| [10029] | 1 | /* | 
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|  | 2 | orxonox - the future of 3D-vertical-scrollers | 
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|  | 3 |  | 
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|  | 4 | Copyright (C) 2004 orx | 
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|  | 5 |  | 
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|  | 6 | This program is free software; you can redistribute it and/or modify | 
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|  | 7 | it under the terms of the GNU General Public License as published by | 
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|  | 8 | the Free Software Foundation; either version 2, or (at your option) | 
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|  | 9 | any later version. | 
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|  | 10 |  | 
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|  | 11 | ### File Specific: | 
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| [10045] | 12 | main-programmer: Thomas Fahrni | 
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| [10029] | 13 | co-programmer: | 
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|  | 14 | */ | 
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| [10045] | 15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_AI | 
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| [10029] | 16 |  | 
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|  | 17 | #include "movement_module.h" | 
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| [10045] | 18 | #include "ai_engine.h" | 
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|  | 19 | #include "state.h" | 
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|  | 20 | #include "debug.h" | 
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| [10071] | 21 | #include "player.h" | 
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|  | 22 | #include "playable.h" | 
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|  | 23 | #include "npcs/npc_test.h" | 
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| [10275] | 24 | #include "weapons/weapon.h" | 
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|  | 25 | #include "projectiles/projectile.h" | 
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| [10029] | 26 |  | 
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| [10275] | 27 |  | 
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| [10071] | 28 | #include "shell_command.h" | 
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| [10138] | 29 | SHELL_COMMAND(setDistanceToPlayer, MovementModule, setDistanceToPlayer); | 
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|  | 30 | SHELL_COMMAND(setDistanceToNPC, MovementModule, setDistanceToNPC); | 
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|  | 31 | SHELL_COMMAND(setMaxAccleartion, MovementModule, setMaxAccleartion); | 
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| [10177] | 32 | SHELL_COMMAND(setTestValue, MovementModule, setTestValue); | 
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|  | 33 | SHELL_COMMAND(setTestValue2, MovementModule, setTestValue2); | 
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| [10138] | 34 |  | 
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| [10283] | 35 | float MovementModule::distanceToPlayer=30; | 
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| [10138] | 36 | float MovementModule::distanceToNPC=2; | 
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| [10244] | 37 | float MovementModule::maxAccleration=250.0f; | 
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| [10177] | 38 | float MovementModule::testValue=2; | 
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|  | 39 | float MovementModule::testValue2=40; | 
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| [10138] | 40 |  | 
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|  | 41 | void MovementModule::setDistanceToPlayer(float newValue){ distanceToPlayer=newValue; } | 
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|  | 42 | void MovementModule::setDistanceToNPC(float newValue){ distanceToNPC=newValue; } | 
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|  | 43 | void MovementModule::setMaxAccleartion(float newValue){ maxAccleration=newValue; } | 
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| [10177] | 44 | void MovementModule::setTestValue(float newValue){ testValue=newValue; } | 
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|  | 45 | void MovementModule::setTestValue2(float newValue){ testValue2=newValue; } | 
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| [10138] | 46 |  | 
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| [10177] | 47 | MovementModule::MovementModule() | 
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|  | 48 | { | 
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|  | 49 | tickCount=0; | 
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|  | 50 | randomFreq=100; | 
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|  | 51 | } | 
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| [10138] | 52 |  | 
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| [10349] | 53 | MovementModule::MovementModule(WorldEntity* object) | 
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|  | 54 | { | 
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|  | 55 | this->npc=object; | 
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|  | 56 | } | 
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| [10138] | 57 |  | 
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| [10177] | 58 | void MovementModule::process(float dt) | 
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|  | 59 | { | 
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| [10226] | 60 | if(npc == NULL)return; | 
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| [10071] | 61 |  | 
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| [10177] | 62 | Vector tmpVector; | 
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|  | 63 | float tmpFloat; | 
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|  | 64 | Vector npcCollision; | 
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|  | 65 | Vector playerCollision; | 
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| [10071] | 66 |  | 
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| [10177] | 67 | weight=1; | 
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| [10135] | 68 |  | 
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|  | 69 |  | 
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| [10177] | 70 | //get information about player | 
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| [10071] | 71 | Player* pl = State::getPlayer(); | 
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| [10135] | 72 | if( pl == NULL)return; | 
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| [10266] | 73 | WorldEntity* playable = pl->getPlayable(); | 
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|  | 74 | if( playable == NULL)return; | 
