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 | #include "objects/worldentities/pawns/TeamBaseMatchBase.h" |
---|
35 | #include "objects/gametypes/TeamDeathmatch.h" |
---|
36 | #include "objects/controllers/WaypointPatrolController.h" |
---|
37 | |
---|
38 | namespace orxonox |
---|
39 | { |
---|
40 | ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator) |
---|
41 | { |
---|
42 | RegisterObject(ArtificialController); |
---|
43 | |
---|
44 | this->target_ = 0; |
---|
45 | this->bShooting_ = false; |
---|
46 | this->bHasTargetPosition_ = false; |
---|
47 | this->targetPosition_ = Vector3::ZERO; |
---|
48 | } |
---|
49 | |
---|
50 | ArtificialController::~ArtificialController() |
---|
51 | { |
---|
52 | } |
---|
53 | |
---|
54 | void ArtificialController::moveToPosition(const Vector3& target) |
---|
55 | { |
---|
56 | if (!this->getControllableEntity()) |
---|
57 | return; |
---|
58 | |
---|
59 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); |
---|
60 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
---|
61 | |
---|
62 | if (this->target_ || distance > 10) |
---|
63 | { |
---|
64 | // Multiply with 0.8 to make them a bit slower |
---|
65 | this->getControllableEntity()->rotateYaw(-0.8 * sgn(coord.x) * coord.x*coord.x); |
---|
66 | this->getControllableEntity()->rotatePitch(0.8 * sgn(coord.y) * coord.y*coord.y); |
---|
67 | } |
---|
68 | |
---|
69 | if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) |
---|
70 | this->getControllableEntity()->moveFrontBack(-0.5); // They don't brake with full power to give the player a chance |
---|
71 | else |
---|
72 | this->getControllableEntity()->moveFrontBack(0.8); |
---|
73 | } |
---|
74 | |
---|
75 | void ArtificialController::moveToTargetPosition() |
---|
76 | { |
---|
77 | this->moveToPosition(this->targetPosition_); |
---|
78 | } |
---|
79 | |
---|
80 | void ArtificialController::setTargetPosition(const Vector3& target) |
---|
81 | { |
---|
82 | this->targetPosition_ = target; |
---|
83 | this->bHasTargetPosition_ = true; |
---|
84 | } |
---|
85 | |
---|
86 | void ArtificialController::searchRandomTargetPosition() |
---|
87 | { |
---|
88 | this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000)); |
---|
89 | this->bHasTargetPosition_ = true; |
---|
90 | } |
---|
91 | |
---|
92 | void ArtificialController::setTarget(Pawn* target) |
---|
93 | { |
---|
94 | this->target_ = target; |
---|
95 | |
---|
96 | if (target) |
---|
97 | this->targetPosition_ = target->getPosition(); |
---|
98 | } |
---|
99 | |
---|
100 | void ArtificialController::searchNewTarget() |
---|
101 | { |
---|
102 | if (!this->getControllableEntity()) |
---|
103 | return; |
---|
104 | |
---|
105 | this->targetPosition_ = this->getControllableEntity()->getPosition(); |
---|
106 | this->forgetTarget(); |
---|
107 | |
---|
108 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
---|
109 | { |
---|
110 | if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) |
---|
111 | continue; |
---|
112 | |
---|
113 | if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) |
---|
114 | { |
---|
115 | float speed = this->getControllableEntity()->getVelocity().length(); |
---|
116 | Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); |
---|
117 | Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); |
---|
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)) |
---|
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)) |
---|
120 | { |
---|
121 | this->target_ = (*it); |
---|
122 | this->targetPosition_ = it->getPosition(); |
---|
123 | } |
---|
124 | } |
---|
125 | } |
---|
126 | } |
---|
127 | |
---|
