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446 lines
12 KiB
C++
446 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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// V12 Engine
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//
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// Copyright (c) 2001 GarageGames.Com
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// Portions Copyright (c) 2001 by Sierra Online, Inc.
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//-----------------------------------------------------------------------------
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#include "ai/aiPlayer.h"
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#include "core/realcomp.h"
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#include "math/mMatrix.h"
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#include "game/moveManager.h"
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/**
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* Constructor
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*/
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AIPlayer::AIPlayer() {
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mMoveMode = ModeStop;
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mMoveDestination.set( 0.0f, 0.0f, 0.0f );
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mAimLocation.set( 0.0f, 0.0f, 0.0f );
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mMoveSpeed = 0.0f;
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mMoveTolerance = 0.25f;
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// Clear the triggers
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for( int i = 0; i < MaxTriggerKeys; i++ )
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mTriggers[i] = false;
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mAimToDestination = true;
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mRotation.set( 0.0f, 0.0f, 0.0f );
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mLocation.set( 0.0f, 0.0f, 0.0f );
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mPlayer = NULL;
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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::setTargetObject( ShapeBase *targetObject ) {
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if ( !targetObject || !bool( mTargetObject ) || targetObject->getId() != mTargetObject->getId() )
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mTargetInSight = false;
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mTargetObject = targetObject;
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}
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/**
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* Returns the target object
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*
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* @return Object bot is targeting
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*/
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S32 AIPlayer::getTargetObject() {
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if( bool( mTargetObject ) )
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return mTargetObject->getId();
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else
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return -1;
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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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if( speed <= 0.0f )
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mMoveSpeed = 0.0f;
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else
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mMoveSpeed = getMin( 1.0f, speed );
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}
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/**
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* Sets the movement mode for this AI
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*
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* @param mode Movement mode, see enum
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*/
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void AIPlayer::setMoveMode( S32 mode ) {
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if( mode < 0 || mode >= ModeCount )
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mode = 0;
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mMoveMode = mode;
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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( F32 tolerance ) {
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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 ) {
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// Ok, here's the story...we're going to aim where we are going UNLESS told otherwise
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if( mAimToDestination ) {
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mAimLocation = location;
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mAimLocation.z = 0.0f;
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}
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mMoveDestination = location;
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// TEST CODE
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RayInfo dummy;
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if( mPlayer ) {
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if( !mPlayer->getContainer()->castRay( mLocation, location, InteriorObjectType |
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StaticShapeObjectType | StaticObjectType |
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TerrainObjectType, &dummy ) )
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Con::printf( "I can see the target." );
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else
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Con::printf( "I can't see my target!! AAAAHHHHH!" );
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}
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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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mAimLocation = location;
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mAimToDestination = false;
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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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mAimLocation = Point3F( 0.0f, 0.0f, 0.0f );
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mAimToDestination = true;
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}
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/**
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* This method gets the move list for an object, in the case
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* of the AI, it actually calculates the moves, and then
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* sends them down the pipe.
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*
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* @param movePtr Pointer to move the move list into
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* @param numMoves Number of moves in the move list
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*/
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void AIPlayer::getMoveList( Move **movePtr,U32 *numMoves ) {
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//initialize the move structure and return pointers
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mMove = NullMove;
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*movePtr = &mMove;
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*numMoves = 1;
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// Check if we got a player
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mPlayer = NULL;
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mPlayer = dynamic_cast<Player *>( getControlObject() );
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// We got a something controling us?
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if( !mPlayer )
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return;
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// If system is disabled, don't process
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if ( !gAISystemEnabled )
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return;
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// What is The Matrix?
