| [2362] | 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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| [7163] | 25 | *      Dominik Solenicki | 
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| [2362] | 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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| [3196] | 31 | #include "util/Math.h" | 
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| [2362] | 32 | #include "core/CoreIncludes.h" | 
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| [7284] | 33 | #include "core/command/Executor.h" | 
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| [5735] | 34 | #include "worldentities/ControllableEntity.h" | 
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| [7163] | 35 | #include "worldentities/pawns/Pawn.h" | 
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| [2362] | 36 |  | 
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|  | 37 | namespace orxonox | 
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|  | 38 | { | 
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| [8729] | 39 | const float AIController::ACTION_INTERVAL = 1.0f; | 
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| [2362] | 40 |  | 
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| [9667] | 41 | RegisterClass(AIController); | 
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| [2362] | 42 |  | 
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| [9667] | 43 | AIController::AIController(Context* context) : ArtificialController(context) | 
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| [2362] | 44 | { | 
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|  | 45 | RegisterObject(AIController); | 
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|  | 46 |  | 
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| [5929] | 47 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this))); | 
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| [2362] | 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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| [2493] | 58 |  | 
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| [7163] | 59 | if (this->state_ == FREE) | 
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|  | 60 | { | 
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| [9016] | 61 |  | 
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| [7163] | 62 | if (this->formationFlight_) | 
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|  | 63 | { | 
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| [9016] | 64 |  | 
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|  | 65 | //changed order -> searchNewMaster MUSTN'T be called in SLAVE-state (bugfix for internal-error messages at quit) | 
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|  | 66 | random = rnd(maxrand); | 
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|  | 67 | if (random < 90 && (((!this->target_) || (random < 50 && this->target_)) && !this->forcedFree())) | 
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|  | 68 | this->searchNewMaster(); | 
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|  | 69 |  | 
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| [7163] | 70 | // return to Master after being forced free | 
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|  | 71 | if (this->freedomCount_ == 1) | 
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|  | 72 | { | 
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| [8891] | 73 | this->state_ = SLAVE; | 
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|  | 74 | this->freedomCount_ = 0; | 
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| [7163] | 75 | } | 
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|  | 76 | } | 
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| [2493] | 77 |  | 
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| [9016] | 78 | this->defaultBehaviour(maxrand); | 
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|  | 79 |  | 
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|  | 80 | } | 
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|  | 81 |  | 
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|  | 82 | if (this->state_ == SLAVE && this->formationMode_ == ATTACK) | 
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|  | 83 | { | 
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| [7163] | 84 | // search enemy | 
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|  | 85 | random = rnd(maxrand); | 
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| [9016] | 86 | if (random < (botlevel_*100) && (!this->target_)) | 
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| [7163] | 87 | this->searchNewTarget(); | 
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| [2362] | 88 |  | 
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| [7163] | 89 | // next enemy | 
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|  | 90 | random = rnd(maxrand); | 
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| [9016] | 91 | if (random < (botlevel_*30) && (this->target_)) | 
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| [7163] | 92 | this->searchNewTarget(); | 
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| [2493] | 93 |  | 
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| [7163] | 94 | // shoot | 
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|  | 95 | random = rnd(maxrand); | 
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| [9016] | 96 | if (!(this->passive_) && random < (botlevel_*100) && (this->target_ && !this->bShooting_)) | 
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| [7163] | 97 | this->bShooting_ = true; | 
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|  | 98 |  | 
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|  | 99 | // stop shooting | 
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|  | 100 | random = rnd(maxrand); | 
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| [9016] | 101 | if (random < (1-botlevel_)*50 && (this->bShooting_)) | 
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| [7163] | 102 | this->bShooting_ = false; | 
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|  | 103 |  | 
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|  | 104 | } | 
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|  | 105 |  | 
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|  | 106 | if (this->state_ == MASTER) | 
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|  | 107 | { | 
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|  | 108 | this->commandSlaves(); | 
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|  | 109 |  | 
