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source: orxonox.OLD/branches/blink/src/ai/attack_module.cc @ 10770

Last change on this file since 10770 was 10376, checked in by patrick, 18 years ago

merged branche ai to trunk

File size: 4.3 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Thomas Fahrni
13   co-programmer:
14*/
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_AI
16
17#include "attack_module.h"
18#include "ai_engine.h"
19#include "state.h"
20#include "debug.h"
21#include "player.h"
22#include "playable.h"
23#include "npcs/npc_test.h"
24#include "weapons/weapon.h"
25#include "projectiles/projectile.h"
26
27#include "shell_command.h"
28SHELL_COMMAND(setDistanceToPlayer, AttackModule, setDistanceToPlayer);
29SHELL_COMMAND(setDistanceToNPC, AttackModule, setDistanceToNPC);
30SHELL_COMMAND(setMaxAccleartion, AttackModule, setMaxAccleartion);
31SHELL_COMMAND(setTestValue, AttackModule, setTestValue);
32SHELL_COMMAND(setTestValue2, AttackModule, setTestValue2);
33
34float AttackModule::distanceToPlayer=15;
35float AttackModule::distanceToNPC=2;
36float AttackModule::maxAccleration=300.0f;
37float AttackModule::testValue=2;
38float AttackModule::testValue2=40;
39
40void AttackModule::setDistanceToPlayer(float newValue){ distanceToPlayer=newValue; }
41void AttackModule::setDistanceToNPC(float newValue){ distanceToNPC=newValue; }
42void AttackModule::setMaxAccleartion(float newValue){ maxAccleration=newValue; }
43void AttackModule::setTestValue(float newValue){ testValue=newValue; }
44void AttackModule::setTestValue2(float newValue){ testValue2=newValue; }
45
46AttackModule::AttackModule()
47{
48        tickCount=0;
49        randomFreq=40;
50        fireTimeout=1;
51}
52
53
54void AttackModule::process(float dt)
55{
56        if(npc == NULL)return;
57
58        Vector tmpVector;
59        float tmpFloat;
60        Vector npcCollision;
61        Vector playerCollision;
62
63        weight=1;
64
65        //get information about player
66        Player* pl = State::getPlayer();
67        if( pl == NULL)return;
68        Vector playerPosition = pl->getPlayable()->getAbsCoor();
69        float playerRadius=getRadius( pl->getPlayable() );
70
71        //get information about myself
72        Vector myPosition = npc->getAbsCoor();
73        float myRadius = getRadius(npc);
74        //float vMax=1000.0f/myRadius;
75        float vMax=maxSpeed;
76        float aMax=1000/myRadius;
77
78        //anti player collision
79        Vector vectorToPlayer = playerPosition - myPosition;
80
81        tmpFloat=vectorToPlayer.len()-playerRadius-myRadius-distanceToPlayer;
82        if(tmpFloat<0.1)tmpFloat=0.1;
83        playerCollision=vectorToPlayer/(tmpFloat*tmpFloat)*(-1);
84
85
86        //anti NPC collision
87        for(ObjectList<WorldEntity>::const_iterator it = WorldEntity::objectList().begin(); it != WorldEntity::objectList().end(); ++it)
88        {
89                if((*it)->isA(Weapon::staticClassID()) )continue;
90                if((*it)->isA(Projectile::staticClassID()) )continue;
91                if(*it==npc)continue;
92
93                tmpVector=myPosition-(*it)->getAbsCoor();
94                tmpFloat=tmpVector.len()-myRadius-distanceToNPC-getRadius(*it);
95
96                if(tmpFloat<0.1)tmpFloat=0.1;
97                tmpVector=tmpVector/(tmpFloat*tmpFloat);
98
99                npcCollision=npcCollision+tmpVector;
100        }
101
102
103        //random movement
104        //randomFreq=testValue2;
105        if(++tickCount>=randomFreq){
106                tickCount=0;
107                int x = (rand()%101)-50;                        //-50-50
108                int z = (rand()%101)-50;                        //-50-50
109                randomVector=Vector(x,0,z);
110                randomFreq=(rand()%81)+70;                      //70-150 Ticks
111        }
112
113
114
115        //calculate correction vector
116        Vector vectorToDestination=destination-myPosition;
117
118        Vector correction=              playerCollision*50*3 *6/myRadius
119                                                                +       npcCollision*50*3 *6/myRadius
120                                                                +       destinationMovement*2//-movement
121                                                                +       (vectorToDestination-movement)*3
122                                                                +       (randomVector * testValue);
123
124
125        correction.y=0;
126
127
128        //limit accleration
129        float correctionLen=correction.len();
130        if(correctionLen>maxAccleration*dt)correction=correction/correctionLen*maxAccleration*dt;
131        movement+=correction;
132
133
134        //limit speed
135        float movementLen=movement.len();
136        if(movementLen>vMax)movement=movement/movementLen*vMax;
137
138
139        //move NPC...
140        npc->shiftCoor(movement * dt);
141
142
143        //rotate NPC
144        view = target->getAbsCoor()-myPosition;
145        Vector randomView=view.cross(Vector(0,1,0)).getNormalized();
146        randomView=randomView*((rand()%4)-2);
147
148        view = target->getAbsCoor()+randomView-myPosition;
149        view = view.cross( Vector(0,1,0) ).getNormalized();
150
151        npc->setAbsDirSoft( Quaternion( view, Vector(0,1,0)),8/myRadius);
152
153
154        if(npc->isA(NPC::staticClassID()) ){
155                fireTimeout-=dt;
156                if(fireTimeout<=0){
157                        fireTimeout=(rand()%21)/10+1;
158                        //std::cout << "Fiiiiirrreee!\n";
159                        NPC* npc2 = static_cast<NPC*>(npc);
160                        npc2->fire();
161                }
162        }
163}
164
165
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