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source: code/branches/ai/src/orxonox/controllers/ArtificialController.cc @ 6997

Last change on this file since 6997 was 6997, checked in by solex, 15 years ago

formationflight as good as finished for now

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[2362]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
[6978]25 *      Dominik Solenicki
[2362]26 *
27 */
28
29#include "ArtificialController.h"
30
[6978]31#include <vector>
[2362]32#include "core/CoreIncludes.h"
[6601]33#include "core/XMLPort.h"
[5735]34#include "worldentities/ControllableEntity.h"
35#include "worldentities/pawns/Pawn.h"
36#include "worldentities/pawns/TeamBaseMatchBase.h"
37#include "gametypes/TeamDeathmatch.h"
38#include "controllers/WaypointPatrolController.h"
[6978]39#include "controllers/NewHumanController.h"
[6918]40#include "controllers/DroneController.h"
[6888]41#include "util/Math.h"
[6958]42#include "core/ConsoleCommand.h"
[3049]43
[2362]44namespace orxonox
45{
[6978]46    SetConsoleCommand(ArtificialController, formationflight, true);
[6958]47    SetConsoleCommand(ArtificialController, masteraction, true);
[6978]48    SetConsoleCommand(ArtificialController, followme, true);
[6986]49    SetConsoleCommand(ArtificialController, passivebehaviour, true);
50    SetConsoleCommand(ArtificialController, formationsize, true);
[6888]51
[6986]52    static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7;
[6997]53    static const int FORMATION_LENGTH =  130;
[6919]54    static const int FORMATION_WIDTH =  110;
[6888]55    static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy
56    static const float SPEED_MASTER = 0.6f;
57    static const float ROTATEFACTOR_MASTER = 0.2f;
58    static const float SPEED_FREE = 0.8f;
59    static const float ROTATEFACTOR_FREE = 0.8f;
[6986]60    static const int SECONDS_TO_FOLLOW_HUMAN = 100;
[6888]61
[2362]62    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
63    {
64        RegisterObject(ArtificialController);
65
66        this->target_ = 0;
[6958]67        this->formationFlight_ = true;
[6978]68        this->passive_ = false;
[6986]69        this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE;
[6695]70        this->myMaster_ = 0;
[6850]71        this->freedomCount_ = 0;
72        this->team_ = -1;
73        this->state_ = FREE;
[6919]74        this->specificMasterAction_ = NONE;
75        this->specificMasterActionHoldCount_  = 0;
[2362]76        this->bShooting_ = false;
77        this->bHasTargetPosition_ = false;
78        this->targetPosition_ = Vector3::ZERO;
[6978]79        this->humanToFollow_ = NULL;
[6417]80
[5929]81        this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this));
[2362]82    }
83
84    ArtificialController::~ArtificialController()
85    {
86    }
87
[6601]88    void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
89    {
90        SUPER(ArtificialController, XMLPort, xmlelement, mode);
91
[6919]92        XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1);
[6958]93        XMLPortParam(ArtificialController, "formation", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(true);
[6601]94    }
95
[6978]96// Documentation only here to get a faster overview for creating a useful documentation, what you're reading here not intended for an actual documentation...