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|  | 110 | if  (this->specificMasterAction_ != NONE) | 
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|  | 111 | this->specificMasterActionHold(); | 
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|  | 112 |  | 
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|  | 113 | else { | 
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|  | 114 |  | 
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|  | 115 | // make 180 degree turn - a specific Master Action | 
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|  | 116 | random = rnd(1000.0f); | 
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|  | 117 | if (random < 5) | 
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|  | 118 | this->turn180Init(); | 
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|  | 119 |  | 
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|  | 120 | // spin around - a specific Master Action | 
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|  | 121 | random = rnd(1000.0f); | 
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|  | 122 | if (random < 5) | 
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|  | 123 | this->spinInit(); | 
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|  | 124 |  | 
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| [9016] | 125 | /*// follow a randomly chosen human - a specific Master Action | 
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| [7163] | 126 | random = rnd(1000.0f); | 
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|  | 127 | if (random < 1) | 
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|  | 128 | this->followRandomHumanInit(); | 
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| [9016] | 129 | */ | 
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| [7163] | 130 | // lose master status (only if less than 4 slaves in formation) | 
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|  | 131 | random = rnd(maxrand); | 
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|  | 132 | if(random < 15/(this->slaves_.size()+1) && this->slaves_.size() < 4 ) | 
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|  | 133 | this->loseMasterState(); | 
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|  | 134 |  | 
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|  | 135 | // look out for outher masters if formation is small | 
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|  | 136 | random = rnd(maxrand); | 
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|  | 137 | if(this->slaves_.size() < 3 && random < 20) | 
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|  | 138 | this->searchNewMaster(); | 
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|  | 139 |  | 
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| [9016] | 140 | this->defaultBehaviour(maxrand); | 
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| [7163] | 141 |  | 
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|  | 142 | } | 
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|  | 143 | } | 
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|  | 144 |  | 
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| [2362] | 145 | } | 
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|  | 146 |  | 
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|  | 147 | void AIController::tick(float dt) | 
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|  | 148 | { | 
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|  | 149 | if (!this->isActive()) | 
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|  | 150 | return; | 
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|  | 151 |  | 
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| [8891] | 152 | float random; | 
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|  | 153 | float maxrand = 100.0f / ACTION_INTERVAL; | 
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|  | 154 | ControllableEntity* controllable = this->getControllableEntity(); | 
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| [9016] | 155 | //DOES: Either move to the waypoint or search for a Point of interest | 
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| [8891] | 156 | if (controllable && this->mode_ == DEFAULT)// bot is ready to move to a target | 
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| [7163] | 157 | { | 
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| [8891] | 158 | if (this->waypoints_.size() > 0 ) //Waypoint functionality. | 
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| [7163] | 159 | { | 
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| [8891] | 160 | WorldEntity* wPoint = this->waypoints_[this->waypoints_.size()-1]; | 
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|  | 161 | if(wPoint) | 
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| [7163] | 162 | { | 
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| [8891] | 163 | this->moveToPosition(wPoint->getWorldPosition()); //BUG ?? sometime wPoint->getWorldPosition() causes crash | 
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|  | 164 | if (wPoint->getWorldPosition().squaredDistance(controllable->getPosition()) <= this->squaredaccuracy_) | 
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|  | 165 | this->waypoints_.pop_back(); // if goal is reached, remove it from the list | 
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| [7168] | 166 | } | 
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| [8891] | 167 | else | 
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|  | 168 | this->waypoints_.pop_back(); // remove invalid waypoints | 
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| [2362] | 169 |  | 
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| [7163] | 170 | } | 
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| [8891] | 171 | else if(this->defaultWaypoint_ && ((this->defaultWaypoint_->getPosition()-controllable->getPosition()).length()  > 200.0f)) | 
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|  | 172 | { | 
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|  | 173 | this->moveToPosition(this->defaultWaypoint_->getPosition()); // stay within a certain range of the defaultWaypoint_ | 
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|  | 174 | random = rnd(maxrand); | 
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|  | 175 | } | 
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|  | 176 | } | 
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| [9016] | 177 |  | 
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|  | 178 | if (this->mode_ == DEFAULT) | 
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|  | 179 | { | 