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|  | 75 |  | 
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| [10135] | 76 | Vector playerPosition = pl->getPlayable()->getAbsCoor(); | 
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|  | 77 | float playerRadius=getRadius( pl->getPlayable() ); | 
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| [10041] | 78 |  | 
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| [10138] | 79 | //get information about myself | 
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| [10226] | 80 | Vector myPosition = npc->getAbsCoor(); | 
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|  | 81 | float myRadius = getRadius(npc); | 
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| [10041] | 82 |  | 
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|  | 83 |  | 
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| [10226] | 84 | float aMax=maxAccleration; | 
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| [10349] | 85 | //float vMax=1000.0f/myRadius; | 
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|  | 86 | float vMax=maxSpeed; | 
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| [10226] | 87 |  | 
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| [10177] | 88 | //anti player collision | 
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| [10135] | 89 | Vector vectorToPlayer = playerPosition - myPosition; | 
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| [10041] | 90 |  | 
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| [10138] | 91 | tmpFloat=vectorToPlayer.len()-playerRadius-myRadius-distanceToPlayer; | 
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| [10112] | 92 | if(tmpFloat<0.1)tmpFloat=0.1; | 
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|  | 93 | playerCollision=vectorToPlayer/(tmpFloat*tmpFloat)*(-1); | 
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| [10071] | 94 |  | 
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|  | 95 |  | 
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| [10177] | 96 | //anti NPC collision | 
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| [10138] | 97 | for(ObjectList<WorldEntity>::const_iterator it = WorldEntity::objectList().begin(); it != WorldEntity::objectList().end(); ++it) | 
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|  | 98 | { | 
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| [10275] | 99 | if((*it)->isA(Weapon::staticClassID()) )continue; | 
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|  | 100 | if((*it)->isA(Projectile::staticClassID()) )continue; | 
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| [10226] | 101 | if(*it==npc)continue; | 
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| [10071] | 102 |  | 
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| [10138] | 103 | tmpVector=myPosition-(*it)->getAbsCoor(); | 
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|  | 104 | tmpFloat=tmpVector.len()-myRadius-distanceToNPC-getRadius(*it); | 
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| [10135] | 105 |  | 
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| [10138] | 106 | if(tmpFloat<0.1)tmpFloat=0.1; | 
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|  | 107 | tmpVector=tmpVector/(tmpFloat*tmpFloat); | 
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| [10135] | 108 |  | 
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| [10138] | 109 | npcCollision=npcCollision+tmpVector; | 
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|  | 110 | } | 
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| [10135] | 111 |  | 
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|  | 112 |  | 
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| [10275] | 113 |  | 
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| [10177] | 114 | //calculate correction vector | 
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| [10138] | 115 | Vector vectorToDestination=destination-myPosition; | 
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| [10135] | 116 |  | 
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| [10349] | 117 | Vector correction=              playerCollision*50*3 *6/myRadius | 
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| [10266] | 118 | +       npcCollision*50*3 *6/myRadius | 
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| [10158] | 119 | +       Vector(0,0,0) | 
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| [10177] | 120 | +       destinationMovement*2//-movement | 
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|  | 121 | +       (vectorToDestination-movement)*3; | 
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| [10138] | 122 |  | 
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| [10071] | 123 | correction.y=0; | 
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| [10177] | 124 |  | 
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|  | 125 |  | 
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|  | 126 | //limit accleration | 
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| [10071] | 127 | float correctionLen=correction.len(); | 
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| [10226] | 128 | if(correctionLen>aMax*dt)correction=correction/correctionLen*aMax*dt; | 
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| [10177] | 129 | movement+=correction; | 
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| [10071] | 130 |  | 
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|  | 131 |  | 
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| [10177] | 132 | //limit speed | 
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|  | 133 | float movementLen=movement.len(); | 
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| [10226] | 134 | if(movementLen>vMax)movement=movement/movementLen*vMax; | 
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| [10071] | 135 |  | 
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| [10177] | 136 |  | 
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|  | 137 | //move NPC... | 
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| [10226] | 138 | npc->shiftCoor(movement * dt); | 
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| [10177] | 139 |  | 
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|  | 140 |  | 
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|  | 141 | //rotate NPC | 
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| [10515] | 142 | view = movement.cross( Vector(0,-1,0) ).getNormalized(); | 
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| [10349] | 143 | npc->setAbsDirSoft( Quaternion( view, Vector(0,1,0)),10/myRadius); | 
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| [10177] | 144 |  | 
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| [10041] | 145 | } | 
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|  | 146 |  | 
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|  | 147 |  | 
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