| 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 | #include "core/CoreIncludes.h" | 
|---|
| 31 | #include "core/XMLPort.h" | 
|---|
| 32 | #include "core/command/ConsoleCommand.h" | 
|---|
| 33 | #include "worldentities/pawns/Pawn.h" | 
|---|
| 34 | #include "worldentities/pawns/SpaceShip.h" | 
|---|
| 35 |  | 
|---|
| 36 | #include "weaponsystem/WeaponMode.h" | 
|---|
| 37 | #include "weaponsystem/WeaponPack.h" | 
|---|
| 38 | #include "weaponsystem/Weapon.h" | 
|---|
| 39 | #include "weaponsystem/WeaponSlot.h" | 
|---|
| 40 | #include "weaponsystem/WeaponSlot.h" | 
|---|
| 41 |  | 
|---|
| 42 |  | 
|---|
| 43 | namespace orxonox | 
|---|
| 44 | { | 
|---|
| 45 |     SetConsoleCommand("ArtificialController", "setbotlevel",      &ArtificialController::setAllBotLevel); | 
|---|
| 46 |  | 
|---|
| 47 |     ArtificialController::ArtificialController(BaseObject* creator) : FormationController(creator) | 
|---|
| 48 |     { | 
|---|
| 49 |         RegisterObject(ArtificialController); | 
|---|
| 50 |  | 
|---|
| 51 |         this->bSetupWorked = false; | 
|---|
| 52 |         this->botlevel_ = 0.5f; | 
|---|
| 53 |         this->timeout_ = 0; | 
|---|
| 54 |         this->currentWaypoint_ = 0; | 
|---|
| 55 |         this->setAccuracy(5); | 
|---|
| 56 |         this->defaultWaypoint_ = NULL; | 
|---|
| 57 |         this->mode_ = DEFAULT;//Vector-implementation: mode_.push_back(DEFAULT); | 
|---|
| 58 |     } | 
|---|
| 59 |  | 
|---|
| 60 |     ArtificialController::~ArtificialController() | 
|---|
| 61 |     { | 
|---|
| 62 |         if (this->isInitialized()) | 
|---|
| 63 |         {//Vector-implementation: mode_.erase(mode_.begin(),mode_.end()); | 
|---|
| 64 |             this->waypoints_.clear(); | 
|---|
| 65 |             this->weaponModes_.clear(); | 
|---|
| 66 |         } | 
|---|
| 67 |     } | 
|---|
| 68 |  | 
|---|
| 69 |     void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
|---|
| 70 |     { | 
|---|
| 71 |         SUPER(ArtificialController, XMLPort, xmlelement, mode); | 
|---|
| 72 |  | 
|---|
| 73 |         XMLPortParam(ArtificialController, "accuracy", setAccuracy, getAccuracy, xmlelement, mode).defaultValues(100.0f); | 
|---|
| 74 |         XMLPortObject(ArtificialController, WorldEntity, "waypoints", addWaypoint, getWaypoint,  xmlelement, mode); | 
|---|
| 75 |     } | 
|---|
| 76 |  | 
|---|
| 77 |     /** | 
|---|
| 78 |         @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies. | 
|---|
| 79 |     */ | 
|---|
| 80 |     void ArtificialController::changedControllableEntity() | 
|---|
| 81 |     { | 
|---|
| 82 |         if (!this->getControllableEntity()) | 
|---|
| 83 |             this->removeFromFormation(); | 
|---|
| 84 |     } | 
|---|
| 85 |  | 
|---|
| 86 |  | 
|---|
| 87 |     void ArtificialController::aimAtTarget() | 
|---|
| 88 |     { | 
|---|
| 89 |         if (!this->target_ || !this->getControllableEntity()) | 
|---|
| 90 |             return; | 
|---|
| 91 |  | 
|---|
| 92 |         static const float hardcoded_projectile_speed = 1250; | 
|---|
| 93 |  | 
|---|
| 94 |         this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); | 
|---|
| 95 |         this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); | 
|---|
| 96 |  | 
|---|
| 97 |         Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); | 
|---|
| 98 |         if (pawn) | 
|---|
| 99 |             pawn->setAimPosition(this->targetPosition_); | 
|---|
| 100 |     } | 
|---|
| 101 |  | 
|---|
| 102 |     bool ArtificialController::isCloseAtTarget(float distance) const | 
|---|
| 103 |     { | 
|---|
