| [2839] | 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 "PongAI.h" | 
|---|
|  | 30 |  | 
|---|
|  | 31 | #include "core/CoreIncludes.h" | 
|---|
| [2857] | 32 | #include "core/ConfigValueIncludes.h" | 
|---|
| [3196] | 33 | #include "tools/Timer.h" | 
|---|
| [5735] | 34 | #include "worldentities/ControllableEntity.h" | 
|---|
| [5725] | 35 | #include "PongBall.h" | 
|---|
| [2839] | 36 |  | 
|---|
|  | 37 | namespace orxonox | 
|---|
|  | 38 | { | 
|---|
|  | 39 | CreateUnloadableFactory(PongAI); | 
|---|
|  | 40 |  | 
|---|
| [3196] | 41 | const static float MAX_REACTION_TIME = 0.4f; | 
|---|
| [2860] | 42 |  | 
|---|
| [2839] | 43 | PongAI::PongAI(BaseObject* creator) : Controller(creator) | 
|---|
|  | 44 | { | 
|---|
|  | 45 | RegisterObject(PongAI); | 
|---|
|  | 46 |  | 
|---|
|  | 47 | this->ball_ = 0; | 
|---|
| [2860] | 48 | this->ballDirection_ = Vector2::ZERO; | 
|---|
|  | 49 | this->ballEndPosition_ = 0; | 
|---|
| [2839] | 50 | this->randomOffset_ = 0; | 
|---|
| [5935] | 51 | this->bChangedRandomOffset_ = false; | 
|---|
| [3196] | 52 | this->relHysteresisOffset_ = 0.02f; | 
|---|
|  | 53 | this->strength_ = 0.5f; | 
|---|
| [2860] | 54 | this->movement_ = 0; | 
|---|
| [2885] | 55 | this->oldMove_ = 0; | 
|---|
|  | 56 | this->bOscillationAvoidanceActive_ = false; | 
|---|
| [2857] | 57 |  | 
|---|
|  | 58 | this->setConfigValues(); | 
|---|
| [2839] | 59 | } | 
|---|
|  | 60 |  | 
|---|
| [2860] | 61 | PongAI::~PongAI() | 
|---|
|  | 62 | { | 
|---|
| [5935] | 63 | for (std::list<std::pair<Timer*, char> >::iterator it = this->reactionTimers_.begin(); it != this->reactionTimers_.end(); ++it) | 
|---|
|  | 64 | (*it).first->destroy(); | 
|---|
| [2860] | 65 | } | 
|---|
|  | 66 |  | 
|---|
| [2857] | 67 | void PongAI::setConfigValues() | 
|---|
|  | 68 | { | 
|---|
|  | 69 | SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong."); | 
|---|
|  | 70 | } | 
|---|
|  | 71 |  | 
|---|
| [2839] | 72 | void PongAI::tick(float dt) | 
|---|
|  | 73 | { | 
|---|
|  | 74 | if (!this->ball_ || !this->getControllableEntity()) | 
|---|
|  | 75 | return; | 
|---|
|  | 76 |  | 
|---|
| [2860] | 77 | Vector3 mypos = this->getControllableEntity()->getPosition(); | 
|---|
| [2839] | 78 | Vector3 ballpos = this->ball_->getPosition(); | 
|---|
|  | 79 | Vector3 ballvel = this->ball_->getVelocity(); | 
|---|
|  | 80 | float hysteresisOffset = this->relHysteresisOffset_ * this->ball_->getFieldDimension().y; | 
|---|
|  | 81 |  | 
|---|
| [2860] | 82 | char move = 0; | 
|---|
| [2885] | 83 | bool delay = false; | 
|---|
| [2860] | 84 |  | 
|---|
| [2839] | 85 | // Check in which direction the ball is flying | 
|---|
|  | 86 | if ((mypos.x > 0 && ballvel.x < 0) || (mypos.x < 0 && ballvel.x > 0)) | 
|---|
|  | 87 | { | 
|---|
| [2872] | 88 | // The ball is flying away | 
|---|
| [2860] | 89 | this->ballDirection_.x = -1; | 
|---|
|  | 90 | this->ballDirection_.y = 0; | 
|---|
| [2885] | 91 | this->bOscillationAvoidanceActive_ = false; | 
|---|
| [2839] | 92 |  | 
