Torque3D/Engine/source/T3D/aiPlayer.cpp

1465 lines
42 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 "platform/platform.h"
#include "T3D/aiPlayer.h"
#include "console/consoleInternal.h"
#include "math/mMatrix.h"
#include "T3D/gameBase/moveManager.h"
#include "console/engineAPI.h"
#include <cfloat>
static U32 sAIPlayerLoSMask = TerrainObjectType | StaticShapeObjectType | StaticObjectType;
IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
ConsoleDocClass( AIPlayer,
"@brief A Player object not controlled by conventional input, but by an AI engine.\n\n"
"The AIPlayer provides a Player object that may be controlled from script. You control "
"where the player moves and how fast. You may also set where the AIPlayer is aiming at "
"-- either a location or another game object.\n\n"
"The AIPlayer class does not have a datablock of its own. It makes use of the PlayerData "
"datablock to define how it looks, etc. As the AIPlayer is an extension of the Player class "
"it can mount objects and fire weapons, or mount vehicles and drive them.\n\n"
"While the PlayerData datablock is used, there are a number of additional callbacks that are "
"implemented by AIPlayer on the datablock. These are listed here:\n\n"
"void onReachDestination(AIPlayer obj) \n"
"Called when the player has reached its set destination using the setMoveDestination() method. "
"The actual point at which this callback is called is when the AIPlayer is within the mMoveTolerance "
"of the defined destination.\n\n"
"void onMoveStuck(AIPlayer obj) \n"
"While in motion, if an AIPlayer has moved less than moveStuckTolerance within a single tick, this "
"callback is called. From here you could choose an alternate destination to get the AIPlayer moving "
"again.\n\n"
"void onTargetEnterLOS(AIPlayer obj) \n"
"When an object is being aimed at (following a call to setAimObject()) and the targeted object enters "
"the AIPlayer's line of sight, this callback is called. The LOS test is a ray from the AIPlayer's eye "
"position to the center of the target's bounding box. The LOS ray test only checks against interiors, "
"statis shapes, and terrain.\n\n"
"void onTargetExitLOS(AIPlayer obj) \n"
"When an object is being aimed at (following a call to setAimObject()) and the targeted object leaves "
"the AIPlayer's line of sight, this callback is called. The LOS test is a ray from the AIPlayer's eye "
"position to the center of the target's bounding box. The LOS ray test only checks against interiors, "
"statis shapes, and terrain.\n\n"
"@tsexample\n"
"// Create the demo player object\n"
"%player = new AiPlayer()\n"
"{\n"
" dataBlock = DemoPlayer;\n"
" path = \"\";\n"
"};\n"
"@endtsexample\n\n"
"@see Player for a list of all inherited functions, variables, and base description\n"
"@ingroup AI\n"
"@ingroup gameObjects\n");
/**
* Constructor
*/
AIPlayer::AIPlayer()
{
mMoveDestination.set( 0.0f, 0.0f, 0.0f );
mMoveSpeed = 1.0f;
mMoveTolerance = 0.25f;
mMoveStuckTolerance = 0.01f;
mMoveStuckTestDelay = 30;
mMoveStuckTestCountdown = 0;
mMoveSlowdown = true;
mMoveState = ModeStop;
mAimObject = 0;
mAimLocationSet = false;
mTargetInLOS = false;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
#ifdef TORQUE_NAVIGATION_ENABLED
mJump = None;
mNavSize = Regular;
mLinkTypes = LinkData(AllFlags);
#endif
mIsAiControlled = true;
for( S32 i = 0; i < MaxTriggerKeys; i ++ )
mMoveTriggers[ i ] = false;
}
/**
* Destructor
*/
AIPlayer::~AIPlayer()
{
}
void AIPlayer::initPersistFields()
{
addGroup( "AI" );
addField( "mMoveTolerance", TypeF32, Offset( mMoveTolerance, AIPlayer ),
"@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");
addField( "moveStuckTolerance", TypeF32, Offset( mMoveStuckTolerance, AIPlayer ),
"@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");
addField( "moveStuckTestDelay", TypeS32, Offset( mMoveStuckTestDelay, AIPlayer ),
"@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");
addField( "AttackRadius", TypeF32, Offset( mAttackRadius, AIPlayer ),
"@brief Distance considered in firing range for callback purposes.");
endGroup( "AI" );
#ifdef TORQUE_NAVIGATION_ENABLED
addGroup("Pathfinding");
addField("allowWalk", TypeBool, Offset(mLinkTypes.walk, AIPlayer),
"Allow the character to walk on dry land.");
