Merge pull request #1445 from Azaezel/aiSubsystem

Ai subsystem
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Brian Roberts 2025-05-07 19:09:55 -05:00 committed by GitHub
commit 13bf126418
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28 changed files with 2649 additions and 38 deletions

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@ -58,7 +58,7 @@ torqueAddSourceDirectories("platform" "platform/threads" "platform/async"
torqueAddSourceDirectories("platform/nativeDialogs")
# Handle T3D
torqueAddSourceDirectories( "T3D" "T3D/assets" "T3D/decal" "T3D/examples" "T3D/fps" "T3D/fx"
torqueAddSourceDirectories( "T3D" "T3D/AI" "T3D/assets" "T3D/decal" "T3D/examples" "T3D/fps" "T3D/fx"
"T3D/gameBase" "T3D/gameBase/std"
"T3D/lighting"
"T3D/physics"

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@ -0,0 +1,226 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "AIAimTarget.h"
#include "AIController.h"
static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
F32 AIAimTarget::getTargetDistance(SceneObject* target, bool _checkEnabled)
{
if (!target)
{
target = mObj.getPointer();
if (!target)
return F32_MAX;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
}
else
return F32_MAX;
}
return (getPosition() - target->getPosition()).len();
}
bool AIAimTarget::checkInLos(SceneObject* target, bool _useMuzzle, bool _checkEnabled)
{
ShapeBase* sbo = dynamic_cast<ShapeBase*>(getCtrl()->getAIInfo()->mObj.getPointer());
if (!target)
{
target = dynamic_cast<ShapeBase*>(mObj.getPointer());
if (!target)
return false;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
}
else
return false;
}
RayInfo ri;
sbo->disableCollision();
S32 mountCount = target->getMountedObjectCount();
for (S32 i = 0; i < mountCount; i++)
{
target->getMountedObject(i)->disableCollision();
}
Point3F checkPoint;
if (_useMuzzle)
sbo->getMuzzlePoint(0, &checkPoint);
else
{
MatrixF eyeMat;
sbo->getEyeTransform(&eyeMat);
eyeMat.getColumn(3, &checkPoint);
}
bool hit = !gServerContainer.castRay(checkPoint, target->getBoxCenter(), sAILoSMask, &ri);
sbo->enableCollision();
for (S32 i = 0; i < mountCount; i++)
{
target->getMountedObject(i)->enableCollision();
}
return hit;
}
bool AIAimTarget::checkInFoV(SceneObject* target, F32 camFov, bool _checkEnabled)
{
ShapeBase* sbo = dynamic_cast<ShapeBase*>(getCtrl()->getAIInfo()->mObj.getPointer());
if (!target)
{
target = dynamic_cast<ShapeBase*>(mObj.getPointer());
if (!target)
return false;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
}
else
return false;
}
MatrixF cam = sbo->getTransform();
Point3F camPos;
VectorF camDir;
cam.getColumn(3, &camPos);
cam.getColumn(1, &camDir);
camFov = mDegToRad(camFov) / 2;
Point3F shapePos = target->getBoxCenter();
VectorF shapeDir = shapePos - camPos;
// Test to see if it's within our viewcone, this test doesn't
// actually match the viewport very well, should consider
// projection and box test.
shapeDir.normalize();
F32 dot = mDot(shapeDir, camDir);
return (dot > mCos(camFov));
}
DefineEngineMethod(AIController, setAimLocation, void, (Point3F target), ,
"@brief Tells the AIPlayer to aim at the location provided.\n\n"
"@param target An \"x y z\" position in the game world to target.\n\n"
"@see getAimLocation()\n")
{
object->setAim(target);
}
DefineEngineMethod(AIController, getAimLocation, Point3F, (), ,
"@brief Returns the point the AIPlayer is aiming at.\n\n"
"This will reflect the position set by setAimLocation(), "
"or the position of the object that the bot is now aiming at. "
"If the bot is not aiming at anything, this value will "
"change to whatever point the bot's current line-of-sight intercepts."
"@return World space coordinates of the object AI is aiming at. Formatted as \"X Y Z\".\n\n"
"@see setAimLocation()\n"
"@see setAimObject()\n")
{
return object->getAim()->getPosition();
}
DefineEngineMethod(AIController, setAimObject, void, (const char* objName, Point3F offset), (Point3F::Zero), "( GameBase obj, [Point3F offset] )"
"Sets the bot's target object. Optionally set an offset from target location."
"@hide")
{
// Find the target
SceneObject* targetObject;
if (Sim::findObject(objName, targetObject))
{
object->setAim(targetObject, 0.0f, offset);
}
else
object->setAim(0, 0.0f, offset);
}
DefineEngineMethod(AIController, clearAim, void, (), , "clears the bot's target.")
{
object->clearAim();
}
DefineEngineMethod(AIController, getAimObject, S32, (), ,
"@brief Gets the object the AIPlayer is targeting.\n\n"
"@return Returns -1 if no object is being aimed at, "
"or the SimObjectID of the object the AIPlayer is aiming at.\n\n"
"@see setAimObject()\n")
{
SceneObject* obj = dynamic_cast<GameBase*>(object->getAim()->mObj.getPointer());
return obj ? obj->getId() : -1;
}
DefineEngineMethod(AIController, getTargetDistance, F32, (SceneObject* obj, bool checkEnabled), (nullAsType<SceneObject*>(), false),
"@brief The distance to a given target.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->getAim()->getTargetDistance(obj, checkEnabled);
}
DefineEngineMethod(AIController, checkInLos, bool, (SceneObject* obj, bool useMuzzle, bool checkEnabled), (nullAsType<ShapeBase*>(), false, false),
"@brief Check whether an object is in line of sight.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@useMuzzle Use muzzle position. Otherwise use eye position. (defaults to false).\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->getAim()->checkInLos(obj, useMuzzle, checkEnabled);
}
DefineEngineMethod(AIController, checkInFoV, bool, (SceneObject* obj, F32 fov, bool checkEnabled), (nullAsType<ShapeBase*>(), 45.0f, false),
"@brief Check whether an object is within a specified veiw cone.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@fov view angle in degrees.(Defaults to 45)\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->getAim()->checkInFoV(obj, fov, checkEnabled);
}

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@ -0,0 +1,41 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _AIAIMTARGET_H_
#define _AIAIMTARGET_H_
#include "AIInfo.h"
struct AIAimTarget : public AIInfo
{
typedef AIInfo Parent;
Point3F mAimOffset;
bool mTargetInLOS; // Is target object visible?
Point3F getPosition() { return ((mObj.isValid()) ? mObj->getPosition() : mPosition) + mAimOffset; }
bool checkInLos(SceneObject* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false);
bool checkInFoV(SceneObject* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false);
F32 getTargetDistance(SceneObject* target, bool _checkEnabled);
AIAimTarget() = delete;
AIAimTarget(AIController* controller) : Parent(controller) { mTargetInLOS = false; };
AIAimTarget(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn) : Parent(controller, objIn, radIn) { mTargetInLOS = false; };
AIAimTarget(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) { mTargetInLOS = false; };
};
#endif

