/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "SpaceShipAI.h" #include #include "Projectile.h" #include "core/CoreIncludes.h" #include "core/Iterator.h" #include "core/Executor.h" #include "core/ConsoleCommand.h" #include "core/XMLPort.h" #define ACTION_INTERVAL 1.0f namespace orxonox { SetConsoleCommand(SpaceShipAI, createEnemy, true).setDefaultValue(0, 1); SetConsoleCommand(SpaceShipAI, killEnemies, true).setDefaultValue(0, 0); CreateFactory(SpaceShipAI); SpaceShipAI::SpaceShipAI() { RegisterObject(SpaceShipAI); this->alive_ = true; this->setPosition(Vector3(rnd(-1000, 1000), rnd(-1000, 1000), rnd(-1000, 0000))); this->target_ = 0; this->bShooting_ = 0; this->bHasTargetPosition_ = false; this->setTeamNr((int)rnd(NUM_AI_TEAMS) % NUM_AI_TEAMS + 1); if (NUM_AI_TEAMS > 0) this->teamColours_[1] = ColourValue(1, 0, 0, 1); if (NUM_AI_TEAMS > 1) this->teamColours_[2] = ColourValue(0, 1, 0, 1); if (NUM_AI_TEAMS > 2) this->teamColours_[3] = ColourValue(0, 0, 1, 1); for (int i = 4; i <= NUM_AI_TEAMS; ++i) this->teamColours_[i] = ColourValue(rnd(), rnd(), rnd(), 1); } void SpaceShipAI::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SpaceShip::XMLPort(xmlelement, mode); myShip_=true; this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&SpaceShipAI::action))); } void SpaceShipAI::createEnemy(int num) { for (int i = 0; i < num; ++i) { SpaceShipAI* newenemy = new SpaceShipAI(); newenemy->setMesh("assff.mesh"); // newenemy->setPosition(0, 0, 0); newenemy->setScale(10); newenemy->setMaxSpeed(500); newenemy->setMaxSideAndBackSpeed(50); newenemy->setMaxRotation(1.0); newenemy->setTransAcc(200); newenemy->setRotAcc(3.0); newenemy->setTransDamp(75); newenemy->setRotDamp(1.0); Element xmlelement; newenemy->XMLPort(xmlelement, XMLPort::LoadObject); } } void SpaceShipAI::killEnemies(int num) { int i = 0; for (Iterator it = ObjectList::begin(); it; ) { delete *(it++); ++i; if (num && i >= num) break; } } ColourValue SpaceShipAI::getProjectileColour() const { return this->teamColours_[this->getTeamNr()]; } void SpaceShipAI::action() { float random; float maxrand = 100.0f / ACTION_INTERVAL; // search enemy random = rnd(maxrand); //std::cout << "search enemy: " << random << std::endl; if (random < 20 && (!this->target_)) { this->searchNewTarget(); } // forget enemy random = rnd(maxrand); //std::cout << "forget enemy: " << random << std::endl; if (random < 5 && (this->target_)) { this->forgetTarget(); } // next enemy random = rnd(maxrand); //std::cout << "next enemy: " << random << std::endl; if (random < 10 && (this->target_)) { this->searchNewTarget(); } // fly somewhere random = rnd(maxrand); //std::cout << "fly somewhere: " << random << std::endl; if (random < 40 && (!this->bHasTargetPosition_ && !this->target_)) { this->searchNewTargetPosition(); } // stop flying random = rnd(maxrand); //std::cout << "stop flying: " << random << std::endl; if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) { this->bHasTargetPosition_ = false; } // fly somewhere else random = rnd(maxrand); //std::cout << "fly somewhere else: " << random << std::endl; if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) { this->searchNewTargetPosition(); } // shoot random = rnd(maxrand); //std::cout << "shoot: " << random << std::endl; if (random < 75 && (this->target_ && !this->bShooting_)) { this->bShooting_ = true; } // stop shooting random = rnd(maxrand); //std::cout << "stop shooting: " << random << std::endl; if (random < 25 && (this->bShooting_)) { this->bShooting_ = false; } } void SpaceShipAI::tick(float dt) { if (this->target_) this->aimAtTarget(); if (this->bHasTargetPosition_) this->moveToTargetPosition(dt); if (this->bShooting_ && this->isCloseAtTarget(2000) && this->isLookingAtTarget(Ogre::Math::PI / 10.0f)) this->doFire(); SpaceShip::tick(dt); } void SpaceShipAI::moveToTargetPosition(float dt) { static Radian RadianZERO(0); // float dotprod = (this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(this->targetPosition_ - this->getPosition()); Quaternion rotation = (this->getOrientation() * Ogre::Vector3::UNIT_X).getRotationTo(this->targetPosition_ - this->getPosition()); /* std::cout << "scalprod: " << dotprod << std::endl; std::cout << "dist: " << this->targetPosition_ - this->getPosition() << std::endl; std::cout << "yaw: " << rotation.getYaw().valueRadians() << std::endl; std::cout << "pitch: " << rotation.getPitch().valueRadians() << std::endl; std::cout << "roll: " << rotation.getRoll().valueRadians() << std::endl; */ this->setMoveYaw(-rotation.getRoll().valueRadians()); this->setMovePitch(rotation.getYaw().valueRadians()); if ((this->targetPosition_ - this->getPosition()).length() > 100) { this->setMoveLongitudinal(1); } } void SpaceShipAI::searchNewTargetPosition() { this->targetPosition_ = Vector3(rnd(-5000,5000), rnd(-5000,5000), rnd(-5000,5000)); this->bHasTargetPosition_ = true; } void SpaceShipAI::searchNewTarget() { this->targetPosition_ = this->getPosition(); this->forgetTarget(); for (Iterator it = ObjectList::begin(); it; ++it) { if (it->getTeamNr() != this->getTeamNr()) { float speed = this->getVelocity().length(); Vector3 distanceCurrent = this->targetPosition_ - this->getPosition(); Vector3 distanceNew = it->getPosition() - this->getPosition(); if (!this->target_ || it->getPosition().squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI)) < this->targetPosition_.squaredDistance(this->getPosition()) * (1.5f + acos((this->getOrientation() * Ogre::Vector3::UNIT_X).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI))) { this->target_ = (*it); this->targetPosition_ = it->getPosition(); } } } } void SpaceShipAI::forgetTarget() { this->target_ = 0; this->bShooting_ = false; } void SpaceShipAI::aimAtTarget() { if (!this->target_) return; /* Vector3 enemymovement = this->target_->getVelocity(); Vector3 distance_normalised = this->target_->getPosition() - this->getPosition(); distance_normalised.normalise(); float scalarprod = enemymovement.dotProduct(distance_normalised); float aimoffset = scalarprod*scalarprod + Projectile::getSpeed() * Projectile::getSpeed() - this->target_->getVelocity().squaredLength(); if (aimoffset < 0) { this->bHasTargetPosition_ = false; return; } aimoffset = -scalarprod + sqrt(aimoffset); this->targetPosition_ = enemymovement + distance_normalised * aimoffset; this->bHasTargetPosition_ = true; std::cout << "targetpos: " << this->targetPosition_ << std::endl; */ this->targetPosition_ = this->target_->getPosition(); this->bHasTargetPosition_ = true; } bool SpaceShipAI::isCloseAtTarget(float distance) { return (this->getPosition().squaredDistance(this->targetPosition_) < distance*distance); } bool SpaceShipAI::isLookingAtTarget(float angle) { return (this->getOrientation() * Ogre::Vector3::UNIT_X).directionEquals(this->targetPosition_ - this->getPosition(), Radian(angle)); } }