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source: code/branches/FICN/src/orxonox/objects/NPC.cc @ 631

Last change on this file since 631 was 627, checked in by bknecht, 16 years ago

working AI added (put them aside if you want)

File size: 6.0 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software; you can redistribute it and/or
8 *   modify it under the terms of the GNU General Public License
9 *   as published by the Free Software Foundation; either version 2
10 *   of the License, or (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program; if not, write to the Free Software
19 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
20 *
21 *   Author:
22 *      Benjamin Knecht, beni_at_orxonox.net
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28#include "NPC.h"
29#include "../core/Iterator.h"
30#include "../core/ObjectList.h"
31
32namespace orxonox {
33
34  CreateFactory(NPC);
35
36  NPC::NPC()
37  {
38    RegisterObject(NPC);
39    movable_ = true;
40  }
41
42  NPC::~NPC()
43  {
44  }
45
46  void NPC::loadParams(TiXmlElement* xmlElem)
47  {
48    Model::loadParams(xmlElem);
49  }
50
51  /**
52   * function to chance values of an element
53   */
54  void NPC::setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable) {
55    this->setAcceleration(acceleration);
56    this->setVelocity(speed);
57    this->translate(location);
58    movable_ = movable;
59  }
60
61  /**
62   * calculates the distance between the element and an other point given by temp
63   */
64  float NPC::getDistance(WorldEntity* temp)
65  {
66    Vector3 distance = temp->getPosition() - this->getPosition();
67    return distance.length();
68  }
69
70  /**
71   * updates the data of an element
72   */
73  void NPC::update()
74  {
75
76    //if element is movable, calculate acceleration
77    if (this->movable_ == true) calculateAcceleration();
78
79  }
80
81  /**
82   * tick this NPC
83   */
84  void NPC::tick(float dt)
85  {
86
87    this->setVelocity(0.995*this->getVelocity() + this->getAcceleration()*dt);
88    this->translate(this->getVelocity()*dt);
89    this->setAcceleration(Vector3(0,0,0));
90  }
91
92  /**
93   * calculates the new acceleration of an element
94   */
95  void NPC::calculateAcceleration()
96  {
97    //acceleration consisting of flocking-functions
98    this->setAcceleration(separation() + alignment() + cohesion());
99  }
100
101  /**
102   * separation-function (keep elements separated, avoid crashs)
103   */
104  Vector3 NPC::separation()
105  {
106    Vector3 steering = Vector3(0,0,0); //steeringvector
107    Vector3 inverseDistance = Vector3(0,0,0);  //vector pointing away from possible collisions
108    int numberOfNeighbour = 0;  //number of observed neighbours
109    float distance = 0;  // distance to the actual element
110    for(Iterator<WorldEntity> it = ObjectList<WorldEntity>::start(); it; ++it) {  //go through all elements
111      distance = getDistance(*it);  //get distance between this and actual
112      if ((distance > 0) && (distance < SEPERATIONDISTANCE)) {  //do only if actual is inside detectionradius
113        inverseDistance = Vector3(0,0,0);
114        inverseDistance = this->getPosition() - it->getPosition();  //calculate the distancevector heading towards this
115        //adaptation of the inverseDistance to the distance
116        if ((distance < 200) && (distance >= 120)) {inverseDistance = 2*inverseDistance;}
117        if ((distance < 120) && (distance >= 80)) {inverseDistance = 5*inverseDistance;}
118        if ((distance < 80) && (distance >= 40)) {inverseDistance = 10*inverseDistance;}
119        if ((distance < 40) && (distance > 0)) {inverseDistance = 10*inverseDistance;}
120        steering = steering + inverseDistance;  //add up all significant steeringvectors
121        numberOfNeighbour++;  //counts the elements inside the detectionradius
122      }
123    }
124    if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> separation steeringvector
125    return steering;
126  }
127
128  /**
129   * alignment-function (lead elements to the same heading)
130   */
131  Vector3 NPC::alignment()
132  {
133    Vector3 steering = Vector3(0,0,0); //steeringvector
134    int numberOfNeighbour = 0;  //number of observed neighbours
135    //float distance = 0;
136    //go through all elements
137    for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment
138      float distance = getDistance(*it);  //get distance between this and actual
139      if ((distance > 0) && (distance < ALIGNMENTDISTANCE)) {  //check if actual element is inside detectionradius
140        steering = steering + it->getVelocity();  //add up all speedvectors inside the detectionradius
141        numberOfNeighbour++;  //counts the elements inside the detectionradius
142      }
143    }
144    if(numberOfNeighbour > 0) { steering = steering / (float)numberOfNeighbour; }  //devide the sum of steeringvectors by the number of elements -> alignment steeringvector
145    return steering;
146  }
147
148  /**
149   * cohseion-function (keep elements close to each other)
150   */
151  Vector3 NPC::cohesion()
152  {
153    Vector3 steering = Vector3(0,0,0); //steeringvector
154    int numberOfNeighbour = 0;  //number of observed neighbours
155    //float distance = 0;
156    //go through all elements
157    for(Iterator<NPC> it = ObjectList<NPC>::start(); it; ++it) {  //just working with 3 elements at the moment
158      float distance = getDistance(*it);  //get distance between this and actual
159      if ((distance > 0) && (distance < COHESIONDISTANCE)) {  //check if actual element is inside detectionradius
160        steering = steering + it->getPosition();  //add up all locations of elements inside the detectionradius
161        numberOfNeighbour++;  //counts the elements inside the detectionradius
162      }
163    }
164    if(numberOfNeighbour > 0) {
165      steering = steering  / (float)numberOfNeighbour;  //devide the sum steeringvector by the number of elements -> cohesion steeringvector
166      steering = steering - this->getPosition();  //transform the vector for the ship
167    }
168    return steering;
169  }
170
171} // end of class NPC
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