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@ -0,0 +1,916 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "AIController.h"
#include "T3D/player.h"
#include "T3D/rigidShape.h"
#include "T3D/vehicles/wheeledVehicle.h"
#include "T3D/vehicles/flyingVehicle.h"
IMPLEMENT_CONOBJECT(AIController);
//-----------------------------------------------------------------------------
void AIController::throwCallback(const char* name)
{
//Con::warnf("throwCallback: %s", name);
Con::executef(mControllerData, name, getIdString()); //controller data callbacks
GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
if (!gbo) return;
Con::executef(gbo->getDataBlock(), name, getAIInfo()->mObj->getIdString()); //legacy support for object db callbacks
}
void AIController::initPersistFields()
{
addProtectedField("ControllerData", TYPEID< AIControllerData >(), Offset(mControllerData, AIController),
&setControllerDataProperty, &defaultProtectedGetFn,
"Script datablock used for game objects.");
addFieldV("MoveSpeed", TypeRangedF32, Offset(mMovement.mMoveSpeed, AIController), &CommonValidators::PositiveFloat,
"@brief default move sepeed.");
}
bool AIController::setControllerDataProperty(void* obj, const char* index, const char* db)
{
if (db == NULL || !db[0])
{
Con::errorf("AIController::setControllerDataProperty - Can't unset ControllerData on AIController objects");
return false;
}
AIController* object = static_cast<AIController*>(obj);
AIControllerData* data;
if (Sim::findObject(db, data))
{
object->mControllerData = data;
return true;
}
Con::errorf("AIController::setControllerDataProperty - Could not find ControllerData \"%s\"", db);
return false;
}
void AIController::setGoal(AIInfo* targ)
{
if (mGoal) { delete(mGoal); mGoal = NULL; }
if (targ->mObj.isValid())
{
delete(mGoal);
mGoal = new AIGoal(this, targ->mObj, targ->mRadius);
}
else if (targ->mPosSet)
{
delete(mGoal);
mGoal = new AIGoal(this, targ->mPosition, targ->mRadius);
}
}
void AIController::setGoal(Point3F loc, F32 rad)
{
if (mGoal) delete(mGoal);
mGoal = new AIGoal(this, loc, rad);
}
void AIController::setGoal(SimObjectPtr<SceneObject> objIn, F32 rad)
{
if (mGoal) delete(mGoal);
mGoal = new AIGoal(this, objIn, rad);
}
void AIController::setAim(Point3F loc, F32 rad, Point3F offset)
{
if (mAimTarget) delete(mAimTarget);
mAimTarget = new AIAimTarget(this, loc, rad);
mAimTarget->mAimOffset = offset;
}
void AIController::setAim(SimObjectPtr<SceneObject> objIn, F32 rad, Point3F offset)
{
if (mAimTarget) delete(mAimTarget);
mAimTarget = new AIAimTarget(this, objIn, rad);
mAimTarget->mAimOffset = offset;
}
bool AIController::getAIMove(Move* movePtr)
{
*movePtr = NullMove;
ShapeBase* sbo = dynamic_cast<ShapeBase*>(getAIInfo()->mObj.getPointer());
if (!sbo) return false;
// Use the eye as the current position.
MatrixF eye;
sbo->getEyeTransform(&eye);
Point3F location = eye.getPosition();
Point3F rotation = sbo->getTransform().toEuler();
// Test for target location in sight if it's an object. The LOS is
// run from the eye position to the center of the object's bounding,
// which is not very accurate.
if (getAim() && getAim()->mObj)
{
GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
if (getAim()->checkInLos(gbo))
{
if (!getAim()->mTargetInLOS)
{
throwCallback("onTargetEnterLOS");
getAim()->mTargetInLOS = true;
}
}
else if (getAim()->mTargetInLOS)
{
throwCallback("onTargetExitLOS");
getAim()->mTargetInLOS = false;
}
}
if (sbo->getDamageState() == ShapeBase::Enabled && getGoal())
{
#ifdef TORQUE_NAVIGATION_ENABLED
if (mMovement.mMoveState != ModeStop)
getNav()->updateNavMesh();
if (getNav()->mPathData.path.isNull())
{
if (getGoal()->getDist() > mControllerData->mFollowTolerance)
{
if (getGoal()->mObj.isValid())
getNav()->followObject(getGoal()->mObj, mControllerData->mFollowTolerance);
else if (getGoal()->mPosSet)
getNav()->setPathDestination(getGoal()->getPosition(true));
}
}
else
{
if (getGoal()->getDist() > mControllerData->mFollowTolerance)
{
SceneObject* obj = getAIInfo()->mObj->getObjectMount();
if (!obj)
{
obj = getAIInfo()->mObj;
}
RayInfo info;
if (obj->getContainer()->castRay(obj->getPosition(), obj->getPosition() - Point3F(0, 0, mControllerData->mHeightTolerance), StaticShapeObjectType, &info))
{
getNav()->repath();
}
getGoal()->mInRange = false;
}
if (getGoal()->getDist() < mControllerData->mFollowTolerance )
{
getNav()->clearPath();
mMovement.mMoveState = ModeStop;
if (!getGoal()->mInRange)
{
getGoal()->mInRange = true;
throwCallback("onTargetInRange");
}
else getGoal()->mInRange = false;
}
else
{
if (getGoal()->getDist() < mControllerData->mAttackRadius )
{
if (!getGoal()->mInFiringRange)
{
getGoal()->mInFiringRange = true;
throwCallback("onTargetInFiringRange");
}
}
else getGoal()->mInFiringRange = false;
}
}
#else
if (getGoal()->getDist() > mControllerData->mFollowTolerance)
{
if (getGoal()->mObj.isValid())
getNav()->followObject(getGoal()->mObj, mControllerData->mFollowTolerance);
else if (getGoal()->mPosSet)
getNav()->setPathDestination(getGoal()->getPosition(true));
getGoal()->mInRange = false;
}
if (getGoal()->getDist() < mControllerData->mFollowTolerance)
{
mMovement.mMoveState = ModeStop;
if (!getGoal()->mInRange)
{
getGoal()->mInRange = true;
throwCallback("onTargetInRange");
}
else getGoal()->mInRange = false;
}
else
{
if (getGoal()->getDist() < mControllerData->mAttackRadius)
{
if (!getGoal()->mInFiringRange)
{
getGoal()->mInFiringRange = true;
throwCallback("onTargetInFiringRange");
}
}
else getGoal()->mInFiringRange = false;
}
#endif // TORQUE_NAVIGATION_ENABLED
}
// Orient towards the aim point, aim object, or towards
// our destination.
if (getAim() || mMovement.mMoveState != ModeStop)
{
// Update the aim position if we're aiming for an object or explicit position
if (getAim())
mMovement.mAimLocation = getAim()->getPosition();
else
mMovement.mAimLocation = getNav()->getMoveDestination();
mControllerData->resolveYawPtr(this, location, movePtr);
mControllerData->resolvePitchPtr(this, location, movePtr);
mControllerData->resolveRollPtr(this, location, movePtr);
if (mMovement.mMoveState != AIController::ModeStop)
{
F32 xDiff = getNav()->getMoveDestination().x - location.x;
F32 yDiff = getNav()->getMoveDestination().y - location.y;
if (mFabs(xDiff) < mControllerData->mMoveTolerance && mFabs(yDiff) < mControllerData->mMoveTolerance)
{
getNav()->onReachDestination();
}
else
{
mControllerData->resolveSpeedPtr(this, location, movePtr);
mControllerData->resolveStuckPtr(this);
}
}
}
mControllerData->resolveTriggerStatePtr(this, movePtr);
getAIInfo()->mLastPos = getAIInfo()->getPosition();
return true;
}
void AIController::clearCover()
{
// Notify cover that we are no longer on our way.
if (getCover() && !getCover()->mCoverPoint.isNull())
getCover()->mCoverPoint->setOccupied(false);
SAFE_DELETE(mCover);
}
void AIController::Movement::stopMove()
{
mMoveState = ModeStop;
#ifdef TORQUE_NAVIGATION_ENABLED
getCtrl()->getNav()->clearPath();
getCtrl()->clearCover();
getCtrl()->getNav()->clearFollow();
#endif
}
void AIController::Movement::onStuck()
{
mMoveState = AIController::ModeStuck;
getCtrl()->throwCallback("onMoveStuck");
#ifdef TORQUE_NAVIGATION_ENABLED
if (!getCtrl()->getNav()->getPath().isNull())
getCtrl()->getNav()->repath();
#endif
}
DefineEngineMethod(AIController, setMoveSpeed, void, (F32 speed), ,
"@brief Sets the move speed for an AI object.\n\n"
"@param speed A speed multiplier between 0.0 and 1.0. "
"This is multiplied by the AIController controlled object's base movement rates (as defined in "
"its PlayerData datablock)\n\n"
"@see getMoveDestination()\n")
{
object->mMovement.setMoveSpeed(speed);
}
DefineEngineMethod(AIController, getMoveSpeed, F32, (), ,
"@brief Gets the move speed of an AI object.\n\n"
"@return A speed multiplier between 0.0 and 1.0.\n\n"
"@see setMoveSpeed()\n")
{
return object->mMovement.getMoveSpeed();
}
DefineEngineMethod(AIController, stop, void, (), ,
"@brief Tells the AIController controlled object to stop moving.\n\n")
{
object->mMovement.stopMove();
}
/**
* Set the state of a movement trigger.
*
* @param slot The trigger slot to set
* @param isSet set/unset the trigger
*/
void AIController::TriggerState::setMoveTrigger(U32 slot, const bool isSet)
{
if (slot >= MaxTriggerKeys)
{
Con::errorf("Attempting to set an invalid trigger slot (%i)", slot);
}
else
{
mMoveTriggers[slot] = isSet; // set the trigger
mControllerRef->getAIInfo()->mObj->setMaskBits(ShapeBase::NoWarpMask); // force the client to updateMove
}
}
/**
* Get the state of a movement trigger.
*
* @param slot The trigger slot to query
* @return True if the trigger is set, false if it is not set
*/
bool AIController::TriggerState::getMoveTrigger(U32 slot) const
{
if (slot >= MaxTriggerKeys)
{
Con::errorf("Attempting to get an invalid trigger slot (%i)", slot);
return false;
}
else
{
return mMoveTriggers[slot];
}
}
/**
* Clear the trigger state for all movement triggers.
*/
void AIController::TriggerState::clearMoveTriggers()
{
for (U32 i = 0; i < MaxTriggerKeys; i++)
setMoveTrigger(i, false);
}
//-----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(AIControllerData);
void AIControllerData::resolveYaw(AIController* obj, Point3F location, Move* move)
{
F32 xDiff = obj->mMovement.mAimLocation.x - location.x;
F32 yDiff = obj->mMovement.mAimLocation.y - location.y;
Point3F rotation = obj->getAIInfo()->mObj->getTransform().toEuler();
if (!mIsZero(xDiff) || !mIsZero(yDiff))
{
// First do Yaw
// use the cur yaw between -Pi and Pi
F32 curYaw = rotation.z;
while (curYaw > M_2PI_F)
curYaw -= M_2PI_F;
while (curYaw < -M_2PI_F)
curYaw += M_2PI_F;
// find the yaw offset
F32 newYaw = mAtan2(xDiff, yDiff);
F32 yawDiff = newYaw - curYaw;
// make it between 0 and 2PI
if (yawDiff < 0.0f)
yawDiff += M_2PI_F;
else if (yawDiff >= M_2PI_F)
yawDiff -= M_2PI_F;
// now make sure we take the short way around the circle
if (yawDiff > M_PI_F)
yawDiff -= M_2PI_F;
else if (yawDiff < -M_PI_F)
yawDiff += M_2PI_F;
move->yaw = yawDiff;
}
}
void AIControllerData::resolveRoll(AIController* obj, Point3F location, Move* movePtr)
{
}
void AIControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
{
F32 xDiff = obj->getNav()->getMoveDestination().x - location.x;
F32 yDiff = obj->getNav()->getMoveDestination().y - location.y;
Point3F rotation = obj->getAIInfo()->mObj->getTransform().toEuler();
// Build move direction in world space
if (mIsZero(xDiff))
movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
else
{
if (mIsZero(yDiff))
movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
else
{
if (mFabs(xDiff) > mFabs(yDiff))
{
F32 value = mFabs(yDiff / xDiff);
movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -value : value;
movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
}
else
{
F32 value = mFabs(xDiff / yDiff);
movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -value : value;
movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
}
}
}
// Rotate the move into object space (this really only needs
// a 2D matrix)
Point3F newMove;
MatrixF moveMatrix;
moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw)));
moveMatrix.mulV(Point3F(movePtr->x, movePtr->y, 0.0f), &newMove);
movePtr->x = newMove.x;
movePtr->y = newMove.y;
// Set movement speed. We'll slow down once we get close
// to try and stop on the spot...
if (obj->mMovement.mMoveSlowdown)
{
F32 speed = obj->mMovement.mMoveSpeed;
F32 dist = mSqrt(xDiff * xDiff + yDiff * yDiff);
F32 maxDist = mMoveTolerance * 2;
if (dist < maxDist)
speed *= dist / maxDist;
movePtr->x *= speed;
movePtr->y *= speed;
}
else
{
movePtr->x *= obj->mMovement.mMoveSpeed;
movePtr->y *= obj->mMovement.mMoveSpeed;
}
}
void AIControllerData::resolveTriggerState(AIController* obj, Move* movePtr)
{
//check for scripted overides
for (U32 slot = 0; slot < MaxTriggerKeys; slot++)
{
movePtr->trigger[slot] = obj->mTriggerState.mMoveTriggers[slot];
}
}
void AIControllerData::resolveStuck(AIController* obj)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
if (!obj->getGoal()) return;
ShapeBase* sbo = dynamic_cast<ShapeBase*>(obj->getAIInfo()->mObj.getPointer());
// Don't check for ai stuckness if animation during
// an anim-clip effect override.
if (sbo->getDamageState() == ShapeBase::Enabled && !(sbo->anim_clip_flags & ShapeBase::ANIM_OVERRIDDEN) && !sbo->isAnimationLocked())
{
// We should check to see if we are stuck...
F32 locationDelta = (obj->getAIInfo()->getPosition() - obj->getAIInfo()->mLastPos).len();
if (locationDelta < mMoveStuckTolerance)
{
if (obj->mMovement.mMoveStuckTestCountdown > 0)
--obj->mMovement.mMoveStuckTestCountdown;
else
{
// If we are slowing down, then it's likely that our location delta will be less than
// our move stuck tolerance. Because we can be both slowing and stuck
// we should TRY to check if we've moved. This could use better detection.
if (obj->mMovement.mMoveState != AIController::ModeSlowing || locationDelta == 0)
{
obj->mMovement.onStuck();
obj->mMovement.mMoveStuckTestCountdown = obj->mControllerData->mMoveStuckTestDelay;
}
}
}
}
}
AIControllerData::AIControllerData()
{
mMoveTolerance = 0.25f;
mAttackRadius = 2.0f;
mMoveStuckTolerance = 0.01f;
mMoveStuckTestDelay = 30;
mHeightTolerance = 0.001f;
mFollowTolerance = 1.0f;
#ifdef TORQUE_NAVIGATION_ENABLED
mLinkTypes = LinkData(AllFlags);
mNavSize = AINavigation::Regular;
mFlocking.mChance = 90;
mFlocking.mMin = 1.0f;
mFlocking.mMax = 3.0f;
mFlocking.mSideStep = 0.01f;
#endif
resolveYawPtr.bind(this, &AIControllerData::resolveYaw);
resolvePitchPtr.bind(this, &AIControllerData::resolvePitch);
resolveRollPtr.bind(this, &AIControllerData::resolveRoll);
resolveSpeedPtr.bind(this, &AIControllerData::resolveSpeed);
resolveTriggerStatePtr.bind(this, &AIControllerData::resolveTriggerState);
resolveStuckPtr.bind(this, &AIControllerData::resolveStuck);
}
AIControllerData::AIControllerData(const AIControllerData& other, bool temp_clone) : SimDataBlock(other, temp_clone)
{
mMoveTolerance = other.mMoveTolerance;
mAttackRadius = other.mAttackRadius;
mMoveStuckTolerance = other.mMoveStuckTolerance;
mMoveStuckTestDelay = other.mMoveStuckTestDelay;
mHeightTolerance = other.mHeightTolerance;
mFollowTolerance = other.mFollowTolerance;
#ifdef TORQUE_NAVIGATION_ENABLED
mLinkTypes = other.mLinkTypes;
mNavSize = other.mNavSize;
mFlocking.mChance = other.mFlocking.mChance;
mFlocking.mMin = other.mFlocking.mMin;
mFlocking.mMax = other.mFlocking.mMax;
mFlocking.mSideStep = other.mFlocking.mSideStep;
#endif
resolveYawPtr.bind(this, &AIControllerData::resolveYaw);
resolvePitchPtr.bind(this, &AIControllerData::resolvePitch);
resolveRollPtr.bind(this, &AIControllerData::resolveRoll);
resolveSpeedPtr.bind(this, &AIControllerData::resolveSpeed);
resolveTriggerStatePtr.bind(this, &AIControllerData::resolveTriggerState);
resolveStuckPtr.bind(this, &AIControllerData::resolveStuck);
}
void AIControllerData::initPersistFields()
{
docsURL;
addGroup("AI");
addFieldV("moveTolerance", TypeRangedF32, Offset(mMoveTolerance, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance from destination before stopping.\n\n"
"When the AIController controlled object is moving to a given destination it will move to within "
"this distance of the destination and then stop. By providing this tolerance "
"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
addFieldV("followTolerance", TypeRangedF32, Offset(mFollowTolerance, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance from destination before stopping.\n\n"
"When the AIController controlled object is moving to a given destination it will move to within "
"this distance of the destination and then stop. By providing this tolerance "
"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
addFieldV("AttackRadius", TypeRangedF32, Offset(mAttackRadius, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance considered in firing range for callback purposes.");
addFieldV("moveStuckTolerance", TypeRangedF32, Offset(mMoveStuckTolerance, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance tolerance on stuck check.\n\n"
"When the AIController controlled object controlled object is moving to a given destination, if it ever moves less than "
"this tolerance during a single tick, the AIController controlled object is considered stuck. At this point "
"the onMoveStuck() callback is called on the datablock.\n");
addFieldV("HeightTolerance", TypeRangedF32, Offset(mHeightTolerance, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance from destination before stopping.\n\n"
"When the AIController controlled object is moving to a given destination it will move to within "
"this distance of the destination and then stop. By providing this tolerance "
"it helps the AIController controlled object from never reaching its destination due to minor obstacles, "
"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
addFieldV("moveStuckTestDelay", TypeRangedS32, Offset(mMoveStuckTestDelay, AIControllerData), &CommonValidators::PositiveInt,
"@brief The number of ticks to wait before testing if the AIController controlled object is stuck.\n\n"
"When the AIController controlled object is asked to move, this property is the number of ticks to wait "
"before the AIController controlled object starts to check if it is stuck. This delay allows the AIController controlled object "
"to accelerate to full speed without its initial slow start being considered as stuck.\n"
"@note Set to zero to have the stuck test start immediately.\n");
endGroup("AI");
#ifdef TORQUE_NAVIGATION_ENABLED
addGroup("Pathfinding");
addFieldV("FlockChance", TypeRangedS32, Offset(mFlocking.mChance, AIControllerData), &CommonValidators::S32Percent,
"@brief chance of flocking.");
addFieldV("FlockMin", TypeRangedF32, Offset(mFlocking.mMin, AIControllerData), &CommonValidators::PositiveFloat,
"@brief min flocking separation distance.");
addFieldV("FlockMax", TypeRangedF32, Offset(mFlocking.mMax, AIControllerData), &CommonValidators::PositiveFloat,
"@brief max flocking clustering distance.");
addFieldV("FlockSideStep", TypeRangedF32, Offset(mFlocking.mSideStep, AIControllerData), &CommonValidators::PositiveFloat,
"@brief Distance from destination before we stop moving out of the way.");
addField("allowWalk", TypeBool, Offset(mLinkTypes.walk, AIControllerData),
"Allow the character to walk on dry land.");
addField("allowJump", TypeBool, Offset(mLinkTypes.jump, AIControllerData),
"Allow the character to use jump links.");
addField("allowDrop", TypeBool, Offset(mLinkTypes.drop, AIControllerData),
"Allow the character to use drop links.");
addField("allowSwim", TypeBool, Offset(mLinkTypes.swim, AIControllerData),
"Allow the character to move in water.");
addField("allowLedge", TypeBool, Offset(mLinkTypes.ledge, AIControllerData),
"Allow the character to jump ledges.");
addField("allowClimb", TypeBool, Offset(mLinkTypes.climb, AIControllerData),
"Allow the character to use climb links.");
addField("allowTeleport", TypeBool, Offset(mLinkTypes.teleport, AIControllerData),
"Allow the character to use teleporters.");
endGroup("Pathfinding");
#endif // TORQUE_NAVIGATION_ENABLED
Parent::initPersistFields();
}
void AIControllerData::packData(BitStream* stream)
{
Parent::packData(stream);
stream->write(mMoveTolerance);
stream->write(mAttackRadius);
stream->write(mMoveStuckTolerance);
stream->write(mMoveStuckTestDelay);
stream->write(mHeightTolerance);
stream->write(mFollowTolerance);
#ifdef TORQUE_NAVIGATION_ENABLED
//enums
stream->write(mLinkTypes.getFlags());
stream->write((U32)mNavSize);
// end enums
stream->write(mFlocking.mChance);
stream->write(mFlocking.mMin);
stream->write(mFlocking.mMax);
stream->write(mFlocking.mSideStep);
#endif // TORQUE_NAVIGATION_ENABLED
};
void AIControllerData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
stream->read(&mMoveTolerance);
stream->read(&mAttackRadius);
stream->read(&mMoveStuckTolerance);
stream->read(&mMoveStuckTestDelay);
stream->read(&mHeightTolerance);
stream->read(&mFollowTolerance);
#ifdef TORQUE_NAVIGATION_ENABLED
//enums
U16 linkFlags;
stream->read(&linkFlags);
mLinkTypes = LinkData(linkFlags);
U32 navSize;
stream->read(&navSize);
mNavSize = (AINavigation::NavSize)(navSize);
// end enums
stream->read(&(mFlocking.mChance));
stream->read(&(mFlocking.mMin));
stream->read(&(mFlocking.mMax));
stream->read(&(mFlocking.mSideStep));
#endif // TORQUE_NAVIGATION_ENABLED
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(AIPlayerControllerData);
void AIPlayerControllerData::resolvePitch(AIController* obj, Point3F location, Move* movePtr)
{
Player* po = dynamic_cast<Player*>(obj->getAIInfo()->mObj.getPointer());
if (!po) return;//not a player
if (obj->getAim() || obj->mMovement.mMoveState != AIController::ModeStop)
{
// Next do pitch.
if (!obj->getAim())
{
// Level out if were just looking at our next way point.
Point3F headRotation = po->getHeadRotation();
movePtr->pitch = -headRotation.x;
}
else
{
F32 xDiff = obj->mMovement.mAimLocation.x - location.x;
F32 yDiff = obj->mMovement.mAimLocation.y - location.y;
// This should be adjusted to run from the
// eye point to the object's center position. Though this
// works well enough for now.
F32 vertDist = obj->mMovement.mAimLocation.z - location.z;
F32 horzDist = mSqrt(xDiff * xDiff + yDiff * yDiff);
F32 newPitch = mAtan2(horzDist, vertDist) - (M_PI_F / 2.0f);
if (mFabs(newPitch) > 0.01f)
{
Point3F headRotation = po->getHeadRotation();
movePtr->pitch = newPitch - headRotation.x;
}
}
}
else
{
// Level out if we're not doing anything else
Point3F headRotation = po->getHeadRotation();
movePtr->pitch = -headRotation.x;
}
}
void AIPlayerControllerData::resolveTriggerState(AIController* obj, Move* movePtr)
{
Parent::resolveTriggerState(obj, movePtr);
#ifdef TORQUE_NAVIGATION_ENABLED
if (obj->getNav()->mJump == AINavigation::Now)
{
movePtr->trigger[2] = true;
obj->getNav()->mJump = AINavigation::None;
}
else if (obj->getNav()->mJump == AINavigation::Ledge)
{
// If we're not touching the ground, jump!
RayInfo info;
if (!obj->getAIInfo()->mObj->getContainer()->castRay(obj->getAIInfo()->getPosition(), obj->getAIInfo()->getPosition() - Point3F(0, 0, 0.4f), StaticShapeObjectType, &info))
{
movePtr->trigger[2] = true;
obj->getNav()->mJump = AINavigation::None;
}
}
#endif // TORQUE_NAVIGATION_ENABLED
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(AIWheeledVehicleControllerData);
void AIWheeledVehicleControllerData::resolveYaw(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
WheeledVehicle* wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!wvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!wvo) return;//not a WheeledVehicle
F32 lastYaw = wvo->getSteering().x;
Point3F right = wvo->getTransform().getRightVector();
right.normalize();
Point3F aimLoc = obj->mMovement.mAimLocation;
// Get the AI to Target vector and normalize it.
Point3F toTarg = (location + wvo->getVelocity() * TickSec) - aimLoc;
toTarg.normalize();
F32 dotYaw = -mDot(right, toTarg);
movePtr->yaw = -lastYaw;
VehicleData* vd = (VehicleData*)(wvo->getDataBlock());
F32 maxSteeringAngle = vd->maxSteeringAngle;
if (mFabs(dotYaw) > maxSteeringAngle*1.5f)
dotYaw *= -1.0f;
if (dotYaw > maxSteeringAngle) dotYaw = maxSteeringAngle;
if (dotYaw < -maxSteeringAngle) dotYaw = -maxSteeringAngle;
if (mFabs(dotYaw) > 0.05f)
movePtr->yaw = dotYaw - lastYaw;
};
void AIWheeledVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
WheeledVehicle* wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!wvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
wvo = dynamic_cast<WheeledVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!wvo) return;//not a WheeledVehicle
Parent::resolveSpeed(obj, location, movePtr);
VehicleData* db = static_cast<VehicleData *>(wvo->getDataBlock());
movePtr->x = 0;
movePtr->y *= mMax((db->maxSteeringAngle-mFabs(movePtr->yaw) / db->maxSteeringAngle),0.75f);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
IMPLEMENT_CO_DATABLOCK_V1(AIFlyingVehicleControllerData);
void AIFlyingVehicleControllerData::initPersistFields()
{
docsURL;
addGroup("AI");
addFieldV("FlightFloor", TypeRangedF32, Offset(mFlightFloor, AIFlyingVehicleControllerData), &CommonValidators::F32Range,
"@brief Min height we can target.");
addFieldV("FlightCeiling", TypeRangedF32, Offset(mFlightCeiling, AIFlyingVehicleControllerData), &CommonValidators::F32Range,
"@brief Max height we can target.");
endGroup("AI");
Parent::initPersistFields();
}
AIFlyingVehicleControllerData::AIFlyingVehicleControllerData(const AIFlyingVehicleControllerData& other, bool temp_clone) : AIControllerData(other, temp_clone)
{
mFlightCeiling = other.mFlightCeiling;
mFlightFloor = other.mFlightFloor;
resolveYawPtr.bind(this, &AIFlyingVehicleControllerData::resolveYaw);
resolvePitchPtr.bind(this, &AIFlyingVehicleControllerData::resolvePitch);
resolveSpeedPtr.bind(this, &AIFlyingVehicleControllerData::resolveSpeed);
}
void AIFlyingVehicleControllerData::resolveYaw(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
FlyingVehicle* fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!fvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!fvo) return;//not a FlyingVehicle
Point3F right = fvo->getTransform().getRightVector();
right.normalize();
// Get the Target to AI vector and normalize it.
Point3F aimLoc = obj->mMovement.mAimLocation;
aimLoc.z = mClampF(aimLoc.z, mFlightFloor, mFlightCeiling);
Point3F toTarg = (location + fvo->getVelocity() * TickSec) - aimLoc;
toTarg.normalize();
movePtr->yaw = 0;
F32 dotYaw = -mDot(right, toTarg);
if (mFabs(dotYaw) > 0.05f)
movePtr->yaw = dotYaw;
};
void AIFlyingVehicleControllerData::resolvePitch(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
FlyingVehicle* fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!fvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!fvo) return;//not a FlyingVehicle
Point3F up = fvo->getTransform().getUpVector();
up.normalize();
// Get the Target to AI vector and normalize it.
Point3F aimLoc = obj->mMovement.mAimLocation;
aimLoc.z = mClampF(aimLoc.z, mFlightFloor, mFlightCeiling);
Point3F toTarg = (location + fvo->getVelocity() * TickSec) - aimLoc;
toTarg.normalize();
movePtr->pitch = 0.0f;
F32 dotPitch = mDot(up, toTarg);
if (mFabs(dotPitch) > 0.05f)
movePtr->pitch = dotPitch * M_2PI_F;
}
void AIFlyingVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
{
if (obj->mMovement.mMoveState < AIController::ModeSlowing) return;
FlyingVehicle* fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj.getPointer());
if (!fvo)
{
//cover the case of a connection controling an object in turn controlling another
if (obj->getAIInfo()->mObj->getObjectMount())
fvo = dynamic_cast<FlyingVehicle*>(obj->getAIInfo()->mObj->getObjectMount());
}
if (!fvo) return;//not a FlyingVehicle
movePtr->x = 0;
movePtr->y = obj->mMovement.mMoveSpeed;
}

