| 1 | /* | 
|---|
| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
|---|
| 3 | *                    > www.orxonox.net < | 
|---|
| 4 | * | 
|---|
| 5 | * | 
|---|
| 6 | *   License notice: | 
|---|
| 7 | * | 
|---|
| 8 | *   This program is free software; you can redistribute it and/or | 
|---|
| 9 | *   modify it under the terms of the GNU General Public License | 
|---|
| 10 | *   as published by the Free Software Foundation; either version 2 | 
|---|
| 11 | *   of the License, or (at your option) any later version. | 
|---|
| 12 | * | 
|---|
| 13 | *   This program is distributed in the hope that it will be useful, | 
|---|
| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|---|
| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
|---|
| 16 | *   GNU General Public License for more details. | 
|---|
| 17 | * | 
|---|
| 18 | *   You should have received a copy of the GNU General Public License | 
|---|
| 19 | *   along with this program; if not, write to the Free Software | 
|---|
| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
|---|
| 21 | * | 
|---|
| 22 | *   Author: | 
|---|
| 23 | *      Fabian 'x3n' Landau | 
|---|
| 24 | *   Co-authors: | 
|---|
| 25 | *      ... | 
|---|
| 26 | * | 
|---|
| 27 | */ | 
|---|
| 28 |  | 
|---|
| 29 | #include "PongAI.h" | 
|---|
| 30 |  | 
|---|
| 31 | #include "core/CoreIncludes.h" | 
|---|
| 32 | #include "core/ConfigValueIncludes.h" | 
|---|
| 33 | #include "tools/Timer.h" | 
|---|
| 34 | #include "worldentities/ControllableEntity.h" | 
|---|
| 35 | #include "PongBall.h" | 
|---|
| 36 |  | 
|---|
| 37 | namespace orxonox | 
|---|
| 38 | { | 
|---|
| 39 | CreateUnloadableFactory(PongAI); | 
|---|
| 40 |  | 
|---|
| 41 | const static float MAX_REACTION_TIME = 0.4f; | 
|---|
| 42 |  | 
|---|
| 43 | PongAI::PongAI(BaseObject* creator) : Controller(creator) | 
|---|
| 44 | { | 
|---|
| 45 | RegisterObject(PongAI); | 
|---|
| 46 |  | 
|---|
| 47 | this->ball_ = 0; | 
|---|
| 48 | this->ballDirection_ = Vector2::ZERO; | 
|---|
| 49 | this->ballEndPosition_ = 0; | 
|---|
| 50 | this->randomOffset_ = 0; | 
|---|
| 51 | this->bChangedRandomOffset_ = false; | 
|---|
| 52 | this->relHysteresisOffset_ = 0.02f; | 
|---|
| 53 | this->strength_ = 0.5f; | 
|---|
| 54 | this->movement_ = 0; | 
|---|
| 55 | this->oldMove_ = 0; | 
|---|
| 56 | this->bOscillationAvoidanceActive_ = false; | 
|---|
| 57 |  | 
|---|
| 58 | this->setConfigValues(); | 
|---|
| 59 | } | 
|---|
| 60 |  | 
|---|
| 61 | PongAI::~PongAI() | 
|---|
| 62 | { | 
|---|
| 63 | for (std::list<std::pair<Timer*, char> >::iterator it = this->reactionTimers_.begin(); it != this->reactionTimers_.end(); ++it) | 
|---|
| 64 | it->first->destroy(); | 
|---|
| 65 | } | 
|---|
| 66 |  | 
|---|
| 67 | void PongAI::setConfigValues() | 
|---|
| 68 | { | 
|---|
| 69 | SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong."); | 
|---|
| 70 | } | 
|---|
| 71 |  | 
|---|
| 72 | void PongAI::tick(float dt) | 
|---|
| 73 | { | 
|---|
| 74 | if (!this->ball_ || !this->getControllableEntity()) | 
|---|
| 75 | return; | 
|---|
| 76 |  | 
|---|
| 77 | Vector3 mypos = this->getControllableEntity()->getPosition(); | 
|---|
| 78 | Vector3 ballpos = this->ball_->getPosition(); | 
|---|
| 79 | Vector3 ballvel = this->ball_->getVelocity(); | 
|---|
| 80 | float hysteresisOffset = this->relHysteresisOffset_ * this->ball_->getFieldDimension().y; | 
|---|
| 81 |  | 
|---|
| 82 | char move = 0; | 
|---|
| 83 | bool delay = false; | 
|---|
| 84 |  | 
|---|
| 85 | // Check in which direction the ball is flying | 
|---|
| 86 | if ((mypos.x > 0 && ballvel.x < 0) || (mypos.x < 0 && ballvel.x > 0)) | 
|---|
| 87 | { | 
|---|
| 88 | // The ball is flying away | 
