mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-07 14:30:40 +00:00
getmovedestination, set/get speed, targetting script commands
todo: need to see why getAIController().setAimLocation("10 10 0"); seems to get into an onreachdestination+stuck callback loop
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f00b8e1ae0
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6 changed files with 187 additions and 3 deletions
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@ -25,7 +25,31 @@
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static U32 sAILoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
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bool AIAimTarget::checkInLos(GameBase* target, bool _useMuzzle, bool _checkEnabled)
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F32 AIAimTarget::getTargetDistance(SceneObject* target, bool _checkEnabled)
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{
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if (!target)
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{
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target = mObj.getPointer();
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if (!target)
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return F32_MAX;
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}
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if (_checkEnabled)
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{
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if (target->getTypeMask() & ShapeBaseObjectType)
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{
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ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
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if (shapeBaseCheck)
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if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
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}
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else
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return F32_MAX;
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}
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return (getPosition() - target->getPosition()).len();
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}
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bool AIAimTarget::checkInLos(SceneObject* target, bool _useMuzzle, bool _checkEnabled)
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{
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ShapeBase* sbo = dynamic_cast<ShapeBase*>(getCtrl()->getAIInfo()->mObj.getPointer());
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if (!target)
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@ -75,3 +99,123 @@ bool AIAimTarget::checkInLos(GameBase* target, bool _useMuzzle, bool _checkEnabl
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}
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return hit;
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}
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bool AIAimTarget::checkInFoV(SceneObject* target, F32 camFov, bool _checkEnabled)
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{
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ShapeBase* sbo = dynamic_cast<ShapeBase*>(getCtrl()->getAIInfo()->mObj.getPointer());
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if (!target)
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{
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target = dynamic_cast<ShapeBase*>(mObj.getPointer());
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if (!target)
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return false;
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}
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if (_checkEnabled)
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{
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if (target->getTypeMask() & ShapeBaseObjectType)
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{
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ShapeBase* shapeBaseCheck = static_cast<ShapeBase*>(target);
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if (shapeBaseCheck)
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if (shapeBaseCheck->getDamageState() != ShapeBase::Enabled) return false;
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}
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else
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return false;
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}
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MatrixF cam = sbo->getTransform();
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Point3F camPos;
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VectorF camDir;
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cam.getColumn(3, &camPos);
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cam.getColumn(1, &camDir);
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camFov = mDegToRad(camFov) / 2;
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Point3F shapePos = target->getBoxCenter();
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VectorF shapeDir = shapePos - camPos;
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// Test to see if it's within our viewcone, this test doesn't
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// actually match the viewport very well, should consider
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// projection and box test.
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shapeDir.normalize();
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F32 dot = mDot(shapeDir, camDir);
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return (dot > mCos(camFov));
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}
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DefineEngineMethod(AIController, setAimLocation, void, (Point3F target), ,
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"@brief Tells the AIPlayer to aim at the location provided.\n\n"
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"@param target An \"x y z\" position in the game world to target.\n\n"
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"@see getAimLocation()\n")
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{
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object->setAim(target);
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}
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DefineEngineMethod(AIController, getAimLocation, Point3F, (), ,
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"@brief Returns the point the AIPlayer is aiming at.\n\n"
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"This will reflect the position set by setAimLocation(), "
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"or the position of the object that the bot is now aiming at. "
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"If the bot is not aiming at anything, this value will "
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"change to whatever point the bot's current line-of-sight intercepts."
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"@return World space coordinates of the object AI is aiming at. Formatted as \"X Y Z\".\n\n"
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"@see setAimLocation()\n"
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"@see setAimObject()\n")
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{
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return object->getAim()->getPosition();
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}
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DefineEngineMethod(AIController, setAimObject, void, (const char* objName, Point3F offset), (Point3F::Zero), "( GameBase obj, [Point3F offset] )"
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"Sets the bot's target object. Optionally set an offset from target location."
