| 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 "AIController.h" |
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| 30 | |
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| 31 | #include "util/Math.h" |
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| 32 | #include "core/CoreIncludes.h" |
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| 33 | #include "core/Executor.h" |
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| 34 | #include "worldentities/ControllableEntity.h" |
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| 35 | |
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| 36 | namespace orxonox |
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| 37 | { |
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| 38 | static const float ACTION_INTERVAL = 1.0f; |
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| 39 | |
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| 40 | CreateFactory(AIController); |
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| 41 | |
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| 42 | AIController::AIController(BaseObject* creator) : ArtificialController(creator) |
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| 43 | { |
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| 44 | RegisterObject(AIController); |
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| 45 | |
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| 46 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this))); |
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| 47 | } |
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| 48 | |
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| 49 | AIController::~AIController() |
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| 50 | { |
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| 51 | } |
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| 52 | |
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| 53 | void AIController::action() |
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| 54 | { |
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| 55 | float random; |
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| 56 | float maxrand = 100.0f / ACTION_INTERVAL; |
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| 57 | |
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| 58 | if (this->state_ == FREE) |
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| 59 | { |
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| 60 | |
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| 61 | |
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| 62 | // return to Master after being forced free |
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| 63 | if (this->freedomCount_ == 1) |
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| 64 | { |
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| 65 | this->state_ = SLAVE; |
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| 66 | this->freedomCount_ = 0; |
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| 67 | } |
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| 68 | |
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| 69 | random = rnd(maxrand); |
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| 70 | if (random < 90 && (((!this->target_) || (random < 50 && this->target_)) && !this->forcedFree())) |
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| 71 | this->searchNewMaster(); |
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| 72 | |
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| 73 | |
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| 74 | // search enemy |
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| 75 | random = rnd(maxrand); |
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| 76 | if (random < 15 && (!this->target_)) |
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| 77 | this->searchNewTarget(); |
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| 78 | |
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| 79 | // forget enemy |
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| 80 | random = rnd(maxrand); |
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| 81 | if (random < 5 && (this->target_)) |
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| 82 | this->forgetTarget(); |
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| 83 | |
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| 84 | // next enemy |
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| 85 | random = rnd(maxrand); |
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| 86 | if (random < 10 && (this->target_)) |
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| 87 | this->searchNewTarget(); |
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| 88 | |
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| 89 | // fly somewhere |
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| 90 | random = rnd(maxrand); |
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| 91 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) |
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| 92 | this->searchRandomTargetPosition(); |
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| 93 | |
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| 94 | // stop flying |
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| 95 | random = rnd(maxrand); |
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| 96 | if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) |
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| 97 | this->bHasTargetPosition_ = false; |
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| 98 | |
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| 99 | // fly somewhere else |
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| 100 | random = rnd(maxrand); |
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| 101 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) |
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| 102 | this->searchRandomTargetPosition(); |
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| 103 | |
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| 104 | |
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| 105 | random = rnd(maxrand); |
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| 106 | if (random < 75 && (this->target_ && !this->bShooting_)) |
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| 107 | this->bShooting_ = true; |
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| 108 | |
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| 109 | // stop shooting |
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| 110 | random = rnd(maxrand); |
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| 111 | if (random < 25 && (this->bShooting_)) |
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| 112 | this->bShooting_ = false; |
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| 113 | |
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| 114 | } |
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| 115 | |
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| 116 | if (this->state_ == SLAVE) |
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| 117 | { |
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| 118 | // this->bShooting_ = true; |
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| 119 | } |
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| 120 | |
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| 121 | if (this->state_ == MASTER)//MASTER |
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| 122 | { |
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| 123 | |
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| 124 | |
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| 125 | this->commandSlaves(); |
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| 126 | |
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| 127 | |
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| 128 | // lose master status (only if less than 4 slaves in formation) |
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| 129 | random = rnd(maxrand); |
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| 130 | if(random < 15/(this->slaves_.size()+1) && this->slaves_.size() < 5 ) |
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| 131 | this->loseMasterState(); |
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| 132 | |
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| 133 | // look out for outher masters if formation is small |
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| 134 | random = rnd(maxrand); |
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| 135 | if(this->slaves_.size() < 3 && random < 20) |
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| 136 | this->searchNewMaster(); |
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| 137 | |
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| 138 | // search enemy |
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| 139 | random = rnd(maxrand); |
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| 140 | if (random < 15 && (!this->target_)) |
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| 141 | this->searchNewTarget(); |
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| 142 | |
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| 143 | // forget enemy |
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| 144 | random = rnd(maxrand); |
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| 145 | if (random < 5 && (this->target_)) |
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| 146 | this->forgetTarget(); |
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| 147 | |
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| 148 | // next enemy |
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| 149 | random = rnd(maxrand); |
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| 150 | if (random < 10 && (this->target_)) |
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| 151 | this->searchNewTarget(); |
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| 152 | |
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| 153 | // fly somewhere |
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| 154 | random = rnd(maxrand); |
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| 155 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) |
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| 156 | this->searchRandomTargetPosition(); |
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| 157 | |
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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->searchRandomTargetPosition(); |
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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 < 5 && (this->target_ && !this->bShooting_)) |
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| 167 | { |
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| 168 | this->bShooting_ = true; |
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| 169 | this->forceFreeSlaves(); |
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| 170 | } |
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| 171 | // stop shooting |
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| 172 | random = rnd(maxrand); |
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| 173 | if (random < 25 && (this->bShooting_)) |
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| 174 | this->bShooting_ = false; |
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| 175 | } |
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| 176 | |
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| 177 | } |
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| 178 | |
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| 179 | void AIController::tick(float dt) |
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| 180 | { |
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| 181 | if (!this->isActive()) |
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| 182 | return; |
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| 183 | |
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| 184 | if (this->state_ == MASTER) |
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| 185 | { |
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| 186 | if (this->target_) |
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| 187 | this->aimAtTarget(); |
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| 188 | |
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| 189 | if (this->bHasTargetPosition_) |
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| 190 | this->moveToTargetPosition(); |
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| 191 | |
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| 192 | if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f)) |
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| 193 | this->getControllableEntity()->fire(0); |
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| 194 | } |
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| 195 | |
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| 196 | if (this->state_ == SLAVE) |
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| 197 | { |
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| 198 | |
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| 199 | if (this->bHasTargetPosition_) |
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| 200 | this->moveToTargetPosition(); |
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| 201 | |
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| 202 | } |
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| 203 | |
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| 204 | if (this->state_ == FREE) |
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| 205 | { |
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| 206 | if (this->target_) |
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| 207 | this->aimAtTarget(); |
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| 208 | |
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| 209 | if (this->bHasTargetPosition_) |
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| 210 | this->moveToTargetPosition(); |
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| 211 | |
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| 212 | if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f)) |
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| 213 | this->getControllableEntity()->fire(0); |
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| 214 | } |
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| 215 | |
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| 216 | SUPER(AIController, tick, dt); |
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| 217 | } |
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| 218 | |
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| 219 | } |
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