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@ -0,0 +1,247 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _AICONTROLLER_H_
#define _AICONTROLLER_H_
#include "navigation/coverPoint.h"
#include "AIInfo.h"
#include "AIGoal.h"
#include "AIAimTarget.h"
#include "AICover.h"
#include "AINavigation.h"
class AIControllerData;
//-----------------------------------------------------------------------------
class AIController : public SimObject {
typedef SimObject Parent;
public:
AIControllerData* mControllerData;
protected:
static bool setControllerDataProperty(void* object, const char* index, const char* data);
public:
enum MoveState {
ModeStop, // AI has stopped moving.
ModeStuck, // AI is stuck, but wants to move.
ModeSlowing, // AI is slowing down as it reaches it's destination.
ModeMove, // AI is currently moving.
ModeReverse // AI is reversing
};
private:
AIInfo*mAIInfo;
public:
void setAIInfo(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f) { delete(mAIInfo); mAIInfo = new AIInfo(this, objIn, rad); }
AIInfo* getAIInfo() { return mAIInfo; }
private:
AIGoal* mGoal;
public:
void setGoal(AIInfo* targ);
void setGoal(Point3F loc, F32 rad = 0.0f);
void setGoal(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f);
AIGoal* getGoal() { return mGoal; }
void clearGoal() { SAFE_DELETE(mGoal); }
private:
AIAimTarget* mAimTarget;
public:
void setAim(Point3F loc, F32 rad = 0.0f, Point3F offset = Point3F(0.0f, 0.0f, 0.0f));
void setAim(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f, Point3F offset = Point3F(0.0f, 0.0f, 0.0f));
AIAimTarget* getAim() { return mAimTarget; }
void clearAim() { SAFE_DELETE(mAimTarget); }
private:
AICover* mCover;
public:
void setCover(Point3F loc, F32 rad = 0.0f) { delete(mCover); mCover = new AICover(this, loc, rad); }
void setCover(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f) { delete(mCover); mCover = new AICover(this, objIn, rad); }
AICover* getCover() { return mCover; }
bool findCover(const Point3F& from, F32 radius);
void clearCover();
// Utility Methods
void throwCallback(const char* name);
AINavigation* mNav;
AINavigation* getNav() { return mNav; };
struct Movement
{
AIController* mControllerRef;
AIController* getCtrl() { return mControllerRef; };
MoveState mMoveState;
F32 mMoveSpeed = 1.0;
void setMoveSpeed(F32 speed) { mMoveSpeed = speed; };
F32 getMoveSpeed() { return mMoveSpeed; };
bool mMoveSlowdown; // Slowdown as we near the destination
Point3F mLastLocation; // For stuck check
S32 mMoveStuckTestCountdown; // The current countdown until at AI starts to check if it is stuck
Point3F mAimLocation;
// move triggers
bool mMoveTriggers[MaxTriggerKeys];
void stopMove();
void onStuck();
} mMovement;
struct TriggerState
{
AIController* mControllerRef;
AIController* getCtrl() { return mControllerRef; };
bool mMoveTriggers[MaxTriggerKeys];
// Trigger sets/gets
void setMoveTrigger(U32 slot, const bool isSet = true);
bool getMoveTrigger(U32 slot) const;
void clearMoveTriggers();
} mTriggerState;
bool getAIMove(Move* move);
static void initPersistFields();
AIController()
{
for (S32 i = 0; i < MaxTriggerKeys; i++)
mTriggerState.mMoveTriggers[i] = false;
mMovement.mControllerRef = this;
mTriggerState.mControllerRef = this;
mControllerData = NULL;
mAIInfo = new AIInfo(this);
mNav = new AINavigation(this);
mGoal = NULL;
mAimTarget = NULL;
mCover = NULL;
mMovement.mMoveState = ModeStop;
};
~AIController()
{
SAFE_DELETE(mAIInfo);
SAFE_DELETE(mNav);
clearGoal();
clearAim();
clearCover();
}
DECLARE_CONOBJECT(AIController);
};
//-----------------------------------------------------------------------------
class AIControllerData : public SimDataBlock {
typedef SimDataBlock Parent;
public:
AIControllerData();
AIControllerData(const AIControllerData&, bool = false);
~AIControllerData() {};
void packData(BitStream* stream) override;
void unpackData(BitStream* stream) override;
static void initPersistFields();
DECLARE_CONOBJECT(AIControllerData);
F32 mMoveTolerance; // Distance from destination point before we stop
F32 mFollowTolerance; // Distance from destination object before we stop
F32 mAttackRadius; // Distance to trigger weaponry calcs
S32 mMoveStuckTestDelay; // The number of ticks to wait before checking if the AI is stuck
F32 mMoveStuckTolerance; // Distance tolerance on stuck check
F32 mHeightTolerance; // how high above the navmesh are we before we stop trying to repath
#ifdef TORQUE_NAVIGATION_ENABLED
struct Flocking {
U32 mChance; // chance of flocking
F32 mMin; // min flocking separation distance
F32 mMax; // max flocking clustering distance
F32 mSideStep; // Distance from destination before we stop moving out of the way
} mFlocking;
/// Types of link we can use.
LinkData mLinkTypes;
AINavigation::NavSize mNavSize;
#endif
Delegate<void(AIController* obj, Point3F location, Move* movePtr)> resolveYawPtr;
void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
Delegate<void(AIController* obj, Point3F location, Move* movePtr)> resolvePitchPtr;
void resolvePitch(AIController* obj, Point3F location, Move* movePtr) {};
Delegate<void(AIController* obj, Point3F location, Move* movePtr)> resolveRollPtr;
void resolveRoll(AIController* obj, Point3F location, Move* movePtr);
Delegate<void(AIController* obj, Point3F location, Move* movePtr)> resolveSpeedPtr;
void resolveSpeed(AIController* obj, Point3F location, Move* movePtr);
Delegate<void(AIController* obj, Move* movePtr)> resolveTriggerStatePtr;
void resolveTriggerState(AIController* obj, Move* movePtr);
Delegate<void(AIController* obj)> resolveStuckPtr;
void resolveStuck(AIController* obj);
};
class AIPlayerControllerData : public AIControllerData
{
typedef AIControllerData Parent;
public:
AIPlayerControllerData()
{
resolvePitchPtr.bind(this, &AIPlayerControllerData::resolvePitch);
resolveTriggerStatePtr.bind(this, &AIPlayerControllerData::resolveTriggerState);
}
void resolvePitch(AIController* obj, Point3F location, Move* movePtr);
void resolveTriggerState(AIController* obj, Move* movePtr);
DECLARE_CONOBJECT(AIPlayerControllerData);
};
class AIWheeledVehicleControllerData : public AIControllerData
{
typedef AIControllerData Parent;
public:
AIWheeledVehicleControllerData()
{
resolveYawPtr.bind(this, &AIWheeledVehicleControllerData::resolveYaw);
resolveSpeedPtr.bind(this, &AIWheeledVehicleControllerData::resolveSpeed);
mHeightTolerance = 2.0f;
}
void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
void resolveSpeed(AIController* obj, Point3F location, Move* movePtr);
DECLARE_CONOBJECT(AIWheeledVehicleControllerData);
};
class AIFlyingVehicleControllerData : public AIControllerData
{
typedef AIControllerData Parent;
F32 mFlightFloor;
F32 mFlightCeiling;
public:
AIFlyingVehicleControllerData()
{
resolveYawPtr.bind(this, &AIFlyingVehicleControllerData::resolveYaw);
resolvePitchPtr.bind(this, &AIFlyingVehicleControllerData::resolvePitch);
resolveSpeedPtr.bind(this, &AIFlyingVehicleControllerData::resolveSpeed);
mHeightTolerance = 200.0f;
mFlightCeiling = 200.0f;
mFlightFloor = 1.0;
}
AIFlyingVehicleControllerData(const AIFlyingVehicleControllerData&, bool = false);
static void initPersistFields();
void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
void resolveSpeed(AIController* obj, Point3F location, Move* movePtr);
void resolvePitch(AIController* obj, Point3F location, Move* movePtr);
DECLARE_CONOBJECT(AIFlyingVehicleControllerData);
};
#endif //_AICONTROLLER_H_

