| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or ( at your option )any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Gani Aliguzhinov | 
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| 24 | *   Co-authors: | 
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| 25 | *      Fabian 'x3n' Landau, Dominik Solenicki | 
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| 26 | * | 
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| 27 | */ | 
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| 28 | #include "controllers/FightingController.h" | 
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| 29 | #include "util/Math.h" | 
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| 30 |  | 
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| 31 |  | 
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| 32 | #include "worldentities/pawns/SpaceShip.h" | 
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| 33 |  | 
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| 34 | #include "weaponsystem/WeaponMode.h" | 
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| 35 | #include "weaponsystem/WeaponPack.h" | 
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| 36 | #include "weaponsystem/Weapon.h" | 
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| 37 | #include "weaponsystem/WeaponSlot.h" | 
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| 38 | #include "weaponsystem/WeaponSystem.h" | 
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| 39 | #include "weaponsystem/Munition.h" | 
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| 40 |  | 
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| 41 | namespace orxonox | 
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| 42 | { | 
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| 43 |  | 
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| 44 | RegisterClass (FightingController); | 
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| 45 |  | 
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| 46 | FightingController::FightingController( Context* context ): FlyingController( context ) | 
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| 47 | { | 
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| 48 | this->attackRange_ = 2500; | 
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| 49 | this->stopLookingAtTarget(); | 
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| 50 | this->bSetupWorked = false; | 
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| 51 | this->timeout_ = 0; | 
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| 52 | RegisterObject( FightingController ); | 
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| 53 | } | 
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| 54 | FightingController::~FightingController() | 
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| 55 | { | 
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| 56 |  | 
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| 57 | } | 
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| 58 | void FightingController::lookAtTarget(float dt) | 
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| 59 | { | 
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| 60 | if (!this->getControllableEntity()) | 
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| 61 | return; | 
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| 62 | ControllableEntity* entity = this->getControllableEntity(); | 
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| 63 | if ( !entity ) | 
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| 64 | return; | 
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| 65 | Vector2 coord = get2DViewCoordinates | 
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| 66 | ( entity->getPosition() , | 
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| 67 | entity->getOrientation()  * WorldEntity::FRONT, | 
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| 68 | entity->getOrientation()  * WorldEntity::UP, | 
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| 69 | positionOfTarget_ ); | 
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| 70 |  | 
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| 71 | //rotates should be in range [-1,+1], clamp cuts off all that is not | 
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| 72 | float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); | 
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| 73 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); | 
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| 74 |  | 
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| 75 | //Yaw and Pitch are enough to start facing the target | 
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| 76 | this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); | 
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| 77 | this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); | 
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| 78 | } | 
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| 79 | void FightingController::stopLookingAtTarget() | 
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| 80 | { | 
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| 81 | this->bLookAtTarget_ = false; | 
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| 82 | } | 
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| 83 | void FightingController::startLookingAtTarget() | 
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| 84 | { | 
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| 85 | this->bLookAtTarget_ = true; | 
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| 86 | } | 
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| 87 | bool FightingController::hasTarget() const | 
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| 88 | { | 
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| 89 | if ( this->target_ ) | 
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| 90 | return true; | 
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| 91 | return false; | 
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| 92 | } | 
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| 93 |  | 
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| 94 | void FightingController::setTarget( ControllableEntity* target ) | 
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| 95 | { | 
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| 96 | this->target_ = target; | 
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| 97 | if ( this->target_ ) | 
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| 98 | { | 
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| 99 | this->setPositionOfTarget( target_->getWorldPosition() ); | 
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| 100 | } | 
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| 101 | } | 
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| 102 | void FightingController::setPositionOfTarget( const Vector3& target ) | 
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| 103 | { | 
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| 104 | this->positionOfTarget_ = target; | 
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| 105 | this->bHasPositionOfTarget_ = true; | 
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| 106 | } | 
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| 107 | void FightingController::setOrientationOfTarget( const Quaternion& orient ) | 
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| 108 | { | 
