| [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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| [9016] | 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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 | 251 |                 this->setPreviousMode();//If bot dies -> getControllableEntity == NULL -> get out of ROCKET mode | 
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 | 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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