97
98    /**
99        @brief Activates / deactivates formationflight behaviour
100        @param form activate formflight if form is true
101    */
[6958]102    void ArtificialController::formationflight(bool form)
103    {
104        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
105        {
106            if (!it->getController())
107                continue;
108
[6986]109            ArtificialController *aiController = orxonox_cast<ArtificialController*>(it->getController());
[6958]110
111            if(aiController)
112            {
113                aiController->formationFlight_ = form;
[6997]114                if(!form)
115                {
116                    if(aiController->state_ == MASTER) aiController->freeSlaves();
117                    aiController->state_ = FREE;
118                }
[6958]119            }
120        }
121    }
[6978]122
123    /**
[6986]124        @brief Get all masters to do a "specific master action"
[6978]125        @param action which action to perform (integer, so it can be called with a console command (tmp solution))
126    */
[6997]127    void ArtificialController::masteraction(int action)
[6958]128    {
129        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
130        {
131            if (!it->getController())
132                continue;
133
[6986]134            ArtificialController *aiController = orxonox_cast<ArtificialController*>(it->getController());
[6958]135
[6997]136            if(aiController && aiController->state_ == MASTER)
[6958]137            {
[6986]138                if (action == 1)
[6997]139                    aiController->spinInit();
[6986]140                if (action == 2)
[6997]141                    aiController->turn180Init();
[6958]142            }
143        }
144    }
145
[6978]146    /**
[6986]147        @brief A human player gets followed by its nearest master. Initiated by console command, intended for demonstration puproses. Does not work at the moment.
[6978]148    */
149    void ArtificialController::followme()
150    {
151
152        Pawn *humanPawn = NULL;
153        NewHumanController *currentHumanController = NULL;
154        std::vector<ArtificialController*> allMasters;
155
156        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
157        {
158            if (!it->getController())
159                continue;
160
[6986]161            currentHumanController = orxonox_cast<NewHumanController*>(it->getController());
[6978]162
163            if(currentHumanController) humanPawn = *it;
164
[6986]165            ArtificialController *aiController = orxonox_cast<ArtificialController*>(it->getController());
[6978]166
167            if(aiController || aiController->state_ == MASTER)
168                allMasters.push_back(aiController);
169
170        }
[6986]171
172        if((humanPawn != NULL) && (allMasters.size() != 0))
[6978]173        {
174                float posHuman = humanPawn->getPosition().length();
175                float distance = 0.0f;
[6986]176                float minDistance = FLT_MAX;
[6978]177                int index = 0;
178                int i = 0;
179
180                for(std::vector<ArtificialController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++)
181                    {
182                        distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
183                        if(distance < minDistance) index = i;
184                    }
[6986]185                allMasters[index]->humanToFollow_ = humanPawn;
186                allMasters[index]->followHuman(humanPawn, false);
187            }
[6978]188
189    }
190
191    /**
[6986]192        @brief Sets shooting behaviour of pawns.
193        @param passive if true, bots won't shoot.
[6978]194    */
195    void ArtificialController::passivebehaviour(bool passive)
196    {
[6986]197        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
198        {
199            if (!it->getController())
200                continue;
201
202            ArtificialController *aiController = orxonox_cast<ArtificialController*>(it->getController());
203
204            if(aiController)
205            {
206                aiController->passive_ = passive;
207            }
208        }
[6978]209    }
210
[6986]211
[6978]212    /**
[6986]213        @brief Sets maximal formation size
214        @param size maximal formation size.
215    */
216    void ArtificialController::formationsize(int size)
217    {
218        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
219        {
220            if (!it->getController())
221                continue;
222
223            ArtificialController *aiController = orxonox_cast<ArtificialController*>(it->getController());
224
225            if(aiController)
226            {
227                aiController->maxFormationSize_ = size;
228            }
229        }
230    }
231
232    /**
[6978]233        @brief Gets called if ControllableEntity is changed. Resets the bot when it dies.