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| 109 | this->orientationOfTarget_=orient; | 
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| 110 | this->bHasOrientationOfTarget_=true; | 
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| 111 | } | 
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| 112 |  | 
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| 113 | void FightingController::maneuver() | 
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| 114 | { | 
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| 115 | if ( !this->target_ || !this->getControllableEntity()) | 
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| 116 | return; | 
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| 117 |  | 
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| 118 |  | 
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| 119 | Vector3 thisPosition = this->getControllableEntity()->getWorldPosition(); | 
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| 120 | this->setPositionOfTarget(this->target_->getWorldPosition()); | 
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| 121 | //this->setOrientationOfTarget(this->target_->getOrientation()); | 
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| 122 | Vector3 diffVector = this->positionOfTarget_ - thisPosition; | 
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| 123 | float diffLength = diffVector.length(); | 
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| 124 | Vector3 diffUnit = diffVector/diffLength; | 
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| 125 |  | 
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| 126 | //too far? well, come closer then | 
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| 127 | if (diffLength > this->attackRange_) | 
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| 128 | { | 
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| 129 | this->spread_ = 400; | 
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| 130 | this->formationMode_ = FormationMode::DIAMOND; | 
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| 131 | this->bKeepFormation_ = true; | 
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| 132 |  | 
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| 133 | this->setTargetPosition(this->positionOfTarget_ - diffUnit * 100.0f); | 
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| 134 | } | 
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| 135 | else | 
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| 136 | { | 
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| 137 | bool bTargetIsLookingAtThis = CommonController::isLooking (this->target_, this->getControllableEntity(), math::pi/20.0f) | 
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| 138 | || this->deltaHp < 0; | 
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| 139 | this->bKeepFormation_ = false; | 
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| 140 |  | 
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| 141 | if (!this->bDodge_) | 
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| 142 | { | 
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| 143 | this->bStartedDodging_ = false; | 
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| 144 |  | 
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| 145 | this->setTargetPosition(this->positionOfTarget_ - diffUnit * 50.0f); | 
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| 146 | return; | 
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| 147 | } | 
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| 148 | else if (bTargetIsLookingAtThis || diffLength < 700.0f) | 
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| 149 | { | 
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| 150 | if (!this->bStartedDodging_) | 
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| 151 | { | 
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| 152 | this->bStartedDodging_ = true; | 
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| 153 | dodge(thisPosition, diffLength, diffUnit); | 
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| 154 | } | 
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| 155 | } | 
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| 156 | else | 
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| 157 | { | 
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| 158 | if (diffLength < 1000) | 
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| 159 | { | 
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| 160 | this->stopMoving(); | 
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| 161 | this->startLookingAtTarget(); | 
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| 162 |  | 
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| 163 | } | 
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| 164 | else | 
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| 165 | { | 
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| 166 | this->setTargetPosition(this->positionOfTarget_ - diffUnit * 300.0f); | 
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| 167 | } | 
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| 168 | } | 
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| 169 | } | 
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| 170 | } | 
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| 171 |  | 
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| 172 | void FightingController::dodge(const Vector3& thisPosition, float diffLength, Vector3& diffUnit) | 
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| 173 | { | 
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| 174 | //d.x*x + d.y*y + d.z*z == 0 | 
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| 175 | //z = 1/d.z * (-d.y*y - d.x * x) | 
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| 176 | float x = CommonController::randomInRange (300, 800) * (CommonController::randomInRange(0,1) <= 0.5 ? 1 : -1); | 
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| 177 | float y = CommonController::randomInRange (300, 800) * (CommonController::randomInRange(0,1) <= 0.5 ? 1 : -1); | 
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| 178 | float z = diffUnit.z == 0 ? 0 : (1/diffUnit.z) * (-x * diffUnit.x - y * diffUnit.y); | 
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| 179 | if (diffLength < 150.0f) | 
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| 180 | { | 
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| 181 | this->setTargetPosition(this->positionOfTarget_ + Vector3(z,x,y)); | 
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| 182 | } | 
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| 183 | else | 
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| 184 | { | 
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| 185 | this->setTargetPosition(thisPosition + Vector3(x,y,z) + (this->deltaHp < 0 ? -diffUnit * 450.0f : | 
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| 186 | (diffLength < 700.0f ? -diffUnit*700.0f : diffUnit * 50.0f))); | 
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| 187 |  | 
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| 188 | } | 
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| 189 | this->boostControl(); | 
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| 190 |  | 
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| 191 | } | 
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| 192 | bool FightingController::canFire() | 
