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