| 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 |  *      remartin | 
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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 | /* | 
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| 30 |  | 
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| 31 |     @file | 
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| 32 |     @author remartin | 
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| 33 |     @brief An asteroid which can be destroyed. Some smaller asteroids are created and a pickup spawns.  | 
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| 34 |  | 
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| 35 | HANDBUCH: | 
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| 36 | o Die Collision Shape kann nur im Konstruktor hinzugefügt werden. Die XML-Argumente werden aber erst nach dem Konstruktor gesetzt.  | 
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| 37 |   Darum wird hier beim ersten Aufruf der tick()-Methode via putStuff() ein komplett neuer Asteroid generiert und der alte zerstört.  | 
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| 38 | o im Level-File includes/pickups.oxi importieren.  | 
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| 39 |  | 
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| 40 | OFFEN/Weiterentwicklung:  | 
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| 41 | o @TODO Add resource pickups.  | 
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| 42 | --> data_extern/images/effects: PNG's für die Pickups | 
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| 43 | --> https://www.orxonox.net/jenkins/view/Management/job/orxonox_doxygen_trunk/javadoc/group___pickup.html | 
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| 44 |  | 
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| 45 | o Density doesn't add up to 1... | 
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| 46 | o Does collision damage work properly | 
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| 47 | o Add sound effect (crunching etc. ) (No sound in space...) | 
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| 48 | o Explosion parts | 
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| 49 |  | 
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| 50 | ANDERORTS VERÄNDERTE SACHEN:  | 
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| 51 | Pickup-Zeug:  | 
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| 52 | o PickupSpawner.h: Zugriffsrechte setPickupTemplateName() und setMaxSpawnedItems() | 
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| 53 | o PickupSpawner.h: In Tick() zwei Testbedingungen eingefügt. | 
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| 54 | o Pawn.h: Attribut acceptsPickups_ inklusive get/set.  | 
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| 55 |  | 
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| 56 | ERLEGTE FEHLER: | 
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| 57 | o Grössenabhängige Collision Shape -> putStuff-Methode, Werte noch nicht durchgesickert.  | 
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| 58 | o setHealth: maxHealth() des pawns setzen!  | 
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| 59 | o Asteroiden fressen Pickups: Argument in Pawn, Test darauf in Tick() von PickupSpawner.  | 
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| 60 | o i++ einfach ganz verhindern, ++i stattdessen.  | 
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| 61 | o Velocity didn-t get passed properly through the 2nd constructor. Used get/set instead.  | 
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| 62 | o Rand() geht bis zu riesigen Nummern! rnd() ist zwischen 0 und 1 | 
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| 63 |  | 
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| 64 | NOTIZEN: | 
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| 65 | o SUPER | 
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| 66 | o Warnungsverhinderung anderswo: (void)pickedUp; // To avoid compiler warning. | 
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| 67 | o friend class Pickupable; | 
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| 68 |  | 
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| 69 |  | 
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| 70 |  | 
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| 71 | */ | 
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| 72 |  | 
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| 73 | #include "AsteroidMinable.h" | 
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| 74 |  | 
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| 75 | #include <algorithm> | 
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| 76 |  | 
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| 77 | #include "core/CoreIncludes.h" | 
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| 78 | #include "core/GameMode.h" | 
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| 79 | #include "core/XMLPort.h" | 
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| 80 | #include "util/Convert.h" | 
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| 81 | #include "util/Math.h" | 
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| 82 |  | 
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| 83 | #include "pickup/PickupSpawner.h" | 
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| 84 | #include "pickup/Pickup.h" | 
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| 85 |  | 
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| 86 | #include "objects/collisionshapes/SphereCollisionShape.h" | 
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| 87 | #include "graphics/Model.h" | 
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| 88 |  | 
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| 89 | namespace orxonox{ | 
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| 90 |  | 
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| 91 |     RegisterClass(AsteroidMinable); | 
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| 92 |  | 
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| 93 |     // @brief Standard constructor | 
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| 94 |     AsteroidMinable::AsteroidMinable(Context* context) : Pawn(context){ | 
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| 95 |  | 
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| 96 |         RegisterObject(AsteroidMinable); | 
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| 97 |  | 
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| 98 |         // Default Values: | 
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| 99 |         this->size = 1; | 