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| [8891] | 180 | if (this->state_ == MASTER) | 
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|  | 181 | { | 
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|  | 182 | if (this->specificMasterAction_ ==  NONE) | 
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|  | 183 | { | 
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|  | 184 | if (this->target_) | 
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|  | 185 | { | 
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|  | 186 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ | 
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|  | 187 | this->forgetTarget(); | 
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|  | 188 | else | 
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|  | 189 | { | 
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|  | 190 | this->aimAtTarget(); | 
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|  | 191 | random = rnd(maxrand); | 
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| [9016] | 192 | if(this->botlevel_*70 > random && !this->isCloseAtTarget(100)) | 
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| [8891] | 193 | this->follow();  //If a bot is shooting a player, it shouldn't let him go away easily. | 
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|  | 194 | } | 
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|  | 195 | } | 
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| [2362] | 196 |  | 
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| [8891] | 197 | if (this->bHasTargetPosition_) | 
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|  | 198 | this->moveToTargetPosition(); | 
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|  | 199 | this->doFire(); | 
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|  | 200 | } | 
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|  | 201 |  | 
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|  | 202 | if (this->specificMasterAction_  == TURN180) | 
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| [7163] | 203 | this->turn180(); | 
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|  | 204 |  | 
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| [8891] | 205 | if (this->specificMasterAction_ == SPIN) | 
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| [7163] | 206 | this->spin(); | 
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| [8891] | 207 | if (this->specificMasterAction_ == FOLLOW) | 
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| [7163] | 208 | this->follow(); | 
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| [8891] | 209 | } | 
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| [7163] | 210 |  | 
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| [9016] | 211 | if (this->state_ == SLAVE && this->formationMode_ != ATTACK) | 
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| [8891] | 212 | { | 
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|  | 213 | if (this->bHasTargetPosition_) | 
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|  | 214 | this->moveToTargetPosition(); | 
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|  | 215 | } | 
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| [7163] | 216 |  | 
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| [9016] | 217 | if (this->state_ == FREE || (this->state_==SLAVE && this->formationMode_ == ATTACK) ) | 
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| [8891] | 218 | { | 
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|  | 219 | if (this->target_) | 
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|  | 220 | { | 
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|  | 221 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ | 
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|  | 222 | this->forgetTarget(); | 
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| [9016] | 223 | else this->aimAtTarget(); | 
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| [8891] | 224 | } | 
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| [7163] | 225 |  | 
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| [8891] | 226 | if (this->bHasTargetPosition_) | 
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|  | 227 | this->moveToTargetPosition(); | 
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|  | 228 |  | 
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| [11811] | 229 | this->doFire(); | 
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| [8891] | 230 | } | 
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| [9016] | 231 | } | 
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| [8891] | 232 | else if (this->mode_ == ROCKET)//Rockets do not belong to a group of bots -> bot states are not relevant. | 
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|  | 233 | {   //Vector-implementation: mode_.back() == ROCKET; | 
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|  | 234 | if(controllable) | 
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| [9016] | 235 | {//Check wether the bot is controlling the rocket and if the timeout is over. | 
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|  | 236 | if(controllable->getIdentifier() == ClassByString("Rocket")) | 
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|  | 237 |  | 
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| [8891] | 238 | { | 
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|  | 239 | this->follow(); | 
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|  | 240 | this->timeout_ -= dt; | 
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|  | 241 | if((timeout_< 0)||(!target_))//Check if the timeout is over or target died. | 
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|  | 242 | { | 
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|  | 243 | controllable->fire(0);//kill the rocket | 
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|  | 244 | this->setPreviousMode();//get out of rocket mode | 
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|  | 245 | } | 
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|  | 246 | } | 
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|  | 247 | else | 
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|  | 248 | this->setPreviousMode();//no rocket entity -> get out of rocket mode | 
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| [7163] | 249 | } | 
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| [8891] | 250 | else | 
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| [11071] | 251 | this->setPreviousMode();//If bot dies -> getControllableEntity == nullptr -> get out of ROCKET mode | 
