mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-21 20:35:35 +00:00
generalized ai subsystem wipwork
This commit is contained in:
parent
75e23e85ea
commit
8c663a19a5
16 changed files with 1320 additions and 6 deletions
430
Engine/source/T3D/AI/AIController.cpp
Normal file
430
Engine/source/T3D/AI/AIController.cpp
Normal file
|
|
@ -0,0 +1,430 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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"
|
||||
|
||||
|
||||
IMPLEMENT_CONOBJECT(AIController);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
void AIController::throwCallback(const char* 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;
|
||||
}
|
||||
|
||||
#ifdef TORQUE_NAVIGATION_ENABLED
|
||||
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().getForwardVector();
|
||||
|
||||
#ifdef TORQUE_NAVIGATION_ENABLED
|
||||
if (sbo->getDamageState() == ShapeBase::Enabled)
|
||||
{
|
||||
if (mMovement.mMoveState != ModeStop)
|
||||
getNav()->updateNavMesh();
|
||||
if (!getGoal()->mObj.isNull())
|
||||
{
|
||||
if (getNav()->mPathData.path.isNull())
|
||||
{
|
||||
if (getGoal()->getDist() > mControllerData->mMoveTolerance)
|
||||
getNav()->followObject(getGoal());
|
||||
}
|
||||
else
|
||||
{
|
||||
if (getGoal()->getDist() > mControllerData->mMoveTolerance)
|
||||
getNav()->repath();
|
||||
|
||||
if (getAim()->getDist() < mControllerData->mMoveTolerance)
|
||||
{
|
||||
getNav()->clearPath();
|
||||
mMovement.mMoveState = ModeStop;
|
||||
throwCallback("onTargetInRange");
|
||||
}
|
||||
else if (getAim()->getDist() < mControllerData->mAttackRadius)
|
||||
{
|
||||
throwCallback("onTargetInFiringRange");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // TORQUE_NAVIGATION_ENABLED
|
||||
|
||||
// Orient towards the aim point, aim object, or towards
|
||||
// our destination.
|
||||
if (getAim()->mObj || getAim()->mPosSet || mMovement.mMoveState != ModeStop)
|
||||
{
|
||||
// Update the aim position if we're aiming for an object or explicit position
|
||||
if (getAim()->mObj || getAim()->mPosSet)
|
||||
mMovement.mAimLocation = getAim()->getPosition();
|
||||
else
|
||||
mMovement.mAimLocation = mMovement.mMoveDestination;
|
||||
|
||||
mControllerData->resolveYaw(this, location, movePtr);
|
||||
mControllerData->resolvePitch(this, location, movePtr);
|
||||
mControllerData->resolveRoll(this, location, movePtr);
|
||||
mControllerData->resolveSpeed(this, location, movePtr);
|
||||
mControllerData->resolveStuck(this);
|
||||
}
|
||||
|
||||
// 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()->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;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
// Replicate the trigger state into the move so that
|
||||
// triggers can be controlled from scripts.
|
||||
for (U32 i = 0; i < MaxTriggerKeys; i++)
|
||||
movePtr->trigger[i] = getImageTriggerState(i);
|
||||
*/
|
||||
|
||||
#ifdef TORQUE_NAVIGATION_ENABLED
|
||||
if (getNav()->mJump == AINavigation::Now)
|
||||
{
|
||||
movePtr->trigger[2] = true;
|
||||
getNav()->mJump = AINavigation::None;
|
||||
}
|
||||
else if (getNav()->mJump == AINavigation::Ledge)
|
||||
{
|
||||
// If we're not touching the ground, jump!
|
||||
RayInfo info;
|
||||
if (!getAIInfo()->mObj->getContainer()->castRay(getAIInfo()->getPosition(), getAIInfo()->getPosition() - Point3F(0, 0, 0.4f), StaticShapeObjectType, &info))
|
||||
{
|
||||
movePtr->trigger[2] = true;
|
||||
getNav()->mJump = AINavigation::None;
|
||||
}
|
||||
}
|
||||
#endif // TORQUE_NAVIGATION_ENABLED
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void AIController::clearCover()
|
||||
{
|
||||
// Notify cover that we are no longer on our way.
