Changeset 10871 for code/branches
- Timestamp:
- Nov 27, 2015, 9:25:52 AM (9 years ago)
- Location:
- code/branches/campaignHS15
- Files:
-
- 4 added
- 6 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/campaignHS15/data/levels/AITest.oxw
r10870 r10871 35 35 36 36 <!-- HERE STARTS DEMO FOR THE "WAYPOINTS" --> 37 <!--37 <!-- 38 38 <Model mesh="cube.mesh" scale=8 position=" 0,2000,-600" /> 39 <Model mesh="cube.mesh" scale=8 position=" 0,2000,- 700" />40 <Model mesh="cube.mesh" scale=8 position=" 100,2000,-700" />41 <Model mesh="cube.mesh" scale=8 position=" 100,2000,-600" />39 <Model mesh="cube.mesh" scale=8 position=" 0,2000,-800" /> 40 <Model mesh="cube.mesh" scale=8 position="200,2000,-800" /> 41 <Model mesh="cube.mesh" scale=8 position="200,2000,-600" /> 42 42 <Model mesh="cube.mesh" scale=8 position="0,0,0" /> 43 43 … … 50 50 <actionpoints> 51 51 <Actionpoint position=" 0,2000,-600" action="FLY" loopStart=true/> 52 <Actionpoint position=" 0,2000,- 700" action="FLY" />53 <Actionpoint position=" 100,2000,-700" action="FLY" />54 <Actionpoint position=" 100,2000,-600" action="FLY" loopEnd=true />52 <Actionpoint position=" 0,2000,-800" action="FLY" /> 53 <Actionpoint position="200,2000,-800" action="FLY" /> 54 <Actionpoint position="200,2000,-600" action="FLY" loopEnd=true /> 55 55 </actionpoints> 56 56 </DivisionController> … … 62 62 <!-- HERE STARTS DEMO FOR THE ACTIONPOINTS. 63 63 P.S. Never set protectMe in the first actionpoint: if human didn't spawn, that actionpoint will be skipped --> 64 <!--64 65 65 <Model mesh="cube.mesh" scale=8 position="0,0,0" /> 66 66 … … 123 123 </templates> 124 124 </SpaceShip> 125 -->125 126 126 127 127 <!-- HERE ENDS DEMO FOR THE ACTIONPOINTS --> … … 210 210 <!-- HERE ENDS DEMO FOR FIGHTING --> 211 211 <!-- HERE STARTS DEMO FOR FORMATIONS --> 212 212 <!-- 213 213 <Model mesh="cube.mesh" scale=8 position=" 0,2000, 0" /> 214 214 <Model mesh="cube.mesh" scale=8 position=" 0,2000,-2000" /> … … 259 259 </controller> 260 260 </SpaceShip> 261 261 --> 262 262 <!-- HERE ENDS DEMO FOR FORMATIONS --> 263 263 -
code/branches/campaignHS15/src/orxonox/controllers/ActionpointController.cc
r10864 r10871 39 39 40 40 //CommonController contains all common functionality of AI Controllers 41 ActionpointController::ActionpointController(Context* context) : CommonController(context)41 ActionpointController::ActionpointController(Context* context) : FightingController(context) 42 42 { 43 43 this->bInLoop_ = false; … … 87 87 ActionpointController::~ActionpointController() 88 88 { 89 parsedActionpoints_.clear(); 89 loopActionpoints_.clear(); 90 parsedActionpoints_.clear(); 90 91 actionpoints_.clear(); 91 92 } -
code/branches/campaignHS15/src/orxonox/controllers/ActionpointController.h
r10864 r10871 30 30 #define _ActionpointController_H__ 31 31 32 #include "controllers/ CommonController.h"32 #include "controllers/FightingController.h" 33 33 34 34 … … 51 51 } ; 52 52 53 class _OrxonoxExport ActionpointController : public CommonController53 class _OrxonoxExport ActionpointController : public FightingController 54 54 { 55 55 public: … … 95 95 void setProtect (ControllableEntity* protect); 96 96 ControllableEntity* getProtect (); 97 WeakPtr<ControllableEntity> protect_; 98 97 99 void setClosestTarget(); 98 100 Pawn* closestTarget(); -
code/branches/campaignHS15/src/orxonox/controllers/CMakeLists.txt
r10864 r10871 17 17 CommonController.cc 18 18 ActionpointController.cc 19 FlyingController.cc 20 FightingController.cc 19 21 ) -
code/branches/campaignHS15/src/orxonox/controllers/CommonController.cc
