| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Fabian 'x3n' Landau | 
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| 24 | *   Co-authors: | 
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| 25 | *      Dominik Solenicki | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #include "AIController.h" | 
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| 30 |  | 
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| 31 | #include "util/Math.h" | 
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| 32 | #include "core/CoreIncludes.h" | 
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| 33 | #include "core/command/Executor.h" | 
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| 34 | #include "worldentities/ControllableEntity.h" | 
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| 35 | #include "worldentities/pawns/Pawn.h" | 
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| 36 |  | 
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| 37 | namespace orxonox | 
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| 38 | { | 
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| 39 | static const float ACTION_INTERVAL = 1.0f; | 
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| 40 |  | 
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| 41 | CreateFactory(AIController); | 
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| 42 |  | 
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| 43 | AIController::AIController(BaseObject* creator) : ArtificialController(creator) | 
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| 44 | { | 
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| 45 | RegisterObject(AIController); | 
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| 46 |  | 
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| 47 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this))); | 
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| 48 | } | 
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| 49 |  | 
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| 50 | AIController::~AIController() | 
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| 51 | { | 
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| 52 | } | 
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| 53 |  | 
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| 54 | void AIController::action() | 
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| 55 | { | 
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| 56 | float random; | 
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| 57 | float maxrand = 100.0f / ACTION_INTERVAL; | 
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| 58 |  | 
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| 59 | if (this->state_ == FREE) | 
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| 60 | { | 
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| 61 |  | 
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| 62 | if (this->formationFlight_) | 
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| 63 | { | 
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| 64 | // return to Master after being forced free | 
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| 65 | if (this->freedomCount_ == 1) | 
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| 66 | { | 
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| 67 | this->state_ = SLAVE; | 
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| 68 | this->freedomCount_ = 0; | 
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| 69 | } | 
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| 70 |  | 
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| 71 | random = rnd(maxrand); | 
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| 72 | if (random < 90 && (((!this->target_) || (random < 50 && this->target_)) && !this->forcedFree())) | 
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| 73 | this->searchNewMaster(); | 
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| 74 | } | 
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| 75 |  | 
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| 76 | // search enemy | 
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| 77 | random = rnd(maxrand); | 
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| 78 | if (random < 15 && (!this->target_)) | 
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| 79 | this->searchNewTarget(); | 
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| 80 |  | 
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| 81 | // forget enemy | 
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| 82 | random = rnd(maxrand); | 
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| 83 | if (random < 5 && (this->target_)) | 
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| 84 | this->forgetTarget(); | 
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| 85 |  | 
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| 86 | // next enemy | 
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| 87 | random = rnd(maxrand); | 
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| 88 | if (random < 10 && (this->target_)) | 
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| 89 | this->searchNewTarget(); | 
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| 90 |  | 
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| 91 | // fly somewhere | 
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| 92 | random = rnd(maxrand); | 
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| 93 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) | 
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| 94 | this->searchRandomTargetPosition(); | 
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| 95 |  | 
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| 96 | // stop flying | 
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| 97 | random = rnd(maxrand); | 
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| 98 | if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) | 
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| 99 | this->bHasTargetPosition_ = false; | 
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| 100 |  | 
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| 101 | // fly somewhere else | 
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| 102 | random = rnd(maxrand); | 
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| 103 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) | 
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| 104 | this->searchRandomTargetPosition(); | 
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| 105 |  | 
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| 106 | // shoot | 
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| 107 | random = rnd(maxrand); | 
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| 108 | if (!(this->passive_) && random < 75 && (this->target_ && !this->bShooting_)) | 
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| 109 | this->bShooting_ = true; | 
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| 110 |  | 
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| 111 | // stop shooting | 
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| 112 | random = rnd(maxrand); | 
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| 113 | if (random < 25 && (this->bShooting_)) | 
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| 114 | this->bShooting_ = false; | 
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| 115 |  | 
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| 116 | } | 
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| 117 |  | 
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| 118 | if (this->state_ == SLAVE) | 
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| 119 | { | 
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| 120 |  | 
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| 121 | } | 
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| 122 |  | 
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| 123 | if (this->state_ == MASTER) | 
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| 124 | { | 
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| 125 |  | 
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| 126 |  | 
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| 127 | this->commandSlaves(); | 
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| 128 |  | 
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| 129 | if  (this->specificMasterAction_ != NONE) | 
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| 130 | this->specificMasterActionHold(); | 
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| 131 |  | 
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| 132 | else { | 
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| 133 |  | 
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| 134 | // make 180 degree turn - a specific Master Action | 
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| 135 | random = rnd(1000.0f); | 
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| 136 | if (random < 5) | 
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| 137 | this->turn180Init(); | 
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| 138 |  | 
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| 139 | // spin around - a specific Master Action | 
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| 140 | random = rnd(1000.0f); | 
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| 141 | if (random < 5) | 
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| 142 | this->spinInit(); | 
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| 143 |  | 
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| 144 | // follow a randomly chosen human - a specific Master Action | 
