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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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d36cf31707
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15 changed files with 352 additions and 185 deletions
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@ -21,6 +21,9 @@
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//-----------------------------------------------------------------------------
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#include "AINavigation.h"
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#include "AIController.h"
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#include "T3D/shapeBase.h"
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static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType | AIObjectType;
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AINavigation::AINavigation(AIController* controller)
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{
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@ -283,6 +286,127 @@ void AINavigation::clearPath()
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mPathData = PathData();
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}
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void AINavigation::flock()
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{
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AIControllerData::Flocking flockingData = getCtrl()->mControllerData->mFlocking;
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SimObjectPtr<SceneObject> obj = getCtrl()->getAIInfo()->mObj;
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if (mRandI(0,100) > flockingData.mChance)
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return;
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obj->disableCollision();
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Point3F pos = obj->getBoxCenter();
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Point3F searchArea = Point3F(flockingData.mMin / 2, flockingData.mMax / 2, getCtrl()->getAIInfo()->mObj->getObjBox().maxExtents.z / 2);
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F32 maxFlocksq = flockingData.mMax * flockingData.mMax;
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if (getCtrl()->getGoal())
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{
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Point3F dest = mMoveDestination;
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if (getCtrl()->mMovement.mMoveState == AIController::ModeStuck)
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{
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Point3F shuffle = Point3F(mRandF() - 0.5, mRandF() - 0.5, 0);
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shuffle.normalize();
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dest += shuffle * flockingData.mMin;
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}
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dest.z = pos.z;
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if ((pos - dest).len() > flockingData.mSideStep)
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{
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//find closest object
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SimpleQueryList sql;
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Box3F queryBox = Box3F(pos - searchArea, pos + searchArea);
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obj->getContainer()->findObjects(queryBox, AIObjectType, SimpleQueryList::insertionCallback, &sql);
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sql.mList.remove(obj);
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Point3F avoidanceOffset = Point3F::Zero;
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U32 found = 0;
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//avoid objects in the way
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RayInfo info;
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if (obj->getContainer()->castRay(pos, dest + Point3F(0, 0, obj->getObjBox().len_z() / 2), sAILoSMask, &info))
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{
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Point3F blockerOffset = (info.point - dest);
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blockerOffset.z = 0;
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avoidanceOffset += blockerOffset;
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}
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//avoid bots that are too close
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for (U32 i = 0; i < sql.mList.size(); i++)
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{
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ShapeBase* other = dynamic_cast<ShapeBase*>(sql.mList[i]);
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Point3F objectCenter = other->getBoxCenter();
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F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
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sumRad += getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
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Point3F offset = (pos - objectCenter);
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F32 offsetLensq = offset.lenSquared(); //square roots are expensive, so use squared val compares
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if ((flockingData.mMin > 0) && (offsetLensq < (sumRad * sumRad)))
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{
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other->disableCollision();
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if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
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{
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found++;
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offset.normalizeSafe();
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offset *= sumRad;
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avoidanceOffset += offset; //accumulate total group, move away from that
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}
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other->enableCollision();
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}
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}
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//if we don't have to worry about bumping into one another (nothing found lower than minFLock), see about grouping up
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if (found == 0)
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{
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for (U32 i = 0; i < sql.mList.size(); i++)
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{
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ShapeBase* other = static_cast<ShapeBase*>(sql.mList[i]);
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Point3F objectCenter = other->getBoxCenter();
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F32 sumRad = flockingData.mMin + other->getAIController()->mControllerData->mFlocking.mMin;
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sumRad += getCtrl()->getAIInfo()->mRadius + other->getAIController()->getAIInfo()->mRadius;
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Point3F offset = (pos - objectCenter);
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if ((flockingData.mMin > 0) && ((sumRad * sumRad) < (maxFlocksq)))
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{
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other->disableCollision();
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if (!obj->getContainer()->castRay(pos, other->getBoxCenter(), sAILoSMask, &info))
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{
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found++;
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offset.normalizeSafe();
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offset *= sumRad;
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avoidanceOffset -= offset; // subtract total group, move toward it
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}
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other->enableCollision();
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}
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}
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}
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avoidanceOffset.z = 0;
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avoidanceOffset.x = (mRandF() * avoidanceOffset.x) * 0.5 + avoidanceOffset.x * 0.75;
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avoidanceOffset.y = (mRandF() * avoidanceOffset.y) * 0.5 + avoidanceOffset.y * 0.75;
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if (avoidanceOffset.lenSquared() < (maxFlocksq))
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{
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avoidanceOffset.normalizeSafe();
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dest += avoidanceOffset;
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}
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//if we're not jumping...
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if ((mPathData.path) && !(mPathData.path->getFlags(mPathData.index) & JumpFlag))
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{
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//make sure we don't run off a cliff
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Point3F zlen(0, 0, getCtrl()->getAIInfo()->mRadius);
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if (obj->getContainer()->castRay(dest + zlen, dest - zlen, TerrainObjectType | StaticShapeObjectType | StaticObjectType, &info))
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{
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mMoveDestination = dest;
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}
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}
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}
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}
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obj->enableCollision();
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}
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DefineEngineMethod(AIController, setMoveDestination, void, (Point3F goal, bool slowDown), (true),
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"@brief Tells the AI to move to the location provided\n\n"
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