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "AICover.h"
#include "AIController.h"
struct CoverSearch
{
Point3F loc;
Point3F from;
F32 dist;
F32 best;
CoverPoint* point;
CoverSearch() : loc(0, 0, 0), from(0, 0, 0)
{
best = -FLT_MAX;
point = NULL;
dist = FLT_MAX;
}
};
static void findCoverCallback(SceneObject* obj, void* key)
{
CoverPoint* p = dynamic_cast<CoverPoint*>(obj);
if (!p || p->isOccupied())
return;
CoverSearch* s = static_cast<CoverSearch*>(key);
Point3F dir = s->from - p->getPosition();
dir.normalizeSafe();
// Score first based on angle of cover point to enemy.
F32 score = mDot(p->getNormal(), dir);
// Score also based on distance from seeker.
score -= (p->getPosition() - s->loc).len() / s->dist;
// Finally, consider cover size.
score += (p->getSize() + 1) / CoverPoint::NumSizes;
score *= p->getQuality();
if (score > s->best)
{
s->best = score;
s->point = p;
}
}
bool AIController::findCover(const Point3F& from, F32 radius)
{
if (radius <= 0)
return false;
// Create a search state.
CoverSearch s;
s.loc = getAIInfo()->getPosition();
s.dist = radius;
// Direction we seek cover FROM.
s.from = from;
// Find cover points.
Box3F box(radius * 2.0f);
box.setCenter(getAIInfo()->getPosition());
getAIInfo()->mObj->getContainer()->findObjects(box, MarkerObjectType, findCoverCallback, &s);
// Go to cover!
if (s.point)
{
// Calling setPathDestination clears cover...
bool foundPath = getNav()->setPathDestination(s.point->getPosition());
setCover(s.point);
s.point->setOccupied(true);
return foundPath;
}
return false;
}
DefineEngineMethod(AIController, findCover, S32, (Point3F from, F32 radius), ,
"@brief Tells the AI to find cover nearby.\n\n"
"@param from Location to find cover from (i.e., enemy position).\n"
"@param radius Distance to search for cover.\n"
"@return Cover point ID if cover was found, -1 otherwise.\n\n")
{
if (object->findCover(from, radius))
{
CoverPoint* cover = object->getCover()->mCoverPoint.getObject();
return cover ? cover->getId() : -1;
}
else
{
return -1;
}
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _AICOVER_H_
#define _AICOVER_H_
#include "AIInfo.h"
#include "navigation/coverPoint.h"
struct AICover : public AIInfo
{
typedef AIInfo Parent;
/// Pointer to a cover point.
SimObjectPtr<CoverPoint> mCoverPoint;
AICover() = delete;
AICover(AIController* controller) : Parent(controller) {};
AICover(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn) : Parent(controller, objIn, radIn) { mCoverPoint = dynamic_cast<CoverPoint*>(objIn.getPointer());};
AICover(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) {};
};
#endif

