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source: code/branches/presentation2011/src/orxonox/controllers/ArtificialController.cc @ 8980

Last change on this file since 8980 was 8980, checked in by jo, 12 years ago

teamgametype merged into trunk

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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
29#include "ArtificialController.h"
30
31#include <vector>
32#include <climits>
33
34#include "util/Math.h"
35#include "core/CoreIncludes.h"
36#include "core/XMLPort.h"
37#include "core/command/ConsoleCommand.h"
38#include "worldentities/ControllableEntity.h"
39#include "worldentities/pawns/Pawn.h"
40#include "worldentities/pawns/TeamBaseMatchBase.h"
41#include "worldentities/pawns/SpaceShip.h"
42#include "gametypes/TeamDeathmatch.h"
43#include "gametypes/Dynamicmatch.h"
44#include "gametypes/Mission.h"
45#include "controllers/WaypointPatrolController.h"
46#include "controllers/NewHumanController.h"
47#include "controllers/DroneController.h"
48#include "weaponsystem/WeaponMode.h"
49#include "weaponsystem/WeaponPack.h"
50#include "weaponsystem/Weapon.h"
51#include "weaponsystem/WeaponSlot.h"
52#include "weaponsystem/WeaponSlot.h"
53
54namespace orxonox
55{
56    SetConsoleCommand("ArtificialController", "formationflight",  &ArtificialController::formationflight);
57    SetConsoleCommand("ArtificialController", "masteraction",     &ArtificialController::masteraction);
58    SetConsoleCommand("ArtificialController", "followme",         &ArtificialController::followme);
59    SetConsoleCommand("ArtificialController", "passivebehaviour", &ArtificialController::passivebehaviour);
60    SetConsoleCommand("ArtificialController", "formationsize",    &ArtificialController::formationsize);
61    SetConsoleCommand("ArtificialController", "setbotlevel",      &ArtificialController::setAllBotLevel);
62
63    static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7;
64    static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000;
65    static const int FORMATION_LENGTH =  130;
66    static const int FORMATION_WIDTH =  110;
67    static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy
68    static const float SPEED_MASTER = 0.6f;
69    static const float ROTATEFACTOR_MASTER = 0.2f;
70    static const float SPEED_FREE = 0.8f;
71    static const float ROTATEFACTOR_FREE = 0.8f;
72
73
74    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
75    {
76        RegisterObject(ArtificialController);
77
78        this->target_ = 0;
79        this->formationFlight_ = false;
80        this->passive_ = false;
81        this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE;
82        this->myMaster_ = 0;
83        this->freedomCount_ = 0;
84        this->team_ = -1;
85        this->state_ = FREE;
86        this->specificMasterAction_ = NONE;
87        this->specificMasterActionHoldCount_  = 0;
88        this->bShooting_ = false;
89        this->bHasTargetPosition_ = false;
90        this->speedCounter_ = 0.2f;
91        this->targetPosition_ = Vector3::ZERO;
92
93        this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this));
94        this->bSetupWorked = false;
95        this->botlevel_ = 0.5f;
96        this->mode_ = DEFAULT;////Vector-implementation: mode_.push_back(DEFAULT);
97        this->timeout_ = 0;
98        this->currentWaypoint_ = 0;
99        this->setAccuracy(5);
100        this->defaultWaypoint_ = NULL;
101    }
102
103    ArtificialController::~ArtificialController()
104    {
105        if (this->isInitialized())
106        {//Vector-implementation: mode_.erase(mode_.begin(),mode_.end());
107            this->waypoints_.clear();
108            this->removeFromFormation();
109            this->weaponModes_.clear();
110            for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it; ++it)
111            {
112                if (*it != this)
113                {
114                    if (it->myMaster_ == this)
115                    {
116                        orxout(internal_error) << this << " is still master in " << (*it) << endl;
117                        it->myMaster_ = 0;
118                    }
119
120                    while (true)
121                    {
122                        std::vector<ArtificialController*>::iterator it2 = std::find(it->slaves_.begin(), it->slaves_.end(), this);
123                        if (it2 != it->slaves_.end())
124                        {
125                            orxout(internal_error) << this << " is still slave in " << (*it) << endl;
126                            it->slaves_.erase(it2);
127                        }
128                        else
129                            break;
130                    }
131                }
132            }
133        }
134    }
135
136    void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
137    {
138        SUPER(ArtificialController, XMLPort, xmlelement, mode);
139
140        XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1);
141        XMLPortParam(ArtificialController, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false);
142        XMLPortParam(ArtificialController, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE);
143        XMLPortParam(ArtificialController, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false);
144    }
145
146// Documentation only here to get a faster overview for creating a useful documentation...