addField("allowJump", TypeBool, Offset(mLinkTypes.jump, AIPlayer),
"Allow the character to use jump links.");
addField("allowDrop", TypeBool, Offset(mLinkTypes.drop, AIPlayer),
"Allow the character to use drop links.");
addField("allowSwim", TypeBool, Offset(mLinkTypes.swim, AIPlayer),
"Allow the character to move in water.");
addField("allowLedge", TypeBool, Offset(mLinkTypes.ledge, AIPlayer),
"Allow the character to jump ledges.");
addField("allowClimb", TypeBool, Offset(mLinkTypes.climb, AIPlayer),
"Allow the character to use climb links.");
addField("allowTeleport", TypeBool, Offset(mLinkTypes.teleport, AIPlayer),
"Allow the character to use teleporters.");
endGroup("Pathfinding");
#endif // TORQUE_NAVIGATION_ENABLED
Parent::initPersistFields();
}
bool AIPlayer::onAdd()
{
if (!Parent::onAdd())
return false;
// Use the eye as the current position (see getAIMove)
MatrixF eye;
getEyeTransform(&eye);
mLastLocation = eye.getPosition();
return true;
}
void AIPlayer::onRemove()
{
#ifdef TORQUE_NAVIGATION_ENABLED
clearPath();
clearCover();
clearFollow();
#endif
Parent::onRemove();
}
/**
* Sets the speed at which this AI moves
*
* @param speed Speed to move, default player was 10
*/
void AIPlayer::setMoveSpeed( F32 speed )
{
mMoveSpeed = getMax(0.0f, getMin( 1.0f, speed ));
}
/**
* Stops movement for this AI
*/
void AIPlayer::stopMove()
{
mMoveState = ModeStop;
#ifdef TORQUE_NAVIGATION_ENABLED
clearPath();
clearCover();
clearFollow();
#endif
}
/**
* Sets how far away from the move location is considered
* "on target"
*
* @param tolerance Movement tolerance for error
*/
void AIPlayer::setMoveTolerance( const F32 tolerance )
{
mMoveTolerance = getMax( 0.1f, tolerance );
}
/**
* Sets the location for the bot to run to
*
* @param location Point to run to
*/
void AIPlayer::setMoveDestination( const Point3F &location, bool slowdown )
{
mMoveDestination = location;
mMoveState = ModeMove;
mMoveSlowdown = slowdown;
mMoveStuckTestCountdown = mMoveStuckTestDelay;
}
/**
* Sets the object the bot is targeting
*
* @param targetObject The object to target
*/
void AIPlayer::setAimObject( GameBase *targetObject )
{
mAimObject = targetObject;
mTargetInLOS = false;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
}
/**
* Sets the object the bot is targeting and an offset to add to target location
*
* @param targetObject The object to target
* @param offset The offest from the target location to aim at
*/
void AIPlayer::setAimObject(GameBase *targetObject, const Point3F& offset)
{
mAimObject = targetObject;
mTargetInLOS = false;
mAimOffset = offset;
}
/**
* Sets the location for the bot to aim at
*
* @param location Point to aim at
*/
void AIPlayer::setAimLocation( const Point3F &location )
{
mAimObject = 0;
mAimLocationSet = true;
mAimLocation = location;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
}
/**
* Clears the aim location and sets it to the bot's
* current destination so he looks where he's going
*/
void AIPlayer::clearAim()
{
mAimObject = 0;
mAimLocationSet = false;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
}
/**
* Sets the correct aim for the bot to the target
*/
void AIPlayer::getMuzzleVector(U32 imageSlot,VectorF* vec)
{
MatrixF mat;
getMuzzleTransform(imageSlot,&mat);
MountedImage& image = mMountedImageList[imageSlot];
if (image.dataBlock->correctMuzzleVector)
{
disableHeadZCalc();
if (getCorrectedAim(mat, vec))
{
enableHeadZCalc();
return;
}
enableHeadZCalc();
}
mat.getColumn(1,vec);
}
/**
* Set the state of a movement trigger.
*
* @param slot The trigger slot to set
* @param isSet set/unset the trigger
*/
void AIPlayer::setMoveTrigger( U32 slot, const bool isSet )
{
if(slot >= MaxTriggerKeys)
{
Con::errorf("Attempting to set an invalid trigger slot (%i)", slot);
}
else
{
mMoveTriggers[ slot ] = isSet; // set the trigger
setMaskBits(NoWarpMask); // force the client to updateMove
}
}
/**
* Get the state of a movement trigger.
*
* @param slot The trigger slot to query
* @return True if the trigger is set, false if it is not set
*/
bool AIPlayer::getMoveTrigger( U32 slot ) const
{
if(slot >= MaxTriggerKeys)
{
Con::errorf("Attempting to get an invalid trigger slot (%i)", slot);
return false;
}
else
{
return mMoveTriggers[ slot ];
}
}
/**
* Clear the trigger state for all movement triggers.