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "AIGoal.h"
#include "AIController.h"

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _AIGOAL_H_
#define _AIGOAL_H_
#include "AIInfo.h"
struct AIGoal : public AIInfo
{
typedef AIInfo Parent;
bool mInRange, mInFiringRange;
AIGoal() = delete;
AIGoal(AIController* controller) : Parent(controller) { mInRange = mInFiringRange = false; };
AIGoal(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn) : Parent(controller, objIn, radIn) { mInRange = mInFiringRange = false; };
AIGoal(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) { mInRange = mInFiringRange = false; };
};
#endif

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "AIInfo.h"
#include "AIController.h"
AIInfo::AIInfo(AIController* controller)
{
mControllerRef = controller;
mObj = NULL;
mPosition = mLastPos = Point3F(0.0f, 0.0f, 0.0f);
mRadius = 0.0f;
mPosSet = false;
};
AIInfo::AIInfo(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn)
{
mControllerRef = controller;
mObj = objIn;
mPosition = mLastPos = objIn->getPosition();
mRadius = radIn;
mPosSet = false;
if (radIn == 0.0f)
mRadius = mMax(objIn->getObjBox().len_x(), objIn->getObjBox().len_y()) * 0.5;
};
AIInfo::AIInfo(AIController* controller, Point3F pointIn, F32 radIn)
{
mControllerRef = controller;
mObj = NULL;
mPosition = mLastPos = pointIn;
mRadius = radIn;
mPosSet = true;
};
Point3F AIInfo::getPosition(bool doCastray)
{
Point3F pos = (mObj.isValid()) ? mObj->getPosition() : mPosition;
if (doCastray)
{
RayInfo info;
if (gServerContainer.castRay(pos, pos - Point3F(0, 0, getCtrl()->mControllerData->mHeightTolerance), StaticShapeObjectType, &info))
{
pos = info.point;
}
}
return pos;
}
F32 AIInfo::getDist()
{
AIInfo* controlObj = getCtrl()->getAIInfo();
Point3F targPos = getPosition();
if (mFabs(targPos.z - controlObj->getPosition().z) < getCtrl()->mControllerData->mHeightTolerance)
targPos.z = controlObj->getPosition().z;
F32 ret = VectorF(controlObj->getPosition() - targPos).len();
ret -= controlObj->mRadius + mRadius;
return ret;
}

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _AIINFO_H_
#define _AIINFO_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
class AIController;
struct AIInfo
{
AIController* mControllerRef;
AIController* getCtrl() { return mControllerRef; };
void setCtrl(AIController* controller) { mControllerRef = controller; };
SimObjectPtr<SceneObject> mObj;
Point3F mPosition, mLastPos;
bool mPosSet;
F32 mRadius;
Point3F getPosition(bool doCastray = false);
F32 getDist();
AIInfo() = delete;
AIInfo(AIController* controller);
AIInfo(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn = 0.0f);
AIInfo(AIController* controller,Point3F pointIn, F32 radIn = 0.0f);
};
#endif