234    */
[6850]235    void ArtificialController::changedControllableEntity()
236    {
237        if(!getControllableEntity()) 
238        {
239        if (this->state_ == SLAVE) unregisterSlave();
240         if (this->state_ == MASTER) setNewMasterWithinFormation();
241        this->slaves_.clear();
242        this->state_ = FREE;
[6888]243
[6850]244        }
245    }
246
[6978]247
[3049]248    void ArtificialController::moveToPosition(const Vector3& target)
[2362]249    {
250        if (!this->getControllableEntity())
251            return;
252
[3049]253        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
254        float distance = (target - this->getControllableEntity()->getPosition()).length();
[2362]255
[6888]256
257        if(this->state_ == FREE)
[2362]258        {
[6888]259            if (this->target_ || distance > 10)
260            {
261                // Multiply with 0.8 to make them a bit slower
262                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x);
263                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y);
264            }
[6850]265
[6888]266            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
267            {
268              this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance
269            } else this->getControllableEntity()->moveFrontBack(SPEED_FREE);
270        }
[6850]271
272
273
[6888]274        if(this->state_ == MASTER)
275        {
276            if (this->target_ || distance > 10)
277            {
278                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
279                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
280            }
281
282            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
283            {
284                this->getControllableEntity()->moveFrontBack(-0.05f);
285            } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
[2362]286        }
287
[6888]288
289
290        if(this->state_ == SLAVE)
[6850]291        {
[6888]292
[6919]293           this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
294           this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
[6888]295
[6919]296            if (distance < 300)
[6888]297            {
[6919]298                if (distance < 40)
[6888]299                {
[6919]300                    this->getControllableEntity()->moveFrontBack(0.8f*SPEED_MASTER);
301                } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER);
[6888]302
303            } else {
[6919]304                this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f);
[6888]305            }
[6850]306        }
[2362]307    }
308
[3049]309    void ArtificialController::moveToTargetPosition()
310    {
311        this->moveToPosition(this->targetPosition_);
312    }
313
[6640]314    int ArtificialController::getState()
315    {
316        return this->state_;
317    }
318
[6978]319    /**
320        @brief Unregisters a slave from its master. Called by a slave.
321    */
[6695]322    void ArtificialController::unregisterSlave() {
323        if(myMaster_)
324        {
[6888]325            std::vector<ArtificialController*>::iterator it = std::find(myMaster_->slaves_.begin(), myMaster_->slaves_.end(), this);
326            if( it != myMaster_->slaves_.end() )
327                myMaster_->slaves_.erase(it);
[6695]328        }
329    }
330
[6640]331    void ArtificialController::searchNewMaster()
332    {
[6695]333
[6640]334        if (!this->getControllableEntity())
335            return;
336
337        this->targetPosition_ = this->getControllableEntity()->getPosition();
338        this->forgetTarget();
[6919]339        int teamSize = 0;
[6640]340        //go through all pawns
341        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
342        {
[6695]343
344            //same team?
[6640]345            if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
346                continue;
347
[6919]348            //has it an ArtificialController?
[6695]349            if (!it->getController())
350                continue;
[6640]351
[6919]352            //is pawn oneself?
[6986]353            if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity())
[6919]354                continue;
355
356            teamSize++;
357
[6986]358            ArtificialController *newMaster = orxonox_cast<ArtificialController*>(it->getController());
[6850]359
[6919]360            //is it a master?
[6850]361            if (!newMaster || newMaster->getState() != MASTER)
[6640]362                continue;
363
[6888]364            float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length();
365
[6919]366            // is pawn in range?
367            if (distance < 5000)
[6640]368            {
[6986]369                if(newMaster->slaves_.size() > this->maxFormationSize_) continue;
[6696]370
[6888]371                for(std::vector<ArtificialController*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++)
[6850]372                {
373                    (*itSlave)->myMaster_ = newMaster;
374                    newMaster->slaves_.push_back(*itSlave);
375                }
[6795]376                this->slaves_.clear();
[6683]377                this->state_ = SLAVE;
[6696]378
[6850]379                this->myMaster_ = newMaster;
380                newMaster->slaves_.push_back(this);
[6696]381
[6695]382                break;
[6640]383            }
[6978]384        }
[6640]385
[6978]386        if (state_ != SLAVE  && teamSize != 0) state_ = MASTER;
387
[6640]388    }
389
[6978]390    /**
391        @brief Commands the slaves of a master into a formation. Called by a master.
