| 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 |  *      Martin Mueller | 
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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 "TurretController.h" | 
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| 30 | #include "worldentities/pawns/Pawn.h" | 
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| 31 | #include "objects/Turret.h" | 
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| 32 | #include "core/object/ObjectList.h" | 
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| 33 | #include "core/CoreIncludes.h" | 
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| 34 |  | 
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| 35 |  namespace orxonox | 
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| 36 |  { | 
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| 37 |     RegisterClass(TurretController); | 
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| 38 |  | 
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| 39 |     /** | 
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| 40 |         @brief  | 
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| 41 |         Sets default values for all variables. | 
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| 42 |  | 
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| 43 |         @param context | 
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| 44 |         The context | 
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| 45 |     */ | 
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| 46 |     TurretController::TurretController(Context* context) : ArtificialController(context) | 
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| 47 |     { | 
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| 48 |         RegisterObject(TurretController); | 
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| 49 |  | 
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| 50 |         this->once_ = false; | 
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| 51 |  | 
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| 52 |     } | 
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| 53 |  | 
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| 54 |     /** | 
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| 55 |         @brief  | 
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| 56 |         Destructor. Nothing to see here. | 
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| 57 |     */ | 
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| 58 |     TurretController::~TurretController() | 
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| 59 |     { | 
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| 60 |  | 
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| 61 |     } | 
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| 62 |  | 
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| 63 |     /** | 
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| 64 |         @brief  | 
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| 65 |         Searches a valid target for the turret to aim at. | 
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| 66 |  | 
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| 67 |         Loops through all pawns and tests, if it is in range. Scores every pawn and chooses the best one (the one with the lowest score). | 
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| 68 |         If the turret has a parent, try to aim at the same target the parent has, if there is one. | 
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| 69 |  | 
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| 70 |         @see targetScore | 
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| 71 |         The function that scores the pawns. | 
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| 72 |     */ | 
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| 73 |     void TurretController::searchTarget() | 
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| 74 |     { | 
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| 75 |         Turret* turret = orxonox_cast<Turret*>(this->getControllableEntity()); | 
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| 76 |  | 
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| 77 |         //The controller might find a target before teams are set, so we need to check again here. | 
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| 78 |         if(this->target_ && turret->isInRange(target_) != -1.f && !FormationController::sameTeam(turret, this->target_, this->getGametype())) | 
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| 79 |         { | 
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| 80 |             return; | 
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| 81 |         } | 
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| 82 |         else | 
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| 83 |         { | 
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| 84 |             this->forgetTarget(); | 
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| 85 |             turret->setTarget(nullptr); | 
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| 86 |         } | 
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| 87 |  | 
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| 88 |  | 
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| 89 |         ControllableEntity* parent = orxonox_cast<ControllableEntity*>(turret->getParent()); | 
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| 90 |         if(parent) | 
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| 91 |         { | 
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| 92 |             Pawn* parenttarget = orxonox_cast<Pawn*>(parent->getTarget()); | 
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| 93 |             if(parenttarget && turret->isInRange(parenttarget)) | 
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| 94 |             { | 
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| 95 |                 this->setTarget(parenttarget); | 
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| 96 |                 turret->setTarget(parenttarget); | 
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| 97 |                 return; | 
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| 98 |             } | 
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| 99 |         } | 
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| 100 |  | 
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| 101 |         float minScore = FLT_MAX; | 
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| 102 |         float tempScore; | 
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| 103 |         Pawn* minScorePawn = nullptr; | 
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| 104 |  | 
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| 105 |         for (Pawn* pawn : ObjectList<Pawn>()) | 
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| 106 |         { | 
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| 107 |             if (!pawn || FormationController::sameTeam(turret, pawn, this->getGametype())) | 
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| 108 |                 continue; | 
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| 109 |             tempScore = turret->isInRange(pawn); | 
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| 110 |             if(tempScore != -1.f) | 
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| 111 |             { | 
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| 112 |                 if(tempScore < minScore) | 
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| 113 |                 { | 
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| 114 |                     minScore = tempScore; | 
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| 115 |                     minScorePawn = pawn; | 
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| 116 |                 } | 
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| 117 |             } | 
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| 118 |         } | 
