[10871] | 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 | * Dominik Solenicki |
---|
| 26 | * |
---|
| 27 | */ |
---|
| 28 | #include "controllers/FightingController.h" |
---|
| 29 | #include "core/XMLPort.h" |
---|
[10875] | 30 | #include "util/Math.h" |
---|
[10871] | 31 | |
---|
| 32 | |
---|
| 33 | namespace orxonox |
---|
| 34 | { |
---|
| 35 | |
---|
| 36 | RegisterClass (FightingController); |
---|
| 37 | |
---|
| 38 | FightingController::FightingController( Context* context ): FlyingController( context ) |
---|
| 39 | { |
---|
| 40 | this->attackRange_ = 2500; |
---|
| 41 | this->stopLookingAtTarget(); |
---|
| 42 | |
---|
| 43 | RegisterObject( FightingController ); |
---|
| 44 | } |
---|
| 45 | FightingController::~FightingController() |
---|
| 46 | { |
---|
| 47 | |
---|
| 48 | } |
---|
| 49 | void FightingController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
---|
| 50 | { |
---|
| 51 | SUPER( FightingController, XMLPort, xmlelement, mode ); |
---|
| 52 | } |
---|
| 53 | void FightingController::lookAtTarget(float dt) |
---|
| 54 | { |
---|
| 55 | ControllableEntity* entity = this->getControllableEntity(); |
---|
| 56 | if ( !entity ) |
---|
| 57 | return; |
---|
| 58 | Vector2 coord = get2DViewCoordinates |
---|
| 59 | ( entity->getPosition() , |
---|
| 60 | entity->getOrientation() * WorldEntity::FRONT, |
---|
| 61 | entity->getOrientation() * WorldEntity::UP, |
---|
| 62 | positionOfTarget_ ); |
---|
| 63 | |
---|
| 64 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
---|
| 65 | float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); |
---|
| 66 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
---|
| 67 | |
---|
| 68 | //Yaw and Pitch are enough to start facing the target |
---|
| 69 | this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); |
---|
| 70 | this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); |
---|
| 71 | } |
---|
| 72 | void FightingController::stopLookingAtTarget() |
---|
| 73 | { |
---|
| 74 | this->bLookAtTarget_ = false; |
---|
| 75 | } |
---|
| 76 | void FightingController::startLookingAtTarget() |
---|
| 77 | { |
---|
| 78 | this->bLookAtTarget_ = true; |
---|
| 79 | } |
---|
| 80 | bool FightingController::hasTarget() |
---|
| 81 | { |
---|
| 82 | if ( this->target_ ) |
---|
| 83 | return true; |
---|
| 84 | return false; |
---|
| 85 | } |
---|
| 86 | |
---|
| 87 | void FightingController::setTarget( ControllableEntity* target ) |
---|
| 88 | { |
---|
| 89 | this->target_ = target; |
---|
| 90 | if ( this->target_ ) |
---|
| 91 | { |
---|
| 92 | this->setPositionOfTarget( target_->getWorldPosition() ); |
---|
| 93 | } |
---|
| 94 | } |
---|
| 95 | void FightingController::setPositionOfTarget( const Vector3& target ) |
---|
| 96 | { |
---|
| 97 | this->positionOfTarget_ = target; |
---|
| 98 | this->bHasPositionOfTarget_ = true; |
---|
| 99 | } |
---|
| 100 | void FightingController::setOrientationOfTarget( const Quaternion& orient ) |
---|
| 101 | { |
---|
| 102 | this->orientationOfTarget_=orient; |
---|
| 103 | this->bHasOrientationOfTarget_=true; |
---|
| 104 | } |
---|
| 105 | |
---|
| 106 | void FightingController::maneuver() |
---|
| 107 | { |
---|
| 108 | maneuverCounter_++; |
---|
| 109 | if (maneuverCounter_ > 5) |
---|
| 110 | maneuverCounter_ = 0; |
---|
| 111 | |
---|
| 112 | if ( !this->target_ || !this->getControllableEntity()) |
