mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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613 lines
20 KiB
C++
613 lines
20 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "T3D/aiPlayer.h"
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#include "console/consoleInternal.h"
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#include "math/mMatrix.h"
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#include "T3D/gameBase/moveManager.h"
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#include "console/engineAPI.h"
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IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
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ConsoleDocClass( AIPlayer,
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"@brief A Player object not controlled by conventional input, but by an AI engine.\n\n"
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"The AIPlayer provides a Player object that may be controlled from script. You control "
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"where the player moves and how fast. You may also set where the AIPlayer is aiming at "
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"-- either a location or another game object.\n\n"
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"The AIPlayer class does not have a datablock of its own. It makes use of the PlayerData "
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"datablock to define how it looks, etc. As the AIPlayer is an extension of the Player class "
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"it can mount objects and fire weapons, or mount vehicles and drive them.\n\n"
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"While the PlayerData datablock is used, there are a number of additional callbacks that are "
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"implemented by AIPlayer on the datablock. These are listed here:\n\n"
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"void onReachDestination(AIPlayer obj) \n"
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"Called when the player has reached its set destination using the setMoveDestination() method. "
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"The actual point at which this callback is called is when the AIPlayer is within the mMoveTolerance "
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"of the defined destination.\n\n"
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"void onMoveStuck(AIPlayer obj) \n"
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"While in motion, if an AIPlayer has moved less than moveStuckTolerance within a single tick, this "
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"callback is called. From here you could choose an alternate destination to get the AIPlayer moving "
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"again.\n\n"
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"void onTargetEnterLOS(AIPlayer obj) \n"
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"When an object is being aimed at (following a call to setAimObject()) and the targeted object enters "
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"the AIPlayer's line of sight, this callback is called. The LOS test is a ray from the AIPlayer's eye "
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"position to the center of the target's bounding box. The LOS ray test only checks against interiors, "
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"statis shapes, and terrain.\n\n"
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"void onTargetExitLOS(AIPlayer obj) \n"
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"When an object is being aimed at (following a call to setAimObject()) and the targeted object leaves "
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"the AIPlayer's line of sight, this callback is called. The LOS test is a ray from the AIPlayer's eye "
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"position to the center of the target's bounding box. The LOS ray test only checks against interiors, "
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"statis shapes, and terrain.\n\n"
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"@tsexample\n"
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"// Create the demo player object\n"
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"%player = new AiPlayer()\n"
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"{\n"
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" dataBlock = DemoPlayer;\n"
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" path = \"\";\n"
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"};\n"
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"@endtsexample\n\n"
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"@see Player for a list of all inherited functions, variables, and base description\n"
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"@ingroup AI\n"
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"@ingroup gameObjects\n");
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/**
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* Constructor
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*/
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AIPlayer::AIPlayer()
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{
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mMoveDestination.set( 0.0f, 0.0f, 0.0f );
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mMoveSpeed = 1.0f;
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mMoveTolerance = 0.25f;
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mMoveStuckTolerance = 0.01f;
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mMoveStuckTestDelay = 30;
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mMoveStuckTestCountdown = 0;
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mMoveSlowdown = true;
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mMoveState = ModeStop;
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mAimObject = 0;
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mAimLocationSet = false;
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mTargetInLOS = false;
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mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
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mIsAiControlled = true;
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}
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/**
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* Destructor
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*/
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AIPlayer::~AIPlayer()
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{
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}
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void AIPlayer::initPersistFields()
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{
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addGroup( "AI" );
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addField( "mMoveTolerance", TypeF32, Offset( mMoveTolerance, AIPlayer ),
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"@brief Distance from destination before stopping.\n\n"
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"When the AIPlayer is moving to a given destination it will move to within "
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"this distance of the destination and then stop. By providing this tolerance "
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"it helps the AIPlayer from never reaching its destination due to minor obstacles, "
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"rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
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addField( "moveStuckTolerance", TypeF32, Offset( mMoveStuckTolerance, AIPlayer ),
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"@brief Distance tolerance on stuck check.\n\n"
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"When the AIPlayer is moving to a given destination, if it ever moves less than "
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"this tolerance during a single tick, the AIPlayer is considered stuck. At this point "
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"the onMoveStuck() callback is called on the datablock.\n");
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addField( "moveStuckTestDelay", TypeS32, Offset( mMoveStuckTestDelay, AIPlayer ),
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"@brief The number of ticks to wait before testing if the AIPlayer is stuck.\n\n"
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"When the AIPlayer is asked to move, this property is the number of ticks to wait "
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"before the AIPlayer starts to check if it is stuck. This delay allows the AIPlayer "
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"to accelerate to full speed without its initial slow start being considered as stuck.\n"
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"@note Set to zero to have the stuck test start immediately.\n");
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endGroup( "AI" );
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Parent::initPersistFields();
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}
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bool AIPlayer::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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// Use the eye as the current position (see getAIMove)
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MatrixF eye;
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getEyeTransform(&eye);
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mLastLocation = eye.getPosition();
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return true;
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}
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/**
