| [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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 | 25 |  *      ... | 
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 | 26 |  * | 
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 | 27 |  */ | 
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 | 28 |  | 
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 | 29 | #include "OrxonoxStableHeaders.h" | 
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 | 30 | #include "ArtificialController.h" | 
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 | 31 |  | 
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 | 32 | #include "core/CoreIncludes.h" | 
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 | 33 | #include "objects/worldentities/ControllableEntity.h" | 
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 | 34 | #include "objects/worldentities/pawns/Pawn.h" | 
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 | 35 |  | 
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 | 36 | namespace orxonox | 
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 | 37 | { | 
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 | 38 |     ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator) | 
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 | 39 |     { | 
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 | 40 |         RegisterObject(ArtificialController); | 
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 | 41 |  | 
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 | 42 |         this->target_ = 0; | 
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 | 43 |         this->bShooting_ = false; | 
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 | 44 |         this->bHasTargetPosition_ = false; | 
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 | 45 |         this->targetPosition_ = Vector3::ZERO; | 
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 | 46 |     } | 
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 | 47 |  | 
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 | 48 |     ArtificialController::~ArtificialController() | 
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 | 49 |     { | 
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 | 50 |     } | 
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 | 51 |  | 
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 | 52 |     void ArtificialController::moveToTargetPosition(float dt) | 
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 | 53 |     { | 
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 | 54 |         if (!this->getControllableEntity()) | 
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 | 55 |             return; | 
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 | 56 |  | 
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 | 57 |         Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_); | 
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| [2493] | 58 |         float distance = (this->targetPosition_ - this->getControllableEntity()->getPosition()).length(); | 
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| [2362] | 59 |  | 
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| [2493] | 60 |         if (this->target_ || distance > 10) | 
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| [2362] | 61 |         { | 
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 | 62 |             // Multiply with 0.8 to make them a bit slower | 
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| [2493] | 63 |             this->getControllableEntity()->rotateYaw(-0.8 * sgn(coord.x) * coord.x*coord.x); | 
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| [2362] | 64 |             this->getControllableEntity()->rotatePitch(0.8 * sgn(coord.y) * coord.y*coord.y); | 
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 | 65 |         } | 
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 | 66 |  | 
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| [2493] | 67 |         if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) | 
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| [2362] | 68 |             this->getControllableEntity()->moveFrontBack(-0.5); // They don't brake with full power to give the player a chance | 
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 | 69 |         else | 
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 | 70 |             this->getControllableEntity()->moveFrontBack(0.8); | 
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 | 71 |     } | 
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 | 72 |  | 
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 | 73 |     void ArtificialController::searchRandomTargetPosition() | 
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 | 74 |     { | 
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| [2493] | 75 |         this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000)); | 
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| [2362] | 76 |         this->bHasTargetPosition_ = true; | 
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 | 77 |     } | 
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 | 78 |  | 
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 | 79 |     void ArtificialController::searchNewTarget() | 
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 | 80 |     { | 
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 | 81 |         if (!this->getControllableEntity()) | 
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 | 82 |             return; | 
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 | 83 |  | 
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 | 84 |         this->targetPosition_ = this->getControllableEntity()->getPosition(); | 
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 | 85 |         this->forgetTarget(); | 
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 | 86 |  | 
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 | 87 |         for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) | 
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 | 88 |         { | 
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 | 89 | //            if (it->getTeamNr() != this->getTeamNr()) | 
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| [2506] | 90 |             if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) | 
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| [2362] | 91 |             { | 
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 | 92 |                 float speed = this->getControllableEntity()->getVelocity().length(); | 
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 | 93 |                 Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); | 
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 | 94 |                 Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); | 
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 | 95 |                 if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI)) | 
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 | 96 |                         < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI)) + rnd(-250, 250)) | 
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 | 97 |                 { | 
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 | 98 |                     this->target_ = (*it); | 
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 | 99 |                     this->targetPosition_ = it->getPosition(); | 
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 | 100 |                 } | 
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 | 101 |             } | 
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 | 102 |         } | 
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 | 103 |     } | 
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 | 104 |  | 
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 | 105 |     void ArtificialController::forgetTarget() | 
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 | 106 |     { | 
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 | 107 |         this->target_ = 0; | 
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 | 108 |         this->bShooting_ = false; | 
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 | 109 |     } | 
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 | 110 |  | 
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 | 111 |     void ArtificialController::aimAtTarget() | 
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 | 112 |     { | 
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 | 113 |         if (!this->target_ || !this->getControllableEntity()) | 
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 | 114 |             return; | 
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 | 115 |  | 
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| [2493] | 116 |         static const float hardcoded_projectile_speed = 1250; | 
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| [2362] | 117 |  | 
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| [2493] | 118 |         this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); | 
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| [2362] | 119 |         this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); | 
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 | 120 |     } | 
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 | 121 |  | 
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 | 122 |     bool ArtificialController::isCloseAtTarget(float distance) const | 
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 | 123 |     { | 
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 | 124 |         if (!this->getControllableEntity()) | 
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 | 125 |             return false; | 
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 | 126 |  | 
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 | 127 |         if (!this->target_) | 
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 | 128 |             return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); | 
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 | 129 |         else | 
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 | 130 |             return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); | 
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 | 131 |     } | 
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 | 132 |  | 
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 | 133 |     bool ArtificialController::isLookingAtTarget(float angle) const | 
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 | 134 |     { | 
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 | 135 |         if (!this->getControllableEntity()) | 
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 | 136 |             return false; | 
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 | 137 |  | 
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 | 138 |         return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); | 
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 | 139 |     } | 
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 | 140 |  | 
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| [2493] | 141 |     void ArtificialController::destroyedPawn(Pawn* ship) | 
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| [2362] | 142 |     { | 
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 | 143 |         if (ship == this->target_) | 
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 | 144 |         { | 
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 | 145 |             this->forgetTarget(); | 
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 | 146 |             this->searchRandomTargetPosition(); | 
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 | 147 |         } | 
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 | 148 |     } | 
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 | 149 | } | 
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