Torque3D/Templates/Modules/FPSGameplay/scripts/server/aiPlayer.cs
Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00

334 lines
8.7 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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// AIPlayer callbacks
// The AIPlayer class implements the following callbacks:
//
// PlayerData::onStop(%this,%obj)
// PlayerData::onMove(%this,%obj)
// PlayerData::onReachDestination(%this,%obj)
// PlayerData::onMoveStuck(%this,%obj)
// PlayerData::onTargetEnterLOS(%this,%obj)
// PlayerData::onTargetExitLOS(%this,%obj)
// PlayerData::onAdd(%this,%obj)
//
// Since the AIPlayer doesn't implement it's own datablock, these callbacks
// all take place in the PlayerData namespace.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Demo Pathed AIPlayer.
//-----------------------------------------------------------------------------
function DemoPlayer::onReachDestination(%this,%obj)
{
//echo( %obj @ " onReachDestination" );
// Moves to the next node on the path.
// Override for all player. Normally we'd override this for only
// a specific player datablock or class of players.
if (%obj.path !$= "")
{
if (%obj.currentNode == %obj.targetNode)
%this.onEndOfPath(%obj,%obj.path);
else
%obj.moveToNextNode();
}
}
function DemoPlayer::onMoveStuck(%this,%obj)
{
//echo( %obj @ " onMoveStuck" );
}
function DemoPlayer::onTargetExitLOS(%this,%obj)
{
//echo( %obj @ " onTargetExitLOS" );
}
function DemoPlayer::onTargetEnterLOS(%this,%obj)
{
//echo( %obj @ " onTargetEnterLOS" );
}
function DemoPlayer::onEndOfPath(%this,%obj,%path)
{
%obj.nextTask();
}
function DemoPlayer::onEndSequence(%this,%obj,%slot)
{
echo("Sequence Done!");
%obj.stopThread(%slot);
%obj.nextTask();
}
//-----------------------------------------------------------------------------
// AIPlayer static functions
//-----------------------------------------------------------------------------
function AIPlayer::spawnAtLocation(%name, %spawnPoint)
{
// Create the demo player object
%player = new AiPlayer()
{
dataBlock = DemoPlayer;
path = "";
};
MissionCleanup.add(%player);
%player.setShapeName(%name);
%player.setTransform(%spawnPoint);
return %player;
}
function AIPlayer::spawnOnPath(%name, %path)
{
// Spawn a player and place him on the first node of the path
if (!isObject(%path))
return 0;
%node = %path.getObject(0);
%player = AIPlayer::spawnAtLocation(%name, %node.getTransform());
return %player;
}
//-----------------------------------------------------------------------------
// AIPlayer methods
//-----------------------------------------------------------------------------
function AIPlayer::followPath(%this,%path,%node)
{
// Start the player following a path
if (!isObject(%path))
{
%this.path = "";
return;
}
if (%node > %path.getCount() - 1)
%this.targetNode = %path.getCount() - 1;
else
%this.targetNode = %node;
if (%this.path $= %path)
%this.moveToNode(%this.currentNode);
else
{
%this.path = %path;
%this.moveToNode(0);
}
}
function AIPlayer::moveToNextNode(%this)
{
%pathNodeCount=%this.path.getCount();
%slowdown=0;
%targetNode=%this.currentNode + 1;
if (%this.path.isLooping) {
%targetNode %= %pathNodeCount;
} else {
if (%targetNode >= %pathNodeCount-1) {
%targetNode=%pathNodeCount-1;
if (%currentNode < %targetNode)
%slowdown=1;
}
}
%this.moveToNode(%targetNode, %slowdown);
}
function AIPlayer::moveToNode(%this,%index,%slowdown)
{
// Move to the given path node index
%this.currentNode = %index;
%node = %this.path.getObject(%index);
%this.setMoveDestination(%node.getTransform(),%slowdown);
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
function AIPlayer::pushTask(%this,%method)
{
if (%this.taskIndex $= "")
{
%this.taskIndex = 0;
%this.taskCurrent = -1;
}
%this.task[%this.taskIndex] = %method;
%this.taskIndex++;
if (%this.taskCurrent == -1)
%this.executeTask(%this.taskIndex - 1);
}
function AIPlayer::clearTasks(%this)
{
%this.taskIndex = 0;
%this.taskCurrent = -1;
}
function AIPlayer::nextTask(%this)
{
if (%this.taskCurrent != -1)
if (%this.taskCurrent < %this.taskIndex - 1)
%this.executeTask(%this.taskCurrent++);
else
%this.taskCurrent = -1;
}
function AIPlayer::executeTask(%this,%index)
{
%this.taskCurrent = %index;
eval(%this.getId() @"."@ %this.task[%index] @";");
}
//-----------------------------------------------------------------------------
function AIPlayer::singleShot(%this)
{
// The shooting delay is used to pulse the trigger
%this.setImageTrigger(0, true);
%this.setImageTrigger(0, false);
%delay = %this.getDataBlock().shootingDelay;
if (%delay $= "")
%delay = 1000;
%this.trigger = %this.schedule(%delay, singleShot);
}
//-----------------------------------------------------------------------------
function AIPlayer::wait(%this, %time)
{
%this.schedule(%time * 1000, "nextTask");
}
function AIPlayer::done(%this,%time)
{
%this.schedule(0, "delete");
}
function AIPlayer::fire(%this,%bool)
{
if (%bool)
{
cancel(%this.trigger);
%this.singleShot();
}
else
cancel(%this.trigger);
%this.nextTask();
}
function AIPlayer::aimAt(%this,%object)
{
echo("Aim: "@ %object);
%this.setAimObject(%object);
%this.nextTask();
}
function AIPlayer::animate(%this,%seq)
{
//%this.stopThread(0);
//%this.playThread(0,%seq);
%this.setActionThread(%seq);
}
// ----------------------------------------------------------------------------
// Some handy getDistance/nearestTarget functions for the AI to use
// ----------------------------------------------------------------------------
function AIPlayer::getTargetDistance(%this, %target)
{
echo("\c4AIPlayer::getTargetDistance("@ %this @", "@ %target @")");
$tgt = %target;
%tgtPos = %target.getPosition();
%eyePoint = %this.getWorldBoxCenter();
%distance = VectorDist(%tgtPos, %eyePoint);
echo("Distance to target = "@ %distance);
return %distance;
}
function AIPlayer::getNearestPlayerTarget(%this)
{
echo("\c4AIPlayer::getNearestPlayerTarget("@ %this @")");
%index = -1;
%botPos = %this.getPosition();
%count = ClientGroup.getCount();
for(%i = 0; %i < %count; %i++)
{
%client = ClientGroup.getObject(%i);
if (%client.player $= "" || %client.player == 0)
return -1;
%playerPos = %client.player.getPosition();
%tempDist = VectorDist(%playerPos, %botPos);
if (%i == 0)
{
%dist = %tempDist;
%index = %i;
}
else
{
if (%dist > %tempDist)
{
%dist = %tempDist;
%index = %i;
}
}
}
return %index;
}
//-----------------------------------------------------------------------------
function AIPlayer::think(%player)
{
// Thinking allows us to consider other things...
%player.schedule(500, think);
}
function AIPlayer::spawn(%path)
{
%player = AIPlayer::spawnOnPath("Shootme", %path);
if (isObject(%player))
{
%player.followPath(%path, -1);
// slow this sucker down, I'm tired of chasing him!
%player.setMoveSpeed(0.5);
//%player.mountImage(xxxImage, 0);
//%player.setInventory(xxxAmmo, 1000);
//%player.think();
return %player;
}
else
return 0;
}