| 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 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #include "ArtificialController.h" | 
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| 30 |  | 
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| 31 | #include "core/CoreIncludes.h" | 
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| 32 | #include "worldentities/ControllableEntity.h" | 
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| 33 | #include "worldentities/pawns/Pawn.h" | 
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| 34 | #include "worldentities/pawns/TeamBaseMatchBase.h" | 
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| 35 | #include "gametypes/TeamDeathmatch.h" | 
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| 36 | #include "controllers/WaypointPatrolController.h" | 
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| 37 |  | 
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| 38 | namespace orxonox | 
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| 39 | { | 
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| 40 | ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator) | 
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| 41 | { | 
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| 42 | RegisterObject(ArtificialController); | 
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| 43 |  | 
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| 44 | this->target_ = 0; | 
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| 45 | this->bShooting_ = false; | 
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| 46 | this->bHasTargetPosition_ = false; | 
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| 47 | this->targetPosition_ = Vector3::ZERO; | 
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| 48 |  | 
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| 49 | this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this)); | 
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| 50 | } | 
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| 51 |  | 
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| 52 | ArtificialController::~ArtificialController() | 
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| 53 | { | 
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| 54 | } | 
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| 55 |  | 
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| 56 | void ArtificialController::moveToPosition(const Vector3& target) | 
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| 57 | { | 
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| 58 | if (!this->getControllableEntity()) | 
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| 59 | return; | 
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| 60 |  | 
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| 61 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); | 
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| 62 | float distance = (target - this->getControllableEntity()->getPosition()).length(); | 
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| 63 |  | 
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| 64 | if (this->target_ || distance > 10) | 
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| 65 | { | 
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| 66 | // Multiply with 0.8 to make them a bit slower | 
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| 67 | this->getControllableEntity()->rotateYaw(-0.8 * sgn(coord.x) * coord.x*coord.x); | 
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| 68 | this->getControllableEntity()->rotatePitch(0.8 * sgn(coord.y) * coord.y*coord.y); | 
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| 69 | } | 
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| 70 |  | 
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| 71 | if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) | 
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| 72 | this->getControllableEntity()->moveFrontBack(-0.5); // They don't brake with full power to give the player a chance | 
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| 73 | else | 
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| 74 | this->getControllableEntity()->moveFrontBack(0.8); | 
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| 75 | } | 
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| 76 |  | 
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| 77 | void ArtificialController::moveToTargetPosition() | 
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| 78 | { | 
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| 79 | this->moveToPosition(this->targetPosition_); | 
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| 80 | } | 
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| 81 |  | 
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| 82 | void ArtificialController::setTargetPosition(const Vector3& target) | 
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| 83 | { | 
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| 84 | this->targetPosition_ = target; | 
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| 85 | this->bHasTargetPosition_ = true; | 
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| 86 | } | 
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| 87 |  | 
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| 88 | void ArtificialController::searchRandomTargetPosition() | 
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| 89 | { | 
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| 90 | this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000)); | 
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| 91 | this->bHasTargetPosition_ = true; | 
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| 92 | } | 
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| 93 |  | 
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| 94 | void ArtificialController::setTarget(Pawn* target) | 
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| 95 | { | 
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| 96 | this->target_ = target; | 
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| 97 |  | 
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| 98 | if (target) | 
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| 99 | this->targetPosition_ = target->getPosition(); | 
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| 100 | } | 
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| 101 |  | 
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| 102 | void ArtificialController::searchNewTarget() | 
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| 103 | { | 
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| 104 | if (!this->getControllableEntity()) | 
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| 105 | return; | 
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| 106 |  | 
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| 107 | this->targetPosition_ = this->getControllableEntity()->getPosition(); | 
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| 108 | this->forgetTarget(); | 
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| 109 |  | 
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| 110 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) | 
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| 111 | { | 
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| 112 | if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) | 
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| 113 | continue; | 
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| 114 |  | 
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| 115 | if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) | 
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| 116 | { | 
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| 117 | float speed = this->getControllableEntity()->getVelocity().length(); | 
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| 118 | Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); | 
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| 119 | Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); | 
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| 120 | 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)) | 
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| 121 | < 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)) | 
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| 122 | { | 
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| 123 | this->target_ = (*it); | 
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| 124 | this->targetPosition_ = it->getPosition(); | 
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| 125 | } | 
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| 126 | } | 
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| 127 | } | 
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| 128 | } | 
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| 129 |  | 
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| 130 | void ArtificialController::forgetTarget() | 
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| 131 | { | 
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| 132 | this->target_ = 0; | 
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| 133 | this->bShooting_ = false; | 
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| 134 | } | 
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| 135 |  | 