*/
void AIPlayer::clearMoveTriggers()
{
for( U32 i = 0; i < MaxTriggerKeys; i ++ )
setMoveTrigger( i, false );
}
/**
* This method calculates the moves for the AI player
*
* @param movePtr Pointer to move the move list into
*/
bool AIPlayer::getAIMove(Move *movePtr)
{
*movePtr = NullMove;
// Use the eye as the current position.
MatrixF eye;
getEyeTransform(&eye);
Point3F location = eye.getPosition();
Point3F rotation = getRotation();
#ifdef TORQUE_NAVIGATION_ENABLED
if(mDamageState == Enabled)
{
if(mMoveState != ModeStop)
updateNavMesh();
if(!mFollowData.object.isNull())
{
if(mPathData.path.isNull())
{
if((getPosition() - mFollowData.object->getPosition()).len() > mFollowData.radius)
followObject(mFollowData.object, mFollowData.radius);
}
else
{
if((mPathData.path->mTo - mFollowData.object->getPosition()).len() > mFollowData.radius)
repath();
else if((getPosition() - mFollowData.object->getPosition()).len() < mFollowData.radius)
{
clearPath();
mMoveState = ModeStop;
throwCallback("onTargetInRange");
}
else if((getPosition() - mFollowData.object->getPosition()).len() < mAttackRadius)
{
throwCallback("onTargetInFiringRange");
}
}
}
}
#endif // TORQUE_NAVIGATION_ENABLED
// Orient towards the aim point, aim object, or towards
// our destination.
if (mAimObject || mAimLocationSet || mMoveState != ModeStop)
{
// Update the aim position if we're aiming for an object
if (mAimObject)
mAimLocation = mAimObject->getPosition() + mAimOffset;
else
if (!mAimLocationSet)
mAimLocation = mMoveDestination;
F32 xDiff = mAimLocation.x - location.x;
F32 yDiff = mAimLocation.y - location.y;
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;
movePtr->yaw = yawDiff;
// Next do pitch.
if (!mAimObject && !mAimLocationSet)
{
// Level out if were just looking at our next way point.
Point3F headRotation = getHeadRotation();
movePtr->pitch = -headRotation.x;
}
else
{
// 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 = 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 = getHeadRotation();
movePtr->pitch = newPitch - headRotation.x;
}
}
}
}
else
{
// Level out if we're not doing anything else
Point3F headRotation = getHeadRotation();
movePtr->pitch = -headRotation.x;
}
// Move towards the destination
if (mMoveState != ModeStop)
{
F32 xDiff = mMoveDestination.x - location.x;
F32 yDiff = mMoveDestination.y - location.y;
// Check if we should mMove, or if we are 'close enough'
if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance)
{
mMoveState = ModeStop;
onReachDestination();
}
else
{
// Build move direction in world space
if (mIsZero(xDiff))
movePtr->y = (location.y > mMoveDestination.y) ? -1.0f : 1.0f;
else
if (mIsZero(yDiff))
movePtr->x = (location.x > mMoveDestination.x) ? -1.0f : 1.0f;
else
if (mFabs(xDiff) > mFabs(yDiff))
{
F32 value = mFabs(yDiff / xDiff);
movePtr->y = (location.y > mMoveDestination.y) ? -value : value;
movePtr->x = (location.x > mMoveDestination.x) ? -1.0f : 1.0f;
}
else
{
F32 value = mFabs(xDiff / yDiff);
movePtr->x = (location.x > mMoveDestination.x) ? -value : value;
movePtr->y = (location.y > 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 (mMoveSlowdown)
{
F32 speed = mMoveSpeed;
F32 dist = mSqrt(xDiff*xDiff + yDiff*yDiff);
F32 maxDist = mMoveTolerance*2;
if (dist < maxDist)
speed *= dist / maxDist;
movePtr->x *= speed;
movePtr->y *= speed;
mMoveState = ModeSlowing;
}
else
{
movePtr->x *= mMoveSpeed;
movePtr->y *= mMoveSpeed;
mMoveState = ModeMove;
}
if (mMoveStuckTestCountdown > 0)
--mMoveStuckTestCountdown;
else
{
// We should check to see if we are stuck...
F32 locationDelta = (location - mLastLocation).len();
if (locationDelta < mMoveStuckTolerance && mDamageState == 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 ( mMoveState != ModeSlowing || locationDelta == 0 )
{
mMoveState = ModeStuck;
onStuck();
}
}
}
}
}
// 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 (mAimObject)
{
if (checkInLos(mAimObject.getPointer()))
{
if (!mTargetInLOS)
{
throwCallback( "onTargetEnterLOS" );
mTargetInLOS = true;
}
}
else if (mTargetInLOS)
{
throwCallback( "onTargetExitLOS" );
mTargetInLOS = false;
}
}
Pose desiredPose = mPose;
if ( mSwimming )
desiredPose = SwimPose;
else if ( mAiPose == 1 && canCrouch() )
desiredPose = CrouchPose;
else if ( mAiPose == 2 && canProne() )
desiredPose = PronePose;
else if ( mAiPose == 3 && canSprint() )
desiredPose = SprintPose;
else if ( canStand() )
desiredPose = StandPose;
setPose( desiredPose );
// 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(mJump == Now)
{
movePtr->trigger[2] = true;
mJump = None;
}
else if(mJump == Ledge)
{
// If we're not touching the ground, jump!