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| 100 |         this->dropStuff = true;  | 
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| 101 |         this->generateSmaller = true;  | 
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| 102 |         this->acceptsPickups_ = false;  | 
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| 103 |  | 
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| 104 |         this->setCollisionType(WorldEntity::CollisionType::Dynamic); | 
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| 105 |         this->enableCollisionCallback(); | 
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| 106 |  | 
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| 107 |         // Old from Pawn | 
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| 108 |         this->registerVariables(); | 
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| 109 |  | 
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| 110 |         this->initialised = false; | 
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| 111 |     } | 
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| 112 |  | 
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| 113 |     AsteroidMinable::~AsteroidMinable(){ | 
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| 114 |  | 
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| 115 |     } | 
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| 116 |  | 
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| 117 |     void AsteroidMinable::setSize(float s) | 
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| 118 |     { | 
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| 119 |         this->size = s; | 
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| 120 |         this->health_ = 15*size; | 
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| 121 |         this->maxHealth_ = this->health_; | 
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| 122 |     } | 
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| 123 |  | 
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| 124 |     // @brief Helper method. | 
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| 125 |     void AsteroidMinable::putStuff(){ | 
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| 126 |  | 
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| 127 |         // The radar is able to detect whether an asteroid contains resources.... | 
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| 128 |         if(dropStuff){ | 
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| 129 |             this->setRadarObjectColour(ColourValue(1.0f, 1.0f, 0.0f, 1.0f)); | 
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| 130 |             this->setRadarObjectShape(RadarViewable::Shape::Dot); | 
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| 131 |         }else{ | 
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| 132 |             // Somehow remove from radar? (all pawns get registered automatically... ) | 
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| 133 |             this->setRadarObjectColour(ColourValue(0.663f, 0.663f, 0.663f, 1.0f)); | 
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| 134 |             this->setRadarObjectShape(RadarViewable::Shape::Dot); | 
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| 135 |         } | 
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| 136 |  | 
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| 137 |         // Add Model, random one of the 6 shapes | 
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| 138 |         Model* hull = new Model(this->getContext()); | 
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| 139 |         hull->setMeshSource("ast" + multi_cast<std::string>(1 + (int)rnd(0, 6)) + ".mesh"); | 
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| 140 |         hull->setScale(this->size); | 
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| 141 |         this->attach(hull); | 
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| 142 |  | 
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| 143 |         // Collision shape | 
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| 144 |         SphereCollisionShape* cs = new SphereCollisionShape(this->getContext()); | 
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| 145 |         cs->setRadius((this->size)*2); //OFFEN: Feinabstimmung der Radien.  | 
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| 146 |         this->attachCollisionShape(cs);  | 
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| 147 |  | 
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| 148 |         this->initialised=true;  | 
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| 149 |     } | 
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| 150 |  | 
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| 151 |     void AsteroidMinable::XMLPort(Element& xmlelement, XMLPort::Mode mode){ | 
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| 152 |  | 
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| 153 |         SUPER(AsteroidMinable, XMLPort, xmlelement, mode);  | 
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| 154 |  | 
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| 155 |         XMLPortParam(AsteroidMinable, "size", setSize, getSize, xmlelement, mode); | 
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| 156 |         XMLPortParam(AsteroidMinable, "generateSmaller", setShattering, doesShatter, xmlelement, mode); | 
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| 157 |         XMLPortParam(AsteroidMinable, "dropStuff", setDropStuff, doesDropStuff, xmlelement, mode); | 
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| 158 |  | 
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| 159 |     } | 
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| 160 |  | 
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| 161 |     void AsteroidMinable::registerVariables(){ | 
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| 162 |  | 
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| 163 |         registerVariable(this->size, VariableDirection::ToClient); | 
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| 164 |         registerVariable(this->generateSmaller, VariableDirection::ToClient); | 
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| 165 |         registerVariable(this->dropStuff, VariableDirection::ToClient);  | 
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| 166 |         registerVariable(this->initialised, VariableDirection::ToClient); | 
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| 167 |  | 
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| 168 |     } | 