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "AINavigation.h"
#include "AIController.h"
#include "T3D/shapeBase.h"
static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType | AIObjectType;
AINavigation::AINavigation(AIController* controller)
{
mControllerRef = controller;
#ifdef TORQUE_NAVIGATION_ENABLED
mJump = None;
mNavSize = Regular;
#endif
}
AINavigation::~AINavigation()
{
#ifdef TORQUE_NAVIGATION_ENABLED
clearPath();
clearFollow();
#endif
}
void AINavigation::setMoveDestination(const Point3F& location, bool slowdown)
{
mMoveDestination = location;
getCtrl()->mMovement.mMoveState = AIController::ModeMove;
getCtrl()->mMovement.mMoveSlowdown = slowdown;
getCtrl()->mMovement.mMoveStuckTestCountdown = getCtrl()->mControllerData->mMoveStuckTestDelay;
}
bool AINavigation::setPathDestination(const Point3F& pos, bool replace)
{
#ifdef TORQUE_NAVIGATION_ENABLED
if (replace)
getCtrl()->setGoal(pos, getCtrl()->mControllerData->mMoveTolerance);
if (!mNavMesh)
updateNavMesh();
// If we can't find a mesh, just move regularly.
if (!mNavMesh)
{
//setMoveDestination(pos);
getCtrl()->throwCallback("onPathFailed");
return false;
}
// Create a new path.
NavPath* path = new NavPath();
path->mMesh = mNavMesh;
path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
path->mTo = getCtrl()->getGoal()->getPosition(true);
path->mFromSet = path->mToSet = true;
path->mAlwaysRender = true;
path->mLinkTypes = getCtrl()->mControllerData->mLinkTypes;
path->mXray = true;
// Paths plan automatically upon being registered.
if (!path->registerObject())
{
delete path;
return false;
}
if (path->success())
{
// Clear any current path we might have.
clearPath();
getCtrl()->clearCover();
// Store new path.
mPathData.path = path;
mPathData.owned = true;
// Skip node 0, which we are currently standing on.
moveToNode(1);
getCtrl()->throwCallback("onPathSuccess");
return true;
}
else
{
// Just move normally if we can't path.
//setMoveDestination(pos, true);
//return;
getCtrl()->throwCallback("onPathFailed");
path->deleteObject();
return false;
}
#else
setMoveDestination(pos, false);
return true;
#endif
}
Point3F AINavigation::getPathDestination() const
{
#ifdef TORQUE_NAVIGATION_ENABLED
if (!mPathData.path.isNull())
return mPathData.path->mTo;
return Point3F(0, 0, 0);
#else
return getMoveDestination();
#endif
}
void AINavigation::onReachDestination()
{
#ifdef TORQUE_NAVIGATION_ENABLED
if (!getPath().isNull())
{
if (mPathData.index == getPath()->size() - 1)
{
// Handle looping paths.
if (getPath()->mIsLooping)
moveToNode(0);
// Otherwise end path.
else
{
clearPath();
getCtrl()->throwCallback("onReachDestination");
}
}
else
{
moveToNode(mPathData.index + 1);
// Throw callback every time if we're on a looping path.
//if(mPathData.path->mIsLooping)
//throwCallback("onReachDestination");
}
}
else
#endif
{
getCtrl()->throwCallback("onReachDestination");
getCtrl()->mMovement.mMoveState = AIController::ModeStop;
}
}
void AINavigation::followObject()
{
if (getCtrl()->getGoal()->getDist() < getCtrl()->mControllerData->mMoveTolerance)
return;
if (setPathDestination(getCtrl()->getGoal()->getPosition(true)))
{
#ifdef TORQUE_NAVIGATION_ENABLED
getCtrl()->clearCover();
#endif
}
}
void AINavigation::followObject(SceneObject* obj, F32 radius)
{
getCtrl()->setGoal(obj, radius);
followObject();
}
void AINavigation::clearFollow()
{
getCtrl()->clearGoal();
}
DefineEngineMethod(AIController, setMoveDestination, void, (Point3F goal, bool slowDown), (true),
"@brief Tells the AI to move to the location provided\n\n"
"@param goal Coordinates in world space representing location to move to.\n"
"@param slowDown A boolean value. If set to true, the bot will slow down "
"when it gets within 5-meters of its move destination. If false, the bot "
"will stop abruptly when it reaches the move destination. By default, this is true.\n\n"
"@note Upon reaching a move destination, the bot will clear its move destination and "
"calls to getMoveDestination will return \"0 0 0\"."
"@see getMoveDestination()\n")
{
object->getNav()->setMoveDestination(goal, slowDown);
}
DefineEngineMethod(AIController, getMoveDestination, Point3F, (), ,
"@brief Get the AIPlayer's current destination.\n\n"
"@return Returns a point containing the \"x y z\" position "
"of the AIPlayer's current move destination. If no move destination "
"has yet been set, this returns \"0 0 0\"."
"@see setMoveDestination()\n")
{
return object->getNav()->getMoveDestination();
}
DefineEngineMethod(AIController, setPathDestination, bool, (Point3F goal), ,
"@brief Tells the AI to find a path to the location provided\n\n"
"@param goal Coordinates in world space representing location to move to.\n"
"@return True if a path was found.\n\n"
"@see getPathDestination()\n"
"@see setMoveDestination()\n")
{
return object->getNav()->setPathDestination(goal, true);
}
DefineEngineMethod(AIController, getPathDestination, Point3F, (), ,
"@brief Get the AIPlayer's current pathfinding destination.\n\n"
"@return Returns a point containing the \"x y z\" position "
"of the AIPlayer's current path destination. If no path destination "
"has yet been set, this returns \"0 0 0\"."
"@see setPathDestination()\n")
{
return object->getNav()->getPathDestination();
}
DefineEngineMethod(AIController, followObject, void, (SimObjectId obj, F32 radius), ,
"@brief Tell the AIPlayer to follow another object.\n\n"
"@param obj ID of the object to follow.\n"
"@param radius Maximum distance we let the target escape to.")
{
SceneObject* follow;
#ifdef TORQUE_NAVIGATION_ENABLED
object->getNav()->clearPath();
object->clearCover();
#endif
object->getNav()->clearFollow();
if (Sim::findObject(obj, follow))
object->getNav()->followObject(follow, radius);
}
#ifdef TORQUE_NAVIGATION_ENABLED
NavMesh* AINavigation::findNavMesh() const
{
GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
// Search for NavMeshes that contain us entirely with the smallest possible
// volume.
NavMesh* mesh = NULL;
SimSet* set = NavMesh::getServerSet();
for (U32 i = 0; i < set->size(); i++)
{
NavMesh* m = static_cast<NavMesh*>(set->at(i));
if (m->getWorldBox().isContained(gbo->getWorldBox()))
{
// Check that mesh size is appropriate.
if (gbo->isMounted())
{
if (!m->mVehicles)
continue;
}
else
{
if ((getNavSize() == Small && !m->mSmallCharacters) ||
(getNavSize() == Regular && !m->mRegularCharacters) ||
(getNavSize() == Large && !m->mLargeCharacters))
continue;
}
if (!mesh || m->getWorldBox().getVolume() < mesh->getWorldBox().getVolume())
mesh = m;
}
}
return mesh;
}
void AINavigation::updateNavMesh()
{
GameBase* gbo = dynamic_cast<GameBase*>(mControllerRef->getAIInfo()->mObj.getPointer());
NavMesh* old = mNavMesh;
if (mNavMesh.isNull())
mNavMesh = findNavMesh();
else
{
if (!mNavMesh->getWorldBox().isContained(gbo->getWorldBox()))
mNavMesh = findNavMesh();
}
// See if we need to update our path.
if (mNavMesh != old && !mPathData.path.isNull())
{
setPathDestination(mPathData.path->mTo);
}
}
void AINavigation::moveToNode(S32 node)
{
if (mPathData.path.isNull())
return;
// -1 is shorthand for 'last path node'.
if (node == -1)
node = mPathData.path->size() - 1;
// Consider slowing down on the last path node.
setMoveDestination(mPathData.path->getNode(node), false);
// Check flags for this segment.
if (mPathData.index)
{
U16 flags = mPathData.path->getFlags(node - 1);
// Jump if we must.
if (flags & LedgeFlag)
mJump = Ledge;
else if (flags & JumpFlag)
mJump = Now;
else
// Catch pathing errors.
mJump = None;
}
// Store current index.
mPathData.index = node;
}
void AINavigation::repath()
{
// Ineffectual if we don't have a path, or are using someone else's.
if (mPathData.path.isNull() || !mPathData.owned)
return;
if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance && flock())
{
mPathData.path->mTo = mMoveDestination;
}
else
{
// If we're following, get their position.
mPathData.path->mTo = getCtrl()->getGoal()->getPosition(true);
}
// Update from position and replan.
mPathData.path->mFrom = getCtrl()->getAIInfo()->getPosition(true);
mPathData.path->plan();
// Move to first node (skip start pos).
moveToNode(1);
}
void AINavigation::followNavPath(NavPath* path)
{
// Get rid of our current path.
clearPath();
getCtrl()->clearCover();
// Follow new path.
mPathData.path = path;
mPathData.owned = false;
// Start from 0 since we might not already be there.
moveToNode(0);
}
void AINavigation::clearPath()
{
// Only delete if we own the path.
if (!mPathData.path.isNull() && mPathData.owned)
mPathData.path->deleteObject();
// Reset path data.
mPathData = PathData();
}
bool AINavigation::flock()
{
AIControllerData::Flocking flockingData = getCtrl()->mControllerData->mFlocking;
SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
obj->disableCollision();
Point3F pos = obj->getBoxCenter();
Point3F searchArea = Point3F(flockingData.mMin / 2, flockingData.mMax / 2, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
F32 maxFlocksq = flockingData.mMax * flockingData.mMax;
bool flocking = false;
U32 found = 0;
if (getCtrl()->getGoal())
{
Point3F dest = mMoveDestination;
if (getCtrl()->mMovement.mMoveState == AIController::ModeStuck)
{
Point3F shuffle = Point3F(mRandF() - 0.5, mRandF() - 0.5, 0);
shuffle.normalize();
dest += shuffle * flockingData.mMin;
}
dest.z = pos.z;
if ((pos - dest).len() > flockingData.mSideStep)
{
//find closest object
SimpleQueryList sql;
Box3F queryBox = Box3F(pos - searchArea, pos + searchArea);
obj->getContainer()->findObjects(queryBox, AIObjectType, SimpleQueryList::insertionCallback, &sql);
sql.mList.remove(obj);
Point3F avoidanceOffset = Point3F::Zero;
//avoid objects in the way
RayInfo info;
if (obj->getContainer()->castRay(pos, dest + Point3F(0, 0, obj->getObjBox().len_z() / 2), sAILoSMask, &info))
{
Point3F blockerOffset = (info.point - dest);
blockerOffset.z = 0;
avoidanceOffset += blockerOffset;
}
//avoid bots that are too close
for (U32 i = 0; i < sql.mList.size(); i++)
{
ShapeBase* other = dynamic_cast<ShapeBase*>(sql.mList[i]);
Point3F objectCenter = other->getBoxCenter();
F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
sumRad += separation;
Point3F offset = (pos - objectCenter);
F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
if ((flockingData.mMin > 0) && (offsetLensq < (sumRad * sumRad)))
{
other->disableCollision();
if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
{
found++;
offset.normalizeSafe();
offset *= sumRad + separation;
avoidanceOffset += offset; //accumulate total group, move away from that
}
other->enableCollision();
}
}
//if we don't have to worry about bumping into one another (nothing found lower than minFLock), see about grouping up
if (found == 0)
{
for (U32 i = 0; i < sql.mList.size(); i++)
{
ShapeBase* other = static_cast<ShapeBase*>(sql.mList[i]);
Point3F objectCenter = other->getBoxCenter();
F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
F32 separation = getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
sumRad += separation;
Point3F offset = (pos - objectCenter);
if ((flockingData.mMin > 0) && ((sumRad * sumRad) < (maxFlocksq)))
{
other->disableCollision();
if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
{
found++;
offset.normalizeSafe();
offset *= sumRad + separation;
avoidanceOffset -= offset; // subtract total group, move toward it
}
other->enableCollision();
}
}
}
if (found > 0)
{
avoidanceOffset.z = 0;
avoidanceOffset.x = (mRandF() * avoidanceOffset.x) * 0.5 + avoidanceOffset.x * 0.75;
avoidanceOffset.y = (mRandF() * avoidanceOffset.y) * 0.5 + avoidanceOffset.y * 0.75;
if (avoidanceOffset.lenSquared() < (maxFlocksq))
{
dest += avoidanceOffset;
}
//if we're not jumping...
if (mJump == None)
{
dest.z = obj->getPosition().z;
//make sure we don't run off a cliff
Point3F zlen(0, 0, getCtrl()->mControllerData->mHeightTolerance);
if (obj->getContainer()->castRay(dest + zlen, dest - zlen, TerrainObjectType | StaticShapeObjectType | StaticObjectType, &info))
{
if ((mMoveDestination - dest).len() > getCtrl()->mControllerData->mMoveTolerance)
{
mMoveDestination = dest;
flocking = true;
}
}
}
}
}
}
obj->enableCollision();
return flocking;
}
DefineEngineMethod(AIController, followNavPath, void, (SimObjectId obj), ,
"@brief Tell the AIPlayer to follow a path.\n\n"
"@param obj ID of a NavPath object for the character to follow.")
{
NavPath* path;
if (Sim::findObject(obj, path))
object->getNav()->followNavPath(path);
}
DefineEngineMethod(AIController, repath, void, (), ,
"@brief Tells the AI to re-plan its path. Does nothing if the character "
"has no path, or if it is following a mission path.\n\n")
{
object->getNav()->repath();
}
DefineEngineMethod(AIController, findNavMesh, S32, (), ,
"@brief Get the NavMesh object this AIPlayer is currently using.\n\n"
"@return The ID of the NavPath object this character is using for "
"pathfinding. This is determined by the character's location, "
"navigation type and other factors. Returns -1 if no NavMesh is "
"found.")
{
NavMesh* mesh = object->getNav()->getNavMesh();
return mesh ? mesh->getId() : -1;
}
DefineEngineMethod(AIController, getNavMesh, S32, (), ,
"@brief Return the NavMesh this AIPlayer is using to navigate.\n\n")
{
NavMesh* m = object->getNav()->getNavMesh();
return m ? m->getId() : 0;
}
DefineEngineMethod(AIController, setNavSize, void, (const char* size), ,
"@brief Set the size of NavMesh this character uses. One of \"Small\", \"Regular\" or \"Large\".")
{
if (!String::compare(size, "Small"))
object->getNav()->setNavSize(AINavigation::Small);
else if (!String::compare(size, "Regular"))
object->getNav()->setNavSize(AINavigation::Regular);
else if (!String::compare(size, "Large"))
object->getNav()->setNavSize(AINavigation::Large);
else
Con::errorf("AIPlayer::setNavSize: no such size '%s'.", size);
}
DefineEngineMethod(AIController, getNavSize, const char*, (), ,
"@brief Return the size of NavMesh this character uses for pathfinding.")
{
switch (object->getNav()->getNavSize())
{
case AINavigation::Small:
return "Small";
case AINavigation::Regular:
return "Regular";
case AINavigation::Large:
return "Large";
}
return "";
}
#endif