---|
| 113 | return; |
---|
| 114 | |
---|
| 115 | Vector3 thisPosition = this->getControllableEntity()->getWorldPosition(); |
---|
| 116 | this->setPositionOfTarget( getPredictedPosition( |
---|
| 117 | thisPosition, |
---|
| 118 | hardcoded_projectile_speed, |
---|
| 119 | this->target_->getWorldPosition() , |
---|
| 120 | this->target_->getVelocity() |
---|
| 121 | ) ); |
---|
| 122 | this->setOrientationOfTarget( this->target_->getOrientation() ); |
---|
| 123 | |
---|
| 124 | Vector3 diffVector = this->positionOfTarget_ - thisPosition; |
---|
| 125 | float diffLength = diffVector.length(); |
---|
| 126 | Vector3 diffUnit = diffVector/diffLength; |
---|
| 127 | |
---|
| 128 | bool bTargetIsLookingAtThis = this->isLooking ( this->target_, getControllableEntity(), math::pi/10.0f ); |
---|
| 129 | |
---|
| 130 | //too far? well, come closer then |
---|
| 131 | if ( diffLength > this->attackRange_ ) |
---|
| 132 | { |
---|
| 133 | this->setTargetPosition( this->positionOfTarget_ ); |
---|
| 134 | } |
---|
| 135 | //too close? How do u expect to dodge anything? Just attack! |
---|
| 136 | else if ( diffLength < 500 ) |
---|
| 137 | { |
---|
| 138 | //at this point, just look and shoot |
---|
| 139 | if ( diffLength < 250 ) |
---|
| 140 | { |
---|
| 141 | this->stopMoving(); |
---|
| 142 | this->startLookingAtTarget(); |
---|
| 143 | } |
---|
| 144 | else |
---|
| 145 | { |
---|
| 146 | this->setTargetPosition( this->positionOfTarget_ ); |
---|
| 147 | } |
---|
| 148 | } |
---|
| 149 | //Good distance? Check if target looks at us. It doesn't? Go hunt! |
---|
| 150 | else if ( !bTargetIsLookingAtThis ) |
---|
| 151 | { |
---|
| 152 | this->setTargetPosition( this->positionOfTarget_ ); |
---|
| 153 | } |
---|
| 154 | //That's unfortunate, he is looking and probably shooting... try to dodge what we can... |
---|
| 155 | else |
---|
| 156 | { |
---|
| 157 | if (maneuverCounter_ == 0) |
---|
| 158 | { |
---|
| 159 | this->setTargetPosition( this->positionOfTarget_ ); |
---|
| 160 | return; |
---|
| 161 | } |
---|
| 162 | dodge( thisPosition, diffUnit ); |
---|
| 163 | } |
---|
| 164 | } |
---|
| 165 | |
---|
| 166 | void FightingController::dodge(Vector3& thisPosition, Vector3& diffUnit) |
---|
| 167 | { |
---|
| 168 | float factorX = 0, factorY = 0, factorZ = 0; |
---|
| 169 | float rand = randomInRange (0, 1); |
---|
| 170 | |
---|
| 171 | if (rand <= 0.5) |
---|
| 172 | { factorX = 1; } |
---|
| 173 | else |
---|
| 174 | { factorX = -1; } |
---|
| 175 | rand = randomInRange (0, 1); |
---|
| 176 | if (rand <= 0.5) |
---|
| 177 | { factorY = 1; } |
---|
| 178 | else |
---|
| 179 | { factorY = -1; } |
---|
| 180 | rand = randomInRange (0, 1); |
---|
| 181 | if (rand <= 0.5) |
---|
| 182 | { factorZ = 1; } |
---|
| 183 | else |
---|
| 184 | { factorZ = -1; } |
---|
| 185 | |
---|
| 186 | Vector3 target = ( diffUnit )* 8000.0f; |
---|
| 187 | Vector3* randVector = new Vector3( |
---|
| 188 | factorX * randomInRange( 10000, 40000 ), |
---|
| 189 | factorY * randomInRange( 10000, 40000 ), |
---|
| 190 | factorZ * randomInRange( 10000, 40000 ) |
---|
| 191 | ); |
---|
| 192 | Vector3 projection = randVector->dotProduct( diffUnit )* diffUnit; |
---|
| 193 | *randVector -= projection; |
---|
| 194 | target += *randVector; |
---|
| 195 | this->setTargetPosition( thisPosition + target ); |