147
148    /**
149        @brief Activates / deactivates formationflight behaviour
150        @param form activate formflight if form is true
151    */
152    void ArtificialController::formationflight(const bool form)
153    {
154        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
155        {
156            Controller* controller = 0;
157
158            if (it->getController())
159                controller = it->getController();
160            else if (it->getXMLController())
161                controller = it->getXMLController();
162
163            if (!controller)
164                continue;
165
166            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
167
168            if (aiController)
169            {
170                aiController->formationFlight_ = form;
171                if (!form)
172                {
173                    aiController->removeFromFormation();
174                }
175            }
176        }
177    }
178
179    /**
180        @brief Get all masters to do a "specific master action"
181        @param action which action to perform (integer, so it can be called with a console command (tmp solution))
182    */
183    void ArtificialController::masteraction(const int action)
184    {
185        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
186        {
187            Controller* controller = 0;
188
189            if (it->getController())
190                controller = it->getController();
191            else if (it->getXMLController())
192                controller = it->getXMLController();
193
194            if (!controller)
195                continue;
196
197            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
198
199            if(aiController && aiController->state_ == MASTER)
200            {
201                if (action == 1)
202                    aiController->spinInit();
203                if (action == 2)
204                    aiController->turn180Init();
205            }
206        }
207    }
208
209    /**
210        @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup).
211    */
212    void ArtificialController::followme()
213    {
214
215        Pawn *humanPawn = NULL;
216        NewHumanController *currentHumanController = NULL;
217        std::vector<ArtificialController*> allMasters;
218
219        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
220        {
221            Controller* controller = 0;
222
223            if (it->getController())
224                controller = it->getController();
225            else if (it->getXMLController())
226                controller = it->getXMLController();
227
228            if (!controller)
229                continue;
230
231            currentHumanController = orxonox_cast<NewHumanController*>(controller);
232
233            if(currentHumanController) humanPawn = *it;
234
235            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
236
237            if(aiController && aiController->state_ == MASTER)
238                allMasters.push_back(aiController);
239
240        }
241
242        if((humanPawn != NULL) && (allMasters.size() != 0))
243        {
244                float posHuman = humanPawn->getPosition().length();
245                float distance = 0.0f;
246                float minDistance = FLT_MAX;
247                int index = 0;
248                int i = 0;
249
250                for(std::vector<ArtificialController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
251                    {
252                        if (!ArtificialController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue;
253                        distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
254                        if(distance < minDistance) index = i;
255                    }
256                allMasters[index]->followInit(humanPawn);
257            }
258
259    }
260
261    /**
262        @brief Sets shooting behaviour of pawns.
263        @param passive if true, bots won't shoot.
264    */
265    void ArtificialController::passivebehaviour(const bool passive)
266    {
267        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
268        {
269            Controller* controller = 0;
270
271            if (it->getController())
272                controller = it->getController();
273            else if (it->getXMLController())
274                controller = it->getXMLController();
275
276            if (!controller)
277                continue;
278
279            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
280
281            if(aiController)
282            {
283                aiController->passive_ = passive;
284            }
285        }
286    }
287
288
289    /**
290        @brief Sets maximal formation size
291        @param size maximal formation size.
292    */
293    void ArtificialController::formationsize(const int size)
294    {
295        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
296        {
297            Controller* controller = 0;
298
299            if (it->getController())
300                controller = it->getController();
301            else if (it->getXMLController())
302                controller = it->getXMLController();
303
304            if (!controller)
305                continue;
306
307            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
308
309            if(aiController)
310            {
311                aiController->maxFormationSize_ = size;
312            }
313        }
314    }
315
316    /**
317        @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies.