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| 169 |  | 
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| 170 |     void AsteroidMinable::tick(float dt){ | 
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| 171 |  | 
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| 172 |         if(!(this->initialised)){this->putStuff();}  | 
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| 173 |  | 
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| 174 |         if(this->health_ <=0){this->death();} | 
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| 175 |  | 
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| 176 |     } | 
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| 177 |  | 
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| 178 |     void AsteroidMinable::death(){ // @brief Überschreibt die Methode in Pawn | 
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| 179 |  | 
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| 180 |         // just copied that from somewhere else.  | 
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| 181 |         this->bAlive_ = false; | 
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| 182 |         this->destroyLater(); | 
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| 183 |         this->setDestroyWhenPlayerLeft(false); | 
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| 184 |         // pawn -> addExplosionPart | 
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| 185 |         // this->goWithStyle(); | 
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| 186 |  | 
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| 187 |  | 
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| 188 |         // Pickups which can be harvested. It's munition at the moment, could be changed/extended.  | 
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| 189 |         if(dropStuff){ | 
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| 190 |             PickupSpawner* thingy = new PickupSpawner(this->getContext()); | 
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| 191 |  | 
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| 192 |             std::string tname; | 
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| 193 |             if(this->size <= 5){ | 
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| 194 |                 tname = "smallmunitionpickup"; | 
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| 195 |             }else if(this->size <= 20){ | 
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| 196 |                 tname = "mediummunitionpickup"; | 
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| 197 |             }else{ | 
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| 198 |                 tname = "hugemunitionpickup"; | 
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| 199 |             } | 
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| 200 |             thingy->setPickupTemplateName(tname); | 
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| 201 |             thingy->setPosition(this->getPosition()); | 
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| 202 |             thingy->setMaxSpawnedItems(1); // Would be default anyways | 
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| 203 |             thingy->setRespawnTime(0.2f); | 
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| 204 |         } | 
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| 205 |  | 
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| 206 |         // Smaller Parts = 'Children' | 
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| 207 |         if(this->generateSmaller){this->spawnChildren();} | 
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| 208 |  | 
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| 209 |     } | 
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| 210 |  | 
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| 211 | // @brief If the option generateSmaller is enabled, individual fragments are added with this method.  | 
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| 212 |     void AsteroidMinable::spawnChildren(){ | 
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| 213 |  | 
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| 214 |     if (this->size <=1){return;} // Absicherung trivialer Fall | 
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| 215 |  | 
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| 216 |     float massRem = (this->size-1); //some mass is lost | 
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| 217 |     int num = (int)roundf(rnd(massRem-1)) + 1; // random number of children, at least one | 
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| 218 |     if(num > 10){num = 10;} // no max function in C?  | 
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| 219 |     std::vector<float> masses(num); // Masses of the asteroids | 
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| 220 |     // orxout() << "SpawnChildren(): Passed basic stuff. num = " << num << "; massRem(total) = "<< massRem << endl; | 
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| 221 |     massRem = massRem-num; // mass must be at least one, add later.   | 
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| 222 |  | 
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| 223 |     // Randomnised spawning points for the new asteroids | 
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| 224 |     std::vector<float> phi(num); | 
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| 225 |     std::vector<float> theta(num); | 
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| 226 |  | 
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| 227 |     // Discusting C stuff -> use that to initialise dynamic array values to 0.  | 
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| 228 |     for(int twat = 0; twat<num; ++twat) | 
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| 229 |     { | 
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| 230 |         masses[twat] = 0.0f; | 
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| 231 |         phi[twat] = 0.0f; | 
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| 232 |         theta[twat] = 0.0f; | 
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| 233 |     } | 
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| 234 |  | 
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| 235 |     float piG = 3.1415927410125732421875; //pi; // Math.pi ist statisch oder so.  | 
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| 236 |     float d_p = 2*piG/num; | 
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| 237 |     float d_t = piG/num; | 