RayInfo info;
if(!getContainer()->castRay(getPosition(), getPosition() - Point3F(0, 0, 0.4f), StaticShapeObjectType, &info))
{
movePtr->trigger[2] = true;
mJump = None;
}
}
#endif // TORQUE_NAVIGATION_ENABLED
mLastLocation = location;
return true;
}
void AIPlayer::updateMove(const Move* move)
{
if (!getControllingClient() && isGhost())
return;
Parent::updateMove(move);
}
void AIPlayer::setAiPose( S32 pose )
{
if (!getControllingClient() && isGhost())
return;
mAiPose = pose;
}
S32 AIPlayer::getAiPose()
{
return mAiPose;
}
/**
* Utility function to throw callbacks. Callbacks always occure
* on the datablock class.
*
* @param name Name of script function to call
*/
void AIPlayer::throwCallback( const char *name )
{
Con::executef(getDataBlock(), name, getIdString());
}
/**
* Called when we get within mMoveTolerance of our destination set using
* setMoveDestination(). Only fires the script callback if we are at the end
* of a pathfinding path, or have no pathfinding path.
*/
void AIPlayer::onReachDestination()
{
#ifdef TORQUE_NAVIGATION_ENABLED
if(!mPathData.path.isNull())
{
if(mPathData.index == mPathData.path->size() - 1)
{
// Handle looping paths.
if(mPathData.path->mIsLooping)
moveToNode(0);
// Otherwise end path.
else
{
clearPath();
throwCallback("onReachDestination");
}
}
else
{
moveToNode(mPathData.index + 1);
// Throw callback every time if we're on a looping path.
//if(mPathData.path->mIsLooping)
//throwCallback("onReachDestination");
}
}
else
#endif
throwCallback("onReachDestination");
}
/**
* Called when we move less than mMoveStuckTolerance in a tick, signalling
* that some obstacle is preventing us from getting where we need to go.
*/
void AIPlayer::onStuck()
{
#ifdef TORQUE_NAVIGATION_ENABLED
if(!mPathData.path.isNull())
repath();
else
#endif
throwCallback("onMoveStuck");
}
#ifdef TORQUE_NAVIGATION_ENABLED
// --------------------------------------------------------------------------------------------
// Pathfinding
// --------------------------------------------------------------------------------------------
void AIPlayer::clearPath()
{
// Only delete if we own the path.
if(!mPathData.path.isNull() && mPathData.owned)
mPathData.path->deleteObject();
// Reset path data.
mPathData = PathData();
}
void AIPlayer::clearCover()
{
// Notify cover that we are no longer on our way.
if(!mCoverData.cover.isNull())
mCoverData.cover->setOccupied(false);
mCoverData = CoverData();
}
void AIPlayer::clearFollow()
{
mFollowData = FollowData();
}
void AIPlayer::moveToNode(S32 node)
{
if(mPathData.path.isNull())
return;
// -1 is shorthand for 'last path node'.
if(node == -1)
node = mPathData.path->size() - 1;
// Consider slowing down on the last path node.
setMoveDestination(mPathData.path->getNode(node), false);
// Check flags for this segment.
if(mPathData.index)
{
U16 flags = mPathData.path->getFlags(node - 1);
// Jump if we must.
if(flags & LedgeFlag)
mJump = Ledge;
else if(flags & JumpFlag)
mJump = Now;
else
// Catch pathing errors.
mJump = None;
}
// Store current index.
mPathData.index = node;
}
bool AIPlayer::setPathDestination(const Point3F &pos)
{
// Pathfinding only happens on the server.
if(!isServerObject())
return false;
if(!getNavMesh())
updateNavMesh();
// If we can't find a mesh, just move regularly.
if(!getNavMesh())
{
//setMoveDestination(pos);
throwCallback("onPathFailed");
return false;
}
// Create a new path.
NavPath *path = new NavPath();
path->mMesh = getNavMesh();
path->mFrom = getPosition();
path->mTo = pos;
path->mFromSet = path->mToSet = true;
path->mAlwaysRender = true;
path->mLinkTypes = mLinkTypes;
path->mXray = true;
// Paths plan automatically upon being registered.
if(!path->registerObject())
{
delete path;
return false;
}
if(path->success())
{
// Clear any current path we might have.
clearPath();
clearCover();
clearFollow();
// Store new path.
mPathData.path = path;
mPathData.owned = true;
// Skip node 0, which we are currently standing on.
moveToNode(1);
throwCallback("onPathSuccess");
return true;
}
else
{
// Just move normally if we can't path.