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| 193 | { | 
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| 194 | //no target? why fire? | 
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| 195 | if (!this->target_ || !this->getControllableEntity()) | 
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| 196 | return false; | 
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| 197 | Vector3 newPositionOfTarget = getPredictedPosition(this->getControllableEntity()->getWorldPosition(), | 
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| 198 | HARDCODED_PROJECTILE_SPEED, this->target_->getWorldPosition(), | 
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| 199 | this->target_->getVelocity()); | 
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| 200 | if (!this->target_ || !this->getControllableEntity()) | 
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| 201 | return false; | 
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| 202 | //Vector3.isNaN() is what I used on my machine and it worked... | 
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| 203 | if (!(std::isnan(newPositionOfTarget.x) || std::isnan(newPositionOfTarget.y) || std::isnan(newPositionOfTarget.z))) | 
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| 204 | { | 
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| 205 | this->setPositionOfTarget(newPositionOfTarget); | 
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| 206 | } | 
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| 207 |  | 
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| 208 | return squaredDistanceToTarget() < this->attackRange_*this->attackRange_ && this->isLookingAtTarget(math::pi / 20.0f); | 
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| 209 | } | 
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| 210 |  | 
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| 211 |  | 
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| 212 | float FightingController::squaredDistanceToTarget()  const | 
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| 213 | { | 
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| 214 | if (!this->getControllableEntity()) | 
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| 215 | return 0; | 
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| 216 | if (!this->target_ || !this->getControllableEntity()) | 
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| 217 | return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_)); | 
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| 218 | else | 
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| 219 | return (this->getControllableEntity()->getPosition().squaredDistance(this->positionOfTarget_)); | 
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| 220 | } | 
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| 221 | bool FightingController::isLookingAtTarget( float angle ) const | 
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| 222 | { | 
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| 223 | if ( !this->getControllableEntity()  || !this->target_ ) | 
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| 224 | return false; | 
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| 225 | return CommonController::isLooking(this->getControllableEntity(), this->getTarget(), angle); | 
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| 226 | } | 
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| 227 | void FightingController::setClosestTarget() | 
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| 228 | { | 
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| 229 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); | 
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| 230 | } | 
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| 231 |  | 
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| 232 | Pawn* FightingController::closestTarget() const | 
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| 233 | { | 
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| 234 | if (!this->getControllableEntity()) | 
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| 235 | return nullptr; | 
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| 236 |  | 
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| 237 | Pawn* closestTarget = nullptr; | 
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| 238 | float minDistance =  std::numeric_limits<float>::infinity(); | 
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| 239 | Gametype* gt = this->getGametype(); | 
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| 240 | for (Pawn* pawn : ObjectList<Pawn>()) | 
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| 241 | { | 
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| 242 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(pawn), gt) ) | 
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| 243 | continue; | 
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| 244 |  | 
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| 245 | float distance = CommonController::distance (pawn, this->getControllableEntity()); | 
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| 246 | if (distance < minDistance) | 
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| 247 | { | 
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| 248 | closestTarget = pawn; | 
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| 249 | minDistance = distance; | 
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| 250 | } | 
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| 251 | } | 
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| 252 | if (closestTarget) | 
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| 253 | { | 
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| 254 | return closestTarget; | 
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| 255 | } | 
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| 256 | return nullptr; | 
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| 257 | } | 
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| 258 | //I checked it out, rockets DO NOT cause any problems! this->getControllableEntity() is always a SpaceShip | 
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| 259 | void FightingController::doFire() | 
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| 260 | { | 
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| 261 | if (!this->bSetupWorked) | 
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| 262 | { | 
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| 263 | this->setupWeapons(); | 
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| 264 | } | 
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| 265 | if (!this->target_ || !this->getControllableEntity()) | 
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| 266 | { | 
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| 267 | return; | 
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| 268 | } | 
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| 269 |  | 
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| 270 | Pawn* pawn = orxonox_cast<Pawn*> (this->getControllableEntity()); | 
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| 271 | if (pawn) | 
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| 272 | pawn->setAimPosition (this->positionOfTarget_); | 
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| 273 |  | 
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| 274 | int firemode; | 
