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source: code/branches/ppspickups4/src/orxonox/controllers/ArtificialController.cc @ 7068

Last change on this file since 7068 was 7068, checked in by ebeier, 14 years ago

bot's won't shoot invisible players anymore!

  • Property svn:eol-style set to native
File size: 9.0 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 "worldentities/ControllableEntity.h"
33#include "worldentities/pawns/Pawn.h"
34#include "worldentities/pawns/TeamBaseMatchBase.h"
35#include "gametypes/TeamDeathmatch.h"
36#include "controllers/WaypointPatrolController.h"
37
38namespace orxonox
39{
40    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
41    {
42        RegisterObject(ArtificialController);
43
44        this->target_ = 0;
45        this->bShooting_ = false;
46        this->bHasTargetPosition_ = false;
47        this->targetPosition_ = Vector3::ZERO;
48
49        this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this));
50    }
51
52    ArtificialController::~ArtificialController()
53    {
54    }
55
56    void ArtificialController::moveToPosition(const Vector3& target)
57    {
58        if (!this->getControllableEntity())
59            return;
60
61        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
62        float distance = (target - this->getControllableEntity()->getPosition()).length();
63
64        if (this->target_ || distance > 10)
65        {
66            // Multiply with 0.8 to make them a bit slower
67            this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
68            this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
69        }
70
71        if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
72            this->getControllableEntity()->moveFrontBack(-0.5f); // They don't brake with full power to give the player a chance
73        else
74            this->getControllableEntity()->moveFrontBack(0.8f);
75    }
76
77    void ArtificialController::moveToTargetPosition()
78    {
79        this->moveToPosition(this->targetPosition_);
80    }
81
82    void ArtificialController::setTargetPosition(const Vector3& target)
83    {
84        this->targetPosition_ = target;
85        this->bHasTargetPosition_ = true;
86    }
87
88    void ArtificialController::searchRandomTargetPosition()
89    {
90        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
91        this->bHasTargetPosition_ = true;
92    }
93
94    void ArtificialController::setTarget(Pawn* target)
95    {
96        this->target_ = target;
97
98        if (target)
99            this->targetPosition_ = target->getPosition();
100    }
101
102    void ArtificialController::searchNewTarget()
103    {
104        if (!this->getControllableEntity())
105            return;
106
107        this->targetPosition_ = this->getControllableEntity()->getPosition();
108        this->forgetTarget();
109
110        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
111        {
112            if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
113                continue;
114
115            /* So AI won't choose invisible Spaceships as target */
116            if (!it->getRadarVisibility())
117                continue;
118
119            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
120            {
121                float speed = this->getControllableEntity()->getVelocity().length();
122                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
123                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
124                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))
125                        < 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))
126                {
127                    this->target_ = (*it);
128                    this->targetPosition_ = it->getPosition();
129                }
130            }
131        }
132    }
133
134    void ArtificialController::forgetTarget()
135    {
136        this->target_ = 0;
137        this->bShooting_ = false;
138    }
139
140    void ArtificialController::aimAtTarget()
141    {
142        if (!this->target_ || !this->getControllableEntity())
143            return;
144
145        static const float hardcoded_projectile_speed = 1250;
146
147        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
148        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
149
150        Pawn* pawn = dynamic_cast<Pawn*>(this->getControllableEntity());
151        if (pawn)
152            pawn->setAimPosition(this->targetPosition_);
153    }
154
155    bool ArtificialController::isCloseAtTarget(float distance) const
156    {
157        if (!this->getControllableEntity())
158            return false;
159
160        if (!this->target_)
161            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
162        else
163            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
164    }
165
166    bool ArtificialController::isLookingAtTarget(float angle) const
167    {
168        if (!this->getControllableEntity())
169            return false;
170
171        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
172    }
173
174    void ArtificialController::abandonTarget(Pawn* target)
175    {
176        if (target == this->target_)
177            this->targetDied();
178    }
179
180    void ArtificialController::targetDied()
181    {
182        this->forgetTarget();
183        this->searchRandomTargetPosition();
184    }
185
186    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
187    {
188        if (entity1 == entity2)
189            return true;
190
191        int team1 = -1;
192        int team2 = -1;
193
194        if (entity1->getXMLController())
195        {
196            WaypointPatrolController* wpc = orxonox_cast<WaypointPatrolController*>(entity1->getXMLController());
197            if (wpc)
198                team1 = wpc->getTeam();
199        }
200        if (entity2->getXMLController())
201        {
202            WaypointPatrolController* wpc = orxonox_cast<WaypointPatrolController*>(entity2->getXMLController());
203            if (wpc)
204                team2 = wpc->getTeam();
205        }
206
207        TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype);
208        if (tdm)
209        {
210            if (entity1->getPlayer())
211                team1 = tdm->getTeam(entity1->getPlayer());
212
213            if (entity2->getPlayer())
214                team2 = tdm->getTeam(entity2->getPlayer());
215        }
216
217        TeamBaseMatchBase* base = 0;
218        base = orxonox_cast<TeamBaseMatchBase*>(entity1);
219        if (base)
220        {
221            switch (base->getState())
222            {
223                case BaseState::ControlTeam1:
224                    team1 = 0;
225                    break;
226                case BaseState::ControlTeam2:
227                    team1 = 1;
228                    break;
229                case BaseState::Uncontrolled:
230                default:
231                    team1 = -1;
232            }
233        }
234        base = orxonox_cast<TeamBaseMatchBase*>(entity2);
235        if (base)
236        {
237            switch (base->getState())
238            {
239                case BaseState::ControlTeam1:
240                    team2 = 0;
241                    break;
242                case BaseState::ControlTeam2:
243                    team2 = 1;
244                    break;
245                case BaseState::Uncontrolled:
246                default:
247                    team2 = -1;
248            }
249        }
250
251        return (team1 == team2 && team1 != -1);
252    }
253}
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