|---|
| [2872] | 93 | // Move to the middle | 
|---|
| [2839] | 94 | if (mypos.z > hysteresisOffset) | 
|---|
| [2860] | 95 | move = 1; | 
|---|
| [2839] | 96 | else if (mypos.z < -hysteresisOffset) | 
|---|
| [2860] | 97 | move = -1; | 
|---|
| [2839] | 98 | } | 
|---|
|  | 99 | else if (ballvel.x == 0) | 
|---|
|  | 100 | { | 
|---|
| [2872] | 101 | // The ball is standing still | 
|---|
| [2860] | 102 | this->ballDirection_.x = 0; | 
|---|
|  | 103 | this->ballDirection_.y = 0; | 
|---|
| [2885] | 104 | this->bOscillationAvoidanceActive_ = false; | 
|---|
| [2839] | 105 | } | 
|---|
|  | 106 | else | 
|---|
|  | 107 | { | 
|---|
| [2872] | 108 | // The ball is approaching | 
|---|
| [2860] | 109 | if (this->ballDirection_.x != 1) | 
|---|
|  | 110 | { | 
|---|
| [2872] | 111 | // The ball just startet to approach, initialize all values | 
|---|
| [2860] | 112 | this->ballDirection_.x = 1; | 
|---|
|  | 113 | this->ballDirection_.y = sgn(ballvel.z); | 
|---|
|  | 114 | this->ballEndPosition_ = 0; | 
|---|
|  | 115 | this->randomOffset_ = 0; | 
|---|
| [5935] | 116 | this->bChangedRandomOffset_ = false; | 
|---|
| [2839] | 117 |  | 
|---|
| [2860] | 118 | this->calculateRandomOffset(); | 
|---|
|  | 119 | this->calculateBallEndPosition(); | 
|---|
| [2885] | 120 | delay = true; | 
|---|
|  | 121 | this->bOscillationAvoidanceActive_ = false; | 
|---|
| [2860] | 122 | } | 
|---|
|  | 123 |  | 
|---|
|  | 124 | if (this->ballDirection_.y != sgn(ballvel.z)) | 
|---|
|  | 125 | { | 
|---|
| [2872] | 126 | // The ball just bounced from a bound, recalculate the predicted end position | 
|---|
| [2860] | 127 | this->ballDirection_.y = sgn(ballvel.z); | 
|---|
|  | 128 |  | 
|---|
|  | 129 | this->calculateBallEndPosition(); | 
|---|
| [2885] | 130 | delay = true; | 
|---|
|  | 131 | this->bOscillationAvoidanceActive_ = false; | 
|---|
| [2860] | 132 | } | 
|---|
| [5935] | 133 |  | 
|---|
|  | 134 | // If the ball is close enough, calculate another random offset to accelerate the ball | 
|---|
|  | 135 | if (!this->bChangedRandomOffset_) | 
|---|
|  | 136 | { | 
|---|
|  | 137 | float timetohit = (-this->ball_->getPosition().x + this->ball_->getFieldDimension().x / 2 * sgn(this->ball_->getVelocity().x)) / this->ball_->getVelocity().x; | 
|---|
|  | 138 | if (timetohit < 0.05) | 
|---|
|  | 139 | { | 
|---|
|  | 140 | this->bChangedRandomOffset_ = true; | 
|---|
|  | 141 | if (rnd() < this->strength_) | 
|---|
|  | 142 | this->calculateRandomOffset(); | 
|---|
|  | 143 | } | 
|---|
|  | 144 | } | 
|---|
| [2860] | 145 |  | 
|---|
| [2872] | 146 | // Move to the predicted end position with an additional offset (to hit the ball with the side of the bat) | 
|---|
| [2885] | 147 | if (!this->bOscillationAvoidanceActive_) | 
|---|
|  | 148 | { | 
|---|
|  | 149 | float desiredZValue = this->ballEndPosition_ + this->randomOffset_; | 
|---|
| [2860] | 150 |  | 
|---|
| [2885] | 151 | if (mypos.z > desiredZValue + hysteresisOffset * (this->randomOffset_ < 0)) | 
|---|
