mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 23:24:41 +00:00
elevated mAicontroller to shapebase
aiwheeleedveiclecontrollerdata resolvespeed now only touches throttle objects assigned aicontrollers now reflect that by thier objecttype basic flocking
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parent
d36cf31707
commit
3210325f3f
15 changed files with 352 additions and 185 deletions
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@ -122,6 +122,27 @@ bool AIController::getAIMove(Move* movePtr)
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Point3F location = eye.getPosition();
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Point3F rotation = sbo->getTransform().toEuler();
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// Test for target location in sight if it's an object. The LOS is
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// run from the eye position to the center of the object's bounding,
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// which is not very accurate.
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if (getAim() && getAim()->mObj)
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{
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GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
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if (getAim()->checkInLos(gbo))
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{
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if (!getAim()->mTargetInLOS)
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{
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throwCallback("onTargetEnterLOS");
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getAim()->mTargetInLOS = true;
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}
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}
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else if (getAim()->mTargetInLOS)
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{
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throwCallback("onTargetExitLOS");
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getAim()->mTargetInLOS = false;
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}
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}
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#ifdef TORQUE_NAVIGATION_ENABLED
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if (sbo->getDamageState() == ShapeBase::Enabled && getGoal())
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{
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@ -181,6 +202,7 @@ bool AIController::getAIMove(Move* movePtr)
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}
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#endif // TORQUE_NAVIGATION_ENABLED
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getNav()->flock();
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// Orient towards the aim point, aim object, or towards
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// our destination.
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if (getAim() || mMovement.mMoveState != ModeStop)
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@ -189,7 +211,7 @@ bool AIController::getAIMove(Move* movePtr)
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if (getAim())
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mMovement.mAimLocation = getAim()->getPosition();
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else
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mMovement.mAimLocation = getNav()->mMoveDestination;
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mMovement.mAimLocation = getNav()->getMoveDestination();
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mControllerData->resolveYawPtr(this, location, movePtr);
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mControllerData->resolvePitchPtr(this, location, movePtr);
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@ -197,11 +219,10 @@ bool AIController::getAIMove(Move* movePtr)
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if (mMovement.mMoveState != AIController::ModeStop)
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{
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F32 xDiff = getNav()->mMoveDestination.x - location.x;
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F32 yDiff = getNav()->mMoveDestination.y - location.y;
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F32 xDiff = getNav()->getMoveDestination().x - location.x;
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F32 yDiff = getNav()->getMoveDestination().y - location.y;
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if (mFabs(xDiff) < mControllerData->mMoveTolerance && mFabs(yDiff) < mControllerData->mMoveTolerance)
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{
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mMovement.mMoveState = AIController::ModeStop;
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getNav()->onReachDestination();
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}
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else
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@ -214,27 +235,7 @@ bool AIController::getAIMove(Move* movePtr)
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mControllerData->resolveTriggerStatePtr(this, movePtr);
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// Test for target location in sight if it's an object. The LOS is
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// run from the eye position to the center of the object's bounding,
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// which is not very accurate.
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if (getAim() && getAim()->mObj)
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{
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GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
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if (getAim()->checkInLos(gbo))
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{
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if (!getAim()->mTargetInLOS)
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{
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throwCallback("onTargetEnterLOS");
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getAim()->mTargetInLOS = true;
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}
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}
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else if (getAim()->mTargetInLOS)
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{
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throwCallback("onTargetExitLOS");
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getAim()->mTargetInLOS = false;
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}
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}
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getAIInfo()->mLastPos = getAIInfo()->getPosition();
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return true;
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}
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@ -250,17 +251,18 @@ void AIController::Movement::stopMove()
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{
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mMoveState = ModeStop;
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#ifdef TORQUE_NAVIGATION_ENABLED
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mControllerRef->getNav()->clearPath();
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mControllerRef->clearCover();
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mControllerRef->getNav()->clearFollow();
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getCtrl()->getNav()->clearPath();
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getCtrl()->clearCover();
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getCtrl()->getNav()->clearFollow();
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#endif
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}
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void AIController::Movement::onStuck()