318    */
319    void ArtificialController::changedControllableEntity()
320    {
321        if (!this->getControllableEntity())
322            this->removeFromFormation();
323        this->bSetupWorked = false;        // reset weapon information
324        this->setupWeapons();
325    }
326
327    void ArtificialController::removeFromFormation()
328    {
329        if (this->state_ == SLAVE || this->myMaster_) // slaves can also be temporary free, so check if myMaster_ is set
330            this->unregisterSlave();
331        else if (this->state_ == MASTER)
332            this->setNewMasterWithinFormation();
333    }
334
335    void ArtificialController::moveToPosition(const Vector3& target)
336    {
337        if (!this->getControllableEntity())
338            return;
339
340        // Slave uses special movement if its master is in FOLLOW mode
341        if(this->state_ == SLAVE && this->myMaster_ && this->myMaster_->specificMasterAction_ == FOLLOW)
342        {
343//             this->followForSlaves(target);
344//             return;
345        }
346
347        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
348        float distance = (target - this->getControllableEntity()->getPosition()).length();
349
350
351        if(this->state_ == FREE)
352        {
353            if (this->target_ || distance > 10)
354            {
355                // Multiply with ROTATEFACTOR_FREE to make them a bit slower
356                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x);
357                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y);
358            }
359
360            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
361            {
362              this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance
363            } else this->getControllableEntity()->moveFrontBack(SPEED_FREE);
364        }
365
366
367
368        if(this->state_ == MASTER)
369        {
370            if (this->target_ || distance > 10)
371            {
372                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
373                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
374            }
375
376            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
377            {
378                this->getControllableEntity()->moveFrontBack(-0.05f);
379            } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
380        }
381
382
383
384        if(this->state_ == SLAVE)
385        {
386
387           this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
388           this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
389
390            if (distance < 300)
391            {
392                if (distance < 40)
393                {
394                    this->getControllableEntity()->moveFrontBack(0.8f*SPEED_MASTER);
395                } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER);
396
397            } else {
398                this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f);
399            }
400        }
401
402        if (distance < 10)
403        {
404            this->positionReached();
405        }
406    }
407
408    void ArtificialController::absoluteMoveToPosition(const Vector3& target)
409    {
410        float minDistance = 40.0f;
411        if (!this->getControllableEntity())
412            return;
413
414        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
415        float distance = (target - this->getControllableEntity()->getPosition()).length();
416
417            if (this->target_ || distance > minDistance)
418            {
419                // Multiply with ROTATEFACTOR_FREE to make them a bit slower
420                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x);
421                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y);
422                this->getControllableEntity()->moveFrontBack(SPEED_FREE);
423            }
424
425
426        if (distance < minDistance)
427        {
428            this->positionReached();
429        }
430    }
431
432
433    void ArtificialController::moveToTargetPosition()
434    {
435        this->moveToPosition(this->targetPosition_);
436    }
437
438    /**
439        @brief Unregisters a slave from its master. Initiated by a slave.
440    */
441    void ArtificialController::unregisterSlave()
442    {
443        if (this->myMaster_)
444        {
445            std::vector<ArtificialController*>::iterator it = std::find(this->myMaster_->slaves_.begin(), this->myMaster_->slaves_.end(), this);
446            if (it != this->myMaster_->slaves_.end())
447                this->myMaster_->slaves_.erase(it);
448        }
449
450        this->myMaster_ = 0;
451        this->state_ = FREE;
452    }
453
454    void ArtificialController::searchNewMaster()
455    {
456
457        if (!this->getControllableEntity())
458            return;
459
460        this->targetPosition_ = this->getControllableEntity()->getPosition();
461        this->forgetTarget();
462        int teamSize = 0;
463        //go through all pawns
464        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
465        {
466            //same team?
467            if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
468                continue;
469
470            //has it an ArtificialController?
471            Controller* controller = 0;
472
473            if (it->getController())
474                controller = it->getController();
475            else if (it->getXMLController())
476                controller = it->getXMLController();
477
478            if (!controller)
479                continue;
480
481            //is pawn oneself?
482            if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity())
483                continue;
484
485            teamSize++;
486
487            ArtificialController *newMaster = orxonox_cast<ArtificialController*>(controller);
488
489            //is it a master?
490            if (!newMaster || newMaster->state_ != MASTER)
491                continue;
492
493            float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length();
494
495            // is pawn in range?
496            if (distance < RADIUS_TO_SEARCH_FOR_MASTERS)
497            {
498                if(newMaster->slaves_.size() > this->maxFormationSize_) continue;
499
500                for(std::vector<ArtificialController*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++)
501                {
502                    (*itSlave)->myMaster_ = newMaster;
503                    newMaster->slaves_.push_back(*itSlave);
504                }
505                this->slaves_.clear();
506                this->state_ = SLAVE;
507
508                this->myMaster_ = newMaster;
509                newMaster->slaves_.push_back(this);
510
511                break;
512            }
513        }
514
515        if (this->state_ != SLAVE  && teamSize != 0)
516        {
517            this->state_ = MASTER;
518            this->myMaster_ = 0;
519        }
520    }
521
522    /**
523        @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master.