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MatrixF moveMatrix;
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moveMatrix.set( EulerF( 0, 0, 0 ) );
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moveMatrix.setColumn( 3, Point3F( 0, 0, 0 ) );
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moveMatrix.transpose();
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// Position / rotation variables
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F32 curYaw, curPitch;
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F32 newYaw, newPitch;
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F32 xDiff, yDiff, zDiff;
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// Check if we are dead, if so, throw the script callback -- PUT THIS IN AIPLAYER
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//if( !dStricmp( mPlayer->getStateName(), "dead" ) ) {
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// TO-DO: Script callback
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// return;
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//}
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F32 moveSpeed = mMoveSpeed;
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switch( mMoveMode ) {
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case ModeStop:
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return; // Stop means no action, peroid
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break;
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case ModeIdle:
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// TO-DO: Insert callback for scripted idle stuff
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break;
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case ModeWalk:
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moveSpeed /= 2.0f; // Walking speed is half running speed
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// Fall through to run
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case ModeRun:
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// Get my location
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MatrixF const& myTransform = mPlayer->getTransform();
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myTransform.getColumn( 3, &mLocation );
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// Set rotation variables
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mRotation = mPlayer->getRotation();
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Point3F headRotation = mPlayer->getHeadRotation();
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curYaw = mRotation.z;
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curPitch = headRotation.x;
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xDiff = mAimLocation.x - mLocation.x;
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yDiff = mAimLocation.y - mLocation.y;
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// first do Yaw
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if( !isZero( xDiff ) || !isZero( yDiff ) ) {
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// use the cur yaw between -Pi and Pi
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while( curYaw > M_2PI )
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curYaw -= M_2PI;
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while( curYaw < -M_2PI )
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curYaw += M_2PI;
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// find the new yaw
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newYaw = mAtan( xDiff, yDiff );
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// find the yaw diff
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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;
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else if( yawDiff >= M_2PI )
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yawDiff -= M_2PI;
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// now make sure we take the short way around the circle
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if( yawDiff > M_PI )
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yawDiff -= M_2PI;
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else if( yawDiff < -M_PI )
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yawDiff += M_2PI;
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mMove.yaw = yawDiff;
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// set up the movement matrix
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moveMatrix.set( EulerF( 0, 0, newYaw ) );
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}
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else
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moveMatrix.set( EulerF( 0, 0, curYaw ) );
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// next do pitch
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F32 horzDist = Point2F( mAimLocation.x, mAimLocation.y ).len();
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if( !isZero( horzDist ) ) {
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//we shoot from the gun, not the eye...
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F32 vertDist = mAimLocation.z;
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newPitch = mAtan( horzDist, vertDist ) - ( M_PI / 2.0f );
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F32 pitchDiff = newPitch - curPitch;
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mMove.pitch = pitchDiff;
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}
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// finally, mMove towards mMoveDestination
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xDiff = mMoveDestination.x - mLocation.x;
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yDiff = mMoveDestination.y - mLocation.y;
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// Check if we should mMove, or if we are 'close enough'
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if( ( ( mFabs( xDiff ) > mMoveTolerance ) ||
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( mFabs( yDiff ) > mMoveTolerance ) ) && ( !isZero( mMoveSpeed ) ) )
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{
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if( isZero( xDiff ) )
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mMove.y = ( mLocation.y > mMoveDestination.y ? -moveSpeed : moveSpeed );
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else if( isZero( yDiff ) )
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mMove.x = ( mLocation.x > mMoveDestination.x ? -moveSpeed : moveSpeed );
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else if( mFabs( xDiff ) > mFabs( yDiff ) ) {
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F32 value = mFabs( yDiff / xDiff ) * mMoveSpeed;
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mMove.y = ( mLocation.y > mMoveDestination.y ? -value : value );
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mMove.x = ( mLocation.x > mMoveDestination.x ? -moveSpeed : moveSpeed );
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}
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else {
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F32 value = mFabs( xDiff / yDiff ) * mMoveSpeed;
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mMove.x = ( mLocation.x > mMoveDestination.x ? -value : value );
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mMove.y = ( mLocation.y > mMoveDestination.y ? -moveSpeed : moveSpeed );
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}
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//now multiply the mMove vector by the transpose of the object rotation matrix
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moveMatrix.transpose();
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Point3F newMove;
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moveMatrix.mulP( Point3F( mMove.x, mMove.y, 0 ), &newMove );
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//and sub the result back in the mMove structure
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mMove.x = newMove.x;
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mMove.y = newMove.y;
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}
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else {
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// Ok, we are close enough
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setMoveMode( ModeStop );
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Con::printf( "I'm close enough to my destination to stop." );
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}
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break;
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}
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// Copy over the trigger status
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for( int i = 0; i < MaxTriggerKeys; i++ ) {
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mMove.trigger[i] = mTriggers[i];
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mTriggers[i] = false;
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}
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}
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/**
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* This method is just called to stop the bots from running amuck
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* while the mission cycles
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*/
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void AIPlayer::missionCycleCleanup() {
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setMoveMode( ModeStop );
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}
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/**
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* Sets the move speed for an AI object, remember, walk is 1/2 run
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*/
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static void cAISetMoveSpeed( SimObject *obj, S32, const char** argv ) {
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AIPlayer *ai = static_cast<AIPlayer *>( obj );
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ai->setMoveSpeed( dAtoi( argv[2] ) );
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}
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/**
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* Stops all AI movement, halt!
