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source: code/branches/ai/src/orxonox/controllers/ArtificialController.cc @ 6696

Last change on this file since 6696 was 6696, checked in by solex, 14 years ago

Master now limiting its formation size and revokes it with a probability based on its size

  • Property svn:eol-style set to native
File size: 12.9 KB
Line 
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:
25 *      ...
26 *
27 */
28
29#include "ArtificialController.h"
30
31#include "core/CoreIncludes.h"
32#include "core/XMLPort.h"
33#include "worldentities/ControllableEntity.h"
34#include "worldentities/pawns/Pawn.h"
35#include "worldentities/pawns/TeamBaseMatchBase.h"
36#include "gametypes/TeamDeathmatch.h"
37#include "controllers/WaypointPatrolController.h"
38
39namespace orxonox
40{
41    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
42    {
43        RegisterObject(ArtificialController);
44
45        this->target_ = 0;
46        this->myMaster_ = 0;
47        //this->slaveNumber_ = -1;
48        this->team_ = -1;//new
49        this->state_ = FREE;//new
50        this->bShooting_ = false;
51        this->bHasTargetPosition_ = false;
52        this->targetPosition_ = Vector3::ZERO;
53
54        this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this));
55    }
56
57    ArtificialController::~ArtificialController()
58    {
59    }
60
61    void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
62    {
63        SUPER(ArtificialController, XMLPort, xmlelement, mode);
64
65        XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(0);
66    }
67
68    void ArtificialController::moveToPosition(const Vector3& target)
69    {
70        if (!this->getControllableEntity())
71            return;
72
73        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
74        float distance = (target - this->getControllableEntity()->getPosition()).length();
75
76        if (this->target_ || distance > 10)
77        {
78            // Multiply with 0.8 to make them a bit slower
79            this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
80            this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
81        }
82
83        if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
84            this->getControllableEntity()->moveFrontBack(-0.5f); // They don't brake with full power to give the player a chance
85        else
86            this->getControllableEntity()->moveFrontBack(0.8f);
87    }
88
89    void ArtificialController::moveToTargetPosition()
90    {
91        this->moveToPosition(this->targetPosition_);
92    }
93
94    int ArtificialController::getState()
95    {
96        return this->state_;
97    }
98
99    void ArtificialController::unregisterSlave() {
100        if(myMaster_)
101        {
102            myMaster_->slaves.remove(this);
103        }
104    }
105
106    void ArtificialController::searchNewMaster()
107    {
108
109        if (!this->getControllableEntity())
110            return;
111
112        this->targetPosition_ = this->getControllableEntity()->getPosition();
113        this->forgetTarget();
114
115        //go through all pawns
116        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
117        {
118
119            //same team?
120            if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
121                continue;
122
123            //has it an ArtificialController and is it a master?
124            if (!it->getController())
125                continue;
126
127            ArtificialController *controller = static_cast<ArtificialController*>(it->getController());
128            if (!controller || controller->getState() != MASTER)
129                continue;
130
131            //is pawn oneself? && is pawn in range?
132            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) //&& it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) < 1000
133            {
134                if(controller->slaves.size() > 9) continue;
135
136                this->freeAllSlaves();
137                this->slaves.clear();
138                this->state_ = SLAVE;
139
140                this->myMaster_ = controller;
141                controller->slaves.push_back(this);
142
143                break;
144            }
145        }//for
146
147        //hasn't encountered any masters in range? -> become a master
148        if (state_!=SLAVE) state_ = MASTER; // keep in mind: what happens when two masters encounter eache other? -> has to be evaluated in the for loop within master mode in AIcontroller...
149
150    }
151
152    void ArtificialController::commandSlaves() {
153
154        for(std::list<ArtificialController*>::iterator it = slaves.begin(); it != slaves.end(); it++)
155        {
156            (*it)->setTargetPosition(this->getControllableEntity()->getPosition());
157        }
158/*
159        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
160        {
161
162            if (!it->getController())
163                continue;
164
165            ArtificialController *controller = static_cast<ArtificialController*>(it->getController());
166            if (!controller || controller->getState() != SLAVE)
167                continue;
168            //controller->setTargetPosition(this->getControllableEntity()->getPosition());
169            controller->targetPosition_ = this->getControllableEntity()->getPosition();
170            controller->bHasTargetPosition_ = true;
171        }
172*/
173    }
174
175    void ArtificialController::freeAllSlaves()
176    {
177
178
179        for(std::list<ArtificialController*>::iterator it = slaves.begin(); it != slaves.end(); it++)
180        {
181            (*it)->state_ = FREE;
182        }
183/*
184        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
185        {
186            ArtificialController *controller = static_cast<ArtificialController*>(it->getController());
187            if (controller && controller->getState() != SLAVE)