r10869 r10871 39 39 #include "controllers/DroneController.h" 40 40 41 //Today, on 25th of November, 2015, I hereby officially declare my code a huge pack of bullshit that I do not understand.42 //#Almost2KLines43 //#SpaghettiCode44 //#ISworeiWouldNever45 //#ItAllStartedSoWell46 47 41 namespace orxonox 48 42 { … … 52 46 const float ROTATEFACTOR = 1.0f/0.02f; 53 47 54 //Table of content: 55 //Constructor, Destructor & tick 56 //XML methods 57 //World interaction 58 //Helper methods 59 //Flying methods 60 //Fighting methods 61 //Actionpoint methods 62 63 64 //------------------------------------------------------------------------------ 65 //------------------------Constructor, Destructor & tick------------------------ 66 //------------------------------------------------------------------------------ 67 48 68 49 CommonController::CommonController( Context* context ): Controller( context ) 69 50 { 70 51 this->bFirstTick_ = true; 71 this->tolerance_ = 50; 72 this->stopLookingAtTarget(); 73 this->attackRange_ = 2500; 52 74 53 RegisterObject( CommonController ); 75 54 … … 85 64 } 86 65 87 //------------------------------------------------------------------------------ 88 //----------------------------------XML methods--------------------------------- 89 //------------------------------------------------------------------------------ 90 66 91 67 void CommonController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) 92 68 { 93 69 SUPER( CommonController, XMLPort, xmlelement, mode ); 94 XMLPortParam( CommonController, "formationMode", setFormationModeXML, getFormationModeXML, xmlelement, mode ); 95 } 96 void CommonController::setFormationModeXML( std::string val ) 97 { 98 const std::string valUpper = getUppercase( val ); 99 FormationMode::Value value; 100 101 if ( valUpper == "WALL" ) 102 value = FormationMode::WALL; 103 else if ( valUpper == "FINGER4" ) 104 value = FormationMode::FINGER4; 105 else if ( valUpper == "DIAMOND" ) 106 value = FormationMode::DIAMOND; 107 else 108 ThrowException( ParseError, std::string( "Attempting to set an unknown FormationMode: '" )+ val + "'." ); 109 this->setFormationMode( value ); 110 } 111 std::string CommonController::getFormationModeXML() 112 { 113 switch ( this->formationMode_ ) 114 { 115 case FormationMode::WALL: 116 { return "WALL"; break; } 117 case FormationMode::FINGER4: 118 { return "FINGER4"; break; } 119 case FormationMode::DIAMOND: 120 { return "DIAMOND"; break; } 121 default: 122 return "DIAMOND"; break; 123 } 124 } 125 void CommonController::setFormationMode(FormationMode::Value val) 126 { 127 this->formationMode_ = val; 128 } 129 FormationMode::Value CommonController::getFormationMode() const 130 { 131 return this->formationMode_; 132 } 133 134 //------------------------------------------------------------------------------ 135 //-------------------------------World interaction------------------------------ 136 //------------------------------------------------------------------------------ 137 70 } 71 138 72 //"Virtual" methods 139 73 bool CommonController::setWingman ( CommonController* wingman ) … … 141 75 bool CommonController::hasWingman() 142 76 { return true; } 143 bool CommonController::hasTarget()144 {145 if ( this->target_ )146 return true;147 return false;148 }149 ControllableEntity* CommonController::getTarget()150 {151 return this->target_;152 }153 154 155 //------------------------------------------------------------------------------156 //--------------------------------Helper methods--------------------------------157 //------------------------------------------------------------------------------158 77 159 78 float CommonController::randomInRange( float a, float b ) … … 300 219 return name; 301 220 } 302 float CommonController::squaredDistanceToTarget() const 303 { 304 if ( !this->getControllableEntity() ) 305 return 0; 306 if ( !this->target_ || !this->getControllableEntity() ) 307 return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->targetPosition_ ) ); 308 else 309 return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->positionOfTarget_ ) ); 310 } 311 bool CommonController::isLookingAtTarget( float angle ) 312 { 313 if ( !this->getControllableEntity() || !this->target_ ) 314 return false; 315 return this->isLooking(this->getControllableEntity(), this->getTarget(), angle); 316 } 317 318 319 //------------------------------------------------------------------------------ 320 //--------------------------------Flying methods-------------------------------- 321 //------------------------------------------------------------------------------ 