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| [8891] | 252 | }//END_OF ROCKET MODE | 
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| [7163] | 253 |  | 
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| [2362] | 254 | SUPER(AIController, tick, dt); | 
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|  | 255 | } | 
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| [9016] | 256 | //**********************************************NEW | 
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|  | 257 | void AIController::defaultBehaviour(float maxrand) | 
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|  | 258 | {       float random; | 
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|  | 259 | // search enemy | 
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|  | 260 | random = rnd(maxrand); | 
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|  | 261 | if (random < (botlevel_* 100) && (!this->target_)) | 
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|  | 262 | this->searchNewTarget(); | 
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| [2362] | 263 |  | 
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| [9016] | 264 | // forget enemy | 
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|  | 265 | random = rnd(maxrand); | 
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|  | 266 | if (random < ((1-botlevel_)*20) && (this->target_)) | 
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|  | 267 | this->forgetTarget(); | 
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|  | 268 |  | 
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|  | 269 | // next enemy | 
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|  | 270 | random = rnd(maxrand); | 
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|  | 271 | if (random < (botlevel_*30) && (this->target_)) | 
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|  | 272 | this->searchNewTarget(); | 
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|  | 273 |  | 
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|  | 274 | // fly somewhere | 
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|  | 275 | random = rnd(maxrand); | 
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|  | 276 | if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) | 
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|  | 277 | this->searchRandomTargetPosition(); | 
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|  | 278 |  | 
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|  | 279 | // stop flying | 
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|  | 280 | random = rnd(maxrand); | 
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|  | 281 | if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) | 
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|  | 282 | this->bHasTargetPosition_ = false; | 
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|  | 283 |  | 
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|  | 284 | // fly somewhere else | 
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|  | 285 | random = rnd(maxrand); | 
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|  | 286 | if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) | 
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|  | 287 | this->searchRandomTargetPosition(); | 
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|  | 288 |  | 
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|  | 289 | if (this->state_ == MASTER) // master: shoot | 
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|  | 290 | { | 
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|  | 291 | random = rnd(maxrand); | 
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|  | 292 | if (!(this->passive_) && random < (100*botlevel_) && (this->target_ && !this->bShooting_)) | 
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|  | 293 | { | 
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|  | 294 | this->bShooting_ = true; | 
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|  | 295 | this->forceFreeSlaves(); | 
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|  | 296 | } | 
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|  | 297 | } | 
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|  | 298 | else | 
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|  | 299 | { | 
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|  | 300 | // shoot | 
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|  | 301 | random = rnd(maxrand); | 
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|  | 302 | if (!(this->passive_) && random < (botlevel_*100) && (this->target_ && !this->bShooting_)) | 
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|  | 303 | this->bShooting_ = true; | 
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|  | 304 | } | 
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|  | 305 |  | 
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|  | 306 | // stop shooting | 
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|  | 307 | random = rnd(maxrand); | 
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|  | 308 | if (random < ((1 - botlevel_)*50) && (this->bShooting_)) | 
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|  | 309 | this->bShooting_ = false; | 
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|  | 310 |  | 
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|  | 311 | // boost | 
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|  | 312 | random = rnd(maxrand); | 
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|  | 313 | if (random < botlevel_*50 ) | 
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|  | 314 | this->boostControl(); | 
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|  | 315 |  | 
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|  | 316 | // update Checkpoints | 
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|  | 317 | /*random = rnd(maxrand); | 
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|  | 318 | if (this->defaultWaypoint_ && random > (maxrand-10)) | 
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|  | 319 | this->manageWaypoints(); | 
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|  | 320 | else //if(random > maxrand-10) //CHECK USABILITY!!*/ | 
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|  | 321 | if (this->waypoints_.size() == 0 ) | 
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|  | 322 | this->manageWaypoints(); | 
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|  | 323 | } | 
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|  | 324 |  | 
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| [2362] | 325 | } | 
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