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source: orxonox.OLD/trunk/src/ai/movement_module.cc @ 10408

Last change on this file since 10408 was 10376, checked in by patrick, 18 years ago

merged branche ai to trunk

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