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source: orxonox.OLD/trunk/src/ai/movement_module.cc @ 10718

Last change on this file since 10718 was 10515, checked in by patrick, 18 years ago

ai fix, mp fix

File size: 3.8 KB
RevLine 
[10029]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:
[10045]12   main-programmer: Thomas Fahrni
[10029]13   co-programmer:
14*/
[10045]15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_AI
[10029]16
17#include "movement_module.h"
[10045]18#include "ai_engine.h"
19#include "state.h"
20#include "debug.h"
[10071]21#include "player.h"
22#include "playable.h"
23#include "npcs/npc_test.h"
[10275]24#include "weapons/weapon.h"
25#include "projectiles/projectile.h"
[10029]26
[10275]27
[10071]28#include "shell_command.h"
[10138]29SHELL_COMMAND(setDistanceToPlayer, MovementModule, setDistanceToPlayer);
30SHELL_COMMAND(setDistanceToNPC, MovementModule, setDistanceToNPC);
31SHELL_COMMAND(setMaxAccleartion, MovementModule, setMaxAccleartion);
[10177]32SHELL_COMMAND(setTestValue, MovementModule, setTestValue);
33SHELL_COMMAND(setTestValue2, MovementModule, setTestValue2);
[10138]34
[10283]35float MovementModule::distanceToPlayer=30;
[10138]36float MovementModule::distanceToNPC=2;
[10244]37float MovementModule::maxAccleration=250.0f;
[10177]38float MovementModule::testValue=2;
39float MovementModule::testValue2=40;
[10138]40
41void MovementModule::setDistanceToPlayer(float newValue){ distanceToPlayer=newValue; }
42void MovementModule::setDistanceToNPC(float newValue){ distanceToNPC=newValue; }
43void MovementModule::setMaxAccleartion(float newValue){ maxAccleration=newValue; }
[10177]44void MovementModule::setTestValue(float newValue){ testValue=newValue; }
45void MovementModule::setTestValue2(float newValue){ testValue2=newValue; }
[10138]46
[10177]47MovementModule::MovementModule()
48{
49        tickCount=0;
50        randomFreq=100;
51}
[10138]52
[10349]53MovementModule::MovementModule(WorldEntity* object)
54{
55        this->npc=object;
56}
[10138]57
[10177]58void MovementModule::process(float dt)
59{
[10226]60        if(npc == NULL)return;
[10071]61
[10177]62        Vector tmpVector;
63        float tmpFloat;
64        Vector npcCollision;
65        Vector playerCollision;
[10071]66
[10177]67        weight=1;
[10135]68
69
[10177]70        //get information about player
[10071]71        Player* pl = State::getPlayer();
[10135]72        if( pl == NULL)return;
[10266]73        WorldEntity* playable = pl->getPlayable();
74        if( playable == NULL)return;
75
[10135]76        Vector playerPosition = pl->getPlayable()->getAbsCoor();
77        float playerRadius=getRadius( pl->getPlayable() );
[10041]78
[10138]79        //get information about myself
[10226]80        Vector myPosition = npc->getAbsCoor();
81        float myRadius = getRadius(npc);
[10041]82
83
[10226]84        float aMax=maxAccleration;
[10349]85        //float vMax=1000.0f/myRadius;
86        float vMax=maxSpeed;
[10226]87
[10177]88        //anti player collision
[10135]89        Vector vectorToPlayer = playerPosition - myPosition;
[10041]90
[10138]91        tmpFloat=vectorToPlayer.len()-playerRadius-myRadius-distanceToPlayer;
[10112]92        if(tmpFloat<0.1)tmpFloat=0.1;
93        playerCollision=vectorToPlayer/(tmpFloat*tmpFloat)*(-1);
[10071]94
95
[10177]96        //anti NPC collision
[10138]97        for(ObjectList<WorldEntity>::const_iterator it = WorldEntity::objectList().begin(); it != WorldEntity::objectList().end(); ++it)
98        {
[10275]99                if((*it)->isA(Weapon::staticClassID()) )continue;
100                if((*it)->isA(Projectile::staticClassID()) )continue;
[10226]101                if(*it==npc)continue;
[10071]102
[10138]103                tmpVector=myPosition-(*it)->getAbsCoor();
104                tmpFloat=tmpVector.len()-myRadius-distanceToNPC-getRadius(*it);
[10135]105
[10138]106                if(tmpFloat<0.1)tmpFloat=0.1;
107                tmpVector=tmpVector/(tmpFloat*tmpFloat);
[10135]108
[10138]109                npcCollision=npcCollision+tmpVector;
110        }
[10135]111
112
[10275]113
[10177]114        //calculate correction vector
[10138]115        Vector vectorToDestination=destination-myPosition;
[10135]116
[10349]117        Vector correction=              playerCollision*50*3 *6/myRadius
[10266]118                                                                +       npcCollision*50*3 *6/myRadius
[10158]119                                                                +       Vector(0,0,0)
[10177]120                                                                +       destinationMovement*2//-movement
121                                                                +       (vectorToDestination-movement)*3;
[10138]122
[10071]123        correction.y=0;
[10177]124
125
126        //limit accleration
[10071]127        float correctionLen=correction.len();
[10226]128        if(correctionLen>aMax*dt)correction=correction/correctionLen*aMax*dt;
[10177]129        movement+=correction;
[10071]130
131
[10177]132        //limit speed
133        float movementLen=movement.len();
[10226]134        if(movementLen>vMax)movement=movement/movementLen*vMax;
[10071]135
[10177]136
137        //move NPC...
[10226]138        npc->shiftCoor(movement * dt);
[10177]139
140
141        //rotate NPC
[10515]142        view = movement.cross( Vector(0,-1,0) ).getNormalized();
[10349]143        npc->setAbsDirSoft( Quaternion( view, Vector(0,1,0)),10/myRadius);
[10177]144
[10041]145}
146
147
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