524    */
525    void ArtificialController::commandSlaves()
526    {
527        if(this->state_ != MASTER) return;
528
529        Quaternion orient = this->getControllableEntity()->getOrientation();
530        Vector3 dest = this->getControllableEntity()->getPosition();
531
532        // 1 slave: follow
533        if (this->slaves_.size() == 1)
534        {
535            dest += 4*orient*WorldEntity::BACK;
536            this->slaves_.front()->setTargetPosition(dest);
537        }
538        else
539        {
540            dest += 1.0f*orient*WorldEntity::BACK;
541            Vector3 pos = Vector3::ZERO;
542            int i = 1;
543
544            for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
545            {
546                pos = Vector3::ZERO;
547                if (i <= 1) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::LEFT);
548                if (i == 2) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::RIGHT);
549                if (i == 3) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::UP);
550                if (i >= 4)
551                {
552                    pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::DOWN);
553                    i = 1;
554                    dest += (float)FORMATION_LENGTH*(orient*WorldEntity::BACK);
555                    (*it)->setTargetPosition(pos);
556                    continue;
557                }
558                i++;
559                (*it)->setTargetPosition(pos);
560            }
561        }
562    }
563
564    /**
565        @brief Sets a new master within the formation. Called by a master.
566    */
567    void ArtificialController::setNewMasterWithinFormation()
568    {
569        if(this->state_ != MASTER) return;
570
571        if (!this->slaves_.empty())
572        {
573            ArtificialController *newMaster = this->slaves_.back();
574            this->slaves_.pop_back();
575
576            newMaster->state_ = MASTER;
577            newMaster->slaves_ = this->slaves_;
578            newMaster->myMaster_ = 0;
579
580            for(std::vector<ArtificialController*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++)
581            {
582                (*it)->myMaster_ = newMaster;
583            }
584        }
585
586        this->slaves_.clear();
587        this->specificMasterAction_ = NONE;
588        this->state_ = FREE;
589    }
590
591    /**
592        @brief Frees all slaves form a master. Initiated by a master.
593    */
594    void ArtificialController::freeSlaves()
595    {
596        if(this->state_ != MASTER) return;
597
598        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
599        {
600            (*it)->state_ = FREE;
601            (*it)->myMaster_ = 0;
602        }
603        this->slaves_.clear();
604    }
605
606    /**
607        @brief Master sets its slaves free for @ref FREEDOM_COUNT seconds.
608    */
609    void ArtificialController::forceFreeSlaves()
610    {
611        if(this->state_ != MASTER) return;
612
613        for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
614        {
615            (*it)->state_ = FREE;
616            (*it)->forceFreedom();
617            (*it)->targetPosition_ = this->targetPosition_;
618            (*it)->bShooting_ = true;
619//             (*it)->getControllableEntity()->fire(0);// fire once for fun
620        }
621    }
622
623    void ArtificialController::loseMasterState()
624    {
625        this->freeSlaves();
626        this->state_ = FREE;
627    }
628
629
630    void ArtificialController::forceFreedom()
631    {
632        this->freedomCount_ = FREEDOM_COUNT;
633    }
634
635    /**
636        @brief Checks wether caller has been forced free, decrements time to stay forced free.
637        @return true if forced free.
638    */
639    bool ArtificialController::forcedFree()
640    {
641        if(this->freedomCount_ > 0)
642        {
643            this->freedomCount_--;
644            return true;
645        } else return false;
646    }
647
648    /**
649        @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after.
650    */
651    void ArtificialController::specificMasterActionHold()
652    {
653        if(this->state_ != MASTER) return;
654
655        if (specificMasterActionHoldCount_ == 0)
656         {
657            this->specificMasterAction_ = NONE;
658            this->searchNewTarget();
659         }
660        else specificMasterActionHoldCount_--;
661    }
662
663    /**
664        @brief Master initializes a 180 degree turn. Leads to a "specific master action".
665    */
666    void ArtificialController::turn180Init()
667    {
668        if(this->state_ != MASTER) return;
669
670        Quaternion orient = this->getControllableEntity()->getOrientation();
671
672        this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK);
673
674        this->specificMasterActionHoldCount_ = 4;
675
676        this->specificMasterAction_ = TURN180;
677    }
678
679    /**
680        @brief Execute the 180 degree turn. Called within tick.