| 104 |         if (!this->getControllableEntity()) | 
|---|
| 105 |             return false; | 
|---|
| 106 |  | 
|---|
| 107 |         if (!this->target_) | 
|---|
| 108 |             return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); | 
|---|
| 109 |         else | 
|---|
| 110 |             return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); | 
|---|
| 111 |     } | 
|---|
| 112 |  | 
|---|
| 113 |     bool ArtificialController::isLookingAtTarget(float angle) const | 
|---|
| 114 |     { | 
|---|
| 115 |         if (!this->getControllableEntity()) | 
|---|
| 116 |             return false; | 
|---|
| 117 |  | 
|---|
| 118 |         return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); | 
|---|
| 119 |     } | 
|---|
| 120 |  | 
|---|
| 121 |     void ArtificialController::abandonTarget(Pawn* target) | 
|---|
| 122 |     { | 
|---|
| 123 |         if (target == this->target_) | 
|---|
| 124 |             this->targetDied(); | 
|---|
| 125 |     } | 
|---|
| 126 |  | 
|---|
| 127 |     /** | 
|---|
| 128 |         @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all. | 
|---|
| 129 |     */ | 
|---|
| 130 |     void ArtificialController::doFire() | 
|---|
| 131 |     { | 
|---|
| 132 |         if(!this->bSetupWorked)//setup: find out which weapons are active ! hard coded: laser is "0", lens flare is "1", ... | 
|---|
| 133 |         { | 
|---|
| 134 |             this->setupWeapons(); | 
|---|
| 135 |         } | 
|---|
| 136 |         else if(this->getControllableEntity() && weaponModes_.size()&&this->bShooting_ && this->isCloseAtTarget((1 + 2*botlevel_)*1000) && this->isLookingAtTarget(math::pi / 20.0f)) | 
|---|
| 137 |         { | 
|---|
| 138 |             int firemode; | 
|---|
| 139 |             float random = rnd(1);// | 
|---|
| 140 |             if (this->isCloseAtTarget(130) && (firemode = getFiremode("LightningGun")) > -1 ) | 
|---|
| 141 |             {//LENSFLARE: short range weapon | 
|---|
| 142 |                 this->getControllableEntity()->fire(firemode); //ai uses lens flare if they're close enough to the target | 
|---|
| 143 |             } | 
|---|
| 144 |             else if( this->isCloseAtTarget(400) && (random < this->botlevel_) && (firemode = getFiremode("RocketFire")) > -1 ) | 
|---|
| 145 |             {//ROCKET: mid range weapon | 
|---|
| 146 |                 this->mode_ = ROCKET; //Vector-implementation: mode_.push_back(ROCKET); | 
|---|
| 147 |                 this->getControllableEntity()->fire(firemode); //launch rocket | 
|---|
| 148 |                 if(this->getControllableEntity() && this->target_) //after fire(3) is called, getControllableEntity() refers to the rocket! | 
|---|
| 149 |                 { | 
|---|
| 150 |                     float speed = this->getControllableEntity()->getVelocity().length() - target_->getVelocity().length(); | 
|---|
| 151 |                     if(!speed) speed = 0.1f; | 
|---|
| 152 |                     float distance = target_->getPosition().length() - this->getControllableEntity()->getPosition().length(); | 
|---|
| 153 |                     this->timeout_= distance/speed*sgn(speed*distance) + 1.8f; //predicted time of target hit (+ tolerance) | 
|---|
| 154 |                 } | 
|---|
| 155 |                 else | 
|---|
| 156 |                     this->timeout_ = 4.0f; //TODO: find better default value | 
|---|
| 157 |             } | 
|---|
| 158 |             else if ((firemode = getFiremode("HsW01")) > -1 ) //LASER: default weapon | 
|---|
| 159 |                 this->getControllableEntity()->fire(firemode); | 
|---|