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| 238 |     float p = d_p/2.0f; | 
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| 239 |     float t = d_t/2.0f; | 
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| 240 |     // float phiOffset = rnd()*2*pi; // Added everywhere to become independent of the coordinate system? | 
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| 241 |     // float thetaOffset = rnd()*pi; | 
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| 242 |     float rScaling; // scale radius to prevent asteroids from touching. (distance=AsteroidRadius/tan(sector/2)) | 
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| 243 |  | 
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| 244 |     if(num == 1 ){ | 
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| 245 |         rScaling = 1; // avoid tan(90). Unused.  | 
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| 246 |     }else{ | 
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| 247 |  | 
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| 248 |         rScaling = tan(t);  | 
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| 249 |  | 
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| 250 |         int pos; // insert at random position (linear probing) in array, to get some randomness.   | 
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| 251 |         for(int it = 0; it<num; ++it){ | 
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| 252 |  | 
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| 253 |             pos = mod((int)(rnd((float)num)),num); | 
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| 254 |             while(phi[pos] != 0.0){// find empty spot in array | 
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| 255 |                 pos = (int)mod(++pos, num); | 
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| 256 |             } | 
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| 257 |             phi[pos] = p + it*d_p;// set angle there | 
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| 258 |  | 
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| 259 |             pos = mod((int)(rnd((float)num)),num); | 
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| 260 |             while(theta[pos] != 0.0){ | 
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| 261 |                 pos = (int)mod(++pos, num); | 
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| 262 |             } | 
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| 263 |             theta[pos] = t + it*d_t; | 
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| 264 |         } | 
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| 265 |     } | 
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| 266 |  | 
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| 267 |     //orxout() << "SpawnChildren(): Phi: "; printArrayString(phi); | 
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| 268 |     //orxout() << "SpawnChildren(): Theta: "; printArrayString(theta); | 
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| 269 |     //orxout() << "SpawnChildren(): Passed angle stuff. " << endl; | 
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| 270 |  | 
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| 271 |     // Triangular, discrete probability "density" with max at the average value massRem/num. 50% chance to be below that.  | 
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| 272 |     if(massRem>0){ | 
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| 273 |         int c = (int)massRem; | 
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| 274 |         std::vector<float> probDensity(c); | 
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| 275 |  | 
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| 276 |         int a = (int)roundf(massRem/num); | 
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| 277 |         int b = c-a; | 
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| 278 |          | 
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| 279 |         int z = 0; | 
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| 280 |         float dProbA = 1.0f/(a*a + 3.0f*a + 2.0f); // one 'probability unit' for discrete ramp function. Gauss stuff. | 
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| 281 |         for(z = 0; z<a; ++z){probDensity[z] = (z+1)*dProbA; } // rising part | 
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| 282 |  | 
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| 283 |         float dProbB = 1.0f/(b*b +3.0f*b + 2.0f); | 
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| 284 |         for(z = 0; z<b; ++z){probDensity[c-1-z] = (z+1)*dProbB;} // falling part | 
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| 285 |      | 
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| 286 |         // // Just for testing: | 
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| 287 |         // float sum = 0.0; | 
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| 288 |         // for(int globi = 0; globi<c; ++globi){ | 
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| 289 |         //     orxout() << "pDensity at [" << globi << "] is: " << probDensity[globi] << endl; | 
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| 290 |         //     sum = sum+ probDensity[globi]; | 
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| 291 |         // } | 
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| 292 |         // orxout() << "Sum of densities should b 1, it is: " << sum << endl; | 
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| 293 |  | 
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| 294 |         // Distributing the mass to individual asteroids | 
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| 295 |         int result;  | 
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| 296 |         float rVal; // between 0 and 1 | 
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| 297 |         float probSum; // summing up until rval is reached.  | 
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| 298 |         for(int trav = 0; trav<num; ++trav){ | 
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| 299 |             result = 0; | 
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| 300 |             rVal = rnd();  | 
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| 301 |             probSum = probDensity[0];  | 
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| 302 |  | 
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| 303 |             while(rVal>probSum && result<massRem){// Not yet found && there-s smth left to distribute (Incrementing inside!) | 