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"@hide")
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{
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// Find the target
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SceneObject* targetObject;
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if (Sim::findObject(objName, targetObject))
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{
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object->setAim(targetObject, 0.0f, offset);
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}
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else
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object->setAim(0, 0.0f, offset);
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}
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DefineEngineMethod(AIController, getAimObject, S32, (), ,
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"@brief Gets the object the AIPlayer is targeting.\n\n"
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"@return Returns -1 if no object is being aimed at, "
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"or the SimObjectID of the object the AIPlayer is aiming at.\n\n"
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"@see setAimObject()\n")
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{
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SceneObject* obj = dynamic_cast<GameBase*>(object->getAim()->mObj.getPointer());
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return obj ? obj->getId() : -1;
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}
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DefineEngineMethod(AIController, getTargetDistance, F32, (SceneObject* obj, bool checkEnabled), (nullAsType<SceneObject*>(), false),
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"@brief The distance to a given target.\n"
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"@obj Object to check. (If blank, it will check the current target).\n"
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"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
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{
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return object->getAim()->getTargetDistance(obj, checkEnabled);
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}
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DefineEngineMethod(AIController, checkInLos, bool, (SceneObject* obj, bool useMuzzle, bool checkEnabled), (nullAsType<ShapeBase*>(), false, false),
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"@brief Check whether an object is in line of sight.\n"
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"@obj Object to check. (If blank, it will check the current target).\n"
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"@useMuzzle Use muzzle position. Otherwise use eye position. (defaults to false).\n"
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"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
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{
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return object->getAim()->checkInLos(obj, useMuzzle, checkEnabled);
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}
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DefineEngineMethod(AIController, checkInFoV, bool, (SceneObject* obj, F32 fov, bool checkEnabled), (nullAsType<ShapeBase*>(), 45.0f, false),
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"@brief Check whether an object is within a specified veiw cone.\n"
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"@obj Object to check. (If blank, it will check the current target).\n"
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"@fov view angle in degrees.(Defaults to 45)\n"
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"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
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{
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return object->getAim()->checkInFoV(obj, fov, checkEnabled);
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}
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@ -29,8 +29,9 @@ struct AIAimTarget : AIInfo
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Point3F mAimOffset;
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bool mTargetInLOS; // Is target object visible?
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Point3F getPosition() { return ((mObj) ? mObj->getPosition() : mPosition) + mAimOffset; }
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bool checkInLos(GameBase* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false);
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bool checkInFoV(GameBase* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false);
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bool checkInLos(SceneObject* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false);
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bool checkInFoV(SceneObject* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false);
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F32 getTargetDistance(SceneObject* target, bool _checkEnabled);
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AIAimTarget(AIController* controller) : Parent(controller) {};
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AIAimTarget(AIController* controller, SimObjectPtr<SceneObject> objIn, F32 radIn) : Parent(controller, objIn, radIn) {};
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AIAimTarget(AIController* controller, Point3F pointIn, F32 radIn) : Parent(controller, pointIn, radIn) {};
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@ -183,6 +183,28 @@ void AIController::clearCover()
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SAFE_DELETE(mCover);
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}
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DefineEngineMethod(AIController, setMoveSpeed, void, (F32 speed), ,
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"@brief Sets the move speed for an AI object.\n\n"
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"@param speed A speed multiplier between 0.0 and 1.0. "
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"This is multiplied by the AIPlayer's base movement rates (as defined in "
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"its PlayerData datablock)\n\n"
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"@see getMoveDestination()\n")
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{
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object->mMovement.setMoveSpeed(speed);
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}
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DefineEngineMethod(AIController, getMoveSpeed, F32, (), ,
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"@brief Gets the move speed of an AI object.\n\n"
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"@return A speed multiplier between 0.0 and 1.0.\n\n"
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"@see setMoveSpeed()\n")
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{
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return object->mMovement.getMoveSpeed();
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}
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//-----------------------------------------------------------------------------
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IMPLEMENT_CO_DATABLOCK_V1(AIControllerData);
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@ -85,6 +85,8 @@ public:
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{
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MoveState mMoveState;
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F32 mMoveSpeed = 1.0;
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void setMoveSpeed(F32 speed) { mMoveSpeed = speed; };
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F32 getMoveSpeed() { return mMoveSpeed; };
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bool mMoveSlowdown; // Slowdown as we near the destination
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Point3F mLastLocation; // For stuck check
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S32 mMoveStuckTestCountdown; // The current countdown until at AI starts to check if it is stuck
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@ -274,3 +274,17 @@ DefineEngineMethod(AIController, setMoveDestination, void, (Point3F goal, bool s
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{
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object->getNav()->setMoveDestination(goal, slowDown);
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}
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DefineEngineMethod(AIController, getMoveDestination, Point3F, (), ,
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"@brief Get the AIPlayer's current destination.\n\n"
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"@return Returns a point containing the \"x y z\" position "
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"of the AIPlayer's current move destination. If no move destination "
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"has yet been set, this returns \"0 0 0\"."
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"@see setMoveDestination()\n")
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{
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return object->getNav()->getMoveDestination();
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}
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@ -61,6 +61,7 @@ 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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