|
||||
if (!getCover()->mCoverPoint.isNull())
|
||||
getCover()->mCoverPoint->setOccupied(false);
|
||||
SAFE_DELETE(mCover);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
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().getForwardVector();
|
||||
|
||||
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)
|
||||
{
|
||||
// Move towards the destination
|
||||
if (obj->mMovement.mMoveState != AIController::ModeStop)
|
||||
{
|
||||
F32 xDiff = obj->mMovement.mMoveDestination.x - location.x;
|
||||
F32 yDiff = obj->mMovement.mMoveDestination.y - location.y;
|
||||
Point3F rotation = obj->getAIInfo()->mObj->getTransform().getForwardVector();
|
||||
|
||||
// Check if we should mMove, or if we are 'close enough'
|
||||
if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance)
|
||||
{
|
||||
obj->mMovement.mMoveState = AIController::ModeStop;
|
||||
obj->getNav()->onReachDestination();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Build move direction in world space
|
||||
if (mIsZero(xDiff))
|
||||
movePtr->y = (location.y > obj->mMovement.mMoveDestination.y) ? -1.0f : 1.0f;
|
||||
else
|
||||
if (mIsZero(yDiff))
|
||||
movePtr->x = (location.x > obj->mMovement.mMoveDestination.x) ? -1.0f : 1.0f;
|
||||
else
|
||||
if (mFabs(xDiff) > mFabs(yDiff))
|
||||
{
|
||||
F32 value = mFabs(yDiff / xDiff);
|
||||
movePtr->y = (location.y > obj->mMovement.mMoveDestination.y) ? -value : value;
|
||||
movePtr->x = (location.x > obj->mMovement.mMoveDestination.x) ? -1.0f : 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
F32 value = mFabs(xDiff / yDiff);
|
||||
movePtr->x = (location.x > obj->mMovement.mMoveDestination.x) ? -value : value;
|
||||
movePtr->y = (location.y > obj->mMovement.mMoveDestination.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;
|
||||
|
||||
obj->mMovement.mMoveState = AIController::ModeSlowing;
|
||||
}
|
||||
else
|
||||
{
|
||||
movePtr->x *= obj->mMovement.mMoveSpeed;
|
||||
movePtr->y *= obj->mMovement.mMoveSpeed;
|
||||
|
||||
obj->mMovement.mMoveState = AIController::ModeMove;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AIControllerData::resolveStuck(AIController* obj)
|
||||
{
|
||||
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()) {
|
||||
if (obj->mMovement.mMoveStuckTestCountdown > 0)
|
||||
--obj->mMovement.mMoveStuckTestCountdown;
|
||||
else
|
||||
{
|
||||
// We should check to see if we are stuck...
|
||||
F32 locationDelta = (obj->getAIInfo()->getPosition() - obj->getAIInfo()->mLastPos).len();
|
||||
if (locationDelta < mMoveStuckTolerance && (sbo->getDamageState() == ShapeBase::Enabled))
|
||||
{
|
||||
// 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.mMoveState = AIController::ModeStuck;
|
||||
obj->throwCallback("onStuck");
|
||||
}
|
||||
}
|
||||
}
|
||||
obj->getAIInfo()->mLastPos = obj->getAIInfo()->getPosition();
|
||||
}
|
||||
}
|
||||
|
||||
void AIControllerData::initPersistFields()
|
||||
{
|
||||
docsURL;
|
||||
addGroup("AI");
|
||||
|
||||
addFieldV("moveTolerance", TypeRangedF32, Offset(mMoveTolerance, AIControllerData), &CommonValidators::PositiveFloat,
|
||||
"@brief Distance from destination before stopping.\n\n"
|
||||
"When the AIPlayer 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 AIPlayer 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 AIPlayer 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 AIPlayer 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("moveStuckTolerance", TypeRangedF32, Offset(mMoveStuckTolerance, AIControllerData), &CommonValidators::PositiveFloat,
|
||||
"@brief Distance tolerance on stuck check.\n\n"
|
||||
"When the AIPlayer is moving to a given destination, if it ever moves less than "
|
||||
"this tolerance during a single tick, the AIPlayer is considered stuck. At this point "
|
||||
"the onMoveStuck() callback is called on the datablock.\n");
|
||||
|
||||
addFieldV("moveStuckTestDelay", TypeRangedS32, Offset(mMoveStuckTestDelay, AIControllerData), &CommonValidators::PositiveInt,
|
||||
"@brief The number of ticks to wait before testing if the AIPlayer is stuck.\n\n"
|
||||
"When the AIPlayer is asked to move, this property is the number of ticks to wait "
|
||||
"before the AIPlayer starts to check if it is stuck. This delay allows the AIPlayer "
|
||||
"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");
|
||||
|
||||
addFieldV("AttackRadius", TypeRangedF32, Offset(mAttackRadius, AIControllerData), &CommonValidators::PositiveFloat,
|
||||
"@brief Distance considered in firing range for callback purposes.");
|
||||
|
||||
endGroup("AI");
|
||||
|
||||
#ifdef TORQUE_NAVIGATION_ENABLED
|
||||
addGroup("Pathfinding");
|
||||
|
||||
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 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()->mObj || obj->getAim()->mPosSet || obj->mMovement.mMoveState != AIController::ModeStop)
|
||||
{
|
||||
// Next do pitch.
|
||||
if (!obj->getAim()->mObj && !obj->getAim()->mPosSet)
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
#endif //_AICONTROLLER_H_
|
||||
Loading…
Add table
Add a link
Reference in a new issue