|---|
| 89 | this->ballDirection_.x = -1; | 
|---|
| 90 | this->ballDirection_.y = 0; | 
|---|
| 91 | this->bOscillationAvoidanceActive_ = false; | 
|---|
| 92 |  | 
|---|
| 93 | // Move to the middle | 
|---|
| 94 | if (mypos.z > hysteresisOffset) | 
|---|
| 95 | move = 1; | 
|---|
| 96 | else if (mypos.z < -hysteresisOffset) | 
|---|
| 97 | move = -1; | 
|---|
| 98 | } | 
|---|
| 99 | else if (ballvel.x == 0) | 
|---|
| 100 | { | 
|---|
| 101 | // The ball is standing still | 
|---|
| 102 | this->ballDirection_.x = 0; | 
|---|
| 103 | this->ballDirection_.y = 0; | 
|---|
| 104 | this->bOscillationAvoidanceActive_ = false; | 
|---|
| 105 | } | 
|---|
| 106 | else | 
|---|
| 107 | { | 
|---|
| 108 | // The ball is approaching | 
|---|
| 109 | if (this->ballDirection_.x != 1) | 
|---|
| 110 | { | 
|---|
| 111 | // The ball just startet to approach, initialize all values | 
|---|
| 112 | this->ballDirection_.x = 1; | 
|---|
| 113 | this->ballDirection_.y = sgn(ballvel.z); | 
|---|
| 114 | this->ballEndPosition_ = 0; | 
|---|
| 115 | this->randomOffset_ = 0; | 
|---|
| 116 | this->bChangedRandomOffset_ = false; | 
|---|
| 117 |  | 
|---|
| 118 | this->calculateRandomOffset(); | 
|---|
| 119 | this->calculateBallEndPosition(); | 
|---|
| 120 | delay = true; | 
|---|
| 121 | this->bOscillationAvoidanceActive_ = false; | 
|---|
| 122 | } | 
|---|
| 123 |  | 
|---|
| 124 | if (this->ballDirection_.y != sgn(ballvel.z)) | 
|---|
| 125 | { | 
|---|
| 126 | // The ball just bounced from a bound, recalculate the predicted end position | 
|---|
| 127 | this->ballDirection_.y = sgn(ballvel.z); | 
|---|
| 128 |  | 
|---|
| 129 | this->calculateBallEndPosition(); | 
|---|
| 130 | delay = true; | 
|---|
| 131 | this->bOscillationAvoidanceActive_ = false; | 
|---|
| 132 | } | 
|---|
| 133 |  | 
|---|
| 134 | // If the ball is close enough, calculate another random offset to accelerate the ball | 
|---|
| 135 | if (!this->bChangedRandomOffset_) | 
|---|
| 136 | { | 
|---|
| 137 | float timetohit = (-this->ball_->getPosition().x + this->ball_->getFieldDimension().x / 2 * sgn(this->ball_->getVelocity().x)) / this->ball_->getVelocity().x; | 
|---|
| 138 | if (timetohit < 0.05) | 
|---|
| 139 | { | 
|---|
| 140 | this->bChangedRandomOffset_ = true; | 
|---|
| 141 | if (rnd() < this->strength_) | 
|---|
| 142 | this->calculateRandomOffset(); | 
|---|
| 143 | } | 
|---|
| 144 | } | 
|---|
| 145 |  | 
|---|
| 146 | // Move to the predicted end position with an additional offset (to hit the ball with the side of the bat) | 
|---|
| 147 | if (!this->bOscillationAvoidanceActive_) | 
|---|
| 148 | { | 
|---|
| 149 | float desiredZValue = this->ballEndPosition_ + this->randomOffset_; | 
|---|
| 150 |  | 
|---|
| 151 | if (mypos.z > desiredZValue + hysteresisOffset * (this->randomOffset_ < 0)) | 
|---|
| 152 | move = 1; | 
|---|
| 153 | else if (mypos.z < desiredZValue - hysteresisOffset * (this->randomOffset_ > 0)) | 
|---|
| 154 | move = -1; | 
|---|
| 155 | } | 
|---|
| 156 |  | 
|---|
| 157 | if (move != 0 && this->oldMove_ != 0 && move != this->oldMove_ && !delay) | 
|---|
| 158 | { | 
|---|
| 159 | // We had to correct our position because we moved too far | 
|---|
| 160 | // (and delay ist false, so we're not in the wrong place because of a new end-position prediction) | 
|---|
| 161 | if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y) | 
|---|
| 162 | { | 
|---|
| 163 | // We're not at the right position, but we still hit the ball, so just stay there to avoid oscillation | 
|---|
| 164 | move = 0; | 
|---|
| 165 | this->bOscillationAvoidanceActive_ = true; | 
|---|
| 166 | } | 
|---|
| 167 | } | 
|---|
| 168 | } | 
|---|
| 169 |  | 