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* Sets the speed at which this AI moves
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*
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* @param speed Speed to move, default player was 10
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*/
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void AIPlayer::setMoveSpeed( F32 speed )
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{
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mMoveSpeed = getMax(0.0f, getMin( 1.0f, speed ));
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}
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/**
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* Stops movement for this AI
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*/
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void AIPlayer::stopMove()
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{
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mMoveState = ModeStop;
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}
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/**
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* Sets how far away from the move location is considered
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* "on target"
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*
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* @param tolerance Movement tolerance for error
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*/
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void AIPlayer::setMoveTolerance( const F32 tolerance )
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{
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mMoveTolerance = getMax( 0.1f, tolerance );
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}
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/**
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* Sets the location for the bot to run to
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*
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* @param location Point to run to
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*/
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void AIPlayer::setMoveDestination( const Point3F &location, bool slowdown )
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{
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mMoveDestination = location;
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mMoveState = ModeMove;
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mMoveSlowdown = slowdown;
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mMoveStuckTestCountdown = mMoveStuckTestDelay;
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}
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/**
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* Sets the object the bot is targeting
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*
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* @param targetObject The object to target
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*/
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void AIPlayer::setAimObject( GameBase *targetObject )
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{
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mAimObject = targetObject;
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mTargetInLOS = false;
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mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
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}
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/**
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* Sets the object the bot is targeting and an offset to add to target location
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*
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* @param targetObject The object to target
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* @param offset The offest from the target location to aim at
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*/
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void AIPlayer::setAimObject( GameBase *targetObject, Point3F offset )
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{
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mAimObject = targetObject;
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mTargetInLOS = false;
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mAimOffset = offset;
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}
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/**
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* Sets the location for the bot to aim at
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*
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* @param location Point to aim at
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*/
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void AIPlayer::setAimLocation( const Point3F &location )
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{
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mAimObject = 0;
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mAimLocationSet = true;
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mAimLocation = location;
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mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
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}
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/**
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* Clears the aim location and sets it to the bot's
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* current destination so he looks where he's going
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*/
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void AIPlayer::clearAim()
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{
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mAimObject = 0;
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mAimLocationSet = false;
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mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
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}
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/**
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* This method calculates the moves for the AI player
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*
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* @param movePtr Pointer to move the move list into
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*/
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bool AIPlayer::getAIMove(Move *movePtr)
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{
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*movePtr = NullMove;
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// Use the eye as the current position.
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MatrixF eye;
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getEyeTransform(&eye);
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Point3F location = eye.getPosition();
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Point3F rotation = getRotation();
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// Orient towards the aim point, aim object, or towards
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// our destination.
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if (mAimObject || mAimLocationSet || mMoveState != ModeStop)
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{
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// Update the aim position if we're aiming for an object
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if (mAimObject)
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mAimLocation = mAimObject->getPosition() + mAimOffset;
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else
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if (!mAimLocationSet)
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mAimLocation = mMoveDestination;
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F32 xDiff = mAimLocation.x - location.x;
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F32 yDiff = mAimLocation.y - location.y;
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if (!mIsZero(xDiff) || !mIsZero(yDiff))
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{
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// First do Yaw
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// use the cur yaw between -Pi and Pi
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F32 curYaw = rotation.z;
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while (curYaw > M_2PI_F)
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curYaw -= M_2PI_F;
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while (curYaw < -M_2PI_F)
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curYaw += M_2PI_F;
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// find the yaw offset
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F32 newYaw = mAtan2( xDiff, yDiff );
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F32 yawDiff = newYaw - curYaw;
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// make it between 0 and 2PI
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if( yawDiff < 0.0f )
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yawDiff += M_2PI_F;
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else if( yawDiff >= M_2PI_F )
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yawDiff -= M_2PI_F;
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// now make sure we take the short way around the circle
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if( yawDiff > M_PI_F )
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yawDiff -= M_2PI_F;
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else if( yawDiff < -M_PI_F )
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yawDiff += M_2PI_F;
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movePtr->yaw = yawDiff;
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// Next do pitch.