681    */
682    void ArtificialController::turn180()
683    {
684            Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
685
686            this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
687            this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
688
689            this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
690    }
691
692    /**
693        @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action".
694    */
695    void ArtificialController::spinInit()
696    {
697        if(this->state_ != MASTER) return;
698        this->specificMasterAction_ = SPIN;
699        this->specificMasterActionHoldCount_ = 10;
700    }
701
702    /**
703        @brief Execute the spin. Called within tick.
704    */
705    void ArtificialController::spin()
706    {
707            this->moveToTargetPosition();
708            this->getControllableEntity()->rotateRoll(0.8f);
709    }
710
711    /**
712        @brief Master begins to follow a pawn. Is a "specific master action".
713        @param pawn pawn to follow.
714        @param always follows pawn forever if true (false if omitted).
715        @param secondsToFollow seconds to follow the pawn if always is false. Will follow pawn 100 seconds if omitted (set in header).
716    */
717    void ArtificialController::followInit(Pawn* pawn, const bool always, const int secondsToFollow)
718    {
719        if (pawn == NULL || this->state_ != MASTER)
720            return;
721        this->specificMasterAction_  =  FOLLOW;
722
723        this->setTarget(pawn);
724        if (!always)
725            this->specificMasterActionHoldCount_ = secondsToFollow;
726        else
727            this->specificMasterActionHoldCount_ = INT_MAX; //for now...
728
729    }
730
731
732    /**
733        @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action".
734    */
735    void ArtificialController::followRandomHumanInit()
736    {
737
738        Pawn *humanPawn = NULL;
739        NewHumanController *currentHumanController = NULL;
740
741        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
742        {
743            if (!it->getController())
744                continue;
745
746            currentHumanController = orxonox_cast<NewHumanController*>(it->getController());
747            if(currentHumanController)
748            {
749                if (!ArtificialController::sameTeam(this->getControllableEntity(), *it, this->getGametype())) continue;
750                humanPawn = *it;
751                break;
752            }
753        }
754
755        if((humanPawn != NULL))
756                this->followInit(humanPawn);
757    }
758
759    /**
760        @brief Master follows target with adjusted speed. Called within tick.
761    */
762    void ArtificialController::follow()
763    {
764        if (this->target_)
765            this->moveToPosition(this->target_->getPosition());
766        else
767            this->specificMasterActionHoldCount_ = 0;
768/*
769        if (!this->getControllableEntity())
770            return;
771
772        float distance = (this->target_->getPosition() - this->getControllableEntity()->getPosition()).length();
773
774        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->target_->getPosition());
775
776
777        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
778        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
779
780        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->target_->getVelocity().squaredLength();
781
782orxout() << "~follow distance: " << distance << "SpeedCounter: " << this->speedCounter_ << "~speedDiv: " << speedDiv << endl;
783        if (distance < 800)
784        {
785            if (distance < 200)
786            {
787                this->speedCounter_ -= 0.5f;
788                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
789                this->getControllableEntity()->moveFrontBack(speedCounter_);
790            } else {
791                if(speedDiv < 0)
792                    this->speedCounter_ +=  0.01f;
793                else
794                    this->speedCounter_ -= 0.05f;
795                this->getControllableEntity()->moveFrontBack(speedCounter_);
796            }
797
798        } else {
799            this->speedCounter_ += 0.05f;
800            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
801        }
802//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
803
804*/
805    }
806
807
808    /**
809        @brief Slave moving behaviour when master is following a pawn, gets redirected from moveToPosition(const Vector3& target)). Called within tick.
