[2839] | 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 "PongAI.h" |
---|
| 30 | |
---|
| 31 | #include "core/CoreIncludes.h" |
---|
[2857] | 32 | #include "core/ConfigValueIncludes.h" |
---|
[2839] | 33 | #include "objects/worldentities/ControllableEntity.h" |
---|
| 34 | #include "objects/worldentities/PongBall.h" |
---|
[2860] | 35 | #include "tools/Timer.h" |
---|
[2839] | 36 | |
---|
| 37 | namespace orxonox |
---|
| 38 | { |
---|
| 39 | CreateUnloadableFactory(PongAI); |
---|
| 40 | |
---|
[2860] | 41 | const static float MAX_REACTION_TIME = 0.4; |
---|
| 42 | |
---|
[2839] | 43 | PongAI::PongAI(BaseObject* creator) : Controller(creator) |
---|
| 44 | { |
---|
| 45 | RegisterObject(PongAI); |
---|
| 46 | |
---|
| 47 | this->ball_ = 0; |
---|
[2860] | 48 | this->ballDirection_ = Vector2::ZERO; |
---|
| 49 | this->ballEndPosition_ = 0; |
---|
[2839] | 50 | this->randomOffset_ = 0; |
---|
| 51 | this->relHysteresisOffset_ = 0.02; |
---|
[2857] | 52 | this->strength_ = 0.5; |
---|
[2860] | 53 | this->movement_ = 0; |
---|
[2885] | 54 | this->oldMove_ = 0; |
---|
| 55 | this->bOscillationAvoidanceActive_ = false; |
---|
[2857] | 56 | |
---|
| 57 | this->setConfigValues(); |
---|
[2839] | 58 | } |
---|
| 59 | |
---|
[2860] | 60 | PongAI::~PongAI() |
---|
| 61 | { |
---|
| 62 | for (std::list<std::pair<Timer<PongAI>*, char> >::iterator it = this->reactionTimers_.begin(); it != this->reactionTimers_.end(); ++it) |
---|
| 63 | delete (*it).first; |
---|
| 64 | } |
---|
| 65 | |
---|
[2857] | 66 | void PongAI::setConfigValues() |
---|
| 67 | { |
---|
| 68 | SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong."); |
---|
| 69 | } |
---|
| 70 | |
---|
[2839] | 71 | void PongAI::tick(float dt) |
---|
| 72 | { |
---|
| 73 | if (!this->ball_ || !this->getControllableEntity()) |
---|
| 74 | return; |
---|
| 75 | |
---|
[2860] | 76 | Vector3 mypos = this->getControllableEntity()->getPosition(); |
---|
[2839] | 77 | Vector3 ballpos = this->ball_->getPosition(); |
---|
| 78 | Vector3 ballvel = this->ball_->getVelocity(); |
---|
| 79 | float hysteresisOffset = this->relHysteresisOffset_ * this->ball_->getFieldDimension().y; |
---|
| 80 | |
---|
[2860] | 81 | char move = 0; |
---|
[2885] | 82 | bool delay = false; |
---|
[2860] | 83 | |
---|
[2839] | 84 | // Check in which direction the ball is flying |
---|
| 85 | if ((mypos.x > 0 && ballvel.x < 0) || (mypos.x < 0 && ballvel.x > 0)) |
---|
| 86 | { |
---|
[2872] | 87 | // The ball is flying away |
---|
[2860] | 88 | this->ballDirection_.x = -1; |
---|
| 89 | this->ballDirection_.y = 0; |
---|
[2885] | 90 | this->bOscillationAvoidanceActive_ = false; |
---|
[2839] | 91 | |
---|
[2872] | 92 | // Move to the middle |
---|
[2839] | 93 | if (mypos.z > hysteresisOffset) |
---|
[2860] | 94 | move = 1; |
---|
[2839] | 95 | else if (mypos.z < -hysteresisOffset) |
---|
[2860] | 96 | move = -1; |
---|
[2839] | 97 | } |
---|
| 98 | else if (ballvel.x == 0) |
---|
| 99 | { |
---|
[2872] | 100 | // The ball is standing still |
---|
[2860] | 101 | this->ballDirection_.x = 0; |
---|
| 102 | this->ballDirection_.y = 0; |
---|
[2885] | 103 | this->bOscillationAvoidanceActive_ = false; |
---|
[2839] | 104 | } |
---|
| 105 | else |
---|
| 106 | { |
---|
[2872] | 107 | // The ball is approaching |
---|
[2860] | 108 | if (this->ballDirection_.x != 1) |
---|
| 109 | { |
---|
[2872] | 110 | // The ball just startet to approach, initialize all values |
---|