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if (!mAimObject && !mAimLocationSet)
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{
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// Level out if were just looking at our next way point.
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Point3F headRotation = getHeadRotation();
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movePtr->pitch = -headRotation.x;
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}
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else
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{
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// This should be adjusted to run from the
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// eye point to the object's center position. Though this
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// works well enough for now.
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F32 vertDist = mAimLocation.z - location.z;
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F32 horzDist = mSqrt(xDiff * xDiff + yDiff * yDiff);
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F32 newPitch = mAtan2( horzDist, vertDist ) - ( M_PI_F / 2.0f );
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if (mFabs(newPitch) > 0.01f)
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{
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Point3F headRotation = getHeadRotation();
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movePtr->pitch = newPitch - headRotation.x;
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}
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}
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}
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}
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else
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{
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// Level out if we're not doing anything else
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Point3F headRotation = getHeadRotation();
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movePtr->pitch = -headRotation.x;
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}
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// Move towards the destination
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if (mMoveState != ModeStop)
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{
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F32 xDiff = mMoveDestination.x - location.x;
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F32 yDiff = mMoveDestination.y - location.y;
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// Check if we should mMove, or if we are 'close enough'
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if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance)
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{
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mMoveState = ModeStop;
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throwCallback("onReachDestination");
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}
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else
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{
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// Build move direction in world space
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if (mIsZero(xDiff))
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movePtr->y = (location.y > mMoveDestination.y) ? -1.0f : 1.0f;
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else
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if (mIsZero(yDiff))
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movePtr->x = (location.x > mMoveDestination.x) ? -1.0f : 1.0f;
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else
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if (mFabs(xDiff) > mFabs(yDiff))
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{
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F32 value = mFabs(yDiff / xDiff);
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movePtr->y = (location.y > mMoveDestination.y) ? -value : value;
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movePtr->x = (location.x > mMoveDestination.x) ? -1.0f : 1.0f;
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}
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else
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{
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F32 value = mFabs(xDiff / yDiff);
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movePtr->x = (location.x > mMoveDestination.x) ? -value : value;
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movePtr->y = (location.y > mMoveDestination.y) ? -1.0f : 1.0f;
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}
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// Rotate the move into object space (this really only needs
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// a 2D matrix)
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Point3F newMove;
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MatrixF moveMatrix;
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moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw)));
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moveMatrix.mulV( Point3F( movePtr->x, movePtr->y, 0.0f ), &newMove );
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movePtr->x = newMove.x;
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movePtr->y = newMove.y;
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// Set movement speed. We'll slow down once we get close
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// to try and stop on the spot...
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if (mMoveSlowdown)
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{
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F32 speed = mMoveSpeed;
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F32 dist = mSqrt(xDiff*xDiff + yDiff*yDiff);
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F32 maxDist = 5.0f;
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if (dist < maxDist)
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speed *= dist / maxDist;
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movePtr->x *= speed;
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movePtr->y *= speed;
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mMoveState = ModeSlowing;
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}
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else
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{
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movePtr->x *= mMoveSpeed;
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movePtr->y *= mMoveSpeed;
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mMoveState = ModeMove;
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}
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if (mMoveStuckTestCountdown > 0)
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--mMoveStuckTestCountdown;
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else
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{
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// We should check to see if we are stuck...
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F32 locationDelta = (location - mLastLocation).len();
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if (locationDelta < mMoveStuckTolerance && mDamageState == Enabled)
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{
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// If we are slowing down, then it's likely that our location delta will be less than
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// our move stuck tolerance. Because we can be both slowing and stuck
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// we should TRY to check if we've moved. This could use better detection.
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if ( mMoveState != ModeSlowing || locationDelta == 0 )
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{
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mMoveState = ModeStuck;
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throwCallback("onMoveStuck");
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}
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}
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}
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}
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}
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// Test for target location in sight if it's an object. The LOS is
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// run from the eye position to the center of the object's bounding,
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// which is not very accurate.
