| 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 "OrxonoxStableHeaders.h" |
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| 30 | #include "SpaceShipAI.h" |
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| 31 | |
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| 32 | #include <OgreMath.h> |
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| 33 | #include "Projectile.h" |
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| 34 | #include "ParticleSpawner.h" |
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| 35 | #include "core/CoreIncludes.h" |
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| 36 | #include "core/Iterator.h" |
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| 37 | #include "core/Executor.h" |
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| 38 | #include "core/ConsoleCommand.h" |
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| 39 | #include "core/XMLPort.h" |
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| 40 | #include "tools/ParticleInterface.h" |
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| 41 | #include "Settings.h" |
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| 42 | |
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| 43 | |
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| 44 | namespace orxonox |
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| 45 | { |
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| 46 | const float ACTION_INTERVAL = 1.0f; |
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| 47 | |
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| 48 | SetConsoleCommand(SpaceShipAI, createEnemy, true).defaultValue(0, 1); |
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| 49 | SetConsoleCommand(SpaceShipAI, killEnemies, true).defaultValue(0, 0); |
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| 50 | |
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| 51 | CreateFactory(SpaceShipAI); |
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| 52 | |
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| 53 | SpaceShipAI::SpaceShipAI() |
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| 54 | { |
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| 55 | RegisterObject(SpaceShipAI); |
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| 56 | |
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| 57 | this->target_ = 0; |
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| 58 | this->bShooting_ = 0; |
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| 59 | this->bHasTargetPosition_ = false; |
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| 60 | |
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| 61 | this->setTeamNr((int)rnd(NUM_AI_TEAMS) % NUM_AI_TEAMS + 1); |
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| 62 | |
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| 63 | if (NUM_AI_TEAMS > 0) |
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| 64 | this->teamColours_[1] = ColourValue(1, 0, 0, 1); |
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| 65 | if (NUM_AI_TEAMS > 1) |
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| 66 | this->teamColours_[2] = ColourValue(0, 1, 0, 1); |
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| 67 | if (NUM_AI_TEAMS > 2) |
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| 68 | this->teamColours_[3] = ColourValue(0, 0, 1, 1); |
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| 69 | |
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| 70 | for (int i = 4; i <= NUM_AI_TEAMS; ++i) |
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| 71 | this->teamColours_[i] = ColourValue(rnd(), rnd(), rnd(), 1); |
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| 72 | } |
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| 73 | |
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| 74 | SpaceShipAI::~SpaceShipAI() |
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| 75 | { |
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| 76 | } |
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| 77 | |
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| 78 | void SpaceShipAI::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 79 | { |
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| 80 | SUPER(SpaceShipAI, XMLPort, xmlelement, mode); |
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| 81 | |
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| 82 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&SpaceShipAI::action))); |
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| 83 | } |
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| 84 | |
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| 85 | void SpaceShipAI::createEnemy(int num) |
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| 86 | { |
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| 87 | for (int i = 0; i < num; ++i) |
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| 88 | { |
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| 89 | SpaceShipAI* newenemy = new SpaceShipAI(); |
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| 90 | newenemy->setMesh("assff.mesh"); |
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| 91 | // newenemy->setPosition(0, 0, 0); |
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| 92 | newenemy->setPosition(Vector3(rnd(-3000, 3000), rnd(-3000, 3000), rnd(-3000, 3000))); |
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| 93 | newenemy->setScale(10); |
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| 94 | newenemy->setMaxSpeed(500); |
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| 95 | newenemy->setMaxSideAndBackSpeed(50); |
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| 96 | newenemy->setMaxRotation(1.0); |
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| 97 | newenemy->setTransAcc(200); |
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| 98 | newenemy->setRotAcc(3.0); |
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| 99 | newenemy->setTransDamp(75); |
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| 100 | newenemy->setRotDamp(1.0); |
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| 101 | Element xmlelement; |
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| 102 | newenemy->XMLPort(xmlelement, XMLPort::LoadObject); |
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| 103 | |
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| 104 | if (Settings::showsGraphics()) |
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| 105 | { |
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| 106 | ParticleSpawner* spawneffect = new ParticleSpawner("Orxonox/fairytwirl", LODParticle::normal, 2.0, 0, 0, newenemy->getOrth()); |
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| 107 | spawneffect->setPosition(newenemy->getPosition() - newenemy->getOrth() * 50); |
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| 108 | spawneffect->create(); |
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| 109 | } |
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| 110 | } |
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| 111 | } |
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| 112 | |
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| 113 | void SpaceShipAI::killEnemies(int num) |
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| 114 | { |
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| 115 | int i = 0; |
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| 116 | for (ObjectList<SpaceShipAI>::iterator it = ObjectList<SpaceShipAI>::begin(); it; ) |
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| 117 | { |
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| 118 | (it++)->kill(); |
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| 119 | if (num && i >= num) |
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| 120 | break; |
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| 121 | } |
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| 122 | } |
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| 123 | |
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| 124 | ColourValue SpaceShipAI::getProjectileColour() const |
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| 125 | { |
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| 126 | return this->teamColours_[this->getTeamNr()]; |
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| 127 | } |
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| 128 | |
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| 129 | void SpaceShipAI::action() |
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| 130 | { |
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| 131 | float random; |
