| 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 | /** | 
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| 30 | @file PongAI.cc | 
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| 31 | @brief Implementation of the PongAI class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "PongAI.h" | 
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| 35 |  | 
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| 36 | #include "core/CoreIncludes.h" | 
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| 37 | #include "core/config/ConfigValueIncludes.h" | 
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| 38 | #include "core/command/Executor.h" | 
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| 39 | #include "tools/Timer.h" | 
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| 40 |  | 
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| 41 | #include "worldentities/ControllableEntity.h" | 
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| 42 |  | 
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| 43 | #include "PongBall.h" | 
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| 44 |  | 
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| 45 | namespace orxonox | 
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| 46 | { | 
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| 47 | RegisterUnloadableClass(PongAI); | 
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| 48 |  | 
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| 49 | const static float MAX_REACTION_TIME = 0.4f; | 
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| 50 |  | 
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| 51 | /** | 
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| 52 | @brief | 
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| 53 | Constructor. Registers and initializes the object. | 
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| 54 | */ | 
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| 55 | PongAI::PongAI(Context* context) : Controller(context) | 
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| 56 | { | 
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| 57 | RegisterObject(PongAI); | 
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| 58 |  | 
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| 59 | this->ball_ = nullptr; | 
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| 60 | this->ballDirection_ = Vector2::ZERO; | 
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| 61 | this->ballEndPosition_ = 0; | 
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| 62 | this->randomOffset_ = 0; | 
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| 63 | this->bChangedRandomOffset_ = false; | 
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| 64 | this->relHysteresisOffset_ = 0.02f; | 
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| 65 | this->strength_ = 0.5f; | 
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| 66 | this->movement_ = 0; | 
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| 67 | this->oldMove_ = 0; | 
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| 68 | this->bOscillationAvoidanceActive_ = false; | 
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| 69 |  | 
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| 70 | this->setConfigValues(); | 
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| 71 | } | 
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| 72 |  | 
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| 73 | /** | 
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| 74 | @brief | 
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| 75 | Destructor. Cleans up the list fo reaction timers. | 
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| 76 | */ | 
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| 77 | PongAI::~PongAI() | 
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| 78 | { | 
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| 79 | for (std::pair<Timer*, char>& pair : this->reactionTimers_) | 
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| 80 | pair.first->destroy(); | 
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| 81 | } | 
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| 82 |  | 
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| 83 | /** | 
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| 84 | @brief | 
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| 85 | Sets config values. | 
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| 86 | */ | 
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| 87 | void PongAI::setConfigValues() | 
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| 88 | { | 
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| 89 | // Sets the strength of the PongAi as a config value. | 
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| 90 | SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong."); | 
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| 91 | } | 
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| 92 |  | 
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| 93 | /** | 
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| 94 | @brief | 
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| 95 | Is called each tick. | 
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| 96 | Implements the behavior of the PongAI (i.e. its intelligence). | 
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| 97 | @param dt | 
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| 98 | The time that has elapsed since the last tick. | 
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| 99 | */ | 
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| 100 | void PongAI::tick(float dt) | 
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| 101 | { | 
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| 102 | // If either the ball, or the controllable entity (i.e. the bat) don't exist (or aren't set). | 
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| 103 | if (this->ball_  == nullptr || this->getControllableEntity() == nullptr) | 
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| 104 | return; | 
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| 105 |  | 
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| 106 | Vector3 mypos = this->getControllableEntity()->getPosition(); | 
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| 107 | Vector3 ballpos = this->ball_->getPosition(); | 
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| 108 | Vector3 ballvel = this->ball_->getVelocity(); | 
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| 109 | float hysteresisOffset = this->relHysteresisOffset_ * this->ball_->getFieldDimension().y; | 
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| 110 |  | 
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| 111 | char move = 0; | 
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| 112 | bool delay = false; | 
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| 113 |  | 
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| 114 | // Check in which direction the ball is flying | 
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| 115 | if ((mypos.x > 0 && ballvel.x < 0) || (mypos.x < 0 && ballvel.x > 0)) | 
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| 116 | { | 
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| 117 | // The ball is flying away | 
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| 118 | this->ballDirection_.x = -1; | 
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| 119 | this->ballDirection_.y = 0; | 
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| 120 | this->bOscillationAvoidanceActive_ = false; | 
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| 121 |  | 
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| 122 | // Move to the middle | 
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| 123 | if (mypos.z > hysteresisOffset) | 
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| 124 | move = 1; | 