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| 136 | void ArtificialController::aimAtTarget() | 
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| 137 | { | 
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| 138 | if (!this->target_ || !this->getControllableEntity()) | 
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| 139 | return; | 
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| 140 |  | 
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| 141 | static const float hardcoded_projectile_speed = 1250; | 
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| 142 |  | 
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| 143 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); | 
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| 144 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); | 
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| 145 |  | 
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| 146 | Pawn* pawn = dynamic_cast<Pawn*>(this->getControllableEntity()); | 
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| 147 | if (pawn) | 
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| 148 | pawn->setAimPosition(this->targetPosition_); | 
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| 149 | } | 
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| 150 |  | 
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| 151 | bool ArtificialController::isCloseAtTarget(float distance) const | 
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| 152 | { | 
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| 153 | if (!this->getControllableEntity()) | 
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| 154 | return false; | 
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| 155 |  | 
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| 156 | if (!this->target_) | 
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| 157 | return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); | 
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| 158 | else | 
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| 159 | return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); | 
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| 160 | } | 
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| 161 |  | 
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| 162 | bool ArtificialController::isLookingAtTarget(float angle) const | 
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| 163 | { | 
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| 164 | if (!this->getControllableEntity()) | 
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| 165 | return false; | 
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| 166 |  | 
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| 167 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); | 
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| 168 | } | 
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| 169 |  | 
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| 170 | void ArtificialController::abandonTarget(Pawn* target) | 
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| 171 | { | 
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| 172 | if (target == this->target_) | 
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| 173 | this->targetDied(); | 
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| 174 | } | 
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| 175 |  | 
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| 176 | void ArtificialController::targetDied() | 
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| 177 | { | 
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| 178 | this->forgetTarget(); | 
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| 179 | this->searchRandomTargetPosition(); | 
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| 180 | } | 
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| 181 |  | 
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| 182 | bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) | 
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| 183 | { | 
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| 184 | if (entity1 == entity2) | 
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| 185 | return true; | 
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| 186 |  | 
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| 187 | int team1 = -1; | 
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| 188 | int team2 = -1; | 
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| 189 |  | 
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| 190 | if (entity1->getXMLController()) | 
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| 191 | { | 
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| 192 | WaypointPatrolController* wpc = orxonox_cast<WaypointPatrolController*>(entity1->getXMLController()); | 
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| 193 | if (wpc) | 
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| 194 | team1 = wpc->getTeam(); | 
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| 195 | } | 
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| 196 | if (entity2->getXMLController()) | 
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| 197 | { | 
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| 198 | WaypointPatrolController* wpc = orxonox_cast<WaypointPatrolController*>(entity2->getXMLController()); | 
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| 199 | if (wpc) | 
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| 200 | team2 = wpc->getTeam(); | 
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| 201 | } | 
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| 202 |  | 
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| 203 | TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype); | 
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| 204 | if (tdm) | 
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| 205 | { | 
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| 206 | if (entity1->getPlayer()) | 
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| 207 | team1 = tdm->getTeam(entity1->getPlayer()); | 
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| 208 |  | 
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| 209 | if (entity2->getPlayer()) | 
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| 210 | team2 = tdm->getTeam(entity2->getPlayer()); | 
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| 211 | } | 
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| 212 |  | 
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| 213 | TeamBaseMatchBase* base = 0; | 
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| 214 | base = orxonox_cast<TeamBaseMatchBase*>(entity1); | 
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| 215 | if (base) | 
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| 216 | { | 
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| 217 | switch (base->getState()) | 
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| 218 | { | 
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| 219 | case BaseState::ControlTeam1: | 
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| 220 | team1 = 0; | 
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| 221 | break; | 
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| 222 | case BaseState::ControlTeam2: | 
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| 223 | team1 = 1; | 
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| 224 | break; | 
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| 225 | case BaseState::Uncontrolled: | 
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| 226 | default: | 
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| 227 | team1 = -1; | 
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| 228 | } | 
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| 229 | } | 
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| 230 | base = orxonox_cast<TeamBaseMatchBase*>(entity2); | 
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| 231 | if (base) | 
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| 232 | { | 
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| 233 | switch (base->getState()) | 
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| 234 | { | 
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| 235 | case BaseState::ControlTeam1: | 
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| 236 | team2 = 0; | 
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| 237 | break; | 
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| 238 | case BaseState::ControlTeam2: | 
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| 239 | team2 = 1; | 
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| 240 | break; | 
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| 241 | case BaseState::Uncontrolled: | 
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| 242 | default: | 
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| 243 | team2 = -1; | 
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| 244 | } | 
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| 245 | } | 
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| 246 |  | 
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| 247 | return (team1 == team2 && team1 != -1); | 
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| 248 | } | 
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| 249 | } | 
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