//setMoveDestination(pos, true);
//return;
throwCallback("onPathFailed");
path->deleteObject();
return false;
}
}
DefineEngineMethod(AIPlayer, setPathDestination, bool, (Point3F goal),,
"@brief Tells the AI to find a path to the location provided\n\n"
"@param goal Coordinates in world space representing location to move to.\n"
"@return True if a path was found.\n\n"
"@see getPathDestination()\n"
"@see setMoveDestination()\n")
{
return object->setPathDestination(goal);
}
Point3F AIPlayer::getPathDestination() const
{
if(!mPathData.path.isNull())
return mPathData.path->mTo;
return Point3F(0, 0, 0);
}
DefineEngineMethod(AIPlayer, getPathDestination, Point3F, (),,
"@brief Get the AIPlayer's current pathfinding destination.\n\n"
"@return Returns a point containing the \"x y z\" position "
"of the AIPlayer's current path destination. If no path destination "
"has yet been set, this returns \"0 0 0\"."
"@see setPathDestination()\n")
{
return object->getPathDestination();
}
void AIPlayer::followNavPath(NavPath *path)
{
if(!isServerObject())
return;
// Get rid of our current path.
clearPath();
clearCover();
clearFollow();
// Follow new path.
mPathData.path = path;
mPathData.owned = false;
// Start from 0 since we might not already be there.
moveToNode(0);
}
DefineEngineMethod(AIPlayer, followNavPath, void, (SimObjectId obj),,
"@brief Tell the AIPlayer to follow a path.\n\n"
"@param obj ID of a NavPath object for the character to follow.")
{
NavPath *path;
if(Sim::findObject(obj, path))
object->followNavPath(path);
}
void AIPlayer::followObject(SceneObject *obj, F32 radius)
{
if(!isServerObject())
return;
if ((mFollowData.lastPos - obj->getPosition()).len()<mMoveTolerance)
return;
if(setPathDestination(obj->getPosition()))
{
clearCover();
mFollowData.object = obj;
mFollowData.radius = radius;
mFollowData.lastPos = obj->getPosition();
}
}
DefineEngineMethod(AIPlayer, followObject, void, (SimObjectId obj, F32 radius),,
"@brief Tell the AIPlayer to follow another object.\n\n"
"@param obj ID of the object to follow.\n"
"@param radius Maximum distance we let the target escape to.")
{
SceneObject *follow;
object->clearPath();
object->clearCover();
object->clearFollow();
if(Sim::findObject(obj, follow))
object->followObject(follow, radius);
}
void AIPlayer::repath()
{
// Ineffectual if we don't have a path, or are using someone else's.
if(mPathData.path.isNull() || !mPathData.owned)
return;
// If we're following, get their position.
if(!mFollowData.object.isNull())
mPathData.path->mTo = mFollowData.object->getPosition();
// Update from position and replan.
mPathData.path->mFrom = getPosition();
mPathData.path->plan();
// Move to first node (skip start pos).
moveToNode(1);
}
DefineEngineMethod(AIPlayer, repath, void, (),,
"@brief Tells the AI to re-plan its path. Does nothing if the character "
"has no path, or if it is following a mission path.\n\n")
{
object->repath();
}
struct CoverSearch
{
Point3F loc;
Point3F from;
F32 dist;
F32 best;
CoverPoint *point;
CoverSearch() : loc(0, 0, 0), from(0, 0, 0)
{
best = -FLT_MAX;
point = NULL;
dist = FLT_MAX;
}
};
static void findCoverCallback(SceneObject *obj, void *key)
{
CoverPoint *p = dynamic_cast<CoverPoint*>(obj);
if(!p || p->isOccupied())
return;
CoverSearch *s = static_cast<CoverSearch*>(key);
Point3F dir = s->from - p->getPosition();
dir.normalizeSafe();
// Score first based on angle of cover point to enemy.
F32 score = mDot(p->getNormal(), dir);
// Score also based on distance from seeker.
score -= (p->getPosition() - s->loc).len() / s->dist;
// Finally, consider cover size.
score += (p->getSize() + 1) / CoverPoint::NumSizes;
score *= p->getQuality();
if(score > s->best)
{
s->best = score;
s->point = p;
}
}
bool AIPlayer::findCover(const Point3F &from, F32 radius)
{
if(radius <= 0)
return false;
// Create a search state.
CoverSearch s;
s.loc = getPosition();
s.dist = radius;
// Direction we seek cover FROM.
s.from = from;
// Find cover points.