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| 125 | else if (mypos.z < -hysteresisOffset) | 
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| 126 | move = -1; | 
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| 127 | } | 
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| 128 | else if (ballvel.x == 0) | 
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| 129 | { | 
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| 130 | // The ball is standing still | 
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| 131 | this->ballDirection_.x = 0; | 
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| 132 | this->ballDirection_.y = 0; | 
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| 133 | this->bOscillationAvoidanceActive_ = false; | 
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| 134 | } | 
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| 135 | else | 
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| 136 | { | 
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| 137 | // The ball is approaching | 
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| 138 | if (this->ballDirection_.x != 1) | 
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| 139 | { | 
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| 140 | // The ball just started to approach, initialize all values | 
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| 141 | this->ballDirection_.x = 1; | 
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| 142 | this->ballDirection_.y = sgn(ballvel.z); | 
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| 143 | this->ballEndPosition_ = 0; | 
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| 144 | this->randomOffset_ = 0; | 
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| 145 | this->bChangedRandomOffset_ = false; | 
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| 146 |  | 
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| 147 | this->calculateRandomOffset(); | 
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| 148 | this->calculateBallEndPosition(); | 
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| 149 | delay = true; | 
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| 150 | this->bOscillationAvoidanceActive_ = false; | 
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| 151 | } | 
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| 152 |  | 
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| 153 | if (this->ballDirection_.y != sgn(ballvel.z)) | 
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| 154 | { | 
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| 155 | // The ball just bounced from a bound, recalculate the predicted end position | 
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| 156 | this->ballDirection_.y = sgn(ballvel.z); | 
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| 157 |  | 
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| 158 | this->calculateBallEndPosition(); | 
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| 159 | delay = true; | 
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| 160 | this->bOscillationAvoidanceActive_ = false; | 
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| 161 | } | 
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| 162 |  | 
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| 163 | // If the ball is close enough, calculate another random offset to accelerate the ball | 
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| 164 | if (!this->bChangedRandomOffset_) | 
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| 165 | { | 
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| 166 | float timetohit = (-ballpos.x + this->ball_->getFieldDimension().x / 2 * sgn(ballvel.x)) / ballvel.x; | 
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| 167 | if (timetohit < 0.05) | 
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| 168 | { | 
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| 169 | this->bChangedRandomOffset_ = true; | 
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| 170 | if (rnd() < this->strength_) | 
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| 171 | this->calculateRandomOffset(); | 
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| 172 | } | 
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| 173 | } | 
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| 174 |  | 
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| 175 | // Move to the predicted end position with an additional offset (to hit the ball with the side of the bat) | 
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| 176 | if (!this->bOscillationAvoidanceActive_) | 
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| 177 | { | 
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| 178 | float desiredZValue = this->ballEndPosition_ + this->randomOffset_; | 
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| 179 |  | 
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| 180 | if (mypos.z > desiredZValue + hysteresisOffset * (this->randomOffset_ < 0)) | 
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| 181 | move = 1; | 
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| 182 | else if (mypos.z < desiredZValue - hysteresisOffset * (this->randomOffset_ > 0)) | 
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| 183 | move = -1; | 
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| 184 | } | 
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| 185 |  | 
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| 186 | if (move != 0 && this->oldMove_ != 0 && move != this->oldMove_ && !delay) | 
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| 187 | { | 
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| 188 | // We had to correct our position because we moved too far | 
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| 189 | // (and delay is false, so we're not in the wrong place because of a new end-position prediction) | 
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| 190 | if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y) | 
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| 191 | { | 
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| 192 | // We're not at the right position, but we still hit the ball, so just stay there to avoid oscillation | 
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| 193 | move = 0; | 
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| 194 | this->bOscillationAvoidanceActive_ = true; | 
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| 195 | } | 
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| 196 | } | 
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| 197 | } | 
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| 198 |  | 
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| 199 | this->oldMove_ = move; | 
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| 200 | this->move(move, delay); | 
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| 201 | this->getControllableEntity()->moveFrontBack(this->movement_); | 
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| 202 | } | 
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| 203 |  | 
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| 204 | /** | 
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| 205 | @brief | 
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| 206 | Calculates the random offset, that accounts for random errors the AI makes in order to be beatable. | 
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| 207 | The higher the strength of the AI, the smaller the (expected value of the) error. | 
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| 208 | The result of this method is stored in this->randomOffset_. | 
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| 209 | */ | 
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| 210 | void PongAI::calculateRandomOffset() | 
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| 211 | { | 