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| 119 |         this->setTarget(minScorePawn); | 
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| 120 |         turret->setTarget(minScorePawn); | 
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| 121 |     } | 
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| 122 |  | 
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| 123 |     /** | 
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| 124 |         @brief  | 
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| 125 |         Tests, if the turret is looking at the target, with a specified tolerance | 
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| 126 |  | 
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| 127 |         This uses the world position as opposed to the local position in the old version. | 
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| 128 |  | 
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| 129 |         @param angle | 
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| 130 |         The tolerance, in radians | 
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| 131 |     */ | 
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| 132 |     bool TurretController::isLookingAtTargetNew(float angle) const | 
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| 133 |     { | 
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| 134 |         return (getAngle(this->getControllableEntity()->getWorldPosition(), this->getControllableEntity()->getWorldOrientation() * WorldEntity::FRONT, this->target_->getWorldPosition()) < angle); | 
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| 135 |     } | 
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| 136 |  | 
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| 137 |     /** | 
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| 138 |         @brief  | 
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| 139 |         Scores a pawn as a target, based on distance and health. | 
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| 140 |  | 
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| 141 |         The more health and distance a pawn has, the higher the score. This means lower equals better. | 
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| 142 |  | 
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| 143 |         @param pawn | 
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| 144 |         The pawn to score | 
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| 145 |  | 
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| 146 |         @param distance | 
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| 147 |         The distance. Can be squared or normed, doesn't matter as long as all are treated the same. | 
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| 148 |     */    | 
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| 149 |     float TurretController::targetScore(Pawn* pawn, float distance) const | 
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| 150 |     { | 
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| 151 |         return pawn->getHealth()/pawn->getMaxHealth() + distance; | 
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| 152 |     } | 
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| 153 |  | 
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| 154 |     /** | 
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| 155 |         @brief | 
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| 156 |         Does all the controlling of the turret. | 
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| 157 |  | 
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| 158 |         If the turret has a parent, copies the team from there, if it's not already set. | 
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| 159 |         Other actions are: Search a target. If a target has been found, aim and shoot at it. | 
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| 160 |     */ | 
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| 161 |     void TurretController::tick(float dt) | 
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| 162 |     { | 
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| 163 |         if (!this->isActive() || !this->getControllableEntity()) | 
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| 164 |             return; | 
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| 165 |  | 
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| 166 |  | 
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| 167 |         ControllableEntity* parent = orxonox_cast<ControllableEntity*> (this->getControllableEntity()->getParent()); | 
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| 168 |         if(this->getTeam() != -1 && !this->once_ && parent) | 
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| 169 |         { | 
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| 170 |             orxout(internal_warning) << "TurretController: Team already set, may result in undesired behaviour. Will get overridden by the parent's team." << endl; | 
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| 171 |         } | 
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| 172 |  | 
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| 173 |         if(!this->once_) | 
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| 174 |             this->once_ = true; | 
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| 175 |       | 
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| 176 |         //Teams aren't set immediately, after creation, so we have to check every tick... | 
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| 177 |         if(parent) | 
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| 178 |         { | 
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| 179 |             Controller* parentcontroller = parent->getController(); | 
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| 180 |             if(parentcontroller) | 
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| 181 |             { | 
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| 182 |                 this->setTeam(parentcontroller->getTeam()); | 
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| 183 |             } | 
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| 184 |             else | 
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| 185 |             { | 
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| 186 |                 this->setTeam(parent->getTeam()); | 
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| 187 |             } | 
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| 188 |             this->getControllableEntity()->setTeam(parent->getTeam()); | 
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| 189 |         } | 
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| 190 |  | 
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| 191 |         this->searchTarget(); | 
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| 192 |         if(this->target_) | 
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| 193 |         { | 
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| 194 |             Turret* turret = orxonox_cast<Turret*> (this->getControllableEntity()); | 
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| 195 |             this->aimAtTarget(); | 
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| 196 |             turret->aimAtPosition(target_->getWorldPosition()); | 
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| 197 |             if(this->isLookingAtTargetNew(Degree(5).valueRadians())) | 
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| 198 |             { | 
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| 199 |  | 
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| 200 |                 this->getControllableEntity()->fire(0); | 
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| 201 |             } | 
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| 202 |         } | 
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| 203 |     } | 
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| 204 |  } | 
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