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{
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mControllerRef->throwCallback("onMoveStuck");
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mMoveState = AIController::ModeStuck;
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getCtrl()->throwCallback("onMoveStuck");
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#ifdef TORQUE_NAVIGATION_ENABLED
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if (!mControllerRef->getNav()->getPath().isNull())
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mControllerRef->getNav()->repath();
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if (!getCtrl()->getNav()->getPath().isNull())
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getCtrl()->getNav()->repath();
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#endif
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}
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@ -386,28 +388,28 @@ void AIControllerData::resolveRoll(AIController* obj, Point3F location, Move* mo
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void AIControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
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{
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F32 xDiff = obj->getNav()->mMoveDestination.x - location.x;
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F32 yDiff = obj->getNav()->mMoveDestination.y - location.y;
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F32 xDiff = obj->getNav()->getMoveDestination().x - location.x;
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F32 yDiff = obj->getNav()->getMoveDestination().y - location.y;
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Point3F rotation = obj->getAIInfo()->mObj->getTransform().toEuler();
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// Build move direction in world space
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if (mIsZero(xDiff))
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movePtr->y = (location.y > obj->getNav()->mMoveDestination.y) ? -1.0f : 1.0f;
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movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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else
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if (mIsZero(yDiff))
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movePtr->x = (location.x > obj->getNav()->mMoveDestination.x) ? -1.0f : 1.0f;
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movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
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else
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if (mFabs(xDiff) > mFabs(yDiff))
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{
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F32 value = mFabs(yDiff / xDiff);
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movePtr->y = (location.y > obj->getNav()->mMoveDestination.y) ? -value : value;
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movePtr->x = (location.x > obj->getNav()->mMoveDestination.x) ? -1.0f : 1.0f;
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movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -value : value;
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movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
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}
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else
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{
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F32 value = mFabs(xDiff / yDiff);
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movePtr->x = (location.x > obj->getNav()->mMoveDestination.x) ? -value : value;
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movePtr->y = (location.y > obj->getNav()->mMoveDestination.y) ? -1.0f : 1.0f;
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movePtr->x = (location.x > obj->getNav()->getMoveDestination().x) ? -value : value;
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movePtr->y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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}
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// Rotate the move into object space (this really only needs
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@ -430,15 +432,11 @@ void AIControllerData::resolveSpeed(AIController* obj, Point3F location, Move* m
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speed *= dist / maxDist;
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movePtr->x *= speed;
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movePtr->y *= speed;
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obj->mMovement.mMoveState = AIController::ModeSlowing;
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}
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else
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{
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movePtr->x *= obj->mMovement.mMoveSpeed;
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movePtr->y *= obj->mMovement.mMoveSpeed;
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obj->mMovement.mMoveState = AIController::ModeMove;
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}
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}
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@ -453,36 +451,57 @@ void AIControllerData::resolveTriggerState(AIController* obj, Move* movePtr)
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void AIControllerData::resolveStuck(AIController* obj)
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{
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if (obj->mMovement.mMoveState == AIController::ModeStop) return;
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if (obj->mMovement.mMoveState == AIController::ModeStuck) return;
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if (!obj->getGoal()) return;
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ShapeBase* sbo = dynamic_cast<ShapeBase*>(obj->getAIInfo()->mObj.getPointer());
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// Don't check for ai stuckness if animation during
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// an anim-clip effect override.
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if (sbo->getDamageState() == ShapeBase::Enabled && !(sbo->anim_clip_flags & ShapeBase::ANIM_OVERRIDDEN) && !sbo->isAnimationLocked())
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{
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if (obj->mMovement.mMoveStuckTestCountdown > 0)
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--obj->mMovement.mMoveStuckTestCountdown;
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else
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// We should check to see if we are stuck...
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F32 locationDelta = (obj->getAIInfo()->getPosition() - obj->getAIInfo()->mLastPos).len();
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if (locationDelta < mMoveStuckTolerance)
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{
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// We should check to see if we are stuck...
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F32 locationDelta = (obj->getAIInfo()->getPosition() - obj->getAIInfo()->mLastPos).len();
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if (locationDelta < mMoveStuckTolerance)
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if (obj->mMovement.mMoveStuckTestCountdown > 0)
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--obj->mMovement.mMoveStuckTestCountdown;
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else
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{
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// If we are slowing down, then it's likely that our location delta will be less than
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// our move stuck tolerance. Because we can be both slowing and stuck
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// we should TRY to check if we've moved. This could use better detection.
