T2-DXAI/scripts/DXAI_Helpers.cs

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2014-11-20 05:12:25 +00:00
// DXAI_Helpers.cs
// Helper functions for the AI System
// Copyright (c) 2014 Robert MacGregor
function sameSide(%p1, %p2, %a, %b)
{
%cp1 = vectorCross(vectorSub(%b, %a), vectorSub(%p1, %a));
%cp2 = vectorCross(vectorSub(%b, %a), vectorSub(%p2, %a));
if (vectorDot(%cp1, %cp2) >= 0)
return true;
return false;
}
function pointInTriangle(%point, %a, %b, %c)
{
if (sameSide(%point, %a, %b, %c) && sameSide(%point, %b, %a, %c) && sameSide(%point, %c, %a, %b))
return true;
return false;
}
function AIConnection::reset(%this)
{
AIUnassignClient(%this);
%this.stop();
%this.clearTasks();
%this.clearStep();
%this.lastDamageClient = -1;
%this.lastDamageTurret = -1;
%this.shouldEngage = -1;
%this.setEngageTarget(-1);
%this.setTargetObject(-1);
%this.pilotVehicle = false;
%this.defaultTasksAdded = false;
if (isObject(%this.controlByHuman))
aiReleaseHumanControl(%this.controlByHuman, %this);
}
// TODO: Return in a faster-to-read format: Could try as static GVar names
// as the game's scripting environment for the gameplay is single threaded
// and it probably does a hash to store the values.
// TODO: Mathematical optimizations, right now it's a hack because of no
// reliable way of getting a player's X facing?
function GameConnection::calculateViewCone(%this, %distance)
{
//%xFacing = %this.player.getXFacing();
%halfView = %this.fieldOfView / 2;
%coneOrigin = %this.player.getMuzzlePoint($WeaponSlot);
%forwardVector = %this.player.getForwardVector();
%sideVector = vectorCross("0 0 1", %forwardVector);
// Clockwise
//%viewConeClockwise = %xFacing - %halfView;
// %viewConeClockwisePoint = mCos(%viewConeClockwise) SPC mSin(%viewConeClockwise) SPC "0";
%viewConeClockwisePoint = mCos(-%halfView) SPC mSin(-%halfView) SPC "0";
%viewConeClockwisePoint = vectorScale(%viewConeClockwisePoint, %this.viewDistance);
//%viewConeClockwisePoint = vectorAdd(%viewConeClockwisePoint, %coneOrigin);
// Counter Clockwise
//%viewConeCounterClockwise = %xFacing + %halfView;
//%viewConeCounterClockwisePoint = mCos(%viewConeCounterClockwise) SPC mSin(%viewConeCounterClockwise) SPC "0";
%viewConeCounterClockwisePoint = mCos(%halfView) SPC mSin(%halfView) SPC "0";
%viewConeCounterClockwisePoint = vectorScale(%viewConeCounterClockwisePoint, %this.viewDistance);
//%viewConeCounterClockwisePoint = vectorAdd(%viewConeCounterClockwisePoint, %coneOrigin);
// Offsets
%halfDistance = vectorDist(%viewConeCounterClockwisePoint, %viewConeClockwisePoint) / 2;
%viewConeCounterClockwisePoint = vectorScale(%sideVector, %halfDistance);
%viewConeCounterClockwisePoint = vectorAdd(%coneOrigin, %viewConeCounterClockwisePoint);
%viewConeClockwisePoint = vectorScale(vectorScale(%sideVector, -1), %halfDistance);
%viewConeClockwisePoint = vectorAdd(%coneOrigin, %viewConeClockwisePoint);
// Translate the upper and lower points
%viewForwardPoint = vectorScale(%forwardVector, %this.viewDistance);
%viewConeUpperPoint = vectorAdd(vectorScale("0 0 1", %halfDistance), %viewForwardPoint);
%viewConeUpperPoint = vectorAdd(%coneOrigin, %viewConeUpperPoint);
%viewConeLowerPoint = vectorAdd(vectorScale("0 0 -1", %halfDistance), %viewForwardPoint);