[2860] | 111 | this->ballDirection_.x = 1; |
---|
| 112 | this->ballDirection_.y = sgn(ballvel.z); |
---|
| 113 | this->ballEndPosition_ = 0; |
---|
| 114 | this->randomOffset_ = 0; |
---|
[2839] | 115 | |
---|
[2860] | 116 | this->calculateRandomOffset(); |
---|
| 117 | this->calculateBallEndPosition(); |
---|
[2885] | 118 | delay = true; |
---|
| 119 | this->bOscillationAvoidanceActive_ = false; |
---|
[2860] | 120 | } |
---|
| 121 | |
---|
| 122 | if (this->ballDirection_.y != sgn(ballvel.z)) |
---|
| 123 | { |
---|
[2872] | 124 | // The ball just bounced from a bound, recalculate the predicted end position |
---|
[2860] | 125 | this->ballDirection_.y = sgn(ballvel.z); |
---|
| 126 | |
---|
| 127 | this->calculateBallEndPosition(); |
---|
[2885] | 128 | delay = true; |
---|
| 129 | this->bOscillationAvoidanceActive_ = false; |
---|
[2860] | 130 | } |
---|
| 131 | |
---|
[2872] | 132 | // Move to the predicted end position with an additional offset (to hit the ball with the side of the bat) |
---|
[2885] | 133 | if (!this->bOscillationAvoidanceActive_) |
---|
| 134 | { |
---|
| 135 | float desiredZValue = this->ballEndPosition_ + this->randomOffset_; |
---|
[2860] | 136 | |
---|
[2885] | 137 | if (mypos.z > desiredZValue + hysteresisOffset * (this->randomOffset_ < 0)) |
---|
| 138 | move = 1; |
---|
| 139 | else if (mypos.z < desiredZValue - hysteresisOffset * (this->randomOffset_ > 0)) |
---|
| 140 | move = -1; |
---|
| 141 | } |
---|
| 142 | |
---|
| 143 | if (move != 0 && this->oldMove_ != 0 && move != this->oldMove_ && !delay) |
---|
| 144 | { |
---|
| 145 | // We had to correct our position because we moved too far |
---|
| 146 | // (and delay ist false, so we're not in the wrong place because of a new end-position prediction) |
---|
| 147 | if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y) |
---|
| 148 | { |
---|
| 149 | // We're not at the right position, but we still hit the ball, so just stay there to avoid oscillation |
---|
| 150 | move = 0; |
---|
| 151 | this->bOscillationAvoidanceActive_ = true; |
---|
| 152 | } |
---|
| 153 | } |
---|
[2839] | 154 | } |
---|
[2860] | 155 | |
---|
[2885] | 156 | this->oldMove_ = move; |
---|
| 157 | this->move(move, delay); |
---|
[2860] | 158 | this->getControllableEntity()->moveFrontBack(this->movement_); |
---|
[2839] | 159 | } |
---|
| 160 | |
---|
| 161 | void PongAI::calculateRandomOffset() |
---|
| 162 | { |
---|
[2857] | 163 | // Calculate the exponent for the position-formula |
---|
| 164 | float exp = pow(10, 1 - 2*this->strength_); // strength: 0 -> exp = 10 |
---|
| 165 | // strength: 0.5 -> exp = 1 |
---|
| 166 | // strength: 1 -> exp = 0.1 |
---|
| 167 | |
---|
| 168 | // Calculate the relative position where to hit the ball with the bat |
---|
| 169 | float position = pow(rnd(), exp); // exp > 1 -> position is more likely a small number |
---|
| 170 | // exp < 1 -> position is more likely a large number |
---|
| 171 | |
---|
| 172 | // The position shouln't be larger than 0.5 (50% of the bat-length from the middle is the end) |
---|
[2860] | 173 | position *= 0.48; |
---|
[2857] | 174 | |
---|
| 175 | // Both sides are equally probable |
---|
[2872] | 176 | position *= rndsgn(); |
---|
[2857] | 177 | |
---|
| 178 | // Calculate the offset in world units |
---|
| 179 | this->randomOffset_ = position * this->ball_->getBatLength() * this->ball_->getFieldDimension().y; |
---|
[2839] | 180 | } |
---|
[2860] | 181 | |
---|
