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source: code/trunk/src/orxonox/objects/controllers/ArtificialController.cc @ 3172

Last change on this file since 3172 was 3110, checked in by rgrieder, 16 years ago

Removed old msvc specific support for precompiled header files.

  • Property svn:eol-style set to native
File size: 8.6 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "ArtificialController.h"
30
31#include "core/CoreIncludes.h"
32#include "objects/worldentities/ControllableEntity.h"
33#include "objects/worldentities/pawns/Pawn.h"
34
35#include "objects/gametypes/TeamDeathmatch.h"
36#include "objects/controllers/WaypointPatrolController.h"
37#include "objects/worldentities/pawns/TeamBaseMatchBase.h"
38
39namespace orxonox
40{
41    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
42    {
43        RegisterObject(ArtificialController);
44
45        this->target_ = 0;
46        this->bShooting_ = false;
47        this->bHasTargetPosition_ = false;
48        this->targetPosition_ = Vector3::ZERO;
49    }
50
51    ArtificialController::~ArtificialController()
52    {
53    }
54
55    void ArtificialController::moveToPosition(const Vector3& target)
56    {
57        if (!this->getControllableEntity())
58            return;
59
60        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
61        float distance = (target - this->getControllableEntity()->getPosition()).length();
62
63        if (this->target_ || distance > 10)
64        {
65            // Multiply with 0.8 to make them a bit slower
66            this->getControllableEntity()->rotateYaw(-0.8 * sgn(coord.x) * coord.x*coord.x);
67            this->getControllableEntity()->rotatePitch(0.8 * sgn(coord.y) * coord.y*coord.y);
68        }
69
70        if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
71            this->getControllableEntity()->moveFrontBack(-0.5); // They don't brake with full power to give the player a chance
72        else
73            this->getControllableEntity()->moveFrontBack(0.8);
74    }
75
76    void ArtificialController::moveToTargetPosition()
77    {
78        this->moveToPosition(this->targetPosition_);
79    }
80
81    void ArtificialController::setTargetPosition(const Vector3& target)
82    {
83        this->targetPosition_ = target;
84        this->bHasTargetPosition_ = true;
85    }
86
87    void ArtificialController::searchRandomTargetPosition()
88    {
89        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
90        this->bHasTargetPosition_ = true;
91    }
92
93    void ArtificialController::setTarget(Pawn* target)
94    {
95        this->target_ = target;
96
97        if (target)
98            this->targetPosition_ = target->getPosition();
99    }
100
101    void ArtificialController::searchNewTarget()
102    {
103        if (!this->getControllableEntity())
104            return;
105
106        this->targetPosition_ = this->getControllableEntity()->getPosition();
107        this->forgetTarget();
108
109        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
110        {
111            if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
112                continue;
113
114            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
115            {
116                float speed = this->getControllableEntity()->getVelocity().length();
117                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
118                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
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))
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))
121                {
122                    this->target_ = (*it);
123                    this->targetPosition_ = it->getPosition();
124                }
125            }
126        }
127    }
128
129    void ArtificialController::forgetTarget()
130    {
131        this->target_ = 0;
132        this->bShooting_ = false;
133    }
134
135    void ArtificialController::aimAtTarget()
136    {
137        if (!this->target_ || !this->getControllableEntity())
138            return;
139
140        static const float hardcoded_projectile_speed = 1250;
141
142        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
143        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
144    }
145
146    bool ArtificialController::isCloseAtTarget(float distance) const
147    {
148        if (!this->getControllableEntity())
149            return false;
150
151        if (!this->target_)
152            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
153        else
154            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
155    }
156
157    bool ArtificialController::isLookingAtTarget(float angle) const
158    {
159        if (!this->getControllableEntity())
160            return false;
161
162        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
163    }
164
165    void ArtificialController::destroyedPawn(Pawn* ship)
166    {
167        if (ship == this->target_)
168        {
169            this->forgetTarget();
170            this->searchRandomTargetPosition();
171        }
172    }
173
174    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
175    {
176        if (entity1 == entity2)
177            return true;
178
179        int team1 = -1;
180        int team2 = -1;
181
182        if (entity1->getXMLController())
183        {
184            WaypointPatrolController* wpc = dynamic_cast<WaypointPatrolController*>(entity1->getXMLController());
185            if (wpc)
186                team1 = wpc->getTeam();
187        }
188        if (entity2->getXMLController())
189        {
190            WaypointPatrolController* wpc = dynamic_cast<WaypointPatrolController*>(entity2->getXMLController());
191            if (wpc)
192                team2 = wpc->getTeam();
193        }
194
195        TeamDeathmatch* tdm = dynamic_cast<TeamDeathmatch*>(gametype);
196        if (tdm)
197        {
198            if (entity1->getPlayer())
199                team1 = tdm->getTeam(entity1->getPlayer());
200
201            if (entity2->getPlayer())
202                team2 = tdm->getTeam(entity2->getPlayer());
203        }
204
205        TeamBaseMatchBase* base = 0;
206        base = dynamic_cast<TeamBaseMatchBase*>(entity1);
207        if (base)
208        {
209            switch (base->getState())
210            {
211                case BaseState::controlTeam1:
212                    team1 = 0;
213                    break;
214                case BaseState::controlTeam2:
215                    team1 = 1;
216                    break;
217                case BaseState::uncontrolled:
218                default:
219                    team1 = -1;
220            }
221        }
222        base = dynamic_cast<TeamBaseMatchBase*>(entity2);
223        if (base)
224        {
225            switch (base->getState())
226            {
227                case BaseState::controlTeam1:
228                    team2 = 0;
229                    break;
230                case BaseState::controlTeam2:
231                    team2 = 1;
232                    break;
233                case BaseState::uncontrolled:
234                default:
235                    team2 = -1;
236            }
237        }
238
239        return (team1 == team2 && team1 != -1);
240    }
241}
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