---|
| 196 | } |
---|
| 197 | bool FightingController::canFire() |
---|
| 198 | { |
---|
| 199 | //no target? why fire? |
---|
| 200 | if ( !this->target_ ) |
---|
| 201 | return false; |
---|
| 202 | |
---|
| 203 | Vector3 newPositionOfTarget = getPredictedPosition( this->getControllableEntity() ->getWorldPosition() , |
---|
| 204 | hardcoded_projectile_speed, this->target_->getWorldPosition() , this->target_->getVelocity() ); |
---|
| 205 | if ( newPositionOfTarget != Vector3::ZERO ) |
---|
| 206 | { |
---|
| 207 | this->setPositionOfTarget( newPositionOfTarget ); |
---|
| 208 | } |
---|
| 209 | |
---|
| 210 | float squaredDistance = squaredDistanceToTarget(); |
---|
| 211 | |
---|
| 212 | if ( squaredDistance < this->attackRange_*this->attackRange_ && this->isLookingAtTarget( math::pi / 20.0f)) |
---|
| 213 | { |
---|
| 214 | return true; |
---|
| 215 | } |
---|
| 216 | else |
---|
| 217 | { |
---|
| 218 | return false; |
---|
| 219 | } |
---|
| 220 | } |
---|
| 221 | void FightingController::doFire() |
---|
| 222 | { |
---|
| 223 | if ( !this->target_ || !this->getControllableEntity() ) |
---|
| 224 | { |
---|
| 225 | return; |
---|
| 226 | } |
---|
| 227 | |
---|
| 228 | Pawn* pawn = orxonox_cast<Pawn*>( this->getControllableEntity() ); |
---|
| 229 | |
---|
| 230 | if ( pawn ) |
---|
| 231 | pawn->setAimPosition( this->positionOfTarget_ ); |
---|
| 232 | this->getControllableEntity() ->fire( 0 ); |
---|
| 233 | } |
---|
| 234 | float FightingController::squaredDistanceToTarget() const |
---|
| 235 | { |
---|
| 236 | if ( !this->getControllableEntity() ) |
---|
| 237 | return 0; |
---|
| 238 | if ( !this->target_ || !this->getControllableEntity() ) |
---|
| 239 | return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->targetPosition_ ) ); |
---|
| 240 | else |
---|
| 241 | return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->positionOfTarget_ ) ); |
---|
| 242 | } |
---|
| 243 | bool FightingController::isLookingAtTarget( float angle ) |
---|
| 244 | { |
---|
| 245 | if ( !this->getControllableEntity() || !this->target_ ) |
---|
| 246 | return false; |
---|
| 247 | return this->isLooking(this->getControllableEntity(), this->getTarget(), angle); |
---|
| 248 | } |
---|
| 249 | void FightingController::setClosestTarget() |
---|
| 250 | { |
---|
| 251 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
---|
| 252 | } |
---|
| 253 | |
---|
| 254 | Pawn* FightingController::closestTarget() |
---|
| 255 | { |
---|
| 256 | if (!this->getControllableEntity()) |
---|
| 257 | return 0; |
---|
| 258 | |
---|
| 259 | Pawn* closestTarget = 0; |
---|
| 260 | float minDistance = std::numeric_limits<float>::infinity(); |
---|
| 261 | Gametype* gt = this->getGametype(); |
---|
| 262 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
---|
| 263 | { |
---|
| 264 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) |
---|
| 265 | continue; |
---|
| 266 | |
---|
| 267 | float distance = CommonController::distance (*itP, this->getControllableEntity()); |
---|
| 268 | if (distance < minDistance) |
---|
| 269 | { |
---|
| 270 | closestTarget = *itP; |
---|
| 271 | minDistance = distance; |
---|
| 272 | } |
---|
| 273 | } |
---|
| 274 | if (closestTarget) |
---|
| 275 | { |
---|
| 276 | return closestTarget; |
---|
| 277 | } |
---|
| 278 | return 0; |
---|
| 279 | } |
---|
| 280 | } |
---|