493] | 88 | this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000)); |
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[2362] | 89 | this->bHasTargetPosition_ = true; |
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| 90 | } |
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| 91 | |
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[3049] | 92 | void ArtificialController::setTarget(Pawn* target) |
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| 93 | { |
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| 94 | this->target_ = target; |
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| 95 | |
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| 96 | if (target) |
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| 97 | this->targetPosition_ = target->getPosition(); |
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| 98 | } |
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| 99 | |
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[2362] | 100 | void ArtificialController::searchNewTarget() |
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| 101 | { |
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| 102 | if (!this->getControllableEntity()) |
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| 103 | return; |
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| 104 | |
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| 105 | this->targetPosition_ = this->getControllableEntity()->getPosition(); |
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| 106 | this->forgetTarget(); |
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| 107 | |
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| 108 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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| 109 | { |
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[3049] | 110 | if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) |
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| 111 | continue; |
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| 112 | |
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[2506] | 113 | if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) |
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[2362] | 114 | { |
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| 115 | float speed = this->getControllableEntity()->getVelocity().length(); |
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| 116 | Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); |
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| 117 | Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); |
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| 118 | if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI)) |
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| 119 | < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI)) + rnd(-250, 250)) |
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| 120 | { |
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| 121 | this->target_ = (*it); |
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| 122 | this->targetPosition_ = it->getPosition(); |
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| 123 | } |
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| 124 | } |
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| 125 | } |
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| 126 | } |
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| 127 | |
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| 128 | void ArtificialController::forgetTarget() |
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| 129 | { |
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| 130 | this->target_ = 0; |
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| 131 | this->bShooting_ = false; |
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| 132 | } |
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| 133 | |
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| 134 | void ArtificialController::aimAtTarget() |
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| 135 | { |
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| 136 | if (!this->target_ || !this->getControllableEntity()) |
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| 137 | return; |
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| 138 | |
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[2493] | 139 | static const float hardcoded_projectile_speed = 1250; |
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[2362] | 140 | |
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[2493] | 141 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); |
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[2362] | 142 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); |
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| 143 | } |
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| 144 | |
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| 145 | bool ArtificialController::isCloseAtTarget(float distance) const |
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| 146 | { |
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| 147 | if (!this->getControllableEntity()) |
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| 148 | return false; |
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| 149 | |
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| 150 | if (!this->target_) |
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| 151 | return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
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| 152 | else |
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| 153 | return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); |
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| 154 | } |
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| 155 | |
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| 156 | bool ArtificialController::isLookingAtTarget(float angle) const |
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| 157 | { |
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| 158 | if (!this->getControllableEntity()) |
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| 159 | return false; |
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| 160 | |
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| 161 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); |
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| 162 | } |
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| 163 | |
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[2493] | 164 | void ArtificialController::destroyedPawn(Pawn* ship) |
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[2362] | 165 | { |
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| 166 | if (ship == this->target_) |
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| 167 | { |
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| 168 | this->forgetTarget(); |
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| 169 | this->searchRandomTargetPosition(); |
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| 170 | } |
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| 171 | } |
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[3049] | 172 | |
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| 173 | bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) |
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| 174 | { |
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| 175 | if (entity1 == entity2) |
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| 176 | return true; |
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| 177 | |
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| 178 | int team1 = -1; |
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| 179 | int team2 = -1; |
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| 180 | |
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| 181 | if (entity1->getXMLController()) |
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| 182 | { |
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| 183 | WaypointPatrolController* wpc = dynamic_cast<WaypointPatrolController*>(entity1->getXMLController()); |
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| 184 | if (wpc) |
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| 185 | team1 = wpc->getTeam(); |
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| 186 | } |
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| 187 | if (entity2->getXMLController()) |
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| 188 | { |
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| 189 | WaypointPatrolController* wpc = dynamic_cast<WaypointPatrolController*>(entity2->getXMLController()); |
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| 190 | if (wpc) |
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| 191 | team2 = wpc->getTeam(); |
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| 192 | } |
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| 193 | |
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| 194 | TeamDeathmatch* tdm = dynamic_cast<TeamDeathmatch*>(gametype); |
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| 195 | if (tdm) |
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| 196 | { |
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| 197 | if (entity1->getPlayer()) |
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| 198 | team1 = tdm->getTeam(entity1->getPlayer()); |
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| 199 | |
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| 200 | if (entity2->getPlayer()) |
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| 201 | team2 = tdm->getTeam(entity2->getPlayer()); |
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| 202 | } |
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| 203 | |
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[3086] | 204 | TeamBaseMatchBase* base = 0; |
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| 205 | base = dynamic_cast<TeamBaseMatchBase*>(entity1); |
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| 206 | if (base) |
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| 207 | { |
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| 208 | switch (base->getState()) |
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| 209 | { |
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[3280] | 210 | case BaseState::ControlTeam1: |
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[3086] | 211 | team1 = 0; |
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| 212 | break; |
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[3280] | 213 | case BaseState::ControlTeam2: |
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[3086] | 214 | team1 = 1; |
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| 215 | break; |
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[3280] | 216 | case BaseState::Uncontrolled: |
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[3086] | 217 | default: |
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| 218 | team1 = -1; |
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| 219 | } |
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| 220 | } |
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| 221 | base = dynamic_cast<TeamBaseMatchBase*>(entity2); |
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| 222 | if (base) |
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| 223 | { |
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| 224 | switch (base->getState()) |
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| 225 | { |
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[3280] | 226 | case BaseState::ControlTeam1: |
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[3086] | 227 | team2 = 0; |
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| 228 | break; |
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[3280] | 229 | case BaseState::ControlTeam2: |
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[3086] | 230 | team2 = 1; |
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| 231 | break; |
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[3280] | 232 | case BaseState::Uncontrolled: |
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[3086] | 233 | default: |
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| 234 | team2 = -1; |
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| 235 | } |
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| 236 | } |
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| 237 | |
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[3049] | 238 | return (team1 == team2 && team1 != -1); |
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| 239 | } |
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[2362] | 240 | } |
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