392    */
393    void ArtificialController::commandSlaves() 
394    {
395        if(this->state_ != MASTER) return;
[6683]396
[6888]397        Quaternion orient = this->getControllableEntity()->getOrientation();
398        Vector3 dest = this->getControllableEntity()->getPosition();
399
400        // 1 slave: follow
401        if (this->slaves_.size() == 1)
[6695]402        {
[6888]403            dest += 4*orient*WorldEntity::BACK;
404            this->slaves_.front()->setTargetPosition(dest);
[6695]405        }
[6919]406        else 
[6888]407        {
[6919]408            dest += 1.0f*orient*WorldEntity::BACK;
409            Vector3 pos = Vector3::ZERO;
410            int i = 1;
[6888]411
412            for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
413            {
[6919]414                pos = Vector3::ZERO;
[6997]415                if (i <= 1) pos += dest  + FORMATION_WIDTH*(orient*WorldEntity::LEFT);
416                if (i == 2) pos += dest  + FORMATION_WIDTH*(orient*WorldEntity::RIGHT);
417                if (i == 3) pos += dest  + FORMATION_WIDTH*(orient*WorldEntity::UP);
[6919]418                if (i >= 4)
419                {
[6997]420                    pos += dest  + FORMATION_WIDTH*(orient*WorldEntity::DOWN);
[6919]421                    i = 1;
[6997]422                    dest += FORMATION_LENGTH*(orient*WorldEntity::BACK);
[6919]423                    (*it)->setTargetPosition(pos);
424                    continue;
425                }
426                i++;
427                (*it)->setTargetPosition(pos);
[6888]428            }
429        }
[6683]430    }
431
[6978]432    /**
433        @brief Sets a new master within the formation. Called by a master.
434    */
[6795]435    void ArtificialController::setNewMasterWithinFormation()
436    {
[6978]437        if(this->state_ != MASTER) return;
[6888]438
[6795]439        if (this->slaves_.empty())
440            return;
441
442        ArtificialController *newMaster = this->slaves_.back();
443        this->slaves_.pop_back();
[6888]444
[6795]445        if(!newMaster) return;
446        newMaster->state_ = MASTER;
447        newMaster->slaves_ = this->slaves_;
[6888]448
[6850]449        this->slaves_.clear();
[6795]450        this->state_ = SLAVE;
451        this->myMaster_ = newMaster;
452
[6888]453        for(std::vector<ArtificialController*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++)
[6795]454        {
455            (*it)->myMaster_ = newMaster;
456        }
457
458    }
459
[6978]460    /**
461        @brief Frees all slaves form a master. Called by a master.
462    */
[6850]463    void ArtificialController::freeSlaves()
[6683]464    {
[6978]465        if(this->state_ != MASTER) return;
466
[6888]467        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
[6696]468        {
469            (*it)->state_ = FREE;
470        }
[6850]471        this->slaves_.clear();
472    }
473
[6978]474    /**
475        @brief Master sets its slaves free for \var FREEDOM_COUNT seconds.
476    */
[6850]477    void ArtificialController::forceFreeSlaves()
478    {
[6978]479        if(this->state_ != MASTER) return;
480
[6888]481        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
[6683]482        {
[6850]483            (*it)->state_ = FREE;
484            (*it)->forceFreedom();
485            (*it)->targetPosition_ = this->targetPosition_;
486            (*it)->bShooting_ = true;
[6986]487//             (*it)->getControllableEntity()->fire(0);// fire once for fun
[6683]488        }
[6696]489    }
[6683]490
[6696]491    void ArtificialController::loseMasterState()
492    {
[6850]493        this->freeSlaves();
[6696]494        this->state_ = FREE;
[6683]495    }
496
[6978]497
[6850]498    void ArtificialController::forceFreedom()
499    {
[6888]500        this->freedomCount_ = FREEDOM_COUNT;
[6850]501    }
502
[6978]503    /**
504        @brief Checks wether caller has been forced free, decrements time to stay forced free.
505        @return true if forced free.