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| 212 | // Calculate the exponent for the position-formula | 
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| 213 | float exp = pow(10.0f, 1.0f - 2.0f*this->strength_); // strength: 0   -> exp = 10 | 
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| 214 | // strength: 0.5 -> exp = 1 | 
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| 215 | // strength: 1   -> exp = 0.1 | 
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| 216 |  | 
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| 217 | // Calculate the relative position where to hit the ball with the bat | 
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| 218 | float position = pow(rnd(), exp); // exp > 1 -> position is more likely a small number | 
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| 219 | // exp < 1 -> position is more likely a large number | 
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| 220 |  | 
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| 221 | // The position shouldn't be larger than 0.5 (50% of the bat-length from the middle is the end) | 
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| 222 | position *= 0.48f; | 
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| 223 |  | 
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| 224 | // Both sides are equally probable | 
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| 225 | position *= rndsgn(); | 
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| 226 |  | 
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| 227 | // Calculate the offset in world units | 
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| 228 | this->randomOffset_ = position * this->ball_->getBatLength() * this->ball_->getFieldDimension().y; | 
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| 229 | } | 
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| 230 |  | 
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| 231 | /** | 
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| 232 | @brief | 
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| 233 | Calculate the end position the ball will be in. | 
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| 234 | The result of this calculation is stored in this->ballEndPosition_. | 
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| 235 | */ | 
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| 236 | void PongAI::calculateBallEndPosition() | 
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| 237 | { | 
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| 238 | Vector3 position = this->ball_->getPosition(); | 
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| 239 | Vector3 velocity = this->ball_->getVelocity(); | 
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| 240 | Vector3 acceleration = this->ball_->getAcceleration(); | 
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| 241 | Vector2 dimension = this->ball_->getFieldDimension(); | 
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| 242 |  | 
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| 243 | // Calculate bounces. The number of predicted bounces is limited by the AIs strength | 
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| 244 | for (float limit = -0.05f; limit < this->strength_ || this->strength_ > 0.99f; limit += 0.4f) | 
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| 245 | { | 
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| 246 | // calculate the time until the ball reaches the other side | 
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| 247 | float totaltime = (-position.x + dimension.x / 2 * sgn(velocity.x)) / velocity.x; | 
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| 248 |  | 
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| 249 | // calculate wall bounce position (four possible solutions of the equation: pos.z + vel.z*t + acc.z/2*t^2 = +/- dim.z/2) | 
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| 250 | float bouncetime = totaltime; | 
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| 251 | bool bUpperWall = false; | 
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| 252 |  | 
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| 253 | if (acceleration.z == 0) | 
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| 254 | { | 
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| 255 | if (velocity.z > 0) | 
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| 256 | { | 
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| 257 | bUpperWall = true; | 
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| 258 | bouncetime = (dimension.y/2 - position.z) / velocity.z; | 
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| 259 | } | 
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| 260 | else if (velocity.z < 0) | 
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| 261 | { | 
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| 262 | bUpperWall = false; | 
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| 263 | bouncetime = (-dimension.y/2 - position.z) / velocity.z; | 
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| 264 | } | 
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| 265 | } | 
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| 266 | else | 
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| 267 | { | 
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| 268 | // upper wall | 
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| 269 | float temp = velocity.z*velocity.z + 2*acceleration.z*(dimension.y/2 - position.z); | 
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| 270 | if (temp >= 0) | 
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| 271 | { | 
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| 272 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; | 
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| 273 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); | 
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| 274 | if (t1 > 0 && t1 < bouncetime) | 
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| 275 | { | 
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| 276 | bouncetime = t1; | 
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| 277 | bUpperWall = true; | 
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| 278 | } | 
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| 279 | if (t2 > 0 && t2 < bouncetime) | 
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| 280 | { | 
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| 281 | bouncetime = t2; | 
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| 282 | bUpperWall = true; | 
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| 283 | } | 
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| 284 | } | 
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| 285 | // lower wall | 
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| 286 | temp = velocity.z*velocity.z - 2*acceleration.z*(dimension.y/2 + position.z); | 
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| 287 | if (temp >= 0) | 
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| 288 | { | 
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| 289 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; | 
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| 290 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); | 
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| 291 | if (t1 > 0 && t1 < bouncetime) | 
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| 292 | { | 
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| 293 | bouncetime = t1; | 
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| 294 | bUpperWall = false; | 
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| 295 | } | 
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| 296 | if (t2 > 0 && t2 < bouncetime) | 
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| 297 | { | 
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| 298 | bouncetime = t2; | 
