| 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 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "PongAI.h" |
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| 30 | |
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| 31 | #include "core/CoreIncludes.h" |
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| 32 | #include "core/ConfigValueIncludes.h" |
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| 33 | #include "tools/Timer.h" |
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| 34 | #include "worldentities/ControllableEntity.h" |
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| 35 | #include "PongBall.h" |
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| 36 | |
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| 37 | namespace orxonox |
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| 38 | { |
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| 39 | CreateUnloadableFactory(PongAI); |
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| 40 | |
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| 41 | const static float MAX_REACTION_TIME = 0.4f; |
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| 42 | |
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| 43 | PongAI::PongAI(BaseObject* creator) : Controller(creator) |
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| 44 | { |
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| 45 | RegisterObject(PongAI); |
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| 46 | |
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| 47 | this->ball_ = 0; |
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| 48 | this->ballDirection_ = Vector2::ZERO; |
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| 49 | this->ballEndPosition_ = 0; |
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| 50 | this->randomOffset_ = 0; |
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| 51 | this->bChangedRandomOffset_ = false; |
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| 52 | this->relHysteresisOffset_ = 0.02f; |
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| 53 | this->strength_ = 0.5f; |
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| 54 | this->movement_ = 0; |
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| 55 | this->oldMove_ = 0; |
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| 56 | this->bOscillationAvoidanceActive_ = false; |
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| 57 | |
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| 58 | this->setConfigValues(); |
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| 59 | } |
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| 60 | |
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| 61 | PongAI::~PongAI() |
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| 62 | { |
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| 63 | for (std::list<std::pair<Timer*, char> >::iterator it = this->reactionTimers_.begin(); it != this->reactionTimers_.end(); ++it) |
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| 64 | it->first->destroy(); |
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| 65 | } |
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| 66 | |
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| 67 | void PongAI::setConfigValues() |
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| 68 | { |
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| 69 | SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong."); |
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| 70 | } |
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| 71 | |
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| 72 | void PongAI::tick(float dt) |
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| 73 | { |
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| 74 | if (!this->ball_ || !this->getControllableEntity()) |
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| 75 | return; |
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| 76 | |
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| 77 | Vector3 mypos = this->getControllableEntity()->getPosition(); |
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| 78 | Vector3 ballpos = this->ball_->getPosition(); |
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| 79 | Vector3 ballvel = this->ball_->getVelocity(); |
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| 80 | float hysteresisOffset = this->relHysteresisOffset_ * this->ball_->getFieldDimension().y; |
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| 81 | |
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| 82 | char move = 0; |
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| 83 | bool delay = false; |
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| 84 | |
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| 85 | // Check in which direction the ball is flying |
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| 86 | if ((mypos.x > 0 && ballvel.x < 0) || (mypos.x < 0 && ballvel.x > 0)) |
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| 87 | { |
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| 88 | // The ball is flying away |
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| 89 | this->ballDirection_.x = -1; |
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| 90 | this->ballDirection_.y = 0; |
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| 91 | this->bOscillationAvoidanceActive_ = false; |
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| 92 | |
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| 93 | // Move to the middle |
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| 94 | if (mypos.z > hysteresisOffset) |
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| 95 | move = 1; |
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| 96 | else if (mypos.z < -hysteresisOffset) |
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| 97 | move = -1; |
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| 98 | } |
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| 99 | else if (ballvel.x == 0) |
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| 100 | { |
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| 101 | // The ball is standing still |
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| 102 | this->ballDirection_.x = 0; |
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| 103 | this->ballDirection_.y = 0; |
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| 104 | this->bOscillationAvoidanceActive_ = false; |
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| 105 | } |
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| 106 | else |
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| 107 | { |
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| 108 | // The ball is approaching |
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| 109 | if (this->ballDirection_.x != 1) |
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| 110 | { |
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| 111 | // The ball just startet to approach, initialize all values |
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| 112 | this->ballDirection_.x = 1; |
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| 113 | this->ballDirection_.y = sgn(ballvel.z); |
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| 114 | this->ballEndPosition_ = 0; |
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| 115 | this->randomOffset_ = 0; |
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| 116 | this->bChangedRandomOffset_ = false; |
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| 117 | |
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| 118 | this->calculateRandomOffset(); |
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| 119 | this->calculateBallEndPosition(); |
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| 120 | delay = true; |
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| 121 | this->bOscillationAvoidanceActive_ = false; |
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| 122 | } |
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| 123 | |
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| 124 | if (this->ballDirection_.y != sgn(ballvel.z)) |
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| 125 | { |
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| 126 | // The ball just bounced from a bound, recalculate the predicted end position |
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| 127 | this->ballDirection_.y = sgn(ballvel.z); |
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| 128 | |
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| 129 | this->calculateBallEndPosition(); |
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| 130 | delay = true; |
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| 131 | this->bOscillationAvoidanceActive_ = false; |
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| 132 | } |
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| 133 | |
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| 134 | // If the ball is close enough, calculate another random offset to accelerate the ball |