Box3F box(radius * 2.0f);
box.setCenter(getPosition());
getContainer()->findObjects(box, MarkerObjectType, findCoverCallback, &s);
// Go to cover!
if(s.point)
{
// Calling setPathDestination clears cover...
bool foundPath = setPathDestination(s.point->getPosition());
// Now store the cover info.
mCoverData.cover = s.point;
s.point->setOccupied(true);
return foundPath;
}
return false;
}
DefineEngineMethod(AIPlayer, findCover, S32, (Point3F from, F32 radius),,
"@brief Tells the AI to find cover nearby.\n\n"
"@param from Location to find cover from (i.e., enemy position).\n"
"@param radius Distance to search for cover.\n"
"@return Cover point ID if cover was found, -1 otherwise.\n\n")
{
if(object->findCover(from, radius))
{
CoverPoint* cover = object->getCover();
return cover ? cover->getId() : -1;
}
else
{
return -1;
}
}
NavMesh *AIPlayer::findNavMesh() const
{
// Search for NavMeshes that contain us entirely with the smallest possible
// volume.
NavMesh *mesh = NULL;
SimSet *set = NavMesh::getServerSet();
for(U32 i = 0; i < set->size(); i++)
{
NavMesh *m = static_cast<NavMesh*>(set->at(i));
if(m->getWorldBox().isContained(getWorldBox()))
{
// Check that mesh size is appropriate.
if(mMount.object) // Should use isMounted() but it's not const. Grr.
{
if(!m->mVehicles)
continue;
}
else
{
if((getNavSize() == Small && !m->mSmallCharacters) ||
(getNavSize() == Regular && !m->mRegularCharacters) ||
(getNavSize() == Large && !m->mLargeCharacters))
continue;
}
if(!mesh || m->getWorldBox().getVolume() < mesh->getWorldBox().getVolume())
mesh = m;
}
}
return mesh;
}
DefineEngineMethod(AIPlayer, findNavMesh, S32, (),,
"@brief Get the NavMesh object this AIPlayer is currently using.\n\n"
"@return The ID of the NavPath object this character is using for "
"pathfinding. This is determined by the character's location, "
"navigation type and other factors. Returns -1 if no NavMesh is "
"found.")
{
NavMesh *mesh = object->getNavMesh();
return mesh ? mesh->getId() : -1;
}
void AIPlayer::updateNavMesh()
{
NavMesh *old = mNavMesh;
if(mNavMesh.isNull())
mNavMesh = findNavMesh();
else
{
if(!mNavMesh->getWorldBox().isContained(getWorldBox()))
mNavMesh = findNavMesh();
}
// See if we need to update our path.
if(mNavMesh != old && !mPathData.path.isNull())
{
setPathDestination(mPathData.path->mTo);
}
}
DefineEngineMethod(AIPlayer, getNavMesh, S32, (),,
"@brief Return the NavMesh this AIPlayer is using to navigate.\n\n")
{
NavMesh *m = object->getNavMesh();
return m ? m->getId() : 0;
}
DefineEngineMethod(AIPlayer, setNavSize, void, (const char *size),,
"@brief Set the size of NavMesh this character uses. One of \"Small\", \"Regular\" or \"Large\".")
{
if(!dStrcmp(size, "Small"))
object->setNavSize(AIPlayer::Small);
else if(!dStrcmp(size, "Regular"))
object->setNavSize(AIPlayer::Regular);
else if(!dStrcmp(size, "Large"))
object->setNavSize(AIPlayer::Large);
else
Con::errorf("AIPlayer::setNavSize: no such size '%s'.", size);
}
DefineEngineMethod(AIPlayer, getNavSize, const char*, (),,
"@brief Return the size of NavMesh this character uses for pathfinding.")
{
switch(object->getNavSize())
{
case AIPlayer::Small:
return "Small";
case AIPlayer::Regular:
return "Regular";
case AIPlayer::Large:
return "Large";
}
return "";
}
#endif // TORQUE_NAVIGATION_ENABLED
// --------------------------------------------------------------------------------------------
// Console Functions
// --------------------------------------------------------------------------------------------
DefineEngineMethod( AIPlayer, stop, void, ( ),,
"@brief Tells the AIPlayer to stop moving.\n\n")
{
object->stopMove();
}
DefineEngineMethod( AIPlayer, clearAim, void, ( ),,
"@brief Use this to stop aiming at an object or a point.\n\n"
"@see setAimLocation()\n"
"@see setAimObject()\n")
{
object->clearAim();
}
DefineEngineMethod( AIPlayer, setMoveSpeed, void, ( F32 speed ),,
"@brief Sets the move speed for an AI object.\n\n"
"@param speed A speed multiplier between 0.0 and 1.0. "
"This is multiplied by the AIPlayer's base movement rates (as defined in "
"its PlayerData datablock)\n\n"
"@see getMoveDestination()\n")
{
object->setMoveSpeed(speed);
}
DefineEngineMethod( AIPlayer, getMoveSpeed, F32, ( ),,
"@brief Gets the move speed of an AI object.\n\n"
"@return A speed multiplier between 0.0 and 1.0.\n\n"
"@see setMoveSpeed()\n")
{
return object->getMoveSpeed();
}
DefineEngineMethod( AIPlayer, setMoveDestination, void, ( Point3F goal, bool slowDown ), ( true ),
"@brief Tells the AI to move to the location provided\n\n"
"@param goal Coordinates in world space representing location to move to.\n"
"@param slowDown A boolean value. If set to true, the bot will slow down "
"when it gets within 5-meters of its move destination. If false, the bot "
"will stop abruptly when it reaches the move destination. By default, this is true.\n\n"
"@note Upon reaching a move destination, the bot will clear its move destination and "
"calls to getMoveDestination will return \"0 0 0\"."
