mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
put the flocking protocol ion the repath command itself with a high weight so it prioritizes avoidance vs straight following
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3210325f3f
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3 changed files with 28 additions and 13 deletions
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@ -110,6 +110,7 @@ void AIController::setAim(SimObjectPtr<SceneObject> objIn, F32 rad, Point3F offs
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}
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#ifdef TORQUE_NAVIGATION_ENABLED
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bool AIController::getAIMove(Move* movePtr)
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{
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*movePtr = NullMove;
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@ -178,12 +179,17 @@ bool AIController::getAIMove(Move* movePtr)
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}
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getGoal()->mInRange = false;
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}
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if (getGoal()->getDist() < mControllerData->mFollowTolerance && !getGoal()->mInRange)
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if (getGoal()->getDist() < mControllerData->mFollowTolerance )
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{
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getNav()->clearPath();
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mMovement.mMoveState = ModeStop;
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getGoal()->mInRange = true;
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throwCallback("onTargetInRange");
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if (!getGoal()->mInRange)
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{
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getGoal()->mInRange = true;
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throwCallback("onTargetInRange");
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}
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else getGoal()->mInRange = false;
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}
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else
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{
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@ -195,14 +201,11 @@ bool AIController::getAIMove(Move* movePtr)
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throwCallback("onTargetInFiringRange");
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}
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}
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else
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getGoal()->mInFiringRange = false;
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else getGoal()->mInFiringRange = false;
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}
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}
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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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@ -472,8 +475,8 @@ void AIControllerData::resolveStuck(AIController* obj)
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if (obj->mMovement.mMoveState != AIController::ModeSlowing || locationDelta == 0)
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{
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obj->mMovement.onStuck();
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obj->mMovement.mMoveStuckTestCountdown = obj->mControllerData->mMoveStuckTestDelay;
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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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}
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@ -489,10 +492,10 @@ AIControllerData::AIControllerData()
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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.mChance = 90;
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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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mFlocking.mSideStep = 0.01f;
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resolveYawPtr.bind(this, &AIControllerData::resolveYaw);
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resolvePitchPtr.bind(this, &AIControllerData::resolvePitch);
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@ -126,11 +126,21 @@ void AINavigation::repath()
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if (mPathData.path.isNull() || !mPathData.owned)
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return;
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// If we're following, get their position.
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mPathData.path->mTo = getCtrl()->getGoal()->getPosition();
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if (mRandI(0, 100) < getCtrl()->mControllerData->mFlocking.mChance)
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{
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flock();
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mPathData.path->mTo = mMoveDestination;
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}
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else
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{
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// If we're following, get their position.
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mPathData.path->mTo = getCtrl()->getGoal()->getPosition();
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}
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// Update from position and replan.
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mPathData.path->mFrom = getCtrl()->getAIInfo()->getPosition();
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mPathData.path->plan();
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// Move to first node (skip start pos).
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moveToNode(1);
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}
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@ -393,8 +403,9 @@ void AINavigation::flock()
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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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if (mJump == None)
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{
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dest.z -= obj->getObjBox().len_z()*0.5;
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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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@ -70,6 +70,7 @@ struct AINavigation
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Point3F mMoveDestination;
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void setMoveDestination(const Point3F& location, bool slowdown);
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Point3F getMoveDestination() { return mMoveDestination; };
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void onReachDestination();
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/// NavMesh we pathfind on.
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