188                continue;
189
190            controller->state_ = FREE;
191        }
192*/
193    }
194
195    void ArtificialController::loseMasterState()
196    {
197        this->freeAllSlaves();
198        this->state_ = FREE;
199    }
200
201    void ArtificialController::setTargetPosition(const Vector3& target)
202    {
203        this->targetPosition_ = target;
204        this->bHasTargetPosition_ = true;
205    }
206
207    void ArtificialController::searchRandomTargetPosition()
208    {
209        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
210        this->bHasTargetPosition_ = true;
211    }
212
213    void ArtificialController::setTarget(Pawn* target)
214    {
215        this->target_ = target;
216
217        if (target)
218            this->targetPosition_ = target->getPosition();
219    }
220
221    void ArtificialController::searchNewTarget()
222    {
223        if (!this->getControllableEntity())
224            return;
225
226        this->targetPosition_ = this->getControllableEntity()->getPosition();
227        this->forgetTarget();
228
229        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
230        {
231            if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
232                continue;
233
234            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
235            {
236                float speed = this->getControllableEntity()->getVelocity().length();
237                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
238                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
239                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))
240                        < 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))
241                {
242                    this->target_ = (*it);
243                    this->targetPosition_ = it->getPosition();
244                }
245            }
246        }
247    }
248
249    void ArtificialController::forgetTarget()
250    {
251        this->target_ = 0;
252        this->bShooting_ = false;
253    }
254
255    void ArtificialController::aimAtTarget()
256    {
257        if (!this->target_ || !this->getControllableEntity())
258            return;
259
260        static const float hardcoded_projectile_speed = 1250;
261
262        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
263        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
264
265        Pawn* pawn = dynamic_cast<Pawn*>(this->getControllableEntity());
266        if (pawn)
267            pawn->setAimPosition(this->targetPosition_);
268    }
269
270    bool ArtificialController::isCloseAtTarget(float distance) const
271    {
272        if (!this->getControllableEntity())
273            return false;
274
275        if (!this->target_)
276            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
277        else
278            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
279    }
280
281    bool ArtificialController::isLookingAtTarget(float angle) const
282    {
283        if (!this->getControllableEntity())
284            return false;
285
286        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
287    }
288
289    void ArtificialController::abandonTarget(Pawn* target)
290    {
291        if (target == this->target_)
292            this->targetDied();
293    }
294
295    void ArtificialController::targetDied()
296    {
297        this->forgetTarget();
298        this->searchRandomTargetPosition();
299    }
300
301    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
302    {
303        if (entity1 == entity2)
304            return true;
305
306        int team1 = -1;
307        int team2 = -1;
308
309        Controller* controller = 0;
310        if (entity1->getController())
311            controller = entity1->getController();
312        else
313            controller = entity1->getXMLController();
314        if (controller)
315        {
316            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
317            if (ac)
318                team1 = ac->getTeam();
319        }
320
321        if (entity1->getController())
322            controller = entity1->getController();
323        else
324            controller = entity1->getXMLController();
325        if (controller)
326        {
327            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
328            if (ac)
329                team2 = ac->getTeam();
330        }
331
332        TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype);
333        if (tdm)
334        {
335            if (entity1->getPlayer())
336                team1 = tdm->getTeam(entity1->getPlayer());
337
338            if (entity2->getPlayer())
339                team2 = tdm->getTeam(entity2->getPlayer());
340        }
341
342        TeamBaseMatchBase* base = 0;
343        base = orxonox_cast<TeamBaseMatchBase*>(entity1);
344        if (base)
345        {
346            switch (base->getState())
347            {
348                case BaseState::ControlTeam1:
349                    team1 = 0;
350                    break;
351                case BaseState::ControlTeam2:
352                    team1 = 1;
353                    break;
354                case BaseState::Uncontrolled:
355                default:
356                    team1 = -1;
357            }
358        }
359        base = orxonox_cast<TeamBaseMatchBase*>(entity2);
360        if (base)
361        {
362            switch (base->getState())
363            {
364                case BaseState::ControlTeam1:
365                    team2 = 0;
366                    break;
367                case BaseState::ControlTeam2:
368                    team2 = 1;
369                    break;
370                case BaseState::Uncontrolled:
371                default:
372                    team2 = -1;
373            }
374        }
375
376        return (team1 == team2 && team1 != -1);
377    }
378}
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