/* * 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 "ArtificialController.h" #include "core/CoreIncludes.h" #include "objects/worldentities/ControllableEntity.h" #include "objects/worldentities/pawns/Pawn.h" #include "objects/gametypes/TeamDeathmatch.h" #include "objects/controllers/WaypointPatrolController.h" namespace orxonox { ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator) { RegisterObject(ArtificialController); this->target_ = 0; this->bShooting_ = false; this->bHasTargetPosition_ = false; this->targetPosition_ = Vector3::ZERO; } ArtificialController::~ArtificialController() { } void ArtificialController::moveToPosition(const Vector3& target) { if (!this->getControllableEntity()) return; Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); float distance = (target - this->getControllableEntity()->getPosition()).length(); if (this->target_ || distance > 10) { // Multiply with 0.8 to make them a bit slower this->getControllableEntity()->rotateYaw(-0.8 * sgn(coord.x) * coord.x*coord.x); this->getControllableEntity()->rotatePitch(0.8 * sgn(coord.y) * coord.y*coord.y); } if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) this->getControllableEntity()->moveFrontBack(-0.5); // They don't brake with full power to give the player a chance else this->getControllableEntity()->moveFrontBack(0.8); } void ArtificialController::moveToTargetPosition() { this->moveToPosition(this->targetPosition_); } void ArtificialController::setTargetPosition(const Vector3& target) { this->targetPosition_ = target; this->bHasTargetPosition_ = true; } void ArtificialController::searchRandomTargetPosition() { this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000)); this->bHasTargetPosition_ = true; } void ArtificialController::setTarget(Pawn* target) { this->target_ = target; if (target) this->targetPosition_ = target->getPosition(); } void ArtificialController::searchNewTarget() { if (!this->getControllableEntity()) return; this->targetPosition_ = this->getControllableEntity()->getPosition(); this->forgetTarget(); for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast(*it), this->getGametype())) continue; if (static_cast(*it) != this->getControllableEntity()) { float speed = this->getControllableEntity()->getVelocity().length(); Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); 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)) < 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)) { this->target_ = (*it); this->targetPosition_ = it->getPosition(); } } } } void ArtificialController::forgetTarget() { this->target_ = 0; this->bShooting_ = false; } void ArtificialController::aimAtTarget() { if (!this->target_ || !this->getControllableEntity()) return; static const float hardcoded_projectile_speed = 1250; this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); } bool ArtificialController::isCloseAtTarget(float distance) const { if (!this->getControllableEntity()) return false; if (!this->target_) return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); else return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); } bool ArtificialController::isLookingAtTarget(float angle) const { if (!this->getControllableEntity()) return false; return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); } void ArtificialController::destroyedPawn(Pawn* ship) { if (ship == this->target_) { this->forgetTarget(); this->searchRandomTargetPosition(); } } bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) { if (entity1 == entity2) return true; int team1 = -1; int team2 = -1; if (entity1->getXMLController()) { WaypointPatrolController* wpc = dynamic_cast(entity1->getXMLController()); if (wpc) team1 = wpc->getTeam(); } if (entity2->getXMLController()) { WaypointPatrolController* wpc = dynamic_cast(entity2->getXMLController()); if (wpc) team2 = wpc->getTeam(); } TeamDeathmatch* tdm = dynamic_cast(gametype); if (tdm) { if (entity1->getPlayer()) team1 = tdm->getTeam(entity1->getPlayer()); if (entity2->getPlayer()) team2 = tdm->getTeam(entity2->getPlayer()); } return (team1 == team2 && team1 != -1); } }