|---|
| 170 | this->oldMove_ = move; | 
|---|
| 171 | this->move(move, delay); | 
|---|
| 172 | this->getControllableEntity()->moveFrontBack(this->movement_); | 
|---|
| 173 | } | 
|---|
| 174 |  | 
|---|
| 175 | void PongAI::calculateRandomOffset() | 
|---|
| 176 | { | 
|---|
| 177 | // Calculate the exponent for the position-formula | 
|---|
| 178 | float exp = pow(10, 1 - 2*this->strength_); // strength: 0   -> exp = 10 | 
|---|
| 179 | // strength: 0.5 -> exp = 1 | 
|---|
| 180 | // strength: 1   -> exp = 0.1 | 
|---|
| 181 |  | 
|---|
| 182 | // Calculate the relative position where to hit the ball with the bat | 
|---|
| 183 | float position = pow(rnd(), exp); // exp > 1 -> position is more likely a small number | 
|---|
| 184 | // exp < 1 -> position is more likely a large number | 
|---|
| 185 |  | 
|---|
| 186 | // The position shouln't be larger than 0.5 (50% of the bat-length from the middle is the end) | 
|---|
| 187 | position *= 0.48f; | 
|---|
| 188 |  | 
|---|
| 189 | // Both sides are equally probable | 
|---|
| 190 | position *= rndsgn(); | 
|---|
| 191 |  | 
|---|
| 192 | // Calculate the offset in world units | 
|---|
| 193 | this->randomOffset_ = position * this->ball_->getBatLength() * this->ball_->getFieldDimension().y; | 
|---|
| 194 | } | 
|---|
| 195 |  | 
|---|
| 196 | void PongAI::calculateBallEndPosition() | 
|---|
| 197 | { | 
|---|
| 198 | Vector3 position = this->ball_->getPosition(); | 
|---|
| 199 | Vector3 velocity = this->ball_->getVelocity(); | 
|---|
| 200 | Vector3 acceleration = this->ball_->getAcceleration(); | 
|---|
| 201 | Vector2 dimension = this->ball_->getFieldDimension(); | 
|---|
| 202 |  | 
|---|
| 203 | // Calculate bounces. The number of predicted bounces is limited by the AIs strength | 
|---|
| 204 | for (float limit = -0.05f; limit < this->strength_ || this->strength_ > 0.99f; limit += 0.4f) | 
|---|
| 205 | { | 
|---|
| 206 | // calculate the time until the ball reaches the other side | 
|---|
| 207 | float totaltime = (-position.x + dimension.x / 2 * sgn(velocity.x)) / velocity.x; | 
|---|
| 208 |  | 
|---|
| 209 | // calculate wall bounce position (four possible solutions of the equation: pos.z + vel.z*t + acc.z/2*t^2 = +/- dim.z/2) | 
|---|
| 210 | float bouncetime = totaltime; | 
|---|
| 211 | bool bUpperWall = false; | 
|---|
| 212 |  | 
|---|
| 213 | if (acceleration.z == 0) | 
|---|
| 214 | { | 
|---|
| 215 | if (velocity.z > 0) | 
|---|
| 216 | { | 
|---|
| 217 | bUpperWall = true; | 
|---|
| 218 | bouncetime = (dimension.y/2 - position.z) / velocity.z; | 
|---|
| 219 | } | 
|---|
| 220 | else if (velocity.z < 0) | 
|---|
| 221 | { | 
|---|
| 222 | bUpperWall = false; | 
|---|
| 223 | bouncetime = (-dimension.y/2 - position.z) / velocity.z; | 
|---|
| 224 | } | 
|---|
| 225 | } | 
|---|
| 226 | else | 
|---|
| 227 | { | 
|---|
| 228 | // upper wall | 
|---|
| 229 | float temp = velocity.z*velocity.z + 2*acceleration.z*(dimension.y/2 - position.z); | 
|---|
| 230 | if (temp >= 0) | 
|---|
| 231 | { | 
|---|
| 232 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; | 
|---|
| 233 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); | 
|---|
| 234 | if (t1 > 0 && t1 < bouncetime) | 
|---|
| 235 | { | 
|---|
| 236 | bouncetime = t1; | 
|---|
| 237 | bUpperWall = true; | 
|---|
| 238 | } | 
|---|
| 239 | if (t2 > 0 && t2 < bouncetime) | 
|---|
| 240 | { | 
|---|
| 241 | bouncetime = t2; | 
|---|
| 242 | bUpperWall = true; | 
|---|
| 243 | } | 
|---|
| 244 | } | 
|---|
| 245 | // lower wall | 
|---|
| 246 | temp = velocity.z*velocity.z - 2*acceleration.z*(dimension.y/2 + position.z); | 
|---|
| 247 | if (temp >= 0) | 
|---|
| 248 | { | 
|---|