View file

@ -0,0 +1,105 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _AINAVIGATION_H_
#define _AINAVIGATION_H_
#include "AIInfo.h"
#include "navigation/navPath.h"
#include "navigation/navMesh.h"
class AIController;
struct AINavigation
{
AIController* mControllerRef;
AIController* getCtrl() { return mControllerRef; };
AINavigation() = delete;
AINavigation(AIController* controller);
~AINavigation();
Point3F mMoveDestination;
void setMoveDestination(const Point3F& location, bool slowdown);
Point3F getMoveDestination() const { return mMoveDestination; };
bool setPathDestination(const Point3F& pos, bool replace = false);
Point3F getPathDestination() const;
void onReachDestination();
void followObject();
void followObject(SceneObject* obj, F32 radius);
void clearFollow();
#ifdef TORQUE_NAVIGATION_ENABLED
/// Stores information about a path.
struct PathData {
/// Pointer to path object.
SimObjectPtr<NavPath> path;
/// Do we own our path? If so, we will delete it when finished.
bool owned;
/// Path node we're at.
U32 index;
/// Default constructor.
PathData() : path(NULL)
{
owned = false;
index = 0;
}
};
/// Should we jump?
enum JumpStates {
None, ///< No, don't jump.
Now, ///< Jump immediately.
Ledge, ///< Jump when we walk off a ledge.
};
enum NavSize {
Small,
Regular,
Large
} mNavSize;
void setNavSize(NavSize size) { mNavSize = size; updateNavMesh(); }
NavSize getNavSize() const { return mNavSize; }
/// NavMesh we pathfind on.
SimObjectPtr<NavMesh> mNavMesh;
NavMesh* findNavMesh() const;
void updateNavMesh();
NavMesh* getNavMesh() const { return mNavMesh; }
PathData mPathData;
JumpStates mJump;
/// Clear out the current path.
void clearPath();
void repath();
/// Get the current path we're following.
SimObjectPtr<NavPath> getPath() { return mPathData.path; };
void followNavPath(NavPath* path);
/// Move to the specified node in the current path.
void moveToNode(S32 node);
bool flock();
#endif
};
#endif

View file

@ -669,6 +669,7 @@ static void RegisterGameFunctions()
Con::setIntVariable("$TypeMasks::PathShapeObjectType", PathShapeObjectType);
// PATHSHAPE END
Con::setIntVariable("$TypeMasks::TurretObjectType", TurretObjectType);
Con::setIntVariable("$TypeMasks::AIObjectType", AIObjectType);
Con::addVariable("Ease::InOut", TypeS32, &gEaseInOut,
"InOut ease for curve movement.\n"

View file

@ -174,7 +174,7 @@ enum SceneObjectTypes
/// @see TurretShape
TurretObjectType = BIT(29),
N_A_31 = BIT(30),
N_A_32 = BIT(31),
AIObjectType = BIT(31),
/// @}
};

View file

@ -461,7 +461,6 @@ PlayerData::PlayerData()
physicsPlayerType = StringTable->EmptyString();
mControlMap = StringTable->EmptyString();
dMemset( actionList, 0, sizeof(actionList) );
}
@ -740,7 +739,7 @@ void PlayerData::initPersistFields()
endGroup( "Camera" );
addGroup( "Movement" );
addField("controlMap", TypeString, Offset(mControlMap, PlayerData),
addField("controlMap", TypeString, Offset(mControlMap, PlayerData),
"@brief movemap used by these types of objects.\n\n");
addFieldV( "maxStepHeight", TypeRangedF32, Offset(maxStepHeight, PlayerData), &CommonValidators::PositiveFloat,
@ -1643,7 +1642,6 @@ Player::Player()
mLastAbsoluteYaw = 0.0f;
mLastAbsolutePitch = 0.0f;
mLastAbsoluteRoll = 0.0f;
afx_init();
}
@ -1741,7 +1739,6 @@ bool Player::onAdd()
world );
mPhysicsRep->setTransform( getTransform() );
}
return true;
}
@ -2258,12 +2255,6 @@ void Player::advanceTime(F32 dt)
}
}
}
bool Player::getAIMove(Move* move)
{
return false;
}
void Player::setState(ActionState state, U32 recoverTicks)
{
if (state != mState) {

View file

@ -50,6 +50,12 @@ class Player;
class OpenVRTrackedObject;
#endif
#ifdef TORQUE_NAVIGATION_ENABLED
#include "navigation/navPath.h"
#include "navigation/navMesh.h"
#include "navigation/coverPoint.h"
#endif // TORQUE_NAVIGATION_ENABLED
//----------------------------------------------------------------------------
struct PlayerData: public ShapeBaseData {
@ -758,8 +764,6 @@ public:
Point3F getMomentum() const override;
void setMomentum(const Point3F &momentum) override;
bool displaceObject(const Point3F& displaceVector) override;
virtual bool getAIMove(Move*);
bool checkDismountPosition(const MatrixF& oldPos, const MatrixF& newPos); ///< Is it safe to dismount here?
//

View file

@ -69,6 +69,7 @@
#include "core/stream/fileStream.h"
#include "T3D/accumulationVolume.h"
#include "console/persistenceManager.h"
#include "AI/AIController.h"
IMPLEMENT_CO_DATABLOCK_V1(ShapeBaseData);
@ -197,7 +198,8 @@ ShapeBaseData::ShapeBaseData()
useEyePoint( false ),
isInvincible( false ),
renderWhenDestroyed( true ),
inheritEnergyFromMount( false )
inheritEnergyFromMount( false ),
mAIControllData(NULL)
{
INIT_ASSET(Shape);
INIT_ASSET(DebrisShape);
@ -548,6 +550,10 @@ void ShapeBaseData::initPersistFields()
addField("silentBBoxValidation", TypeBool, Offset(silent_bbox_check, ShapeBaseData));
INITPERSISTFIELD_SHAPEASSET(DebrisShape, ShapeBaseData, "The shape asset to use for auto-generated breakups via blowup(). @note may not be functional.");
endGroup( "Shapes" );
addGroup("Movement");
addField("aiControllerData", TYPEID< AIControllerData >(), Offset(mAIControllData, ShapeBaseData),
"@brief ai controller used by these types of objects.\n\n");
endGroup("Movement");
addGroup("Particle Effects");
addField( "explosion", TYPEID< ExplosionData >(), Offset(explosion, ShapeBaseData),
@ -999,7 +1005,8 @@ ShapeBase::ShapeBase()
mCameraFov( 90.0f ),
mIsControlled( false ),
mLastRenderFrame( 0 ),
mLastRenderDistance( 0.0f )
mLastRenderDistance( 0.0f ),
mAIController(NULL)
{
mTypeMask |= ShapeBaseObjectType | LightObjectType;
@ -1050,6 +1057,7 @@ ShapeBase::~ShapeBase()
cur->next = sFreeTimeoutList;
sFreeTimeoutList = cur;
}
if (mAIController) mAIController->deleteObject();
}
void ShapeBase::initPersistFields()
@ -5467,3 +5475,44 @@ DefineEngineMethod(ShapeBase, getNodePoint, Point3F, (const char* nodeName), ,
return pos;
}
bool ShapeBase::setAIController(SimObjectId controller)
{
if (Sim::findObject(controller, mAIController) && mAIController->mControllerData)
{
mAIController->setAIInfo(this);
mTypeMask |= AIObjectType;
return true;
}
Con::errorf("unable to find AIController : %i", controller);
mAIController = NULL;
mTypeMask |= ~AIObjectType;
return false;
}
bool ShapeBase::getAIMove(Move* move)
{
if (!isServerObject()) return false;
if (isControlled()) return false; //something else is steering us, so use that one's controller
if (!(mTypeMask & VehicleObjectType || mTypeMask & PlayerObjectType)) return false; //only support players and vehicles for now
if (mAIController)
{
mAIController->getAIMove(move); //actual result
mTypeMask |= AIObjectType;
return true;
}
mAIController = NULL;
mTypeMask &= ~AIObjectType;
return false;
}
DefineEngineMethod(ShapeBase, setAIController, bool, (S32 controller), , "")
{
return object->setAIController(controller);
}
DefineEngineMethod(ShapeBase, getAIController, AIController*, (), , "")
{
return object->getAIController();
}

View file

@ -88,6 +88,8 @@ class ShapeBase;
class SFXSource;
class SFXTrack;
class SFXProfile;
struct AIController;
struct AIControllerData;
typedef void* Light;
@ -560,6 +562,7 @@ public:
U32 cubeDescId;
ReflectorDesc *reflectorDesc;
AIControllerData* mAIControllData;
/// @name Destruction
///
/// Everyone likes to blow things up!
@ -1761,6 +1764,11 @@ public:
/// Returns true if this object is controlling by something
bool isControlled() { return(mIsControlled); }
AIController* mAIController;
bool setAIController(SimObjectId controller);
AIController* getAIController() { return mAIController; };
virtual bool getAIMove(Move* move);
/// Returns true if this object is being used as a camera in first person
bool isFirstPerson() const;
@ -1902,7 +1910,6 @@ public:
void registerCollisionCallback(CollisionEventCallback*);
void unregisterCollisionCallback(CollisionEventCallback*);
protected:
enum {
ANIM_OVERRIDDEN = BIT(0),
BLOCK_USER_CONTROL = BIT(1),
@ -1910,6 +1917,8 @@ protected:
BAD_ANIM_ID = 999999999,
BLENDED_CLIP = 0x80000000,
};
U8 anim_clip_flags;
protected:
struct BlendThread
{
TSThread* thread;
@ -1917,7 +1926,6 @@ protected:
};
Vector<BlendThread> blend_clips;
static U32 unique_anim_tag_counter;
U8 anim_clip_flags;
S32 last_anim_id;
U32 last_anim_tag;
U32 last_anim_lock_tag;