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| 145 | random = rnd(1000.0f); | 
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| 146 | if (random < 1) | 
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| 147 | this->followRandomHumanInit(); | 
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| 148 |  | 
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| 149 | // lose master status (only if less than 4 slaves in formation) | 
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| 150 | random = rnd(maxrand); | 
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| 151 | if(random < 15/(this->slaves_.size()+1) && this->slaves_.size() < 4 ) | 
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| 152 | this->loseMasterState(); | 
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| 153 |  | 
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| 154 | // look out for outher masters if formation is small | 
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| 155 | random = rnd(maxrand); | 
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| 156 | if(this->slaves_.size() < 3 && random < 20) | 
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| 157 | this->searchNewMaster(); | 
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| 158 |  | 
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| 159 | // search enemy | 
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| 160 | random = rnd(maxrand); | 
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| 161 | if (random < 15 && (!this->target_)) | 
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| 162 | this->searchNewTarget(); | 
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| 163 |  | 
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| 164 | // forget enemy | 
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| 165 | random = rnd(maxrand); | 
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| 166 | if (random < 5 && (this->target_)) | 
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| 167 | this->forgetTarget(); | 
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| 168 |  | 
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| 169 | // next enemy | 
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| 170 | random = rnd(maxrand); | 
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| 171 | if (random < 10 && (this->target_)) | 
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| 172 | this->searchNewTarget(); | 
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| 173 |  | 
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| 174 | // fly somewhere | 
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| 175 | random = rnd(maxrand); | 
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| 176 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) | 
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| 177 | this->searchRandomTargetPosition(); | 
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| 178 |  | 
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| 179 |  | 
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| 180 | // fly somewhere else | 
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| 181 | random = rnd(maxrand); | 
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| 182 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) | 
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| 183 | this->searchRandomTargetPosition(); | 
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| 184 |  | 
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| 185 | // shoot | 
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| 186 | random = rnd(maxrand); | 
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| 187 | if (!(this->passive_) && random < 9 && (this->target_ && !this->bShooting_)) | 
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| 188 | { | 
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| 189 | this->bShooting_ = true; | 
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| 190 | this->forceFreeSlaves(); | 
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| 191 | } | 
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| 192 |  | 
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| 193 | // stop shooting | 
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| 194 | random = rnd(maxrand); | 
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| 195 | if (random < 25 && (this->bShooting_)) | 
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| 196 | this->bShooting_ = false; | 
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| 197 |  | 
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| 198 | } | 
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| 199 | } | 
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| 200 |  | 
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| 201 | } | 
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| 202 |  | 
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| 203 | void AIController::tick(float dt) | 
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| 204 | { | 
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| 205 | if (!this->isActive()) | 
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| 206 | return; | 
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| 207 |  | 
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| 208 | if (this->state_ == MASTER) | 
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| 209 | { | 
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| 210 | if (this->specificMasterAction_ ==  NONE) | 
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| 211 | { | 
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| 212 | if (this->target_) | 
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| 213 | { | 
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| 214 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ | 
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| 215 | this->forgetTarget(); | 
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| 216 | else this->aimAtTarget(); | 
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| 217 | } | 
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| 218 |  | 
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| 219 | if (this->bHasTargetPosition_) | 
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| 220 | this->moveToTargetPosition(); | 
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| 221 |  | 
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| 222 | if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(math::pi / 20.0f)) | 
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| 223 | this->getControllableEntity()->fire(0); | 
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| 224 | } | 
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| 225 |  | 
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| 226 | if (this->specificMasterAction_  == TURN180) | 
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| 227 | this->turn180(); | 
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| 228 |  | 
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| 229 | if (this->specificMasterAction_ == SPIN) | 
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| 230 | this->spin(); | 
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| 231 | if (this->specificMasterAction_ == FOLLOW) | 
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| 232 | this->follow(); | 
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| 233 | } | 
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| 234 |  | 
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| 235 | if (this->state_ == SLAVE) | 
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| 236 | { | 
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| 237 |  | 
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| 238 | if (this->bHasTargetPosition_) | 
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| 239 | this->moveToTargetPosition(); | 
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| 240 |  | 
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| 241 | } | 
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| 242 |  | 
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| 243 | if (this->state_ == FREE) | 
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| 244 | { | 
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| 245 | if (this->target_) | 
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| 246 | { | 
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| 247 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ | 
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| 248 | this->forgetTarget(); | 
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| 249 | else this->aimAtTarget(); | 
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| 250 | } | 
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| 251 |  | 
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| 252 | if (this->bHasTargetPosition_) | 
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| 253 | this->moveToTargetPosition(); | 
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| 254 |  | 
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| 255 | if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(math::pi / 20.0f)) | 
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| 256 | this->getControllableEntity()->fire(0); | 
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| 257 | } | 
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| 258 |  | 
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| 259 | SUPER(AIController, tick, dt); | 
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| 260 | } | 
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| 261 |  | 
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| 262 | } | 
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