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| 132 | float maxrand = 100.0f / ACTION_INTERVAL; |
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| 133 | |
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| 134 | // search enemy |
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| 135 | random = rnd(maxrand); |
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| 136 | if (random < 15 && (!this->target_)) |
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| 137 | this->searchNewTarget(); |
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| 138 | |
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| 139 | // forget enemy |
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| 140 | random = rnd(maxrand); |
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| 141 | if (random < 5 && (this->target_)) |
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| 142 | this->forgetTarget(); |
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| 143 | |
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| 144 | // next enemy |
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| 145 | random = rnd(maxrand); |
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| 146 | if (random < 10 && (this->target_)) |
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| 147 | this->searchNewTarget(); |
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| 148 | |
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| 149 | // fly somewhere |
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| 150 | random = rnd(maxrand); |
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| 151 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) |
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| 152 | this->searchNewTargetPosition(); |
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| 153 | |
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| 154 | // stop flying |
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| 155 | random = rnd(maxrand); |
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| 156 | if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) |
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| 157 | this->bHasTargetPosition_ = false; |
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| 158 | |
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| 159 | // fly somewhere else |
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| 160 | random = rnd(maxrand); |
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| 161 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) |
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| 162 | this->searchNewTargetPosition(); |
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| 163 | |
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| 164 | // shoot |
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| 165 | random = rnd(maxrand); |
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| 166 | if (random < 75 && (this->target_ && !this->bShooting_)) |
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| 167 | this->bShooting_ = true; |
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| 168 | |
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| 169 | // stop shooting |
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| 170 | random = rnd(maxrand); |
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| 171 | if (random < 25 && (this->bShooting_)) |
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| 172 | this->bShooting_ = false; |
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| 173 | } |
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| 174 | |
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| 175 | void SpaceShipAI::damage(float damage) |
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| 176 | { |
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| 177 | this->health_ -= damage; |
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| 178 | if (this->health_ <= 0) |
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| 179 | { |
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| 180 | this->kill(); |
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| 181 | SpaceShipAI::createEnemy(1); |
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| 182 | } |
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| 183 | } |
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| 184 | |
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| 185 | void SpaceShipAI::kill() |
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| 186 | { |
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| 187 | if (Settings::showsGraphics()) |
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| 188 | { |
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| 189 | ParticleSpawner* explosion = new ParticleSpawner("Orxonox/BigExplosion1part1", LODParticle::low, 3.0); |
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| 190 | explosion->setPosition(this->getPosition()); |
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| 191 | explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); |
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| 192 | explosion->setScale(4); |
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| 193 | explosion->create(); |
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| 194 | |
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| 195 | explosion = new ParticleSpawner("Orxonox/BigExplosion1part2", LODParticle::normal, 3.0); |
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| 196 | explosion->setPosition(this->getPosition()); |
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| 197 | explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); |
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| 198 | explosion->setScale(4); |
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| 199 | explosion->create(); |
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| 200 | explosion = new ParticleSpawner("Orxonox/BigExplosion1part2", LODParticle::high, 3.0); |
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| 201 | explosion->setPosition(this->getPosition()); |
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| 202 | explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); |
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| 203 | explosion->setScale(4); |
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| 204 | explosion->create(); |
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| 205 | |
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| 206 | Vector3 ringdirection = Vector3(rnd(), rnd(), rnd()); |
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| 207 | ringdirection.normalise(); |
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| 208 | explosion = new ParticleSpawner("Orxonox/BigExplosion1part3", LODParticle::normal, 3.0, 0.5, 0, ringdirection); |
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| 209 | explosion->setPosition(this->getPosition()); |
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| 210 | explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); |
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| 211 | explosion->setScale(4); |
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| 212 | explosion->create(); |
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| 213 | explosion = new ParticleSpawner("Orxonox/BigExplosion1part3", LODParticle::high, 3.0, 0.5, 0, ringdirection); |
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| 214 | explosion->setPosition(this->getPosition()); |
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| 215 | explosion->getParticleInterface()->setKeepParticlesInLocalSpace(true); |
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| 216 | explosion->setScale(4); |
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| 217 | explosion->create(); |
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| 218 | } |
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| 219 | |
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| 220 | delete this; |
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| 221 | } |
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| 222 | |
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| 223 | void SpaceShipAI::tick(float dt) |
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| 224 | { |
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| 225 | if (!this->isActive()) |
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| 226 | return; |
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| 227 | |
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| 228 | if (this->target_) |
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| 229 | this->aimAtTarget(); |