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if (mAimObject) {
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MatrixF eyeMat;
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getEyeTransform(&eyeMat);
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eyeMat.getColumn(3,&location);
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Point3F targetLoc = mAimObject->getBoxCenter();
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// This ray ignores non-static shapes. Cast Ray returns true
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// if it hit something.
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RayInfo dummy;
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if (getContainer()->castRay( location, targetLoc,
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InteriorObjectType | StaticShapeObjectType | StaticObjectType |
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TerrainObjectType, &dummy)) {
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if (mTargetInLOS) {
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throwCallback( "onTargetExitLOS" );
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mTargetInLOS = false;
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}
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}
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else
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if (!mTargetInLOS) {
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throwCallback( "onTargetEnterLOS" );
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mTargetInLOS = true;
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}
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}
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// Replicate the trigger state into the move so that
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// triggers can be controlled from scripts.
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for( int i = 0; i < MaxTriggerKeys; i++ )
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movePtr->trigger[i] = getImageTriggerState(i);
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mLastLocation = location;
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return true;
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}
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/**
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* Utility function to throw callbacks. Callbacks always occure
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* on the datablock class.
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*
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* @param name Name of script function to call
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*/
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void AIPlayer::throwCallback( const char *name )
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{
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Con::executef(getDataBlock(), name, getIdString());
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}
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// --------------------------------------------------------------------------------------------
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// Console Functions
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// --------------------------------------------------------------------------------------------
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DefineEngineMethod( AIPlayer, stop, void, ( ),,
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"@brief Tells the AIPlayer to stop moving.\n\n")
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{
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object->stopMove();
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}
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DefineEngineMethod( AIPlayer, clearAim, void, ( ),,
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"@brief Use this to stop aiming at an object or a point.\n\n"
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"@see setAimLocation()\n"
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"@see setAimObject()\n")
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{
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object->clearAim();
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}
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DefineEngineMethod( AIPlayer, 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->setMoveSpeed(speed);
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}
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DefineEngineMethod( AIPlayer, 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->getMoveSpeed();
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}
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DefineEngineMethod( AIPlayer, setMoveDestination, void, ( Point3F goal, bool slowDown ), ( true ),
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"@brief Tells the AI to move to the location provided\n\n"
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"@param goal Coordinates in world space representing location to move to.\n"
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"@param slowDown A boolean value. If set to true, the bot will slow down "
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"when it gets within 5-meters of its move destination. If false, the bot "
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"will stop abruptly when it reaches the move destination. By default, this is true.\n\n"
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"@note Upon reaching a move destination, the bot will clear its move destination and "
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"calls to getMoveDestination will return \"0 0 0\"."
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"@see getMoveDestination()\n")
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{
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object->setMoveDestination( goal, slowDown);
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}
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DefineEngineMethod( AIPlayer, 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->getMoveDestination();
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}
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DefineEngineMethod( AIPlayer, 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->setAimLocation(target);
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}
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DefineEngineMethod( AIPlayer, 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->getAimLocation();
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}
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ConsoleDocFragment _setAimObject(
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"@brief Sets the AIPlayer's target object. May optionally set an offset from target location\n\n"
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"@param targetObject The object to target\n"
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"@param offset Optional three-element offset vector which will be added to the position of the aim object.\n\n"
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"@tsexample\n"
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"// Without an offset\n"
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"%ai.setAimObject(%target);\n\n"
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"// With an offset\n"
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"// Cause our AI object to aim at the target\n"
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"// offset (0, 0, 1) so you don't aim at the target's feet\n"
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"%ai.setAimObject(%target, \"0 0 1\");\n"
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"@endtsexample\n\n"
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"@see getAimLocation()\n"
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"@see getAimObject()\n"
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"@see clearAim()\n",
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"AIPlayer",
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"void setAimObject(GameBase targetObject, Point3F offset);"
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);
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ConsoleMethod( AIPlayer, setAimObject, void, 3, 4, "( 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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Point3F off( 0.0f, 0.0f, 0.0f );
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// Find the target
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GameBase *targetObject;
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if( Sim::findObject( argv[2], targetObject ) )
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{
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if (argc == 4)
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dSscanf( argv[3], "%g %g %g", &off.x, &off.y, &off.z );
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object->setAimObject( targetObject, off );
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}
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else
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object->setAimObject( 0, off );
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}
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DefineEngineMethod( AIPlayer, 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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GameBase* obj = object->getAimObject();
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return obj? obj->getId(): -1;
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}
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