| 182 | void PongAI::calculateBallEndPosition() |
---|
| 183 | { |
---|
| 184 | Vector3 position = this->ball_->getPosition(); |
---|
| 185 | Vector3 velocity = this->ball_->getVelocity(); |
---|
| 186 | Vector2 dimension = this->ball_->getFieldDimension(); |
---|
| 187 | |
---|
| 188 | // calculate end-height: current height + slope * distance |
---|
| 189 | this->ballEndPosition_ = position.z + velocity.z / velocity.x * (-position.x + dimension.x / 2 * sgn(velocity.x)); |
---|
| 190 | |
---|
| 191 | // Calculate bounces |
---|
| 192 | for (float limit = 0.35; limit < this->strength_ || this->strength_ > 0.99; limit += 0.4) |
---|
| 193 | { |
---|
[2885] | 194 | // Calculate a random prediction error, based on the vertical speed of the ball and the strength of the AI |
---|
| 195 | float randomError = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); |
---|
| 196 | |
---|
| 197 | // Bounce from the lower bound |
---|
[2860] | 198 | if (this->ballEndPosition_ > dimension.y / 2) |
---|
| 199 | { |
---|
[2872] | 200 | // Mirror the predicted position at the upper bound and add some random error |
---|
[2885] | 201 | this->ballEndPosition_ = dimension.y - this->ballEndPosition_ + randomError; |
---|
[2860] | 202 | continue; |
---|
| 203 | } |
---|
[2872] | 204 | // Bounce from the upper bound |
---|
[2860] | 205 | if (this->ballEndPosition_ < -dimension.y / 2) |
---|
| 206 | { |
---|
[2872] | 207 | // Mirror the predicted position at the lower bound and add some random error |
---|
[2885] | 208 | this->ballEndPosition_ = -dimension.y - this->ballEndPosition_ + randomError; |
---|
[2860] | 209 | continue; |
---|
| 210 | } |
---|
[2872] | 211 | // No bounce - break |
---|
[2860] | 212 | break; |
---|
| 213 | } |
---|
| 214 | } |
---|
| 215 | |
---|
[2885] | 216 | void PongAI::move(char direction, bool bUseDelay) |
---|
[2860] | 217 | { |
---|
| 218 | // The current direction is either what we're doing right now (movement_) or what is last in the queue |
---|
| 219 | char currentDirection = this->movement_; |
---|
| 220 | if (this->reactionTimers_.size() > 0) |
---|
| 221 | currentDirection = this->reactionTimers_.back().second; |
---|
| 222 | |
---|
| 223 | // Only add changes of direction |
---|
| 224 | if (direction == currentDirection) |
---|
| 225 | return; |
---|
| 226 | |
---|
[2885] | 227 | if (bUseDelay) |
---|
[2860] | 228 | { |
---|
[2885] | 229 | // Calculate delay |
---|
[2860] | 230 | float delay = MAX_REACTION_TIME * (1 - this->strength_); |
---|
| 231 | |
---|
| 232 | // Add a new Timer |
---|
| 233 | Timer<PongAI>* timer = new Timer<PongAI>(delay, false, this, createExecutor(createFunctor(&PongAI::delayedMove))); |
---|
| 234 | this->reactionTimers_.push_back(std::pair<Timer<PongAI>*, char>(timer, direction)); |
---|
| 235 | } |
---|
| 236 | else |
---|
| 237 | { |
---|
[2885] | 238 | this->movement_ = direction; |
---|
[2860] | 239 | } |
---|
| 240 | } |
---|
| 241 | |
---|
| 242 | void PongAI::delayedMove() |
---|
| 243 | { |
---|
[2872] | 244 | // Get the new movement direction from the timer list |
---|
[2860] | 245 | this->movement_ = this->reactionTimers_.front().second; |
---|
| 246 | |
---|
[2872] | 247 | // Destroy the timer and remove it from the list |
---|
[2860] | 248 | Timer<PongAI>* timer = this->reactionTimers_.front().first; |
---|
| 249 | delete timer; |
---|
| 250 | |
---|
| 251 | this->reactionTimers_.pop_front(); |
---|
| 252 | } |
---|
[2839] | 253 | } |
---|