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| 230 | |
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| 231 | if (this->bHasTargetPosition_) |
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| 232 | this->moveToTargetPosition(dt); |
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| 233 | |
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| 234 | if (this->bShooting_ && this->isCloseAtTarget(2500) && this->isLookingAtTarget(Ogre::Math::PI / 20.0)) |
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| 235 | this->doFire(); |
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| 236 | |
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| 237 | SUPER(SpaceShipAI, tick, dt); |
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| 238 | } |
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| 239 | |
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| 240 | void SpaceShipAI::moveToTargetPosition(float dt) |
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| 241 | { |
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| 242 | Vector2 coord = get2DViewdirection(this->getPosition(), this->getDir(), this->getOrth(), this->targetPosition_); |
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| 243 | |
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| 244 | float distance = (this->targetPosition_ - this->getPosition()).length(); |
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| 245 | if (this->target_ || distance > 50) |
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| 246 | { |
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| 247 | // Multiply with 0.8 to make them a bit slower |
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| 248 | this->setMoveYaw(0.8 * sgn(coord.x) * coord.x*coord.x); |
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| 249 | this->setMovePitch(0.8 * sgn(coord.y) * coord.y*coord.y); |
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| 250 | } |
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| 251 | |
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| 252 | if (this->target_ && distance < 1000 && this->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) |
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| 253 | this->setMoveLongitudinal(-0.5); // They don't brake with full power to give the player a chance |
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| 254 | else if (!this->target_ && distance <= this->getVelocity().length() / (2 * this->getTransAcc())) |
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| 255 | this->setMoveLongitudinal(-1.0); |
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| 256 | else |
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| 257 | this->setMoveLongitudinal(0.8); |
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| 258 | } |
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| 259 | |
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| 260 | void SpaceShipAI::searchNewTargetPosition() |
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| 261 | { |
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| 262 | this->targetPosition_ = Vector3(rnd(-5000,5000), rnd(-5000,5000), rnd(-5000,5000)); |
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| 263 | this->bHasTargetPosition_ = true; |
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| 264 | } |
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| 265 | |
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| 266 | void SpaceShipAI::searchNewTarget() |
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| 267 | { |
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| 268 | this->targetPosition_ = this->getPosition(); |
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| 269 | this->forgetTarget(); |
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| 270 | |
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| 271 | for (ObjectList<SpaceShip>::iterator it = ObjectList<SpaceShip>::begin(); it; ++it) |
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| 272 | { |
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| 273 | if (it->getTeamNr() != this->getTeamNr()) |
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| 274 | { |
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| 275 | float speed = this->getVelocity().length(); |
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| 276 | Vector3 distanceCurrent = this->targetPosition_ - this->getPosition(); |
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| 277 | Vector3 distanceNew = it->getPosition() - this->getPosition(); |
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| 278 | if (!this->target_ || it->getPosition().squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI)) |
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| 279 | < this->targetPosition_.squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI)) + rnd(-250, 250)) |
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| 280 | { |
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| 281 | this->target_ = (*it); |
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| 282 | this->targetPosition_ = it->getPosition(); |
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| 283 | } |
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| 284 | } |
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| 285 | } |
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| 286 | } |
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| 287 | |
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| 288 | void SpaceShipAI::forgetTarget() |
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| 289 | { |
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| 290 | this->target_ = 0; |
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| 291 | this->bShooting_ = false; |
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| 292 | } |
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| 293 | |
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| 294 | void SpaceShipAI::aimAtTarget() |
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| 295 | { |
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| 296 | if (!this->target_) |
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| 297 | return; |
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| 298 | |
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| 299 | this->targetPosition_ = getPredictedPosition(this->getPosition(), Projectile::getSpeed(), this->target_->getPosition(), this->target_->getOrientation() * this->target_->getVelocity()); |
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| 300 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); |
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| 301 | } |
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| 302 | |
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| 303 | bool SpaceShipAI::isCloseAtTarget(float distance) |
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| 304 | { |
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| 305 | if (!this->target_) |
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| 306 | return (this->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
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| 307 | else |
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| 308 | return (this->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); |
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| 309 | } |
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| 310 | |
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| 311 | bool SpaceShipAI::isLookingAtTarget(float angle) |
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| 312 | { |
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| 313 | return (getAngle(this->getPosition(), this->getDir(), this->targetPosition_) < angle); |
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| 314 | } |
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| 315 | |
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| 316 | void SpaceShipAI::shipDied(SpaceShip* ship) |
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| 317 | { |
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| 318 | if (ship == this->target_) |
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| 319 | { |
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| 320 | this->forgetTarget(); |
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| 321 | this->searchNewTargetPosition(); |
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| 322 | } |
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| 323 | } |
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| 324 | } |
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