"@see getMoveDestination()\n")
{
object->setMoveDestination( goal, slowDown);
}
DefineEngineMethod( AIPlayer, getMoveDestination, Point3F, (),,
"@brief Get the AIPlayer's current destination.\n\n"
"@return Returns a point containing the \"x y z\" position "
"of the AIPlayer's current move destination. If no move destination "
"has yet been set, this returns \"0 0 0\"."
"@see setMoveDestination()\n")
{
return object->getMoveDestination();
}
DefineEngineMethod( AIPlayer, setAimLocation, void, ( Point3F target ),,
"@brief Tells the AIPlayer to aim at the location provided.\n\n"
"@param target An \"x y z\" position in the game world to target.\n\n"
"@see getAimLocation()\n")
{
object->setAimLocation(target);
}
DefineEngineMethod( AIPlayer, getAimLocation, Point3F, (),,
"@brief Returns the point the AIPlayer is aiming at.\n\n"
"This will reflect the position set by setAimLocation(), "
"or the position of the object that the bot is now aiming at. "
"If the bot is not aiming at anything, this value will "
"change to whatever point the bot's current line-of-sight intercepts."
"@return World space coordinates of the object AI is aiming at. Formatted as \"X Y Z\".\n\n"
"@see setAimLocation()\n"
"@see setAimObject()\n")
{
return object->getAimLocation();
}
ConsoleDocFragment _setAimObject(
"@brief Sets the AIPlayer's target object. May optionally set an offset from target location\n\n"
"@param targetObject The object to target\n"
"@param offset Optional three-element offset vector which will be added to the position of the aim object.\n\n"
"@tsexample\n"
"// Without an offset\n"
"%ai.setAimObject(%target);\n\n"
"// With an offset\n"
"// Cause our AI object to aim at the target\n"
"// offset (0, 0, 1) so you don't aim at the target's feet\n"
"%ai.setAimObject(%target, \"0 0 1\");\n"
"@endtsexample\n\n"
"@see getAimLocation()\n"
"@see getAimObject()\n"
"@see clearAim()\n",
"AIPlayer",
"void setAimObject(GameBase targetObject, Point3F offset);"
);
DefineConsoleMethod( AIPlayer, setAimObject, void, ( const char * objName, Point3F offset ), (Point3F::Zero), "( GameBase obj, [Point3F offset] )"
"Sets the bot's target object. Optionally set an offset from target location."
"@hide")
{
// Find the target
GameBase *targetObject;
if( Sim::findObject( objName, targetObject ) )
{
object->setAimObject( targetObject, offset );
}
else
object->setAimObject( 0, offset );
}
DefineEngineMethod( AIPlayer, getAimObject, S32, (),,
"@brief Gets the object the AIPlayer is targeting.\n\n"
"@return Returns -1 if no object is being aimed at, "
"or the SimObjectID of the object the AIPlayer is aiming at.\n\n"
"@see setAimObject()\n")
{
GameBase* obj = object->getAimObject();
return obj? obj->getId(): -1;
}
bool AIPlayer::checkInLos(GameBase* target, bool _useMuzzle, bool _checkEnabled)
{
if (!isServerObject()) return false;
if (!target)
{
target = mAimObject.getPointer();
if (!target)
return false;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase *shapeBaseCheck = static_cast<ShapeBase *>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != Enabled) return false;
}
else
return false;
}
RayInfo ri;
disableCollision();
S32 mountCount = target->getMountedObjectCount();
for (S32 i = 0; i < mountCount; i++)
{
target->getMountedObject(i)->disableCollision();
}
Point3F checkPoint ;
if (_useMuzzle)
getMuzzlePointAI(0, &checkPoint );
else
{
MatrixF eyeMat;
getEyeTransform(&eyeMat);
eyeMat.getColumn(3, &checkPoint );
}
bool hit = !gServerContainer.castRay(checkPoint, target->getBoxCenter(), sAIPlayerLoSMask, &ri);
enableCollision();
for (S32 i = 0; i < mountCount; i++)
{
target->getMountedObject(i)->enableCollision();
}
return hit;
}
DefineEngineMethod(AIPlayer, checkInLos, bool, (ShapeBase* obj, bool useMuzzle, bool checkEnabled),(NULL, false, false),
"@brief Check whether an object is in line of sight.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@useMuzzle Use muzzle position. Otherwise use eye position. (defaults to false).\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->checkInLos(obj, useMuzzle, checkEnabled);
}
bool AIPlayer::checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled)
{
if (!isServerObject()) return false;
if (!target)
{
target = mAimObject.getPointer();
if (!target)
return false;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase *shapeBaseCheck = static_cast<ShapeBase *>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != Enabled) return false;
}
else
return false;
}
MatrixF cam = getTransform();
Point3F camPos;
VectorF camDir;
cam.getColumn(3, &camPos);
cam.getColumn(1, &camDir);
camFov = mDegToRad(camFov) / 2;
Point3F shapePos = target->getBoxCenter();
VectorF shapeDir = shapePos - camPos;
// Test to see if it's within our viewcone, this test doesn't
// actually match the viewport very well, should consider
// projection and box test.