|  | 152 | move = 1; | 
|---|
|  | 153 | else if (mypos.z < desiredZValue - hysteresisOffset * (this->randomOffset_ > 0)) | 
|---|
|  | 154 | move = -1; | 
|---|
|  | 155 | } | 
|---|
|  | 156 |  | 
|---|
|  | 157 | if (move != 0 && this->oldMove_ != 0 && move != this->oldMove_ && !delay) | 
|---|
|  | 158 | { | 
|---|
|  | 159 | // We had to correct our position because we moved too far | 
|---|
|  | 160 | // (and delay ist false, so we're not in the wrong place because of a new end-position prediction) | 
|---|
|  | 161 | if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y) | 
|---|
|  | 162 | { | 
|---|
|  | 163 | // We're not at the right position, but we still hit the ball, so just stay there to avoid oscillation | 
|---|
|  | 164 | move = 0; | 
|---|
|  | 165 | this->bOscillationAvoidanceActive_ = true; | 
|---|
|  | 166 | } | 
|---|
|  | 167 | } | 
|---|
| [2839] | 168 | } | 
|---|
| [2860] | 169 |  | 
|---|
| [2885] | 170 | this->oldMove_ = move; | 
|---|
|  | 171 | this->move(move, delay); | 
|---|
| [2860] | 172 | this->getControllableEntity()->moveFrontBack(this->movement_); | 
|---|
| [2839] | 173 | } | 
|---|
|  | 174 |  | 
|---|
|  | 175 | void PongAI::calculateRandomOffset() | 
|---|
|  | 176 | { | 
|---|
| [2857] | 177 | // Calculate the exponent for the position-formula | 
|---|
|  | 178 | float exp = pow(10, 1 - 2*this->strength_); // strength: 0   -> exp = 10 | 
|---|
|  | 179 | // strength: 0.5 -> exp = 1 | 
|---|
|  | 180 | // strength: 1   -> exp = 0.1 | 
|---|
|  | 181 |  | 
|---|
|  | 182 | // Calculate the relative position where to hit the ball with the bat | 
|---|
|  | 183 | float position = pow(rnd(), exp); // exp > 1 -> position is more likely a small number | 
|---|
|  | 184 | // exp < 1 -> position is more likely a large number | 
|---|
|  | 185 |  | 
|---|
|  | 186 | // The position shouln't be larger than 0.5 (50% of the bat-length from the middle is the end) | 
|---|
| [3196] | 187 | position *= 0.48f; | 
|---|
| [2857] | 188 |  | 
|---|
|  | 189 | // Both sides are equally probable | 
|---|
| [2872] | 190 | position *= rndsgn(); | 
|---|
| [2857] | 191 |  | 
|---|
|  | 192 | // Calculate the offset in world units | 
|---|
|  | 193 | this->randomOffset_ = position * this->ball_->getBatLength() * this->ball_->getFieldDimension().y; | 
|---|
| [2839] | 194 | } | 
|---|
| [2860] | 195 |  | 
|---|
|  | 196 | void PongAI::calculateBallEndPosition() | 
|---|
|  | 197 | { | 
|---|
|  | 198 | Vector3 position = this->ball_->getPosition(); | 
|---|
|  | 199 | Vector3 velocity = this->ball_->getVelocity(); | 
|---|
| [5935] | 200 | Vector3 acceleration = this->ball_->getAcceleration(); | 
|---|
| [2860] | 201 | Vector2 dimension = this->ball_->getFieldDimension(); | 
|---|
|  | 202 |  | 
|---|
| [5935] | 203 | // Calculate bounces. The number of predicted bounces is limited by the AIs strength | 
|---|
|  | 204 | for (float limit = -0.05f; limit < this->strength_ || this->strength_ > 0.99f; limit += 0.4f) | 
|---|
| [2860] | 205 | { | 