128 | void ArtificialController::forgetTarget() |
---|
129 | { |
---|
130 | this->target_ = 0; |
---|
131 | this->bShooting_ = false; |
---|
132 | } |
---|
133 | |
---|
134 | void ArtificialController::aimAtTarget() |
---|
135 | { |
---|
136 | if (!this->target_ || !this->getControllableEntity()) |
---|
137 | return; |
---|
138 | |
---|
139 | static const float hardcoded_projectile_speed = 1250; |
---|
140 | |
---|
141 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); |
---|
142 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); |
---|
143 | } |
---|
144 | |
---|
145 | bool ArtificialController::isCloseAtTarget(float distance) const |
---|
146 | { |
---|
147 | if (!this->getControllableEntity()) |
---|
148 | return false; |
---|
149 | |
---|
150 | if (!this->target_) |
---|
151 | return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
---|
152 | else |
---|
153 | return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); |
---|
154 | } |
---|
155 | |
---|
156 | bool ArtificialController::isLookingAtTarget(float angle) const |
---|
157 | { |
---|
158 | if (!this->getControllableEntity()) |
---|
159 | return false; |
---|
160 | |
---|
161 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); |
---|
162 | } |
---|
163 | |
---|
164 | void ArtificialController::destroyedPawn(Pawn* ship) |
---|
165 | { |
---|
166 | if (ship == this->target_) |
---|
167 | { |
---|
168 | this->forgetTarget(); |
---|
169 | this->searchRandomTargetPosition(); |
---|
170 | } |
---|
171 | } |
---|
172 | |
---|
173 | bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) |
---|
174 | { |
---|
175 | if (entity1 == entity2) |
---|
176 | return true; |
---|
177 | |
---|
178 | int team1 = -1; |
---|
179 | int team2 = -1; |
---|
180 | |
---|
181 | if (entity1->getXMLController()) |
---|
182 | { |
---|
183 | WaypointPatrolController* wpc = dynamic_cast<WaypointPatrolController*>(entity1->getXMLController()); |
---|
184 | if (wpc) |
---|
185 | team1 = wpc->getTeam(); |
---|
186 | } |
---|
187 | if (entity2->getXMLController()) |
---|
188 | { |
---|
189 | WaypointPatrolController* wpc = dynamic_cast<WaypointPatrolController*>(entity2->getXMLController()); |
---|
190 | if (wpc) |
---|
191 | team2 = wpc->getTeam(); |
---|
192 | } |
---|
193 | |
---|
194 | TeamDeathmatch* tdm = dynamic_cast<TeamDeathmatch*>(gametype); |
---|
195 | if (tdm) |
---|
196 | { |
---|
197 | if (entity1->getPlayer()) |
---|
198 | team1 = tdm->getTeam(entity1->getPlayer()); |
---|
199 | |
---|
200 | if (entity2->getPlayer()) |
---|
201 | team2 = tdm->getTeam(entity2->getPlayer()); |
---|
202 | } |
---|
203 | |
---|
204 | TeamBaseMatchBase* base = 0; |
---|
205 | base = dynamic_cast<TeamBaseMatchBase*>(entity1); |
---|
206 | if (base) |
---|
207 | { |
---|
208 | switch (base->getState()) |
---|
209 | { |
---|
210 | case BaseState::controlTeam1: |
---|
211 | team1 = 0; |
---|
212 | break; |
---|
213 | case BaseState::controlTeam2: |
---|
214 | team1 = 1; |
---|
215 | break; |
---|
216 | case BaseState::uncontrolled: |
---|
217 | default: |
---|
218 | team1 = -1; |
---|
219 | } |
---|
220 | } |
---|
221 | base = dynamic_cast<TeamBaseMatchBase*>(entity2); |
---|
222 | if (base) |
---|
223 | { |
---|
224 | switch (base->getState()) |
---|
225 | { |
---|
226 | case BaseState::controlTeam1: |
---|
227 | team2 = 0; |
---|
228 | break; |
---|
229 | case BaseState::controlTeam2: |
---|
230 | team2 = 1; |
---|
231 | break; |
---|
232 | case BaseState::uncontrolled: |
---|
233 | default: |
---|
234 | team2 = -1; |
---|
235 | } |
---|
236 | } |
---|
237 | |
---|
238 | return (team1 == team2 && team1 != -1); |
---|
239 | } |
---|
240 | } |
---|