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| 275 | float distance = CommonController::distance (this->getControllableEntity(), this->target_); | 
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| 276 |  | 
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| 277 |  | 
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| 278 |  | 
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| 279 | if (distance < 1500) | 
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| 280 | { | 
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| 281 | if (this->rocketsLeft_ > 0 && !this->bFiredRocket_) | 
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| 282 | { | 
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| 283 | firemode = getFiremode ("RocketFire"); | 
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| 284 | } | 
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| 285 | else | 
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| 286 | { | 
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| 287 | if (distance > 800) | 
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| 288 | firemode = getFiremode ("HsW01"); | 
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| 289 | else | 
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| 290 | firemode = getFiremode ("LightningGun"); | 
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| 291 | } | 
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| 292 |  | 
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| 293 | } | 
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| 294 |  | 
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| 295 |  | 
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| 296 | else if (distance < 2000) | 
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| 297 | { | 
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| 298 | firemode = getFiremode ("HsW01"); | 
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| 299 | } | 
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| 300 | else | 
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| 301 | { | 
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| 302 | firemode = getFiremode ("LightningGun"); | 
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| 303 | } | 
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| 304 | if (firemode < 0) | 
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| 305 | { | 
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| 306 | //assuming there is always some weapon with index 0 | 
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| 307 | firemode = 0; | 
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| 308 | } | 
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| 309 | if (firemode == getFiremode("RocketFire")) | 
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| 310 | { | 
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| 311 | this->timeout_ = 5; | 
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| 312 | this->rocketsLeft_--; | 
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| 313 | this->bFiredRocket_ = true; | 
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| 314 | } | 
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| 315 | if (firemode == getFiremode("SimpleRocketFire")) | 
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| 316 | { | 
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| 317 | this->rocketsLeft_--; | 
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| 318 | } | 
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| 319 |  | 
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| 320 | this->getControllableEntity()->fire(firemode); | 
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| 321 |  | 
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| 322 | } | 
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| 323 | void FightingController::setupWeapons() //TODO: Make this function generic!! (at the moment is is based on conventions) | 
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| 324 | { | 
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| 325 | this->bSetupWorked = false; | 
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| 326 | if(this->getControllableEntity()) | 
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| 327 | { | 
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| 328 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); | 
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| 329 | if(pawn && pawn->isA(Class(SpaceShip))) //fix for First Person Mode: check for SpaceShip | 
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| 330 | { | 
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| 331 | this->weaponModes_.clear(); // reset previous weapon information | 
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| 332 | WeaponSlot* wSlot = nullptr; | 
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| 333 | for(int l=0; (wSlot = pawn->getWeaponSlot(l)) ; l++) | 
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| 334 | { | 
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| 335 | WeaponMode* wMode = nullptr; | 
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| 336 | for(int i=0; (wMode = wSlot->getWeapon()->getWeaponmode(i)) ; i++) | 
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| 337 | { | 
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| 338 | std::string wName = wMode->getIdentifier()->getName(); | 
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| 339 | // SubclassIdentifier<Munition> munition =  ClassByString(wName); | 
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| 340 | if (wName == "RocketFire") | 
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| 341 | this->rocketsLeft_ = 10; | 
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| 342 | if(this->getFiremode(wName) == -1) //only add a weapon, if it is "new" | 
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| 343 | weaponModes_[wName] = wMode->getMode(); | 
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| 344 | } | 
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| 345 | } | 
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| 346 | if(weaponModes_.size())//at least one weapon detected | 
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| 347 | this->bSetupWorked = true; | 
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| 348 | } | 
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| 349 | } | 
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| 350 |  | 
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| 351 | } | 
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| 352 |  | 
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| 353 | int FightingController::getFiremode(const std::string& name) | 
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| 354 | { | 
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| 355 | for (const auto& mapEntry : this->weaponModes_) | 
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| 356 | { | 
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| 357 | if (mapEntry.first == name) | 
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| 358 | return mapEntry.second; | 
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| 359 | } | 
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| 360 | return -1; | 
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| 361 | } | 
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| 362 | } | 
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