|---|
| [5935] | 206 | // calculate the time until the ball reaches the other side | 
|---|
|  | 207 | float totaltime = (-position.x + dimension.x / 2 * sgn(velocity.x)) / velocity.x; | 
|---|
|  | 208 |  | 
|---|
|  | 209 | // calculate wall bounce position (four possible solutions of the equation: pos.z + vel.z*t + acc.z/2*t^2 = +/- dim.z/2) | 
|---|
|  | 210 | float bouncetime = totaltime; | 
|---|
|  | 211 | bool bUpperWall = false; | 
|---|
|  | 212 |  | 
|---|
|  | 213 | if (acceleration.z == 0) | 
|---|
|  | 214 | { | 
|---|
|  | 215 | if (velocity.z > 0) | 
|---|
|  | 216 | { | 
|---|
|  | 217 | bUpperWall = true; | 
|---|
|  | 218 | bouncetime = (dimension.y/2 - position.z) / velocity.z; | 
|---|
|  | 219 | } | 
|---|
|  | 220 | else if (velocity.z < 0) | 
|---|
|  | 221 | { | 
|---|
|  | 222 | bUpperWall = false; | 
|---|
|  | 223 | bouncetime = (-dimension.y/2 - position.z) / velocity.z; | 
|---|
|  | 224 | } | 
|---|
|  | 225 | } | 
|---|
|  | 226 | else | 
|---|
|  | 227 | { | 
|---|
|  | 228 | // upper wall | 
|---|
|  | 229 | float temp = velocity.z*velocity.z + 2*acceleration.z*(dimension.y/2 - position.z); | 
|---|
|  | 230 | if (temp >= 0) | 
|---|
|  | 231 | { | 
|---|
|  | 232 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; | 
|---|
|  | 233 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); | 
|---|
|  | 234 | if (t1 > 0 && t1 < bouncetime) | 
|---|
|  | 235 | { | 
|---|
|  | 236 | bouncetime = t1; | 
|---|
|  | 237 | bUpperWall = true; | 
|---|
|  | 238 | } | 
|---|
|  | 239 | if (t2 > 0 && t2 < bouncetime) | 
|---|
|  | 240 | { | 
|---|
|  | 241 | bouncetime = t2; | 
|---|
|  | 242 | bUpperWall = true; | 
|---|
|  | 243 | } | 
|---|
|  | 244 | } | 
|---|
|  | 245 | // lower wall | 
|---|
|  | 246 | temp = velocity.z*velocity.z - 2*acceleration.z*(dimension.y/2 + position.z); | 
|---|
|  | 247 | if (temp >= 0) | 
|---|
|  | 248 | { | 
|---|
|  | 249 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; | 
|---|
|  | 250 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); | 
|---|
|  | 251 | if (t1 > 0 && t1 < bouncetime) | 
|---|
|  | 252 | { | 
|---|
|  | 253 | bouncetime = t1; | 
|---|
|  | 254 | bUpperWall = false; | 
|---|
|  | 255 | } | 
|---|
|  | 256 | if (t2 > 0 && t2 < bouncetime) | 
|---|
|  | 257 | { | 
|---|
|  | 258 | bouncetime = t2; | 
|---|
|  | 259 | bUpperWall = false; | 
|---|
|  | 260 | } | 
|---|
|  | 261 | } | 
|---|
|  | 262 | } | 
|---|
| [2885] | 263 |  | 
|---|
| [5935] | 264 | if (bouncetime < totaltime) | 
|---|
| [2860] | 265 | { | 
|---|
| [5935] | 266 | // Calculate a random prediction error, based on the vertical speed of the ball and the strength of the AI | 
|---|
|  | 267 | float randomErrorX = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); | 
|---|
|  | 268 | float randomErrorZ = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); | 
|---|
|  | 269 |  | 
|---|
|  | 270 | // ball bounces after <bouncetime> seconds, update the position and continue | 
|---|