322 323 void CommonController::stopMoving() 324 { 325 this->bHasTargetPosition_ = false; 326 } 327 void CommonController::stopLookingAtTarget() 328 { 329 this->bLookAtTarget_ = false; 330 } 331 void CommonController::startLookingAtTarget() 332 { 333 this->bLookAtTarget_ = true; 334 } 335 void CommonController::moveToPosition( const Vector3& target, float dt ) 336 { 337 ControllableEntity* entity = this->getControllableEntity(); 338 Vector2 coord = get2DViewCoordinates 339 ( entity->getPosition() , 340 entity->getOrientation() * WorldEntity::FRONT, 341 entity->getOrientation() * WorldEntity::UP, 342 target ); 343 344 float distance = ( target - this->getControllableEntity() ->getPosition() ).length(); 345 float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); 346 float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); 347 348 if ( distance > this->tolerance_ ) 349 { 350 this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); 351 this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); 352 353 if ( distance < 300 ) 354 { 355 if ( bHasTargetOrientation_ ) 356 { 357 copyTargetOrientation( dt ); 358 } 359 } 360 if (distance > this->tolerance_*1.5f || (rotateX > -0.01 && rotateX < 0.01 && rotateY > -0.01 && rotateY < 0.01)) 361 this->getControllableEntity() ->moveFrontBack( SPEED * dt ); 362 } 363 else 364 { 365 bHasTargetPosition_ = false; 366 bHasTargetOrientation_ = false; 367 } 368 } 369 void CommonController::moveToTargetPosition(float dt) 370 { 371 this->moveToPosition (this->targetPosition_, dt); 372 } 373 void CommonController::copyOrientation( const Quaternion& orient, float dt ) 374 { 375 //roll angle difference in radian 376 float diff=orient.getRoll(false).valueRadians() - 377 ( this->getControllableEntity() ->getOrientation() .getRoll( false ).valueRadians() ); 378 while( diff>math::twoPi )diff-=math::twoPi; 379 while( diff<-math::twoPi )diff+=math::twoPi; 380 this->getControllableEntity() ->rotateRoll( diff*0.2f*ROTATEFACTOR * dt ); 381 } 382 void CommonController::copyTargetOrientation( float dt ) 383 { 384 if ( bHasTargetOrientation_ ) 385 { 386 copyOrientation( targetOrientation_, dt ); 387 } 388 } 389 void CommonController::lookAtTarget(float dt) 390 { 391 ControllableEntity* entity = this->getControllableEntity(); 392 if ( !entity ) 393 return; 394 Vector2 coord = get2DViewCoordinates 395 ( entity->getPosition() , 396 entity->getOrientation() * WorldEntity::FRONT, 397 entity->getOrientation() * WorldEntity::UP, 398 positionOfTarget_ ); 399 400 //rotates should be in range [-1,+1], clamp cuts off all that is not 401 float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); 402 float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); 403 404 //Yaw and Pitch are enough to start facing the target 405 this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); 406 this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); 407 } 408 void CommonController::setTargetPosition( const Vector3& target ) 409 { 410 this->targetPosition_ = target; 411 this->bHasTargetPosition_ = true; 412 } 413 414 void CommonController::setTargetOrientation( const Quaternion& orient ) 415 { 416 this->targetOrientation_=orient; 417 this->bHasTargetOrientation_=true; 418 } 419 420 void CommonController::setTargetOrientation( ControllableEntity* target ) 421 { 422 if ( target ) 423 setTargetOrientation( target->getOrientation() ); 424 } 425 426 //------------------------------------------------------------------------------ 427 //-------------------------------Fighting methods------------------------------- 428 //------------------------------------------------------------------------------ 429 430 void CommonController::setTarget( ControllableEntity* target ) 431 { 432 this->target_ = target; 433 if ( this->target_ ) 434 { 435 this->setPositionOfTarget( target_->getWorldPosition() ); 436 } 437 } 438 void CommonController::setPositionOfTarget( const Vector3& target ) 439 { 440 this->positionOfTarget_ = target; 441 this->bHasPositionOfTarget_ = true; 442 } 443 void CommonController::setOrientationOfTarget( const Quaternion& orient ) 444 { 445 this->orientationOfTarget_=orient; 446 this->bHasOrientationOfTarget_=true; 447 } 448 449 void CommonController::maneuver() 450 { 451 maneuverCounter_++; 452 if (maneuverCounter_ > 5) 453 maneuverCounter_ = 0; 454 455 if ( !this->target_ || !this->getControllableEntity()) 456 return; 457 458 Vector3 thisPosition = this->getControllableEntity()->getWorldPosition(); 459 this->setPositionOfTarget( getPredictedPosition( 460 thisPosition, 461 hardcoded_projectile_speed, 462 this->target_->getWorldPosition() , 463 this->target_->getVelocity() 464 ) ); 465 this->setOrientationOfTarget( this->target_->getOrientation() ); 466 467 Vector3 diffVector = this->positionOfTarget_ - thisPosition; 468 float diffLength = diffVector.length(); 469 Vector3 diffUnit = diffVector/diffLength; 470 471 bool bTargetIsLookingAtThis = this->isLooking ( this->target_, getControllableEntity(), math::pi/10.0f ); 472 473 //too far? well, come closer then 474 if ( diffLength > this->attackRange_ ) 475 { 476 this->setTargetPosition( this->positionOfTarget_ ); 477 } 478 //too close? How do u expect to dodge anything? Just attack! 479 else if ( diffLength < 500 ) 480 { 481 //at this point, just look and shoot 482 if ( diffLength < 250 ) 483 { 484 this->stopMoving(); 485 this->startLookingAtTarget(); 486 } 487 else 488 { 489 this->setTargetPosition( this->positionOfTarget_ ); 490 } 491 } 492 //Good distance? Check if target looks at us. It doesn't? Go hunt! 493 else if ( !bTargetIsLookingAtThis ) 494 { 495 this->setTargetPosition( this->positionOfTarget_ ); 496 } 497 //That's unfortunate, he is looking and probably shooting... try to dodge what we can... 498 else 499 { 500 if (maneuverCounter_ == 0) 501 { 502 this->setTargetPosition( this->positionOfTarget_ ); 503 return; 504 } 505 dodge( thisPosition, diffUnit ); 506 } 507 } 508 509 void CommonController::dodge(Vector3& thisPosition, Vector3& diffUnit) 510 { 511 float factorX = 0, factorY = 0, factorZ = 0; 512 float rand = randomInRange (0, 1); 513 514 if (rand <= 0.5) 515 { factorX = 1; } 516 else 517 { factorX = -1; } 518 rand = randomInRange (0, 1); 519 if (rand <= 0.5) 520 { factorY = 1; } 521 else 522 { factorY = -1; } 523 rand = randomInRange (0, 1); 524 if (rand <= 0.5) 525 { factorZ = 1; } 526 else 527 { factorZ = -1; } 528 529 Vector3 target = ( diffUnit )* 8000.0f; 530 Vector3* randVector = new Vector3( 531 factorX * randomInRange( 10000, 40000 ), 532 factorY * randomInRange( 10000, 40000 ), 533 factorZ * randomInRange( 10000, 40000 ) 534 ); 535 Vector3 projection = randVector->dotProduct( diffUnit )* diffUnit; 536 *randVector -= projection; 537 target += *randVector; 538 this->setTargetPosition( thisPosition + target ); 539 } 540 bool CommonController::canFire() 541 { 542 //no target? why fire? 543 if ( !this->target_ ) 544 return false; 545 546 Vector3 newPositionOfTarget = getPredictedPosition( this->getControllableEntity() ->getWorldPosition() , 547 hardcoded_projectile_speed, this->target_->getWorldPosition() , this->target_->getVelocity() ); 548 if ( newPositionOfTarget != Vector3::ZERO ) 549 { 550 this->setPositionOfTarget( newPositionOfTarget ); 551 } 552 553 float squaredDistance = squaredDistanceToTarget(); 554 555 if ( squaredDistance < this->attackRange_*this->attackRange_ && this->isLookingAtTarget( math::pi / 20.0f)) 556 { 557 return true; 558 } 559 else 560 { 561 return false; 562 } 563 } 564 void CommonController::doFire() 565 { 566 if ( !this->target_ || !this->getControllableEntity() ) 567 { 568 return; 569 } 570 571 Pawn* pawn = orxonox_cast<Pawn*>( this->getControllableEntity() ); 572 573 if ( pawn ) 574 pawn->setAimPosition( this->positionOfTarget_ ); 575 this->getControllableEntity() ->fire( 0 ); 576 } 577 578 579 580 void CommonController::boostControl() 581 { 582 SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity()); 583 if(ship == NULL) return; 584 if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost 585 { 586 587 this->getControllableEntity()->boost(true); 588 } 589 else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost 590 { 591 this->getControllableEntity()->boost(false); 592 } 593 } 221 222 594 223 } -
