/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * Dominik Solenicki * */ #include "AIController.h" #include "util/Math.h" #include "core/CoreIncludes.h" #include "core/command/Executor.h" #include "worldentities/ControllableEntity.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { const float AIController::ACTION_INTERVAL = 1.0f; RegisterClass(AIController); AIController::AIController(Context* context) : ArtificialController(context) { RegisterObject(AIController); this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this))); } AIController::~AIController() { } void AIController::action() { float random; float maxrand = 100.0f / ACTION_INTERVAL; if (this->state_ == FREE) { if (this->formationFlight_) { //changed order -> searchNewMaster MUSTN'T be called in SLAVE-state (bugfix for internal-error messages at quit) random = rnd(maxrand); if (random < 90 && (((!this->target_) || (random < 50 && this->target_)) && !this->forcedFree())) this->searchNewMaster(); // return to Master after being forced free if (this->freedomCount_ == 1) { this->state_ = SLAVE; this->freedomCount_ = 0; } } this->defaultBehaviour(maxrand); } if (this->state_ == SLAVE && this->formationMode_ == ATTACK) { // search enemy random = rnd(maxrand); if (random < (botlevel_*100) && (!this->target_)) this->searchNewTarget(); // next enemy random = rnd(maxrand); if (random < (botlevel_*30) && (this->target_)) this->searchNewTarget(); // shoot random = rnd(maxrand); if (!(this->passive_) && random < (botlevel_*100) && (this->target_ && !this->bShooting_)) this->bShooting_ = true; // stop shooting random = rnd(maxrand); if (random < (1-botlevel_)*50 && (this->bShooting_)) this->bShooting_ = false; } if (this->state_ == MASTER) { this->commandSlaves(); if (this->specificMasterAction_ != NONE) this->specificMasterActionHold(); else { // make 180 degree turn - a specific Master Action random = rnd(1000.0f); if (random < 5) this->turn180Init(); // spin around - a specific Master Action random = rnd(1000.0f); if (random < 5) this->spinInit(); /*// follow a randomly chosen human - a specific Master Action random = rnd(1000.0f); if (random < 1) this->followRandomHumanInit(); */ // lose master status (only if less than 4 slaves in formation) random = rnd(maxrand); if(random < 15/(this->slaves_.size()+1) && this->slaves_.size() < 4 ) this->loseMasterState(); // look out for outher masters if formation is small random = rnd(maxrand); if(this->slaves_.size() < 3 && random < 20) this->searchNewMaster(); this->defaultBehaviour(maxrand); } } } void AIController::tick(float dt) { if (!this->isActive()) return; float random; float maxrand = 100.0f / ACTION_INTERVAL; ControllableEntity* controllable = this->getControllableEntity(); //DOES: Either move to the waypoint or search for a Point of interest if (controllable && this->mode_ == DEFAULT)// bot is ready to move to a target { if (this->waypoints_.size() > 0 ) //Waypoint functionality. { WorldEntity* wPoint = this->waypoints_[this->waypoints_.size()-1]; if(wPoint) { this->moveToPosition(wPoint->getWorldPosition()); //BUG ?? sometime wPoint->getWorldPosition() causes crash if (wPoint->getWorldPosition().squaredDistance(controllable->getPosition()) <= this->squaredaccuracy_) this->waypoints_.pop_back(); // if goal is reached, remove it from the list } else this->waypoints_.pop_back(); // remove invalid waypoints } else if(this->defaultWaypoint_ && ((this->defaultWaypoint_->getPosition()-controllable->getPosition()).length() > 200.0f)) { this->moveToPosition(this->defaultWaypoint_->getPosition()); // stay within a certain range of the defaultWaypoint_ random = rnd(maxrand); } } if (this->mode_ == DEFAULT) { if (this->state_ == MASTER) { if (this->specificMasterAction_ == NONE) { if (this->target_) { if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ this->forgetTarget(); else { this->aimAtTarget(); random = rnd(maxrand); if(this->botlevel_*70 > random && !this->isCloseAtTarget(100)) this->follow(); //If a bot is shooting a player, it shouldn't let him go away easily. } } if (this->bHasTargetPosition_) this->moveToTargetPosition(); this->doFire(); } if (this->specificMasterAction_ == TURN180) this->turn180(); if (this->specificMasterAction_ == SPIN) this->spin(); if (this->specificMasterAction_ == FOLLOW) this->follow(); } if (this->state_ == SLAVE && this->formationMode_ != ATTACK) { if (this->bHasTargetPosition_) this->moveToTargetPosition(); } if (this->state_ == FREE || (this->state_==SLAVE && this->formationMode_ == ATTACK) ) { if (this->target_) { if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ this->forgetTarget(); else this->aimAtTarget(); } if (this->bHasTargetPosition_) this->moveToTargetPosition(); this->doFire(); } } else if (this->mode_ == ROCKET)//Rockets do not belong to a group of bots -> bot states are not relevant. { //Vector-implementation: mode_.back() == ROCKET; if(controllable) {//Check wether the bot is controlling the rocket and if the timeout is over. if(controllable->getIdentifier() == ClassByString("Rocket")) { this->follow(); this->timeout_ -= dt; if((timeout_< 0)||(!target_))//Check if the timeout is over or target died. { controllable->fire(0);//kill the rocket this->setPreviousMode();//get out of rocket mode } } else this->setPreviousMode();//no rocket entity -> get out of rocket mode } else this->setPreviousMode();//If bot dies -> getControllableEntity == nullptr -> get out of ROCKET mode }//END_OF ROCKET MODE SUPER(AIController, tick, dt); } //**********************************************NEW void AIController::defaultBehaviour(float maxrand) { float random; // search enemy random = rnd(maxrand); if (random < (botlevel_* 100) && (!this->target_)) this->searchNewTarget(); // forget enemy random = rnd(maxrand); if (random < ((1-botlevel_)*20) && (this->target_)) this->forgetTarget(); // next enemy random = rnd(maxrand); if (random < (botlevel_*30) && (this->target_)) this->searchNewTarget(); // fly somewhere random = rnd(maxrand); if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) this->searchRandomTargetPosition(); // stop flying random = rnd(maxrand); if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) this->bHasTargetPosition_ = false; // fly somewhere else random = rnd(maxrand); if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) this->searchRandomTargetPosition(); if (this->state_ == MASTER) // master: shoot { random = rnd(maxrand); if (!(this->passive_) && random < (100*botlevel_) && (this->target_ && !this->bShooting_)) { this->bShooting_ = true; this->forceFreeSlaves(); } } else { // shoot random = rnd(maxrand); if (!(this->passive_) && random < (botlevel_*100) && (this->target_ && !this->bShooting_)) this->bShooting_ = true; } // stop shooting random = rnd(maxrand); if (random < ((1 - botlevel_)*50) && (this->bShooting_)) this->bShooting_ = false; // boost random = rnd(maxrand); if (random < botlevel_*50 ) this->boostControl(); // update Checkpoints /*random = rnd(maxrand); if (this->defaultWaypoint_ && random > (maxrand-10)) this->manageWaypoints(); else //if(random > maxrand-10) //CHECK USABILITY!!*/ if (this->waypoints_.size() == 0 ) this->manageWaypoints(); } }