506    */
[6850]507    bool ArtificialController::forcedFree()
508    {
509        if(this->freedomCount_ > 0) 
510        {
511            this->freedomCount_--;
512            return true;
513        } else return false;
514    }
515
[6978]516    /**
[6997]517        @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after.
[6978]518    */
[6919]519    void ArtificialController::specificMasterActionHold()
520    {
[6978]521        if(this->state_ != MASTER) return;
522
[6958]523        if (specificMasterActionHoldCount_ == 0) 
524         {
525            this->specificMasterAction_ = NONE;
526            this->searchNewTarget();
527         }
[6919]528        else specificMasterActionHoldCount_--;
529    }
530
[6978]531    /**
[6997]532        @brief Master initializes a 180 degree turn. Leads to a "specific master action".
[6978]533    */
[6997]534    void ArtificialController::turn180Init()
[6919]535    {
[6997]536        COUT(0) << "~turnInit" << std::endl;
[6978]537        if(this->state_ != MASTER) return;
538
[6958]539        Quaternion orient = this->getControllableEntity()->getOrientation();
540
[6997]541        this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK);
542
543        this->specificMasterActionHoldCount_ = 4;
544
545        this->specificMasterAction_ = TURN180;
[6919]546    }
547
[6978]548    /**
[6997]549        @brief Execute the 180 degree turn. Called within tick.
[6978]550    */
[6997]551    void ArtificialController::turn180()
[6919]552    {
[6997]553            Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
554
555            this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
556            this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
557
558            this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
559    }
560
561    /**
562        @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action". Not yet implemented.
563    */
564    void ArtificialController::spinInit()
565    {
566         COUT(0) << "~spinInit" << std::endl;
[6978]567        if(this->state_ != MASTER) return;
[6997]568        this->specificMasterAction_ = SPIN;
569        this->specificMasterActionHoldCount_ = 10;
570    }
[6978]571
[6997]572    /**
573        @brief Execute the spin. Called within tick.
574    */
575    void ArtificialController::spin()
576    {
577            this->moveToTargetPosition();
578            this->getControllableEntity()->rotateRoll(0.8f);
[6919]579    }
580
[6978]581    /**
582        @brief Master begins to follow a human player. Is a "specific master action".
583        @param humanController human to follow.
[6986]584        @param alaways follows human forever if true - only inplemented for false yet.
[6978]585    */
586    void ArtificialController::followHuman(Pawn* human, bool always)
587    {
588        if (human == NULL)
589        {
590            this->specificMasterAction_ = NONE;
591            return;
592        }
593        if (!always)
594        {
595            this->setTarget(human);
596            this->specificMasterActionHoldCount_ = SECONDS_TO_FOLLOW_HUMAN;
597            this->specificMasterAction_  =  HOLD;
598        }
[6919]599
[6978]600    }
601
602
[3049]603    void ArtificialController::setTargetPosition(const Vector3& target)
604    {
605        this->targetPosition_ = target;
606        this->bHasTargetPosition_ = true;
607    }
608
[2362]609    void ArtificialController::searchRandomTargetPosition()
610    {
[2493]611        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
[2362]612        this->bHasTargetPosition_ = true;
613    }
614
[3049]615    void ArtificialController::setTarget(Pawn* target)
616    {
617        this->target_ = target;
618
619        if (target)
620            this->targetPosition_ = target->getPosition();
621    }
622
[2362]623    void ArtificialController::searchNewTarget()
624    {
625        if (!this->getControllableEntity())
626            return;
627
628        this->targetPosition_ = this->getControllableEntity()->getPosition();
629        this->forgetTarget();
630
631        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
632        {
[3049]633            if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
634                continue;
635
[2506]636            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
[2362]637            {
638                float speed = this->getControllableEntity()->getVelocity().length();
639                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
640                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
641                if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI))
642                        < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI)) + rnd(-250, 250))
643                {
644                    this->target_ = (*it);
645                    this->targetPosition_ = it->getPosition();
646                }
647            }
648        }
649    }
650
651    void ArtificialController::forgetTarget()