| 160 |         } | 
|---|
| 161 |     } | 
|---|
| 162 |  | 
|---|
| 163 |     /** | 
|---|
| 164 |         @brief Information gathering: Which weapons are ready to use? | 
|---|
| 165 |     */ | 
|---|
| 166 |     void ArtificialController::setupWeapons() //TODO: Make this function generic!! (at the moment is is based on conventions) | 
|---|
| 167 |     { | 
|---|
| 168 |         this->bSetupWorked = false; | 
|---|
| 169 |         if(this->getControllableEntity()) | 
|---|
| 170 |         { | 
|---|
| 171 |             Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); | 
|---|
| 172 |             if(pawn && pawn->isA(Class(SpaceShip))) //fix for First Person Mode: check for SpaceShip | 
|---|
| 173 |             { | 
|---|
| 174 |                 this->weaponModes_.clear(); // reset previous weapon information | 
|---|
| 175 |                 WeaponSlot* wSlot = 0; | 
|---|
| 176 |                 for(int l=0; (wSlot = pawn->getWeaponSlot(l)) ; l++) | 
|---|
| 177 |                 { | 
|---|
| 178 |                     WeaponMode* wMode = 0; | 
|---|
| 179 |                     for(int i=0; (wMode = wSlot->getWeapon()->getWeaponmode(i)) ; i++) | 
|---|
| 180 |                     { | 
|---|
| 181 |                         std::string wName = wMode->getIdentifier()->getName(); | 
|---|
| 182 |                         if(this->getFiremode(wName) == -1) //only add a weapon, if it is "new" | 
|---|
| 183 |                             weaponModes_[wName] = wMode->getMode(); | 
|---|
| 184 |                     } | 
|---|
| 185 |                 } | 
|---|
| 186 |                 if(weaponModes_.size())//at least one weapon detected | 
|---|
| 187 |                     this->bSetupWorked = true; | 
|---|
| 188 |             }//pawn->weaponSystem_->getMunition(SubclassIdentifier< Munition > *identifier)->getNumMunition (WeaponMode *user); | 
|---|
| 189 |         } | 
|---|
| 190 |     } | 
|---|
| 191 |  | 
|---|
| 192 |  | 
|---|
| 193 |     void ArtificialController::setBotLevel(float level) | 
|---|
| 194 |     { | 
|---|
| 195 |         if (level < 0.0f) | 
|---|
| 196 |             this->botlevel_ = 0.0f; | 
|---|
| 197 |         else if (level > 1.0f) | 
|---|
| 198 |             this->botlevel_ = 1.0f; | 
|---|
| 199 |         else | 
|---|
| 200 |             this->botlevel_ = level; | 
|---|
| 201 |     } | 
|---|
| 202 |  | 
|---|
| 203 |     void ArtificialController::setAllBotLevel(float level) | 
|---|
| 204 |     { | 
|---|
| 205 |         for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it != ObjectList<ArtificialController>::end(); ++it) | 
|---|
| 206 |             it->setBotLevel(level); | 
|---|
| 207 |     } | 
|---|
| 208 |  | 
|---|
| 209 |     void ArtificialController::setPreviousMode() | 
|---|
| 210 |     { | 
|---|
| 211 |         this->mode_ = DEFAULT; //Vector-implementation: mode_.pop_back(); | 
|---|
| 212 |     } | 
|---|
| 213 |  | 
|---|
| 214 |     /** | 
|---|
| 215 |         @brief Manages boost. Switches between boost usage and boost safe mode. | 
|---|
| 216 |     */ | 
|---|
| 217 |     void ArtificialController::boostControl() | 
|---|
| 218 |     { | 
|---|
| 219 |         SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity()); | 
|---|
| 220 |         if(ship == NULL) return; | 
|---|
| 221 |         if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost | 
|---|
| 222 |             this->getControllableEntity()->boost(true); | 
|---|
| 223 |         else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost | 
|---|
| 224 |             this->getControllableEntity()->boost(false); | 