View file

@ -148,6 +148,7 @@ VehicleData::VehicleData()
collDamageThresholdVel = 20;
collDamageMultiplier = 0.05f;
enablePhysicsRep = true;
mControlMap = StringTable->EmptyString();
}
@ -321,6 +322,11 @@ void VehicleData::initPersistFields()
"velocity).\n\nCurrently unused." );
endGroup("Collision");
addGroup("Movement");
addField("controlMap", TypeString, Offset(mControlMap, VehicleData),
"@brief movemap used by these types of objects.\n\n");
endGroup("Movement");
addGroup("Steering");
addField("controlMap", TypeString, Offset(mControlMap, VehicleData),
"@brief movemap used by these types of objects.\n\n");
@ -474,7 +480,6 @@ bool Vehicle::onAdd()
void Vehicle::onRemove()
{
SAFE_DELETE(mPhysicsRep);
U32 i=0;
for( i=0; i<VehicleData::VC_NUM_DAMAGE_EMITTERS; i++ )
@ -499,10 +504,17 @@ void Vehicle::processTick(const Move* move)
{
PROFILE_SCOPE( Vehicle_ProcessTick );
// If we're not being controlled by a client, let the
// AI sub-module get a chance at producing a move.
Move aiMove;
if (!move && isServerObject() && getAIMove(&aiMove))
move = &aiMove;
ShapeBase::processTick(move);
if ( isMounted() )
return;
// Warp to catch up to server
if (mDelta.warpCount < mDelta.warpTicks)
{

View file

@ -27,6 +27,8 @@
#include "T3D/rigidShape.h"
#endif
#include "T3D/AI/AIController.h"
class ParticleEmitter;
class ParticleEmitterData;
class ClippedPolyList;
@ -69,8 +71,8 @@ struct VehicleData : public RigidShapeData
F32 damageLevelTolerance[ VC_NUM_DAMAGE_LEVELS ];
F32 numDmgEmitterAreas;
StringTableEntry mControlMap;
bool enablePhysicsRep;
StringTableEntry mControlMap;
//
VehicleData();
@ -99,7 +101,6 @@ class Vehicle : public RigidShape
Point2F mSteering;
F32 mThrottle;
bool mJetting;
GFXStateBlockRef mSolidSB;
SimObjectPtr<ParticleEmitter> mDamageEmitterList[VehicleData::VC_NUM_DAMAGE_EMITTERS];
@ -147,6 +148,9 @@ public:
bool onAdd() override;
void onRemove() override;
Point2F getSteering() { return mSteering; };
F32 getThrottle() { return mThrottle;};
/// Interpolates between move ticks @see processTick
/// @param dt Change in time between the last call and this call to the function
void advanceTime(F32 dt) override;

View file

@ -82,7 +82,7 @@ ImplementBitfieldType(GameTypeMasksType,
{ SceneObjectTypes::PathShapeObjectType, "$TypeMasks::PathShapeObjectType", "Path-following Objects.\n" },
{ SceneObjectTypes::TurretObjectType, "$TypeMasks::TurretObjectType", "Turret Objects.\n" },
{ SceneObjectTypes::N_A_31, "$TypeMasks::N_A_31", "unused 31st bit.\n" },
{ SceneObjectTypes::N_A_32, "$TypeMasks::N_A_32", "unused 32nd bit.\n" },
{ SceneObjectTypes::AIObjectType, "$TypeMasks::AIObjectType", "AIObjectType.\n" },
EndImplementBitfieldType;

View file

@ -37,6 +37,7 @@
#include "gui/buttons/guiButtonCtrl.h"
#include "gui/worldEditor/undoActions.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/AI/AIController.h"
IMPLEMENT_CONOBJECT(GuiNavEditorCtrl);
@ -225,8 +226,29 @@ void GuiNavEditorCtrl::spawnPlayer(const Point3F &pos)
SimGroup* missionCleanup = dynamic_cast<SimGroup*>(cleanup);
missionCleanup->addObject(obj);
}
mPlayer = static_cast<AIPlayer*>(obj);
Con::executef(this, "onPlayerSelected", Con::getIntArg(mPlayer->mLinkTypes.getFlags()));
mPlayer = obj;
#ifdef TORQUE_NAVIGATION_ENABLED
AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(obj);
if (asAIPlayer) //try direct
{
Con::executef(this, "onPlayerSelected", Con::getIntArg(asAIPlayer->mLinkTypes.getFlags()));
}
else
{
ShapeBase* sbo = dynamic_cast<ShapeBase*>(obj);
if (sbo->getAIController())
{
if (sbo->getAIController()->mControllerData)
Con::executef(this, "onPlayerSelected", Con::getIntArg(sbo->getAIController()->mControllerData->mLinkTypes.getFlags()));
}
else
{
#endif
Con::executef(this, "onPlayerSelected");
#ifdef TORQUE_NAVIGATION_ENABLED
}
}
#endif
}
}
@ -383,16 +405,56 @@ void GuiNavEditorCtrl::on3DMouseDown(const Gui3DMouseEvent & event)
// Select/move character
else
{
if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType, &ri))
if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType | VehicleObjectType, &ri))
{
if(dynamic_cast<AIPlayer*>(ri.object))
if(ri.object)
{
mPlayer = dynamic_cast<AIPlayer*>(ri.object);
Con::executef(this, "onPlayerSelected", Con::getIntArg(mPlayer->mLinkTypes.getFlags()));
mPlayer = ri.object;
#ifdef TORQUE_NAVIGATION_ENABLED
AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
if (asAIPlayer) //try direct
{
Con::executef(this, "onPlayerSelected", Con::getIntArg(asAIPlayer->mLinkTypes.getFlags()));
}
else
{
ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
if (sbo->getAIController())
{
if (sbo->getAIController()->mControllerData)
Con::executef(this, "onPlayerSelected", Con::getIntArg(sbo->getAIController()->mControllerData->mLinkTypes.getFlags()));
}
else
{
#endif
Con::executef(this, "onPlayerSelected");
}
#ifdef TORQUE_NAVIGATION_ENABLED
}
}
#endif
}
else if (!mPlayer.isNull() && gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
{
AIPlayer* asAIPlayer = dynamic_cast<AIPlayer*>(mPlayer.getPointer());
if (asAIPlayer) //try direct
{
#ifdef TORQUE_NAVIGATION_ENABLED
asAIPlayer->setPathDestination(ri.point);
#else
asAIPlayer->setMoveDestination(ri.point,false);
#endif
}
else
{
ShapeBase* sbo = dynamic_cast<ShapeBase*>(mPlayer.getPointer());
if (sbo->getAIController())
{
if (sbo->getAIController()->mControllerData)
sbo->getAIController()->getNav()->setPathDestination(ri.point, true);
}
}
}
else if(!mPlayer.isNull() && gServerContainer.castRay(startPnt, endPnt, StaticObjectType, &ri))
mPlayer->setPathDestination(ri.point);
}
}
}
@ -455,8 +517,8 @@ void GuiNavEditorCtrl::on3DMouseMove(const Gui3DMouseEvent & event)
if(mMode == mTestMode)
{
if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType, &ri))
mCurPlayer = dynamic_cast<AIPlayer*>(ri.object);
if(gServerContainer.castRay(startPnt, endPnt, PlayerObjectType | VehicleObjectType, &ri))
mCurPlayer = ri.object;
else
mCurPlayer = NULL;
}

View file

@ -155,8 +155,8 @@ protected:
/// @name Test mode
/// @{
SimObjectPtr<AIPlayer> mPlayer;
SimObjectPtr<AIPlayer> mCurPlayer;
SimObjectPtr<SceneObject> mPlayer;
SimObjectPtr<SceneObject> mCurPlayer;
/// @}

View file

@ -169,3 +169,20 @@ datablock LightAnimData( SpinLightAnim )
rotKeys[2] = "az";
rotSmooth[2] = true;
};
datablock AIPlayerControllerData( aiPlayerControl )
{
moveTolerance = 0.25; followTolerance = 1.0; mAttackRadius = 2;
};
datablock AIWheeledVehicleControllerData( aiCarControl )
{
moveTolerance = 1.0; followTolerance = 2.0; mAttackRadius = 5.0;
};
datablock AIFlyingVehicleControllerData( aiPlaneControl )
{
moveTolerance = 2.0; followTolerance = 5.0; mAttackRadius = 10.0;
FlightFloor = 15; FlightCeiling = 150;
};

View file

@ -485,7 +485,7 @@ $guiContent = new GuiNavEditorCtrl(NavEditorGui, EditorGuiGroup) {
VertSizing = "bottom";
Extent = "90 18";
text = "Stop";
command = "NavEditorGui.getPlayer().stop();";
command = "NavEditorGui.stop();";
};
};
};

View file

@ -87,7 +87,7 @@ function NavEditorPlugin::onWorldEditorStartup(%this)
// Add ourselves to the Editor Settings window.
exec("./NavEditorSettingsTab.gui");
//ESettingsWindow.addTabPage(ENavEditorSettingsPage);
ESettingsWindow.addTabPage(ENavEditorSettingsPage);
ENavEditorSettingsPage.init();
// Add items to World Editor Creator
@ -104,6 +104,7 @@ function ENavEditorSettingsPage::init(%this)
{
// Initialises the settings controls in the settings dialog box.
%this-->SpawnClassOptions.clear();
%this-->SpawnClassOptions.add("Player");
%this-->SpawnClassOptions.add("AIPlayer");
%this-->SpawnClassOptions.setFirstSelected();
}

View file

@ -459,6 +459,14 @@ function NavEditorGui::onLinkSelected(%this, %flags)
function NavEditorGui::onPlayerSelected(%this, %flags)
{
if (!isObject(%this.getPlayer().aiController) && (!(%this.getPlayer().isMemberOfClass("AIPlayer"))))
{
%this.getPlayer().aiController = new AIController(){ ControllerData = %this.getPlayer().getDatablock().aiControllerData; };
%this.getPlayer().setAIController(%this.getPlayer().aiController);
}
NavMeshIgnore(%this.getPlayer(), true);
%this.getPlayer().setDamageState("Enabled");
updateLinkData(NavEditorOptionsWindow-->TestProperties, %flags);
}
@ -526,7 +534,7 @@ function NavEditorGui::findCover(%this)
%text = NavEditorOptionsWindow-->TestProperties->CoverPosition.getText();
if(%text !$= "")
%pos = eval("return " @ %text);
%this.getPlayer().findCover(%pos, NavEditorOptionsWindow-->TestProperties->CoverRadius.getText());
%this.getPlayer().getAIController().findCover(%pos, NavEditorOptionsWindow-->TestProperties->CoverRadius.getText());
}
}
@ -547,10 +555,19 @@ function NavEditorGui::followObject(%this)
toolsMessageBoxOk("Error", "Cannot find object" SPC %text);
}
if(isObject(%obj))
%this.getPlayer().followObject(%obj, NavEditorOptionsWindow-->TestProperties->FollowRadius.getText());
%this.getPlayer().getAIController().followObject(%obj, NavEditorOptionsWindow-->TestProperties->FollowRadius.getText());
}
}
function NavEditorGui::stop(%this)
{
if (isObject(%this.getPlayer().aiController))
%this.getPlayer().aiController.stop();
else
{
NavEditorGui.getPlayer().stop();
}
}
function NavInspector::inspect(%this, %obj)
{
%name = "";