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| 135 | if (!this->bChangedRandomOffset_) |
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| 136 | { |
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| 137 | float timetohit = (-this->ball_->getPosition().x + this->ball_->getFieldDimension().x / 2 * sgn(this->ball_->getVelocity().x)) / this->ball_->getVelocity().x; |
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| 138 | if (timetohit < 0.05) |
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| 139 | { |
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| 140 | this->bChangedRandomOffset_ = true; |
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| 141 | if (rnd() < this->strength_) |
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| 142 | this->calculateRandomOffset(); |
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| 143 | } |
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| 144 | } |
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| 145 | |
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| 146 | // Move to the predicted end position with an additional offset (to hit the ball with the side of the bat) |
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| 147 | if (!this->bOscillationAvoidanceActive_) |
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| 148 | { |
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| 149 | float desiredZValue = this->ballEndPosition_ + this->randomOffset_; |
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| 150 | |
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| 151 | if (mypos.z > desiredZValue + hysteresisOffset * (this->randomOffset_ < 0)) |
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| 152 | move = 1; |
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| 153 | else if (mypos.z < desiredZValue - hysteresisOffset * (this->randomOffset_ > 0)) |
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| 154 | move = -1; |
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| 155 | } |
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| 156 | |
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| 157 | if (move != 0 && this->oldMove_ != 0 && move != this->oldMove_ && !delay) |
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| 158 | { |
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| 159 | // We had to correct our position because we moved too far |
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| 160 | // (and delay ist false, so we're not in the wrong place because of a new end-position prediction) |
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| 161 | if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y) |
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| 162 | { |
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| 163 | // We're not at the right position, but we still hit the ball, so just stay there to avoid oscillation |
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| 164 | move = 0; |
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| 165 | this->bOscillationAvoidanceActive_ = true; |
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| 166 | } |
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| 167 | } |
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| 168 | } |
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| 169 | |
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| 170 | this->oldMove_ = move; |
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| 171 | this->move(move, delay); |
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| 172 | this->getControllableEntity()->moveFrontBack(this->movement_); |
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| 173 | } |
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| 174 | |
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| 175 | void PongAI::calculateRandomOffset() |
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| 176 | { |
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| 177 | // Calculate the exponent for the position-formula |
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| 178 | float exp = pow(10, 1 - 2*this->strength_); // strength: 0 -> exp = 10 |
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| 179 | // strength: 0.5 -> exp = 1 |
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| 180 | // strength: 1 -> exp = 0.1 |
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| 181 | |
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| 182 | // Calculate the relative position where to hit the ball with the bat |
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| 183 | float position = pow(rnd(), exp); // exp > 1 -> position is more likely a small number |
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| 184 | // exp < 1 -> position is more likely a large number |
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| 185 | |
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| 186 | // The position shouln't be larger than 0.5 (50% of the bat-length from the middle is the end) |
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| 187 | position *= 0.48f; |
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| 188 | |
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| 189 | // Both sides are equally probable |
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| 190 | position *= rndsgn(); |
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| 191 | |
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| 192 | // Calculate the offset in world units |
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| 193 | this->randomOffset_ = position * this->ball_->getBatLength() * this->ball_->getFieldDimension().y; |
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| 194 | } |
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| 195 | |
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| 196 | void PongAI::calculateBallEndPosition() |
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| 197 | { |
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| 198 | Vector3 position = this->ball_->getPosition(); |
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| 199 | Vector3 velocity = this->ball_->getVelocity(); |
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| 200 | Vector3 acceleration = this->ball_->getAcceleration(); |
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| 201 | Vector2 dimension = this->ball_->getFieldDimension(); |
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| 202 | |
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| 203 | // Calculate bounces. The number of predicted bounces is limited by the AIs strength |
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| 204 | for (float limit = -0.05f; limit < this->strength_ || this->strength_ > 0.99f; limit += 0.4f) |
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| 205 | { |
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| 206 | // calculate the time until the ball reaches the other side |
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| 207 | float totaltime = (-position.x + dimension.x / 2 * sgn(velocity.x)) / velocity.x; |
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| 208 | |
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| 209 | // calculate wall bounce position (four possible solutions of the equation: pos.z + vel.z*t + acc.z/2*t^2 = +/- dim.z/2) |
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| 210 | float bouncetime = totaltime; |
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| 211 | bool bUpperWall = false; |
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| 212 | |
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| 213 | if (acceleration.z == 0) |
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| 214 | { |
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| 215 | if (velocity.z > 0) |
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| 216 | { |
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| 217 | bUpperWall = true; |
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| 218 | bouncetime = (dimension.y/2 - position.z) / velocity.z; |
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| 219 | } |
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| 220 | else if (velocity.z < 0) |
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| 221 | { |
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| 222 | bUpperWall = false; |
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| 223 | bouncetime = (-dimension.y/2 - position.z) / velocity.z; |
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| 224 | } |
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| 225 | } |
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| 226 | else |
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| 227 | { |
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| 228 | // upper wall |
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| 229 | float temp = velocity.z*velocity.z + 2*acceleration.z*(dimension.y/2 - position.z); |
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| 230 | if (temp >= 0) |