810    */
811    void ArtificialController::followForSlaves(const Vector3& target)
812    {
813
814/*
815        if (!this->getControllableEntity() && !this->myMaster_ && this->myMaster_->state_ != FOLLOW && !this->myMaster_->target_)
816            return;
817
818        float distance = (target - this->getControllableEntity()->getPosition()).length();
819
820        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
821
822
823        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
824        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
825
826
827        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->myMaster_->target_->getVelocity().squaredLength();
828
829
830         if (distance < 800)
831        {
832            if (distance < 200)
833            {
834                this->speedCounter_ -= 5.0f;
835                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
836                this->getControllableEntity()->moveFrontBack(speedCounter_);
837            } else {
838                if(speedDiv < 0)
839                    this->speedCounter_ +=  0.01f;
840                else
841                    this->speedCounter_ -= 0.05f;
842                this->getControllableEntity()->moveFrontBack(speedCounter_);
843            }
844
845        } else {
846            this->speedCounter_ += 0.05f;
847            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
848        }
849//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
850*/
851    }
852
853
854    void ArtificialController::setTargetPosition(const Vector3& target)
855    {
856        this->targetPosition_ = target;
857        this->bHasTargetPosition_ = true;
858    }
859
860    void ArtificialController::searchRandomTargetPosition()
861    {
862        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
863        this->bHasTargetPosition_ = true;
864    }
865
866    void ArtificialController::setTarget(Pawn* target)
867    {
868        this->target_ = target;
869
870        if (target)
871            this->targetPosition_ = target->getPosition();
872    }
873
874    void ArtificialController::searchNewTarget()
875    {
876        if (!this->getControllableEntity())
877            return;
878
879        this->targetPosition_ = this->getControllableEntity()->getPosition();
880        this->forgetTarget();
881
882        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
883        {
884            if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
885                continue;
886
887            /* So AI won't choose invisible Spaceships as target */
888            if (!it->getRadarVisibility())
889                continue;
890
891            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
892            {
893                float speed = this->getControllableEntity()->getVelocity().length();
894                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
895                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
896                if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / math::twoPi)
897                        < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / math::twoPi) + rnd(-250, 250))
898                {
899                    this->target_ = (*it);
900                    this->targetPosition_ = it->getPosition();
901                }
902            }
903        }
904    }
905
906    void ArtificialController::forgetTarget()
907    {
908        this->target_ = 0;
909        this->bShooting_ = false;
910    }
911
912    void ArtificialController::aimAtTarget()
913    {
914        if (!this->target_ || !this->getControllableEntity())
915            return;
916
917        static const float hardcoded_projectile_speed = 1250;
918
919        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
920        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
921
922        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
923        if (pawn)
924            pawn->setAimPosition(this->targetPosition_);
925    }
926
927    bool ArtificialController::isCloseAtTarget(float distance) const
928    {
929        if (!this->getControllableEntity())
930            return false;
931
932        if (!this->target_)
933            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
934        else
935            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
936    }
937
938    bool ArtificialController::isLookingAtTarget(float angle) const
939    {
940        if (!this->getControllableEntity())
941            return false;
942
943        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
944    }
945
946    void ArtificialController::abandonTarget(Pawn* target)
947    {
948        if (target == this->target_)
949            this->targetDied();
950    }
951
952    void ArtificialController::targetDied()
953    {
954        this->forgetTarget();
955        this->searchRandomTargetPosition();
956    }
957
958    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
959    {
960        if(!entity1 || !entity2)
961            return true;
962        if (entity1 == entity2)
963            return true;
964
965        int team1 = -1;
966        int team2 = -1;
967
968        Controller* controller = 0;
969        if (entity1->getController())
970            controller = entity1->getController();
971        else
972            controller = entity1->getXMLController();
973        if (controller)
974        {
975            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
976            if (ac)
977                team1 = ac->getTeam();
978        }
979
980        if (entity2->getController())
981            controller = entity2->getController();
982        else
983            controller = entity2->getXMLController();
984        if (controller)
985        {
