Torque3D/Engine/source/T3D/aiPlayer.cpp
2012-09-26 23:30:20 +10:00

613 lines
20 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"
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);
mIsAiControlled = true;
}
/**
* 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");
endGroup( "AI" );
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;
}
/**
* 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;
}
/**
* 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, 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);
}
/**
* 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();
// 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;
throwCallback("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 = 5.0f;
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;
throwCallback("onMoveStuck");
}
}
}
}
}
// 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) {
MatrixF eyeMat;
getEyeTransform(&eyeMat);
eyeMat.getColumn(3,&location);
Point3F targetLoc = mAimObject->getBoxCenter();
// This ray ignores non-static shapes. Cast Ray returns true
// if it hit something.
RayInfo dummy;
if (getContainer()->castRay( location, targetLoc,
InteriorObjectType | StaticShapeObjectType | StaticObjectType |
TerrainObjectType, &dummy)) {
if (mTargetInLOS) {
throwCallback( "onTargetExitLOS" );
mTargetInLOS = false;
}
}
else
if (!mTargetInLOS) {
throwCallback( "onTargetEnterLOS" );
mTargetInLOS = true;
}
}
// Replicate the trigger state into the move so that
// triggers can be controlled from scripts.
for( int i = 0; i < MaxTriggerKeys; i++ )
movePtr->trigger[i] = getImageTriggerState(i);
mLastLocation = location;
return true;
}
/**
* 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());
}
// --------------------------------------------------------------------------------------------
// 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);"
);
ConsoleMethod( AIPlayer, setAimObject, void, 3, 4, "( GameBase obj, [Point3F offset] )"
"Sets the bot's target object. Optionally set an offset from target location."
"@hide")
{
Point3F off( 0.0f, 0.0f, 0.0f );
// Find the target
GameBase *targetObject;
if( Sim::findObject( argv[2], targetObject ) )
{
if (argc == 4)
dSscanf( argv[3], "%g %g %g", &off.x, &off.y, &off.z );
object->setAimObject( targetObject, off );
}
else
object->setAimObject( 0, off );
}
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;
}