code/branches/campaignHS15/src/orxonox/controllers/CommonController.h
r10869 r10871 45 45 namespace orxonox 46 46 { 47 48 namespace FormationMode49 {50 enum Value51 {52 FINGER4, DIAMOND, WALL53 };54 }55 56 57 58 59 60 47 class _OrxonoxExport CommonController : public Controller, public Tickable 61 48 { … … 70 57 virtual void tick(float dt); 71 58 72 //----[XML methods]---- 73 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); 59 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); 74 60 75 void setFormationModeXML(std::string val);76 std::string getFormationModeXML();77 void setFormationMode(FormationMode::Value val);78 FormationMode::Value getFormationMode() const;79 80 81 82 //----[/XML methods]----83 84 //----[Interaction with other Controllers]----85 virtual bool setWingman(CommonController* wingman);86 virtual bool hasWingman();87 88 bool hasTarget();89 ControllableEntity* getTarget();90 91 //----[/Interaction with other Controllers]----92 93 //----[Helper methods]----94 float randomInRange(float a, float b);95 static float distance(ControllableEntity* entity1, ControllableEntity* entity2);96 static bool sameTeam (ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gt);97 static bool isLooking( ControllableEntity* entityThatLooks, ControllableEntity* entityBeingLookedAt, float angle ) ;98 static std::string getName( Pawn* entity ) ;99 100 float squaredDistanceToTarget() const;101 bool isLookingAtTarget(float angle);102 //----[/Helper methods]----103 104 105 protected:106 //----[Flying methods]----107 void stopMoving();108 void stopLookingAtTarget();109 void startLookingAtTarget();110 111 void moveToPosition(const Vector3& target, float dt);112 void moveToTargetPosition(float dt);113 114 void copyOrientation(const Quaternion& orient, float dt);115 void copyTargetOrientation(float dt);116 117 void lookAtTarget(float dt);118 119 void setTargetPosition(const Vector3& target);120 void setTargetOrientation(const Quaternion& orient);121 void setTargetOrientation(ControllableEntity* target);122 virtual void boostControl();123 61 124 62 125 //----[/Flying methods]---- 126 127 //----[Fighting methods]---- 128 void setTarget(ControllableEntity* target); 129 130 void setPositionOfTarget(const Vector3& target); 131 void setOrientationOfTarget(const Quaternion& orient); 63 virtual bool setWingman(CommonController* wingman); 64 virtual bool hasWingman(); 132 65 133 66 134 void maneuver(); 135 void dodge(Vector3& thisPosition, Vector3& diffUnit); 136 bool canFire(); 137 void doFire(); 67 float randomInRange(float a, float b); 68 static float distance(ControllableEntity* entity1, ControllableEntity* entity2); 69 static bool sameTeam (ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gt); 70 static bool isLooking( ControllableEntity* entityThatLooks, ControllableEntity* entityBeingLookedAt, float angle ) ; 71 static std::string getName( Pawn* entity ) ; 138 72 139 //----[/Fighting methods]---- 73 protected: 74 75 bool bFirstTick_; 140 76 141 //----[where-to-fly information]----142 143 bool bHasTargetPosition_;144 Vector3 targetPosition_;145 bool bHasTargetOrientation_;146 Quaternion targetOrientation_;147 148 //----[/where-to-fly information]----149 //----[protect information]----150 WeakPtr<ControllableEntity> protect_;151 //----[/protect information]----152 //----[who-to-kill information]----153 WeakPtr<ControllableEntity> target_;154 155 bool bHasPositionOfTarget_;156 Vector3 positionOfTarget_;157 bool bHasOrientationOfTarget_;158 Quaternion orientationOfTarget_;159 //----[/who-to-kill information]----160 161 162 //----["Private" variables]----163 FormationMode::Value formationMode_;164 165 int attackRange_;166 bool bLookAtTarget_;167 bool bShooting_;168 int maneuverCounter_;169 int tolerance_;170 bool bFirstTick_;171 172 //----[/"Private" variables]----173 77 174 78 };
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