986            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
987            if (ac)
988                team2 = ac->getTeam();
989        }
990
991        TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype);
992        if (tdm)
993        {
994            if (entity1->getPlayer())
995                team1 = tdm->getTeam(entity1->getPlayer());
996
997            if (entity2->getPlayer())
998                team2 = tdm->getTeam(entity2->getPlayer());
999        }
1000
1001        Mission* miss = orxonox_cast<Mission*>(gametype);
1002        if (miss)
1003        {
1004            if (entity1->getPlayer())
1005                team1 = miss->getTeam(entity1->getPlayer());
1006
1007            if (entity2->getPlayer())
1008                team2 = miss->getTeam(entity2->getPlayer());
1009        }
1010
1011        TeamBaseMatchBase* base = 0;
1012        base = orxonox_cast<TeamBaseMatchBase*>(entity1);
1013        if (base)
1014        {
1015            switch (base->getState())
1016            {
1017                case BaseState::ControlTeam1:
1018                    team1 = 0;
1019                    break;
1020                case BaseState::ControlTeam2:
1021                    team1 = 1;
1022                    break;
1023                case BaseState::Uncontrolled:
1024                default:
1025                    team1 = -1;
1026            }
1027        }
1028        base = orxonox_cast<TeamBaseMatchBase*>(entity2);
1029        if (base)
1030        {
1031            switch (base->getState())
1032            {
1033                case BaseState::ControlTeam1:
1034                    team2 = 0;
1035                    break;
1036                case BaseState::ControlTeam2:
1037                    team2 = 1;
1038                    break;
1039                case BaseState::Uncontrolled:
1040                default:
1041                    team2 = -1;
1042            }
1043        }
1044
1045        DroneController* droneController = 0;
1046        droneController = orxonox_cast<DroneController*>(entity1->getController());
1047        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity2)
1048            return true;
1049        droneController = orxonox_cast<DroneController*>(entity2->getController());
1050        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity1)
1051            return true;
1052        DroneController* droneController1 = orxonox_cast<DroneController*>(entity1->getController());
1053        DroneController* droneController2 = orxonox_cast<DroneController*>(entity2->getController());
1054        if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner())
1055            return true;
1056
1057        Dynamicmatch* dynamic = orxonox_cast<Dynamicmatch*>(gametype);
1058        if (dynamic)
1059        {
1060            if (dynamic->notEnoughPigs||dynamic->notEnoughKillers||dynamic->notEnoughChasers) {return false;}
1061
1062            if (entity1->getPlayer())
1063                team1 = dynamic->getParty(entity1->getPlayer());
1064
1065            if (entity2->getPlayer())
1066                team2 = dynamic->getParty(entity2->getPlayer());
1067
1068            if (team1 ==-1 ||team2 ==-1 ) {return false;}
1069            else if (team1 == dynamic->chaser && team2 != dynamic->chaser) {return false;}
1070            else if (team1 == dynamic->piggy && team2 == dynamic->chaser) {return false;}
1071            else if (team1 == dynamic->killer && team2 == dynamic->chaser) {return false;}
1072            else return true;
1073        }
1074
1075        return (team1 == team2 && team1 != -1);
1076    }
1077
1078    /**
1079        @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all.
1080    */
1081    void ArtificialController::doFire()
1082    {
1083        if(!this->bSetupWorked)//setup: find out which weapons are active ! hard coded: laser is "0", lens flare is "1", ...
1084        {
1085            this->setupWeapons();
1086        }
1087        else if(this->getControllableEntity() && weaponModes_.size()&&this->bShooting_ && this->isCloseAtTarget((1 + 2*botlevel_)*1000) && this->isLookingAtTarget(math::pi / 20.0f))
1088        {
1089            int firemode;
1090            float random = rnd(1);//
1091            if (this->isCloseAtTarget(130) && (firemode = getFiremode("LightningGun")) > -1 )
1092            {//LENSFLARE: short range weapon
1093                this->getControllableEntity()->fire(firemode); //ai uses lens flare if they're close enough to the target
1094            }
1095            else if( this->isCloseAtTarget(400) && (random < this->botlevel_) && (firemode = getFiremode("RocketFire")) > -1 )
1096            {//ROCKET: mid range weapon
1097                this->mode_ = ROCKET; //Vector-implementation: mode_.push_back(ROCKET);
1098                this->getControllableEntity()->fire(firemode); //launch rocket
1099                if(this->getControllableEntity() && this->target_) //after fire(3) is called, getControllableEntity() refers to the rocket!
1100                {
1101                    float speed = this->getControllableEntity()->getVelocity().length() - target_->getVelocity().length();
1102                    if(!speed) speed = 0.1f;
1103                    float distance = target_->getPosition().length() - this->getControllableEntity()->getPosition().length();
1104                    this->timeout_= distance/speed*sgn(speed*distance) + 1.8f; //predicted time of target hit (+ tolerance)
1105                }
1106                else
1107                    this->timeout_ = 4.0f; //TODO: find better default value
1108            }
1109            else if ((firemode = getFiremode("HsW01")) > -1 ) //LASER: default weapon
1110                this->getControllableEntity()->fire(firemode);
1111        }
1112    }
1113
1114    /**
1115        @brief Information gathering: Which weapons are ready to use?