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if (obj->mMovement.mMoveState != AIController::ModeSlowing || locationDelta == 0)
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{
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obj->mMovement.mMoveState = AIController::ModeStuck;
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obj->mMovement.onStuck();
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obj->throwCallback("onStuck");
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}
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obj->mMovement.mMoveStuckTestCountdown = obj->mControllerData->mMoveStuckTestDelay;
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}
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}
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obj->getAIInfo()->mLastPos = obj->getAIInfo()->getPosition();
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}
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}
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AIControllerData::AIControllerData()
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{
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mMoveTolerance = 0.25;
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mFollowTolerance = 1.0;
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mAttackRadius = 2.0;
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mMoveStuckTolerance = 0.01f;
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mMoveStuckTestDelay = 30;
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mLinkTypes = LinkData(AllFlags);
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mNavSize = AINavigation::Regular;
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mFlocking.mChance = 100;
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mFlocking.mMin = 1.0f;
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mFlocking.mMax = 3.0f;
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mFlocking.mSideStep = 0.125f;
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resolveYawPtr.bind(this, &AIControllerData::resolveYaw);
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resolvePitchPtr.bind(this, &AIControllerData::resolvePitch);
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resolveRollPtr.bind(this, &AIControllerData::resolveRoll);
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resolveSpeedPtr.bind(this, &AIControllerData::resolveSpeed);
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resolveTriggerStatePtr.bind(this, &AIControllerData::resolveTriggerState);
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resolveStuckPtr.bind(this, &AIControllerData::resolveStuck);
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}
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void AIControllerData::initPersistFields()
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{
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docsURL;
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@ -518,6 +537,14 @@ void AIControllerData::initPersistFields()
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addFieldV("AttackRadius", TypeRangedF32, Offset(mAttackRadius, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance considered in firing range for callback purposes.");
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addFieldV("FlockChance", TypeRangedS32, Offset(mFlocking.mChance, AIControllerData), &CommonValidators::S32Percent,
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"@brief chance of flocking.");
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addFieldV("FlockMin", TypeRangedF32, Offset(mFlocking.mMin, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief min flocking separation distance.");
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addFieldV("FlockMax", TypeRangedF32, Offset(mFlocking.mMax, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief max flocking clustering distance.");
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addFieldV("FlockSideStep", TypeRangedF32, Offset(mFlocking.mSideStep, AIControllerData), &CommonValidators::PositiveFloat,
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"@brief Distance from destination before we stop moving out of the way.");
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endGroup("AI");
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#ifdef TORQUE_NAVIGATION_ENABLED
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@ -626,7 +653,7 @@ F32 AIWheeledVehicleControllerData::getSteeringAngle(AIController* obj, Point3F
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// What is our target
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Point3F desired;
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desired = obj->getNav()->mMoveDestination;
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desired = obj->getNav()->getMoveDestination();
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MatrixF mat = wvo->getTransform();
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Point3F center, front;
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@ -739,4 +766,60 @@ void AIWheeledVehicleControllerData::resolveYaw(AIController* obj, Point3F locat
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movePtr->yaw = getSteeringAngle(obj, location);
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}
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};
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void AIWheeledVehicleControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
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{
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F32 xDiff = obj->getNav()->getMoveDestination().x - location.x;
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F32 yDiff = obj->getNav()->getMoveDestination().y - location.y;
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Point3F rotation = obj->getAIInfo()->mObj->getTransform().toEuler();
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Point2F movTarg;
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// Build move direction in world space
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if (mIsZero(xDiff))
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movTarg.y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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else
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{
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if (mIsZero(yDiff))
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movTarg.x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
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else
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{
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if (mFabs(xDiff) > mFabs(yDiff))
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{
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F32 value = mFabs(yDiff / xDiff);
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movTarg.y = (location.y > obj->getNav()->getMoveDestination().y) ? -value : value;
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movTarg.x = (location.x > obj->getNav()->getMoveDestination().x) ? -1.0f : 1.0f;
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}
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else
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{
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F32 value = mFabs(xDiff / yDiff);
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movTarg.x = (location.x > obj->getNav()->getMoveDestination().x) ? -value : value;
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movTarg.y = (location.y > obj->getNav()->getMoveDestination().y) ? -1.0f : 1.0f;
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}
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}
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}
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// Rotate the move into object space (this really only needs
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// a 2D matrix)
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Point3F newMove;
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MatrixF moveMatrix;
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moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw)));
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moveMatrix.mulV(Point3F(movTarg.x, movTarg.y, 0.0f), &newMove);
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movTarg.y = newMove.y;
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// Set Throttle. We'll slow down once we get close
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// to try and stop on the spot...
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if (obj->mMovement.mMoveSlowdown)
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{
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F32 throttle = obj->mMovement.mMoveSpeed;
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F32 dist = mSqrt(xDiff * xDiff + yDiff * yDiff);
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F32 maxDist = mMoveTolerance * 2;
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if (dist < maxDist)
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throttle *= dist / maxDist;
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movePtr->y *= throttle;
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}
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else
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{
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movePtr->y *= obj->mMovement.mMoveSpeed;
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}
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}
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#endif //_AICONTROLLER_H_
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