shapeDir.normalize();
F32 dot = mDot(shapeDir, camDir);
return (dot > mCos(camFov));
}
DefineEngineMethod(AIPlayer, checkInFoV, bool, (ShapeBase* obj, F32 fov, bool checkEnabled), (NULL, 45.0f, false),
"@brief Check whether an object is within a specified veiw cone.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@fov view angle in degrees.(Defaults to 45)\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->checkInFoV(obj, fov, checkEnabled);
}
DefineEngineMethod( AIPlayer, setMoveTrigger, void, ( U32 slot ),,
"@brief Sets a movement trigger on an AI object.\n\n"
"@param slot The trigger slot to set.\n"
"@see getMoveTrigger()\n"
"@see clearMoveTrigger()\n"
"@see clearMoveTriggers()\n")
{
object->setMoveTrigger( slot, true );
}
DefineEngineMethod( AIPlayer, clearMoveTrigger, void, ( U32 slot ),,
"@brief Clears a movement trigger on an AI object.\n\n"
"@param slot The trigger slot to set.\n"
"@see setMoveTrigger()\n"
"@see getMoveTrigger()\n"
"@see clearMoveTriggers()\n")
{
object->setMoveTrigger( slot, false );
}
DefineEngineMethod( AIPlayer, getMoveTrigger, bool, ( U32 slot ),,
"@brief Tests if a movement trigger on an AI object is set.\n\n"
"@param slot The trigger slot to check.\n"
"@return a boolean indicating if the trigger is set/unset.\n"
"@see setMoveTrigger()\n"
"@see clearMoveTrigger()\n"
"@see clearMoveTriggers()\n")
{
return object->getMoveTrigger( slot );
}
DefineEngineMethod( AIPlayer, clearMoveTriggers, void, ( ),,
"@brief Clear ALL movement triggers on an AI object.\n"
"@see setMoveTrigger()\n"
"@see getMoveTrigger()\n"
"@see clearMoveTrigger()\n")
{
object->clearMoveTriggers();
}
F32 AIPlayer::getTargetDistance(GameBase* target, bool _checkEnabled)
{
if (!isServerObject()) return false;
if (!target)
{
target = mAimObject.getPointer();
if (!target)
return F32_MAX;
}
if (_checkEnabled)
{
if (target->getTypeMask() & ShapeBaseObjectType)
{
ShapeBase *shapeBaseCheck = static_cast<ShapeBase *>(target);
if (shapeBaseCheck)
if (shapeBaseCheck->getDamageState() != Enabled) return false;
}
else
return F32_MAX;
}
return (getPosition() - target->getPosition()).len();
}
DefineEngineMethod(AIPlayer, getTargetDistance, F32, (ShapeBase* obj, bool checkEnabled), (NULL, false),
"@brief The distance to a given object.\n"
"@obj Object to check. (If blank, it will check the current target).\n"
"@checkEnabled check whether the object can take damage and if so is still alive.(Defaults to false)\n")
{
return object->getTargetDistance(obj, checkEnabled);
}
DefineEngineMethod( AIPlayer, setAiPose, void, ( S32 pose ),,
"@brief Sets the AiPose for an AI object.\n"
"@param pose StandPose=0, CrouchPose=1, PronePose=2, SprintPose=3.\n"
"Uses the new AiPose variable from shapebase (as defined in its PlayerData datablock).\n")
{
object->setAiPose(pose);
}
DefineEngineMethod( AIPlayer, getAiPose, S32, (),,
"@brief Get the object's current AiPose.\n"
"@return StandPose=0, CrouchPose=1, PronePose=2, SprintPose=3.\n")
{
return object->getAiPose();
}