| 249 | float t1 = (sqrt(temp) - velocity.z) / acceleration.z; | 
|---|
| 250 | float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); | 
|---|
| 251 | if (t1 > 0 && t1 < bouncetime) | 
|---|
| 252 | { | 
|---|
| 253 | bouncetime = t1; | 
|---|
| 254 | bUpperWall = false; | 
|---|
| 255 | } | 
|---|
| 256 | if (t2 > 0 && t2 < bouncetime) | 
|---|
| 257 | { | 
|---|
| 258 | bouncetime = t2; | 
|---|
| 259 | bUpperWall = false; | 
|---|
| 260 | } | 
|---|
| 261 | } | 
|---|
| 262 | } | 
|---|
| 263 |  | 
|---|
| 264 | if (bouncetime < totaltime) | 
|---|
| 265 | { | 
|---|
| 266 | // Calculate a random prediction error, based on the vertical speed of the ball and the strength of the AI | 
|---|
| 267 | float randomErrorX = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); | 
|---|
| 268 | float randomErrorZ = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); | 
|---|
| 269 |  | 
|---|
| 270 | // ball bounces after <bouncetime> seconds, update the position and continue | 
|---|
| 271 | velocity.z = velocity.z + acceleration.z * bouncetime; | 
|---|
| 272 |  | 
|---|
| 273 | if (bUpperWall) | 
|---|
| 274 | { | 
|---|
| 275 | position.z = dimension.y / 2; | 
|---|
| 276 | velocity.z = -fabs(velocity.z) + fabs(randomErrorZ); | 
|---|
| 277 | } | 
|---|
| 278 | else | 
|---|
| 279 | { | 
|---|
| 280 | position.z = -dimension.y / 2; | 
|---|
| 281 | velocity.z = fabs(velocity.z) - fabs(randomErrorZ); | 
|---|
| 282 | } | 
|---|
| 283 |  | 
|---|
| 284 | position.x = position.x + velocity.x * bouncetime + randomErrorX; | 
|---|
| 285 | this->ballEndPosition_ = position.z; | 
|---|
| 286 | } | 
|---|
| 287 | else | 
|---|
| 288 | { | 
|---|
| 289 | // ball doesn't bounce, calculate the end position and return | 
|---|
| 290 | // calculate end-height: current height + slope * distance incl. acceleration | 
|---|
| 291 | this->ballEndPosition_ = position.z + velocity.z * totaltime + acceleration.z / 2 * totaltime * totaltime; | 
|---|
| 292 | return; | 
|---|
| 293 | } | 
|---|
| 294 | } | 
|---|
| 295 | } | 
|---|
| 296 |  | 
|---|
| 297 | void PongAI::move(char direction, bool bUseDelay) | 
|---|
| 298 | { | 
|---|
| 299 | // The current direction is either what we're doing right now (movement_) or what is last in the queue | 
|---|
| 300 | char currentDirection = this->movement_; | 
|---|
| 301 | if (this->reactionTimers_.size() > 0) | 
|---|
| 302 | currentDirection = this->reactionTimers_.back().second; | 
|---|
| 303 |  | 
|---|
| 304 | // Only add changes of direction | 
|---|
| 305 | if (direction == currentDirection) | 
|---|
| 306 | return; | 
|---|
| 307 |  | 
|---|
| 308 | if (bUseDelay) | 
|---|
| 309 | { | 
|---|
| 310 | // Calculate delay | 
|---|
| 311 | float delay = MAX_REACTION_TIME * (1 - this->strength_); | 
|---|
| 312 |  | 
|---|
| 313 | // Add a new Timer | 
|---|
| 314 | Timer* timer = new Timer(delay, false, createExecutor(createFunctor(&PongAI::delayedMove, this))); | 
|---|
| 315 | this->reactionTimers_.push_back(std::pair<Timer*, char>(timer, direction)); | 
|---|
| 316 | } | 
|---|
| 317 | else | 
|---|
| 318 | { | 
|---|
| 319 | this->movement_ = direction; | 
|---|
| 320 | } | 
|---|
| 321 | } | 
|---|
| 322 |  | 
|---|
| 323 | void PongAI::delayedMove() | 
|---|
| 324 | { | 
|---|
| 325 | // Get the new movement direction from the timer list | 
|---|
| 326 | this->movement_ = this->reactionTimers_.front().second; | 
|---|
| 327 |  | 
|---|
| 328 | // Destroy the timer and remove it from the list | 
|---|
| 329 | Timer* timer = this->reactionTimers_.front().first; | 
|---|
| 330 | timer->destroy(); | 
|---|
| 331 |  | 
|---|
| 332 | this->reactionTimers_.pop_front(); | 
|---|
| 333 | } | 
|---|
| 334 | } | 
|---|