652    {
653        this->target_ = 0;
654        this->bShooting_ = false;
655    }
656
657    void ArtificialController::aimAtTarget()
658    {
659        if (!this->target_ || !this->getControllableEntity())
660            return;
661
[2493]662        static const float hardcoded_projectile_speed = 1250;
[2362]663
[2493]664        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
[2362]665        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
[6417]666
[6986]667        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
[6417]668        if (pawn)
669            pawn->setAimPosition(this->targetPosition_);
[2362]670    }
671
672    bool ArtificialController::isCloseAtTarget(float distance) const
673    {
674        if (!this->getControllableEntity())
675            return false;
676
677        if (!this->target_)
678            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
679        else
680            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
681    }
682
683    bool ArtificialController::isLookingAtTarget(float angle) const
684    {
685        if (!this->getControllableEntity())
686            return false;
687
688        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
689    }
690
[5929]691    void ArtificialController::abandonTarget(Pawn* target)
[2362]692    {
[5929]693        if (target == this->target_)
694            this->targetDied();
[2362]695    }
[3049]696
[5929]697    void ArtificialController::targetDied()
698    {
699        this->forgetTarget();
700        this->searchRandomTargetPosition();
701    }
702
[3049]703    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
704    {
705        if (entity1 == entity2)
706            return true;
707
708        int team1 = -1;
709        int team2 = -1;
710
[6601]711        Controller* controller = 0;
712        if (entity1->getController())
713            controller = entity1->getController();
714        else
715            controller = entity1->getXMLController();
716        if (controller)
[3049]717        {
[6601]718            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
719            if (ac)
720                team1 = ac->getTeam();
[3049]721        }
[6601]722
723        if (entity1->getController())
724            controller = entity1->getController();
725        else
726            controller = entity1->getXMLController();
727        if (controller)
[3049]728        {
[6601]729            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
730            if (ac)
731                team2 = ac->getTeam();
[3049]732        }
733
[3325]734        TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype);
[3049]735        if (tdm)
736        {
737            if (entity1->getPlayer())
738                team1 = tdm->getTeam(entity1->getPlayer());
739
740            if (entity2->getPlayer())
741                team2 = tdm->getTeam(entity2->getPlayer());
742        }
743
[3086]744        TeamBaseMatchBase* base = 0;
[3325]745        base = orxonox_cast<TeamBaseMatchBase*>(entity1);
[3086]746        if (base)
747        {
748            switch (base->getState())
749            {
[3280]750                case BaseState::ControlTeam1:
[3086]751                    team1 = 0;
752                    break;
[3280]753                case BaseState::ControlTeam2:
[3086]754                    team1 = 1;
755                    break;
[3280]756                case BaseState::Uncontrolled:
[3086]757                default:
758                    team1 = -1;
759            }
760        }
[3325]761        base = orxonox_cast<TeamBaseMatchBase*>(entity2);
[3086]762        if (base)
763        {
764            switch (base->getState())
765            {
[3280]766                case BaseState::ControlTeam1:
[3086]767                    team2 = 0;
768                    break;
[3280]769                case BaseState::ControlTeam2:
[3086]770                    team2 = 1;
771                    break;
[3280]772                case BaseState::Uncontrolled:
[3086]773                default:
774                    team2 = -1;
775            }
776        }
777
[6891]778        DroneController* droneController = 0;
779        droneController = orxonox_cast<DroneController*>(entity1->getController());
780        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity2)
781            return true;
782        droneController = orxonox_cast<DroneController*>(entity2->getController());
783        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity1)
784            return true;
[6991]785        DroneController* droneController1 = orxonox_cast<DroneController*>(entity1->getController());
786        DroneController* droneController2 = orxonox_cast<DroneController*>(entity2->getController());
787        if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner())
788            return true;
[6958]789
[3049]790        return (team1 == team2 && team1 != -1);
791    }
[2362]792}
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