%viewConeLowerPoint = vectorAdd(%coneOrigin, %viewConeLowerPoint);
// Now cast them forward
%viewConeClockwisePoint = vectorAdd(%viewConeClockwisePoint, vectorScale(%this.player.getForwardVector(), %this.viewDistance));
%viewConeCounterClockwisePoint = vectorAdd(%viewConeCounterClockwisePoint, vectorScale(%this.player.getForwardVector(), %this.viewDistance));
return %coneOrigin SPC %viewConeClockwisePoint SPC %viewConeCounterClockwisePoint SPC %viewConeUpperPoint SPC %viewConeLowerPoint;
}
// View cone simulation function
function GameConnection::getObjectsInViewcone(%this, %typeMask, %distance, %performLOSTest)
{
// FIXME: Radians
if (%this.fieldOfView < 0 || %this.fieldOfView > 3.14)
{
%this.fieldOfView = $DXAPI::Bot::DefaultFieldOfView;
error("DXAI: Bad field of view value! (" @ %this @ ".fieldOfView > 3.14 || " @ %this @ ".fieldOfView < 0)");
}
if (%this.viewDistance <= 0)
{
%this.viewDistance = $DXAPI::Bot::DefaultViewDistance;
error("DXAI: Bad view distance value! (" @ %this @ ".viewDistance <= 0)");
}
if (%distance $= "")
%distance = %this.viewDistance;
%viewCone = %this.calculateViewCone(%distance);
// Extract the results: See TODO above ::calculateViewCone implementation
%coneOrigin = getWords(%viewCone, 0, 2);
%viewConeClockwiseVector = getWords(%viewCone, 3, 5);
%viewConeCounterClockwiseVector = getWords(%viewCone, 6, 8);
%viewConeUpperVector = getWords(%viewCone, 9, 11);
%viewConeLowerVector = getWords(%viewCone, 12, 14);
%result = new SimSet();
// Doing a radius search should hopefully be faster than iterating over all objects in MissionCleanup.
// Even if the game did that internally it's definitely faster than doing it in TS
InitContainerRadiusSearch(%coneOrigin, %distance, %typeMask);
while((%currentObject = containerSearchNext()) != 0)
{
if (%currentObject == %this || !isObject(%currentObject) || containerSearchCurrRadDamageDist() > %distance)
continue;
// Check if the object is within both the horizontal and vertical triangles representing our view cone
if (%currentObject.getType() & %typeMask && pointInTriangle(%currentObject.getPosition(), %viewConeClockwiseVector, %viewConeCounterClockwiseVector, %coneOrigin) && pointInTriangle(%currentObject.getPosition(), %viewConeLowerVector, %viewConeUpperVector, %coneOrigin))
{
if (!%performLOSTest)
%result.add(%currentObject);
else
{
%rayCast = containerRayCast(%coneOrigin, %currentObject.getWorldBoxCenter(), -1, 0);
%hitObject = getWord(%raycast, 0);
// Since the engine doesn't do raycasts against projectiles correctly, we just check if the bot
// hit -nothing- when doing the raycast rather than checking for a hit against the object
if (%hitObject == %currentObject || (%currentObject.getType() & $TypeMasks::ProjectileObjectType && !isObject(%hitObject)))
%result.add(%currentObject);
}
}
}
return %result;
}
// If the map editor was instantiated, this will prevent a little bit
// of console warnings
function Terraformer::getType(%this) { return 0; }
// Dummy ScriptObject methods to silence console warnings when testing the runtime
// environment; this may not silence for all mods but it should help.
$DXAI::System::RuntimeDummy = new ScriptObject(RuntimeDummy) { class = "RuntimeDummy"; };
function RuntimeDummy::addTask() { }
function RuntimeDummy::reset() { }