1116    */
1117    void ArtificialController::setupWeapons() //TODO: Make this function generic!! (at the moment is is based on conventions)
1118    {
1119        this->bSetupWorked = false;
1120        if(this->getControllableEntity())
1121        {
1122            Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
1123            if(pawn && pawn->isA(Class(SpaceShip))) //fix for First Person Mode: check for SpaceShip
1124            {
1125                this->weaponModes_.clear(); // reset previous weapon information
1126                WeaponSlot* wSlot = 0;
1127                for(int l=0; (wSlot = pawn->getWeaponSlot(l)) ; l++)
1128                {
1129                    WeaponMode* wMode = 0;
1130                    for(int i=0; (wMode = wSlot->getWeapon()->getWeaponmode(i)) ; i++)
1131                    {
1132                        std::string wName = wMode->getIdentifier()->getName();
1133                        if(this->getFiremode(wName) == -1) //only add a weapon, if it is "new"
1134                            weaponModes_[wName] = wMode->getMode();
1135                    }
1136                }
1137                if(weaponModes_.size())//at least one weapon detected
1138                    this->bSetupWorked = true;
1139            }//pawn->weaponSystem_->getMunition(SubclassIdentifier< Munition > *identifier)->getNumMunition (WeaponMode *user);
1140        }
1141    }
1142
1143
1144    void ArtificialController::setBotLevel(float level)
1145    {
1146        if (level < 0.0f)
1147            this->botlevel_ = 0.0f;
1148        else if (level > 1.0f)
1149            this->botlevel_ = 1.0f;
1150        else
1151            this->botlevel_ = level;
1152    }
1153
1154    void ArtificialController::setAllBotLevel(float level)
1155    {
1156        for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it != ObjectList<ArtificialController>::end(); ++it)
1157            it->setBotLevel(level);
1158    }
1159
1160    void ArtificialController::setPreviousMode()
1161    {
1162        this->mode_ = DEFAULT; //Vector-implementation: mode_.pop_back();
1163    }
1164
1165    /**
1166        @brief Manages boost. Switches between boost usage and boost safe mode.
1167    */
1168    void ArtificialController::boostControl()
1169    {
1170        SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity());
1171        if(ship == NULL) return;
1172        if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost
1173            this->getControllableEntity()->boost(true);
1174        else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost
1175            this->getControllableEntity()->boost(false);
1176    }
1177
1178    int ArtificialController::getFiremode(std::string name)
1179    {
1180        for (std::map< std::string, int >::iterator it = this->weaponModes_.begin(); it != this->weaponModes_.end(); ++it)
1181        {
1182            if (it->first == name)
1183                return it->second;
1184        }
1185        return -1;
1186    }
1187
1188    void ArtificialController::addWaypoint(WorldEntity* waypoint)
1189    {
1190        this->waypoints_.push_back(waypoint);
1191    }
1192
1193    WorldEntity* ArtificialController::getWaypoint(unsigned int index) const
1194    {
1195        if (index < this->waypoints_.size())
1196            return this->waypoints_[index];
1197        else
1198            return 0;
1199    }
1200
1201    /**
1202        @brief Adds first waypoint of type name to the waypoint stack, which is within the searchDistance
1203        @param name object-name of a point of interest (e.g. "PickupSpawner", "ForceField")
1204    */
1205    void ArtificialController::updatePointsOfInterest(std::string name, float searchDistance)
1206    {
1207        WorldEntity* waypoint = NULL;
1208        for (ObjectList<WorldEntity>::iterator it = ObjectList<WorldEntity>::begin(); it != ObjectList<WorldEntity>::end(); ++it)
1209        {
1210            if((*it)->getIdentifier() == ClassByString(name))
1211            {
1212                ControllableEntity* controllable = this->getControllableEntity();
1213                if(!controllable) continue;
1214                float actualDistance = ( (*it)->getPosition() - controllable->getPosition() ).length();
1215                if(actualDistance > searchDistance || actualDistance < 5.0f) continue;
1216                    // TODO: PickupSpawner: adjust waypoint accuracy to PickupSpawner's triggerdistance
1217                    // TODO: ForceField: analyze is angle between forcefield boost and own flying direction is acceptable
1218                else
1219                {
1220                    waypoint = *it;
1221                    break;
1222                }
1223            }
1224        }
1225        if(waypoint)
1226            this->waypoints_.push_back(waypoint);
1227    }
1228
1229    /**
1230        @brief Adds point of interest depending on context. Further Possibilites: "ForceField", "PortalEndPoint", "MovableEntity", "Dock"
1231    */
1232    void ArtificialController::manageWaypoints()
1233    {
1234        if(!defaultWaypoint_)
1235            this->updatePointsOfInterest("PickupSpawner", 200.0f); // long search radius if there is no default goal
1236        else
1237            this->updatePointsOfInterest("PickupSpawner", 20.0f); // take pickup en passant if there is a default waypoint
1238    }
1239
1240}
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