1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Thomas Fahrni |
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13 | co-programmer: |
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14 | */ |
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15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_AI |
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16 | |
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17 | #include "movement_module.h" |
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18 | #include "ai_engine.h" |
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19 | #include "state.h" |
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20 | #include "debug.h" |
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21 | #include "player.h" |
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22 | #include "playable.h" |
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23 | #include "npcs/npc_test.h" |
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24 | #include "weapons/weapon.h" |
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25 | #include "projectiles/projectile.h" |
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26 | |
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27 | |
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28 | #include "shell_command.h" |
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29 | SHELL_COMMAND(setDistanceToPlayer, MovementModule, setDistanceToPlayer); |
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30 | SHELL_COMMAND(setDistanceToNPC, MovementModule, setDistanceToNPC); |
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31 | SHELL_COMMAND(setMaxAccleartion, MovementModule, setMaxAccleartion); |
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32 | SHELL_COMMAND(setTestValue, MovementModule, setTestValue); |
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33 | SHELL_COMMAND(setTestValue2, MovementModule, setTestValue2); |
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34 | |
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35 | float MovementModule::distanceToPlayer=30; |
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36 | float MovementModule::distanceToNPC=2; |
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37 | float MovementModule::maxAccleration=250.0f; |
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38 | float MovementModule::testValue=2; |
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39 | float MovementModule::testValue2=40; |
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40 | |
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41 | void MovementModule::setDistanceToPlayer(float newValue){ distanceToPlayer=newValue; } |
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42 | void MovementModule::setDistanceToNPC(float newValue){ distanceToNPC=newValue; } |
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43 | void MovementModule::setMaxAccleartion(float newValue){ maxAccleration=newValue; } |
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44 | void MovementModule::setTestValue(float newValue){ testValue=newValue; } |
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45 | void MovementModule::setTestValue2(float newValue){ testValue2=newValue; } |
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46 | |
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47 | MovementModule::MovementModule() |
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48 | { |
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49 | tickCount=0; |
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50 | randomFreq=100; |
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51 | } |
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52 | |
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53 | MovementModule::MovementModule(WorldEntity* object) |
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54 | { |
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55 | this->npc=object; |
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56 | } |
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57 | |
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58 | void MovementModule::process(float dt) |
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59 | { |
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60 | if(npc == NULL)return; |
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61 | |
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62 | Vector tmpVector; |
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63 | float tmpFloat; |
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64 | Vector npcCollision; |
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65 | Vector playerCollision; |
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66 | |
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67 | weight=1; |
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68 | |
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69 | |
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70 | //get information about player |
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71 | Player* pl = State::getPlayer(); |
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72 | if( pl == NULL)return; |
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73 | WorldEntity* playable = pl->getPlayable(); |
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74 | if( playable == NULL)return; |
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75 | |
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76 | Vector playerPosition = pl->getPlayable()->getAbsCoor(); |
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77 | float playerRadius=getRadius( pl->getPlayable() ); |
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78 | |
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79 | //get information about myself |
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80 | Vector myPosition = npc->getAbsCoor(); |
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81 | float myRadius = getRadius(npc); |
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82 | |
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83 | |
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84 | float aMax=maxAccleration; |
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85 | //float vMax=1000.0f/myRadius; |
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86 | float vMax=maxSpeed; |
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87 | |
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88 | //anti player collision |
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89 | Vector vectorToPlayer = playerPosition - myPosition; |
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90 | |
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91 | tmpFloat=vectorToPlayer.len()-playerRadius-myRadius-distanceToPlayer; |
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92 | if(tmpFloat<0.1)tmpFloat=0.1; |
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93 | playerCollision=vectorToPlayer/(tmpFloat*tmpFloat)*(-1); |
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94 | |
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95 | |
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96 | //anti NPC collision |
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97 | for(ObjectList<WorldEntity>::const_iterator it = WorldEntity::objectList().begin(); it != WorldEntity::objectList().end(); ++it) |
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98 | { |
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99 | if((*it)->isA(Weapon::staticClassID()) )continue; |
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100 | if((*it)->isA(Projectile::staticClassID()) )continue; |
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101 | if(*it==npc)continue; |
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102 | |
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103 | tmpVector=myPosition-(*it)->getAbsCoor(); |
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104 | tmpFloat=tmpVector.len()-myRadius-distanceToNPC-getRadius(*it); |
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105 | |
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106 | if(tmpFloat<0.1)tmpFloat=0.1; |
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107 | tmpVector=tmpVector/(tmpFloat*tmpFloat); |
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108 | |
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109 | npcCollision=npcCollision+tmpVector; |
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110 | } |
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111 | |
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112 | |
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113 | |
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114 | //calculate correction vector |
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115 | Vector vectorToDestination=destination-myPosition; |
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116 | |
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117 | Vector correction= playerCollision*50*3 *6/myRadius |
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118 | + npcCollision*50*3 *6/myRadius |
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119 | + Vector(0,0,0) |
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120 | + destinationMovement*2//-movement |
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121 | + (vectorToDestination-movement)*3; |
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122 | |
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123 | correction.y=0; |
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124 | |
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125 | |
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126 | //limit accleration |
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127 | float correctionLen=correction.len(); |
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128 | if(correctionLen>aMax*dt)correction=correction/correctionLen*aMax*dt; |
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129 | movement+=correction; |
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130 | |
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131 | |
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132 | //limit speed |
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133 | float movementLen=movement.len(); |
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134 | if(movementLen>vMax)movement=movement/movementLen*vMax; |
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135 | |
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136 | |
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137 | //move NPC... |
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138 | npc->shiftCoor(movement * dt); |
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139 | |
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140 | |
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141 | //rotate NPC |
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142 | view = movement.cross( Vector(0,1,0) ).getNormalized(); |
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143 | npc->setAbsDirSoft( Quaternion( view, Vector(0,1,0)),10/myRadius); |
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144 | |
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145 | } |
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146 | |
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147 | |
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