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source: code/trunk/src/orxonox/objects/controllers/ArtificialController.cc @ 3086

Last change on this file since 3086 was 3086, checked in by landauf, 15 years ago

added bot-support for TeamBaseMatch (and some small fixes)

  • 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 "OrxonoxStableHeaders.h"
30#include "ArtificialController.h"
31
32#include "core/CoreIncludes.h"
33#include "objects/worldentities/ControllableEntity.h"
34#include "objects/worldentities/pawns/Pawn.h"
35
36#include "objects/gametypes/TeamDeathmatch.h"
37#include "objects/controllers/WaypointPatrolController.h"
38#include "objects/worldentities/pawns/TeamBaseMatchBase.h"
39
40namespace orxonox
41{
42    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
43    {
44        RegisterObject(ArtificialController);
45
46        this->target_ = 0;
47        this->bShooting_ = false;
48        this->bHasTargetPosition_ = false;
49        this->targetPosition_ = Vector3::ZERO;
50    }
51
52    ArtificialController::~ArtificialController()
53    {
54    }
55
56    void ArtificialController::moveToPosition(const Vector3& target)
57    {
58        if (!this->getControllableEntity())
59            return;
60
61        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
62        float distance = (target - this->getControllableEntity()->getPosition()).length();
63
64        if (this->target_ || distance > 10)
65        {
66            // Multiply with 0.8 to make them a bit slower
67            this->getControllableEntity()->rotateYaw(-0.8 * sgn(coord.x) * coord.x*coord.x);
68            this->getControllableEntity()->rotatePitch(0.8 * sgn(coord.y) * coord.y*coord.y);
69        }
70
71        if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
72            this->getControllableEntity()->moveFrontBack(-0.5); // They don't brake with full power to give the player a chance
73        else
74            this->getControllableEntity()->moveFrontBack(0.8);
75    }
76
77    void ArtificialController::moveToTargetPosition()
78    {
79        this->moveToPosition(this->targetPosition_);
80    }
81
82    void ArtificialController::setTargetPosition(const Vector3& target)
83    {
84        this->targetPosition_ = target;
85        this->bHasTargetPosition_ = true;
86    }
87
88    void ArtificialController::searchRandomTargetPosition()
89    {
90        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
91        this->bHasTargetPosition_ = true;
92    }
93
94    void ArtificialController::setTarget(Pawn* target)
95    {
96        this->target_ = target;
97
98        if (target)
99            this->targetPosition_ = target->getPosition();
100    }
101
102    void ArtificialController::searchNewTarget()
103    {
104        if (!this->getControllableEntity())
105            return;
106
107        this->targetPosition_ = this->getControllableEntity()->getPosition();
108        this->forgetTarget();
109
110        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
111        {
112            if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
113                continue;
114
115            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
116            {
117                float speed = this->getControllableEntity()->getVelocity().length();
118                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
119                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
120                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))
121                        < 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))
122                {
123                    this->target_ = (*it);
124                    this->targetPosition_ = it->getPosition();
125                }
126            }
127        }
128    }
129
130    void ArtificialController::forgetTarget()
131    {
132        this->target_ = 0;
133        this->bShooting_ = false;
134    }
135
136    void ArtificialController::aimAtTarget()
137    {
138        if (!this->target_ || !this->getControllableEntity())
139            return;
140
141        static const float hardcoded_projectile_speed = 1250;
142
143        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
144        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
145    }
146
147    bool ArtificialController::isCloseAtTarget(float distance) const
148    {
149        if (!this->getControllableEntity())
150            return false;
151
152        if (!this->target_)
153            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
154        else
155            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
156    }
157
158    bool ArtificialController::isLookingAtTarget(float angle) const
159    {
160        if (!this->getControllableEntity())
161            return false;
162
163        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
164    }
165
166    void ArtificialController::destroyedPawn(Pawn* ship)
167    {
168        if (ship == this->target_)
169        {
170            this->forgetTarget();
171            this->searchRandomTargetPosition();
172        }
173    }
174
175    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
176    {
177        if (entity1 == entity2)
178            return true;
179
180        int team1 = -1;
181        int team2 = -1;
182
183        if (entity1->getXMLController())
184        {
185            WaypointPatrolController* wpc = dynamic_cast<WaypointPatrolController*>(entity1->getXMLController());
186            if (wpc)
187                team1 = wpc->getTeam();
188        }
189        if (entity2->getXMLController())
190        {
191            WaypointPatrolController* wpc = dynamic_cast<WaypointPatrolController*>(entity2->getXMLController());
192            if (wpc)
193                team2 = wpc->getTeam();
194        }
195
196        TeamDeathmatch* tdm = dynamic_cast<TeamDeathmatch*>(gametype);
197        if (tdm)
198        {
199            if (entity1->getPlayer())
200                team1 = tdm->getTeam(entity1->getPlayer());
201
202            if (entity2->getPlayer())
203                team2 = tdm->getTeam(entity2->getPlayer());
204        }
205
206        TeamBaseMatchBase* base = 0;
207        base = dynamic_cast<TeamBaseMatchBase*>(entity1);
208        if (base)
209        {
210            switch (base->getState())
211            {
212                case BaseState::controlTeam1:
213                    team1 = 0;
214                    break;
215                case BaseState::controlTeam2:
216                    team1 = 1;
217                    break;
218                case BaseState::uncontrolled:
219                default:
220                    team1 = -1;
221            }
222        }
223        base = dynamic_cast<TeamBaseMatchBase*>(entity2);
224        if (base)
225        {
226            switch (base->getState())
227            {
228                case BaseState::controlTeam1:
229                    team2 = 0;
230                    break;
231                case BaseState::controlTeam2:
232                    team2 = 1;
233                    break;
234                case BaseState::uncontrolled:
235                default:
236                    team2 = -1;
237            }
238        }
239
240        return (team1 == team2 && team1 != -1);
241    }
242}
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