// 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; } function getRandomPosition(%position, %distance) { // First, we determine a random direction vector %direction = vectorNormalize(getRandom(0, 10000) SPC getRandom(0, 10000) SPC getRandom(0, 10000)); // Return the scaled result return vectorAdd(%position, vectorScale(%direction, getRandom(0, %distance))); } function getRandomPositionOnTerrain(%position, %distance) { %result = getRandomPosition(%position, %distance); return setWord(%result, 2, getTerrainHeight(%result)); } function vectorMultiply(%vec1, %vec2) { return (getWord(%vec1, 0) * getWord(%vec2, 0)) SPC (getWord(%vec1, 1) * getWord(%vec2, 1)) SPC (getWord(%vec1, 2) * getWord(%vec2, 2)); } // 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() { }