Torque3D/Engine/source/T3D/aiConnection.cpp

260 lines
8.9 KiB
C++

//-----------------------------------------------------------------------------
// 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 "T3D/aiConnection.h"
#include "console/engineAPI.h"
IMPLEMENT_CONOBJECT( AIConnection );
ConsoleDocClass( AIConnection,
"@brief Special client connection driven by an AI, rather than a human.\n\n"
"Unlike other net connections, AIConnection is intended to run unmanned. Rather than "
"gathering input from a human using a device, move events, triggers, and look events "
"are driven through functions like AIConnection::setMove.\n\n"
"In addition to having its own set of functions for managing client move events, "
"a member variable inherited by GameConnection is toggle: mAIControlled. This is useful "
"for a server to determine if a connection is AI driven via the function GameConnection::isAIControlled\n\n"
"AIConnection is an alternative to manually creating an AI driven game object. When you "
"want the server to manage AI, you will create a specific one from script using a "
"class like AIPlayer. If you do not want the server managing the AI and wish to simulate "
"a complete client connection, you will use AIConnection\n\n."
"To get more specific, if you want a strong alternative to AIPlayer (and wish to make use "
"of the AIConnection structure), consider AIClient. AIClient inherits from AIConnection, "
"contains quite a bit of functionality you will find in AIPlayer, and has its own Player "
"object.\n\n"
"@tsexample\n"
"// Create a new AI client connection\n"
"%botConnection = aiConnect(\"MasterBlaster\" @ %i, -1, 0.5, false, \"SDF\", 1.0);\n\n"
"// In another area of the code, you can locate this and any other AIConnections\n"
"// using the isAIControlled function\n"
"for(%i = 0; %i < ClientGroup.getCount(); %i++)\n"
"{\n"
" %client = ClientGroup.getObject(%i);\n"
" if(%client.isAIControlled())\n"
" {\n"
" // React to this AI controlled client\n"
" }\n"
"}\n"
"@endtsexample\n\n"
"@note This is a legacy class, which you are discouraged from using as it will "
"most likely be deprecated in a future version. For now it has been left in for "
"backwards compatibility with TGE and the old RTS Kit. Use GameConnection "
"and AIPlayer instead.\n\n"
"@see GameConnection, NetConnection, AIClient\n\n"
"@ingroup AI\n"
"@ingroup Networking\n"
);
//-----------------------------------------------------------------------------
AIConnection::AIConnection() {
mAIControlled = true;
mMove = NullMove;
}
//-----------------------------------------------------------------------------
void AIConnection::clearMoves( U32 )
{
// Clear the pending move list. This connection generates moves
// on the fly, so there are never any pending moves.
}
void AIConnection::setMove(Move* m)
{
mMove = *m;
}
const Move& AIConnection::getMove()
{
return mMove;
}
/// Retrive the pending moves
/**
* The GameConnection base class queues moves for delivery to the
* controll object. This function is normally used to retrieve the
* queued moves recieved from the client. The AI connection does not
* have a connected client and simply generates moves on-the-fly
* base on it's current state.
*/
U32 AIConnection::getMoveList( Move **lngMove, U32 *numMoves )
{
*numMoves = 1;
*lngMove = &mMove;
return *numMoves;
}
//-----------------------------------------------------------------------------
// Console functions & methods
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static inline F32 moveClamp(F32 v)
{
// Support function to convert/clamp the input into a move rotation
// which only allows 0 -> M_2PI.
F32 a = mClampF(v, -M_2PI_F, M_2PI_F);
return (a < 0) ? a + M_2PI_F : a;
}
//-----------------------------------------------------------------------------
/// Construct and connect an AI connection object
DefineEngineStringlyVariadicFunction(aiConnect, S32 , 2, 20, "(...)"
"@brief Creates a new AIConnection, and passes arguments to its onConnect script callback.\n\n"
"@returns The newly created AIConnection\n"
"@see GameConnection for parameter information\n"
"@ingroup AI")
{
// Create the connection
AIConnection *aiConnection = new AIConnection();
aiConnection->registerObject();
// Add the connection to the client group
SimGroup *g = Sim::getClientGroup();
g->addObject( aiConnection );
// Prep the arguments for the console exec...
// Make sure and leav args[1] empty.
const char* args[21];
args[0] = "onConnect";
args[1] = NULL; // Filled in later
for (S32 i = 1; i < argc; i++)
args[i + 1] = argv[i];
// Execute the connect console function, this is the same
// onConnect function invoked for normal client connections
Con::execute(aiConnection, argc + 1, args);
return aiConnection->getId();
}
//-----------------------------------------------------------------------------
DefineEngineMethod(AIConnection, setMove, void, (const char * field, F32 value), ,"(string field, float value)"
"Set a field on the current move.\n\n"
"@param field One of {'x','y','z','yaw','pitch','roll'}\n"
"@param value Value to set field to.")
{
Move move = object->getMove();
// Ok, a little slow for now, but this is just an example..
if (!dStricmp(field,"x"))
move.x = mClampF(value,-1,1);
else
if (!dStricmp(field,"y"))
move.y = mClampF(value,-1,1);
else
if (!dStricmp(field,"z"))
move.z = mClampF(value,-1,1);
else
if (!dStricmp(field,"yaw"))
move.yaw = moveClamp(value);
else
if (!dStricmp(field,"pitch"))
move.pitch = moveClamp(value);
else
if (!dStricmp(field,"roll"))
move.roll = moveClamp(value);
//
object->setMove(&move);
}
DefineEngineMethod(AIConnection,getMove,F32, (const char * field), ,"(string field)"
"Get the given field of a move.\n\n"
"@param field One of {'x','y','z','yaw','pitch','roll'}\n"
"@returns The requested field on the current move.")
{
const Move& move = object->getMove();
if (!dStricmp(field,"x"))
return move.x;
if (!dStricmp(field,"y"))
return move.y;
if (!dStricmp(field,"z"))
return move.z;
if (!dStricmp(field,"yaw"))
return move.yaw;
if (!dStricmp(field,"pitch"))
return move.pitch;
if (!dStricmp(field,"roll"))
return move.roll;
return 0;
}
DefineEngineMethod(AIConnection,setFreeLook,void,(bool isFreeLook), ,"(bool isFreeLook)"
"Enable/disable freelook on the current move.")
{
Move move = object->getMove();
move.freeLook = isFreeLook;
object->setMove(&move);
}
DefineEngineMethod(AIConnection, getFreeLook, bool, (), ,"getFreeLook()"
"Is freelook on for the current move?")
{
return object->getMove().freeLook;
}
//-----------------------------------------------------------------------------
DefineEngineMethod(AIConnection,setTrigger,void, (S32 idx, bool set), ,"(int trigger, bool set)"
"Set a trigger.")
{
if (idx >= 0 && idx < MaxTriggerKeys)
{
Move move = object->getMove();
move.trigger[idx] = set;
object->setMove(&move);
}
}
DefineEngineMethod(AIConnection,getTrigger,bool, (S32 idx), ,"(int trigger)"
"Is the given trigger set?")
{
if (idx >= 0 && idx < MaxTriggerKeys)
return object->getMove().trigger[idx];
return false;
}
//-----------------------------------------------------------------------------
DefineEngineMethod(AIConnection,getAddress,const char*,(), ,"")
{
// Override the netConnection method to return to indicate
// this is an ai connection.
return "ai:local";
}