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| 304 |                 if(result<(massRem-2)){probSum = probSum + probDensity[result+1];} // avoid logical/acess error | 
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| 305 |                 ++result; | 
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| 306 |             } | 
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| 307 |  | 
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| 308 |             masses[trav] = 1.0f + result; // Fragments have mass of at least one. | 
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| 309 |             massRem = massRem-result; | 
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| 310 |  | 
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| 311 |         } | 
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| 312 |     }else{ | 
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| 313 |         for(int schnaegg = 0; schnaegg<num; ++schnaegg){masses[schnaegg] = 1;} | 
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| 314 |     } | 
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| 315 |  | 
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| 316 |     // orxout() << "SpawnChildren(): Masses: "; printArrayString(masses); | 
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| 317 |     // orxout() << "SpawnChildren(): Passed mass stuff. " << endl; | 
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| 318 |  | 
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| 319 |     // Creating the 'chlidren': | 
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| 320 |     for(int fisch = 0; fisch<num; ++fisch){ | 
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| 321 |  | 
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| 322 |         Vector3 pos = Vector3::ZERO; // Position offset | 
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| 323 |         if(num > 1){// not required if there-s just one child | 
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| 324 |             float r = masses[fisch]/rScaling; | 
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| 325 |             pos = Vector3(r*sin(theta[fisch])*cos(phi[fisch]), r*sin(theta[fisch])*sin(phi[fisch]), r*cos(theta[fisch])); // convert spheric coordinates to vector | 
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| 326 |         } | 
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| 327 |          | 
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| 328 |         AsteroidMinable* child = new AsteroidMinable(this->getContext()); | 
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| 329 |         child->setSize(masses[fisch]); | 
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| 330 |         child->setPosition(this->getPosition() + pos); | 
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| 331 |         child->setVelocity(this->getVelocity()); | 
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| 332 |         child->setDropStuff(this->dropStuff); | 
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| 333 |     } | 
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| 334 |     // orxout() << "Leaving spawnChildren() method. " << endl; | 
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| 335 | } | 
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| 336 |  | 
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| 337 | // @brief overloading that to prevent asteroids from taking damage from each other (domino effect etc. )  | 
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| 338 |     void AsteroidMinable::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){ | 
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| 339 |  | 
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| 340 |         // orxout() << "AsteroidMining::Hit(Variante 1) Dings aufgerufen. " << endl;  | 
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| 341 |         if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;} | 
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| 342 |         this->damage(damage, healthdamage, shielddamage, originator, cs); | 
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| 343 |         this->setVelocity(this->getVelocity() + force); | 
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| 344 |  | 
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| 345 |         // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) ) | 
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| 346 |         // { | 
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| 347 |         //     this->damage(damage, healthdamage, shielddamage, originator, cs); | 
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| 348 |         //     this->setVelocity(this->getVelocity() + force); | 
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| 349 |         // } | 
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| 350 |     } | 
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| 351 |  | 
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| 352 | // @brief overloading that to prevent asteroids from taking damage from each other (domino effect etc. )  | 
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| 353 |     void AsteroidMinable::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){ | 
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| 354 |  | 
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| 355 |         //orxout() << "AsteroidMining::Hit(Variante 2) Dings aufgerufen. " << endl; | 
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| 356 |         if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;} | 
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| 357 |         this->damage(damage, healthdamage, shielddamage, originator, cs); | 
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| 358 |  | 
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| 359 |         // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) ) | 
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| 360 |         // { | 
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| 361 |         //     this->damage(damage, healthdamage, shielddamage, originator, cs); | 
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| 362 |  | 
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| 363 |         //     //if ( this->getController() ) | 
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| 364 |         //     //    this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? | 
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| 365 |         // } | 
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| 366 |     } | 
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| 367 | } | 
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