|  | 271 | velocity.z = velocity.z + acceleration.z * bouncetime; | 
|---|
|  | 272 |  | 
|---|
|  | 273 | if (bUpperWall) | 
|---|
|  | 274 | { | 
|---|
|  | 275 | position.z = dimension.y / 2; | 
|---|
|  | 276 | velocity.z = -fabs(velocity.z) + fabs(randomErrorZ); | 
|---|
|  | 277 | } | 
|---|
|  | 278 | else | 
|---|
|  | 279 | { | 
|---|
|  | 280 | position.z = -dimension.y / 2; | 
|---|
|  | 281 | velocity.z = fabs(velocity.z) - fabs(randomErrorZ); | 
|---|
|  | 282 | } | 
|---|
|  | 283 |  | 
|---|
|  | 284 | position.x = position.x + velocity.x * bouncetime + randomErrorX; | 
|---|
|  | 285 | this->ballEndPosition_ = position.z; | 
|---|
| [2860] | 286 | } | 
|---|
| [5935] | 287 | else | 
|---|
| [2860] | 288 | { | 
|---|
| [5935] | 289 | // ball doesn't bounce, calculate the end position and return | 
|---|
|  | 290 | // calculate end-height: current height + slope * distance incl. acceleration | 
|---|
|  | 291 | this->ballEndPosition_ = position.z + velocity.z * totaltime + acceleration.z / 2 * totaltime * totaltime; | 
|---|
|  | 292 | return; | 
|---|
| [2860] | 293 | } | 
|---|
|  | 294 | } | 
|---|
|  | 295 | } | 
|---|
|  | 296 |  | 
|---|
| [2885] | 297 | void PongAI::move(char direction, bool bUseDelay) | 
|---|
| [2860] | 298 | { | 
|---|
|  | 299 | // The current direction is either what we're doing right now (movement_) or what is last in the queue | 
|---|
|  | 300 | char currentDirection = this->movement_; | 
|---|
|  | 301 | if (this->reactionTimers_.size() > 0) | 
|---|
|  | 302 | currentDirection = this->reactionTimers_.back().second; | 
|---|
|  | 303 |  | 
|---|
|  | 304 | // Only add changes of direction | 
|---|
|  | 305 | if (direction == currentDirection) | 
|---|
|  | 306 | return; | 
|---|
|  | 307 |  | 
|---|
| [2885] | 308 | if (bUseDelay) | 
|---|
| [2860] | 309 | { | 
|---|
| [2885] | 310 | // Calculate delay | 
|---|
| [2860] | 311 | float delay = MAX_REACTION_TIME * (1 - this->strength_); | 
|---|
|  | 312 |  | 
|---|
|  | 313 | // Add a new Timer | 
|---|
| [5935] | 314 | Timer* timer = new Timer(delay, false, createExecutor(createFunctor(&PongAI::delayedMove, this))); | 
|---|
|  | 315 | this->reactionTimers_.push_back(std::pair<Timer*, char>(timer, direction)); | 
|---|
| [2860] | 316 | } | 
|---|
|  | 317 | else | 
|---|
|  | 318 | { | 
|---|
| [2885] | 319 | this->movement_ = direction; | 
|---|
| [2860] | 320 | } | 
|---|
|  | 321 | } | 
|---|
|  | 322 |  | 
|---|
|  | 323 | void PongAI::delayedMove() | 
|---|
|  | 324 | { | 
|---|
| [2872] | 325 | // Get the new movement direction from the timer list | 
|---|
| [2860] | 326 | this->movement_ = this->reactionTimers_.front().second; | 
|---|
|  | 327 |  | 
|---|
| [2872] | 328 | // Destroy the timer and remove it from the list | 
|---|
| [5935] | 329 | Timer* timer = this->reactionTimers_.front().first; | 
|---|
|  | 330 | timer->destroy(); | 
|---|
| [2860] | 331 |  | 
|---|
|  | 332 | this->reactionTimers_.pop_front(); | 
|---|
|  | 333 | } | 
|---|
| [2839] | 334 | } | 
|---|