|---|
| 225 |     } | 
|---|
| 226 |  | 
|---|
| 227 |     int ArtificialController::getFiremode(std::string name) | 
|---|
| 228 |     { | 
|---|
| 229 |         for (std::map< std::string, int >::iterator it = this->weaponModes_.begin(); it != this->weaponModes_.end(); ++it) | 
|---|
| 230 |         { | 
|---|
| 231 |             if (it->first == name) | 
|---|
| 232 |                 return it->second; | 
|---|
| 233 |         } | 
|---|
| 234 |         return -1; | 
|---|
| 235 |     } | 
|---|
| 236 |  | 
|---|
| 237 |     void ArtificialController::addWaypoint(WorldEntity* waypoint) | 
|---|
| 238 |     { | 
|---|
| 239 |         this->waypoints_.push_back(waypoint); | 
|---|
| 240 |     } | 
|---|
| 241 |  | 
|---|
| 242 |     WorldEntity* ArtificialController::getWaypoint(unsigned int index) const | 
|---|
| 243 |     { | 
|---|
| 244 |         if (index < this->waypoints_.size()) | 
|---|
| 245 |             return this->waypoints_[index]; | 
|---|
| 246 |         else | 
|---|
| 247 |             return 0; | 
|---|
| 248 |     } | 
|---|
| 249 |  | 
|---|
| 250 |     /** | 
|---|
| 251 |         @brief Adds first waypoint of type name to the waypoint stack, which is within the searchDistance | 
|---|
| 252 |         @param name object-name of a point of interest (e.g. "PickupSpawner", "ForceField") | 
|---|
| 253 |     */ | 
|---|
| 254 |     void ArtificialController::updatePointsOfInterest(std::string name, float searchDistance) | 
|---|
| 255 |     { | 
|---|
| 256 |         WorldEntity* waypoint = NULL; | 
|---|
| 257 |         for (ObjectList<WorldEntity>::iterator it = ObjectList<WorldEntity>::begin(); it != ObjectList<WorldEntity>::end(); ++it) | 
|---|
| 258 |         { | 
|---|
| 259 |             if((*it)->getIdentifier() == ClassByString(name)) | 
|---|
| 260 |             { | 
|---|
| 261 |                 ControllableEntity* controllable = this->getControllableEntity(); | 
|---|
| 262 |                 if(!controllable) continue; | 
|---|
| 263 |                 float actualDistance = ( (*it)->getPosition() - controllable->getPosition() ).length(); | 
|---|
| 264 |                 if(actualDistance > searchDistance || actualDistance < 5.0f) continue; | 
|---|
| 265 |                     // TODO: PickupSpawner: adjust waypoint accuracy to PickupSpawner's triggerdistance | 
|---|
| 266 |                     // TODO: ForceField: analyze is angle between forcefield boost and own flying direction is acceptable | 
|---|
| 267 |                 else | 
|---|
| 268 |                 { | 
|---|
| 269 |                     waypoint = *it; | 
|---|
| 270 |                     break; | 
|---|
| 271 |                 } | 
|---|
| 272 |             } | 
|---|
| 273 |         } | 
|---|
| 274 |         if(waypoint) | 
|---|
| 275 |             this->waypoints_.push_back(waypoint); | 
|---|
| 276 |     } | 
|---|
| 277 |  | 
|---|
| 278 |     /** | 
|---|
| 279 |         @brief Adds point of interest depending on context.  TODO: Further Possibilites: "ForceField", "PortalEndPoint", "MovableEntity", "Dock" | 
|---|
| 280 |     */ | 
|---|
| 281 |     void ArtificialController::manageWaypoints() | 
|---|
| 282 |     { | 
|---|
| 283 |         if(!defaultWaypoint_) | 
|---|
| 284 |             this->updatePointsOfInterest("PickupSpawner", 200.0f); // long search radius if there is no default goal | 
|---|
| 285 |         else | 
|---|
| 286 |             this->updatePointsOfInterest("PickupSpawner", 20.0f); // take pickup en passant if there is a default waypoint | 
|---|
| 287 |     } | 
|---|
| 288 |  | 
|---|
| 289 | } | 
|---|