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| 299 | bUpperWall = false; | 
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| 300 | } | 
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| 301 | } | 
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| 302 | } | 
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| 303 |  | 
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| 304 | if (bouncetime < totaltime) | 
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| 305 | { | 
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| 306 | // Calculate a random prediction error, based on the vertical speed of the ball and the strength of the AI | 
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| 307 | float randomErrorX = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); | 
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| 308 | float randomErrorZ = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); | 
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| 309 |  | 
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| 310 | // ball bounces after <bouncetime> seconds, update the position and continue | 
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| 311 | velocity.z = velocity.z + acceleration.z * bouncetime; | 
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| 312 |  | 
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| 313 | if (bUpperWall) | 
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| 314 | { | 
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| 315 | position.z = dimension.y / 2; | 
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| 316 | velocity.z = -fabs(velocity.z) + fabs(randomErrorZ); | 
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| 317 | } | 
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| 318 | else | 
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| 319 | { | 
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| 320 | position.z = -dimension.y / 2; | 
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| 321 | velocity.z = fabs(velocity.z) - fabs(randomErrorZ); | 
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| 322 | } | 
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| 323 |  | 
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| 324 | position.x = position.x + velocity.x * bouncetime + randomErrorX; | 
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| 325 | this->ballEndPosition_ = position.z; | 
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| 326 | } | 
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| 327 | else | 
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| 328 | { | 
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| 329 | // ball doesn't bounce, calculate the end position and return | 
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| 330 | // calculate end-height: current height + slope * distance incl. acceleration | 
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| 331 | this->ballEndPosition_ = position.z + velocity.z * totaltime + acceleration.z / 2 * totaltime * totaltime; | 
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| 332 | return; | 
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| 333 | } | 
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| 334 | } | 
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| 335 | } | 
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| 336 |  | 
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| 337 | /** | 
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| 338 | @brief | 
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| 339 | Determine the movement the AI will undertake. (Either -1, 0 or 1) | 
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| 340 | The result of this calculation is stored in this->movement_; | 
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| 341 | @param direction | 
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| 342 | The current direction of movement. | 
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| 343 | @param bUseDelay | 
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| 344 | The time by which this move is delayed. (Again, to make the AI less efficient) | 
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| 345 | */ | 
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| 346 | void PongAI::move(char direction, bool bUseDelay) | 
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| 347 | { | 
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| 348 | // The current direction is either what we're doing right now (movement_) or what is last in the queue | 
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| 349 | char currentDirection = this->movement_; | 
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| 350 | if (this->reactionTimers_.size() > 0) | 
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| 351 | currentDirection = this->reactionTimers_.back().second; | 
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| 352 |  | 
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| 353 | // Only add changes of direction | 
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| 354 | if (direction == currentDirection) | 
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| 355 | return; | 
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| 356 |  | 
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| 357 | if (bUseDelay) | 
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| 358 | { | 
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| 359 | // Calculate delay | 
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| 360 | float delay = MAX_REACTION_TIME * (1 - this->strength_); | 
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| 361 |  | 
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| 362 | // Add a new Timer | 
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| 363 | Timer* timer = new Timer(delay, false, createExecutor(createFunctor(&PongAI::delayedMove, this))); | 
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| 364 | this->reactionTimers_.emplace_back(timer, direction); | 
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| 365 | } | 
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| 366 | else | 
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| 367 | { | 
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| 368 | this->movement_ = direction; | 
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| 369 | } | 
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| 370 | } | 
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| 371 |  | 
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| 372 | /** | 
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| 373 | @brief | 
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| 374 | Is called, when a delayed move takes effect. | 
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| 375 | */ | 
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| 376 | void PongAI::delayedMove() | 
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| 377 | { | 
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| 378 | // Get the new movement direction from the timer list | 
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| 379 | this->movement_ = this->reactionTimers_.front().second; | 
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| 380 |  | 
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| 381 | // Destroy the timer and remove it from the list | 
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| 382 | Timer* timer = this->reactionTimers_.front().first; | 
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| 383 | timer->destroy(); | 
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| 384 |  | 
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| 385 | this->reactionTimers_.pop_front(); | 
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| 386 | } | 
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| 387 | } | 
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