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| 231 | { |
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| 232 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; |
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| 233 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); |
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| 234 | if (t1 > 0 && t1 < bouncetime) |
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| 235 | { |
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| 236 | bouncetime = t1; |
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| 237 | bUpperWall = true; |
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| 238 | } |
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| 239 | if (t2 > 0 && t2 < bouncetime) |
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| 240 | { |
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| 241 | bouncetime = t2; |
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| 242 | bUpperWall = true; |
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| 243 | } |
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| 244 | } |
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| 245 | // lower wall |
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| 246 | temp = velocity.z*velocity.z - 2*acceleration.z*(dimension.y/2 + position.z); |
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| 247 | if (temp >= 0) |
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| 248 | { |
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| 249 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; |
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| 250 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); |
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| 251 | if (t1 > 0 && t1 < bouncetime) |
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| 252 | { |
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| 253 | bouncetime = t1; |
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| 254 | bUpperWall = false; |
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| 255 | } |
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| 256 | if (t2 > 0 && t2 < bouncetime) |
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| 257 | { |
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| 258 | bouncetime = t2; |
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| 259 | bUpperWall = false; |
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| 260 | } |
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| 261 | } |
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| 262 | } |
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| 263 | |
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| 264 | if (bouncetime < totaltime) |
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| 265 | { |
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| 266 | // Calculate a random prediction error, based on the vertical speed of the ball and the strength of the AI |
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| 267 | float randomErrorX = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); |
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| 268 | float randomErrorZ = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); |
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| 269 | |
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| 270 | // ball bounces after <bouncetime> seconds, update the position and continue |
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| 271 | velocity.z = velocity.z + acceleration.z * bouncetime; |
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| 272 | |
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| 273 | if (bUpperWall) |
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| 274 | { |
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| 275 | position.z = dimension.y / 2; |
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| 276 | velocity.z = -fabs(velocity.z) + fabs(randomErrorZ); |
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| 277 | } |
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| 278 | else |
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| 279 | { |
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| 280 | position.z = -dimension.y / 2; |
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| 281 | velocity.z = fabs(velocity.z) - fabs(randomErrorZ); |
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| 282 | } |
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| 283 | |
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| 284 | position.x = position.x + velocity.x * bouncetime + randomErrorX; |
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| 285 | this->ballEndPosition_ = position.z; |
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| 286 | } |
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| 287 | else |
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| 288 | { |
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| 289 | // ball doesn't bounce, calculate the end position and return |
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| 290 | // calculate end-height: current height + slope * distance incl. acceleration |
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| 291 | this->ballEndPosition_ = position.z + velocity.z * totaltime + acceleration.z / 2 * totaltime * totaltime; |
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| 292 | return; |
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| 293 | } |
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| 294 | } |
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| 295 | } |
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| 296 | |
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| 297 | void PongAI::move(char direction, bool bUseDelay) |
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| 298 | { |
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| 299 | // The current direction is either what we're doing right now (movement_) or what is last in the queue |
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| 300 | char currentDirection = this->movement_; |
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| 301 | if (this->reactionTimers_.size() > 0) |
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| 302 | currentDirection = this->reactionTimers_.back().second; |
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| 303 | |
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| 304 | // Only add changes of direction |
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| 305 | if (direction == currentDirection) |
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| 306 | return; |
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| 307 | |
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| 308 | if (bUseDelay) |
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| 309 | { |
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| 310 | // Calculate delay |
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| 311 | float delay = MAX_REACTION_TIME * (1 - this->strength_); |
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| 312 | |
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| 313 | // Add a new Timer |
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| 314 | Timer* timer = new Timer(delay, false, createExecutor(createFunctor(&PongAI::delayedMove, this))); |
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| 315 | this->reactionTimers_.push_back(std::pair<Timer*, char>(timer, direction)); |
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| 316 | } |
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| 317 | else |
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| 318 | { |
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| 319 | this->movement_ = direction; |
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| 320 | } |
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| 321 | } |
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| 322 | |
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| 323 | void PongAI::delayedMove() |
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| 324 | { |
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| 325 | // Get the new movement direction from the timer list |
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| 326 | this->movement_ = this->reactionTimers_.front().second; |
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| 327 | |
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| 328 | // Destroy the timer and remove it from the list |
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| 329 | Timer* timer = this->reactionTimers_.front().first; |
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| 330 | timer->destroy(); |
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| 331 | |
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| 332 | this->reactionTimers_.pop_front(); |
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| 333 | } |
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| 334 | } |
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