| 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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| 12 | main-programmer: Thomas Fahrni |
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| 13 | co-programmer: |
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| 14 | */ |
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| 15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_AI |
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| 16 | |
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| 17 | #include "movement_module.h" |
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| 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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| 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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| 24 | #include "weapons/weapon.h" |
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| 25 | #include "projectiles/projectile.h" |
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| 26 | |
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| 27 | |
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| 28 | #include "shell_command.h" |
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| 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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| 32 | SHELL_COMMAND(setTestValue, MovementModule, setTestValue); |
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| 33 | SHELL_COMMAND(setTestValue2, MovementModule, setTestValue2); |
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| 34 | |
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| 35 | float MovementModule::distanceToPlayer=30; |
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| 36 | float MovementModule::distanceToNPC=2; |
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| 37 | float MovementModule::maxAccleration=250.0f; |
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| 38 | float MovementModule::testValue=2; |
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| 39 | float MovementModule::testValue2=40; |
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| 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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| 44 | void MovementModule::setTestValue(float newValue){ testValue=newValue; } |
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| 45 | void MovementModule::setTestValue2(float newValue){ testValue2=newValue; } |
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| 46 | |
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| 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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| 52 | |
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| 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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| 57 | |
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| 58 | void MovementModule::process(float dt) |
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| 59 | { |
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| 60 | if(npc == NULL)return; |
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| 61 | |
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| 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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| 66 | |
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| 67 | weight=1; |
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| 68 | |
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| 69 | |
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| 70 | //get information about player |
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| 71 | Player* pl = State::getPlayer(); |
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| 72 | if( pl == NULL)return; |
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| 73 | WorldEntity* playable = pl->getPlayable(); |
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| 74 | if( playable == NULL)return; |
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| 75 | |
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| 76 | Vector playerPosition = pl->getPlayable()->getAbsCoor(); |
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| 77 | float playerRadius=getRadius( pl->getPlayable() ); |
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| 78 | |
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| 79 | //get information about myself |
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| 80 | Vector myPosition = npc->getAbsCoor(); |
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| 81 | float myRadius = getRadius(npc); |
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| 82 | |
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| 83 | |
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| 84 | float aMax=maxAccleration; |
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| 85 | //float vMax=1000.0f/myRadius; |
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| 86 | float vMax=maxSpeed; |
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| 87 | |
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| 88 | //anti player collision |
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| 89 | Vector vectorToPlayer = playerPosition - myPosition; |
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| 90 | |
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| 91 | tmpFloat=vectorToPlayer.len()-playerRadius-myRadius-distanceToPlayer; |
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| 92 | if(tmpFloat<0.1)tmpFloat=0.1; |
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| 93 | playerCollision=vectorToPlayer/(tmpFloat*tmpFloat)*(-1); |
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| 94 | |
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| 95 | |
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| 96 | //anti NPC collision |
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| 97 | for(ObjectList<WorldEntity>::const_iterator it = WorldEntity::objectList().begin(); it != WorldEntity::objectList().end(); ++it) |
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| 98 | { |
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| 99 | if((*it)->isA(Weapon::staticClassID()) )continue; |
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| 100 | if((*it)->isA(Projectile::staticClassID()) )continue; |
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| 101 | if(*it==npc)continue; |
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| 102 | |
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| 103 | tmpVector=myPosition-(*it)->getAbsCoor(); |
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| 104 | tmpFloat=tmpVector.len()-myRadius-distanceToNPC-getRadius(*it); |
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| 105 | |
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| 106 | if(tmpFloat<0.1)tmpFloat=0.1; |
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| 107 | tmpVector=tmpVector/(tmpFloat*tmpFloat); |
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| 108 | |
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| 109 | npcCollision=npcCollision+tmpVector; |
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| 110 | } |
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| 111 | |
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| 112 | |
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| 113 | |
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| 114 | //calculate correction vector |
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| 115 | Vector vectorToDestination=destination-myPosition; |
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| 116 | |
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| 117 | Vector correction= playerCollision*50*3 *6/myRadius |
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| 118 | + npcCollision*50*3 *6/myRadius |
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| 119 | + Vector(0,0,0) |
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| 120 | + destinationMovement*2//-movement |
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| 121 | + (vectorToDestination-movement)*3; |
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| 122 | |
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| 123 | correction.y=0; |
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| 124 | |
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| 125 | |
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| 126 | //limit accleration |
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| 127 | float correctionLen=correction.len(); |
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| 128 | if(correctionLen>aMax*dt)correction=correction/correctionLen*aMax*dt; |
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| 129 | movement+=correction; |
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| 130 | |
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| 131 | |
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| 132 | //limit speed |
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| 133 | float movementLen=movement.len(); |
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| 134 | if(movementLen>vMax)movement=movement/movementLen*vMax; |
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| 135 | |
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| 136 | |
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| 137 | //move NPC... |
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| 138 | npc->shiftCoor(movement * dt); |
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| 139 | |
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| 140 | |
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| 141 | //rotate NPC |
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| 142 | view = movement.cross( Vector(0,-1,0) ).getNormalized(); |
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| 143 | npc->setAbsDirSoft( Quaternion( view, Vector(0,1,0)),10/myRadius); |
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| 144 | |
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| 145 | } |
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| 146 | |
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| 147 | |
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