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*/
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static void cAIStop( SimObject *obj, S32, const char** ) {
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AIPlayer *ai = static_cast<AIPlayer *>( obj );
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ai->setMoveMode( AIPlayer::ModeStop );
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}
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/**
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* Tells the AI to aim at the location provided
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*/
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static void cAIAimAtLocation( SimObject *obj, S32 argc, const char** argv ) {
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AIPlayer *ai = static_cast<AIPlayer *>( obj );
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Point3F v( 0.0f,0.0f,0.0f );
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dSscanf( argv[2], "%f %f %f", &v.x, &v.y, &v.z );
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ai->setAimLocation( v );
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}
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/**
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* Returns the point the AI is aiming at
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*/
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static const char *cAIGetAimLocation( SimObject *obj, S32, const char** ) {
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AIPlayer *ai = static_cast<AIPlayer *>( obj );
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Point3F aimPoint = ai->getAimLocation();
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char* returnBuffer = Con::getReturnBuffer( 256 );
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dSprintf( returnBuffer, 256, "%f %f %f", aimPoint.x, aimPoint.y, aimPoint.z );
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return returnBuffer;
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}
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/**
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* Sets the bots target object
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*/
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static void cAISetTargetObject( SimObject *obj, S32 argc, const char **argv ) {
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AIPlayer *ai = static_cast<AIPlayer *>( obj );
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// Find the target
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ShapeBase *targetObject;
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if( Sim::findObject( argv[2], targetObject ) )
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ai->setTargetObject( targetObject );
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else
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ai->setTargetObject( NULL );
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}
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/**
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* Gets the object the AI is targeting
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*/
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static const char *cAIGetTargetObject( SimObject *obj, S32, const char ** ) {
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AIPlayer *ai = static_cast<AIPlayer *>( obj );
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S32 targetId = ai->getTargetObject();
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char* returnBuffer = Con::getReturnBuffer( 256 );
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dSprintf( returnBuffer, 256, "%d", targetId );
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return returnBuffer;
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}
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/**
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* Checks to see if the target is in sight
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*/
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static bool cAITargetInSight( SimObject *obj, S32, const char ** ) {
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AIPlayer *ai = static_cast<AIPlayer*>( obj );
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return ai->targetInSight();
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}
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/**
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* Tells the bot the mission is cycling
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*/
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static void cAIMissionCycleCleanup( SimObject *obj, S32, const char ** ) {
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AIPlayer *ai = static_cast<AIPlayer*>( obj );
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ai->missionCycleCleanup();
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}
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/**
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* Tells the AI to move forward 100 units...TEST FXN
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*/
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static void cAIMoveForward( SimObject *obj, S32, const char ** ) {
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AIPlayer *ai = static_cast<AIPlayer *>( obj );
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ShapeBase *player = ai->getControlObject();
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Point3F location;
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MatrixF const &myTransform = player->getTransform();
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myTransform.getColumn( 3, &location );
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location.y += 100.0f;
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ai->setMoveDestination( location );
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} // *** /TEST FXN
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/**
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* Sets the AI to walk mode
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*/
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static void cAIWalk( SimObject *obj, S32, const char ** ) {
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AIPlayer *ai = static_cast<AIPlayer *>( obj );
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ai->setMoveMode( AIPlayer::ModeWalk );
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}
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/**
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* Sets the AI to run mode
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*/
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static void cAIRun( SimObject *obj, S32, const char ** ) {
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AIPlayer *ai = static_cast<AIPlayer *>( obj );
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ai->setMoveMode( AIPlayer::ModeRun );
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}
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/**
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* Console init function
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*/
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void AIPlayer::consoleInit() {
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// TEST FXN
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Con::addCommand( "AIPlayer", "moveForward", cAIMoveForward, "ai.moveForward()", 2, 2 );
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Con::addCommand( "AIPlayer", "walk", cAIWalk, "ai.walk()", 2, 2 );
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Con::addCommand( "AIPlayer", "run", cAIRun, "ai.run()", 2, 2 );
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Con::addCommand( "AIPlayer", "stop", cAIStop, "ai.stop()", 2, 2 );
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Con::addCommand( "AIPlayer", "setMoveSpeed", cAISetMoveSpeed, "ai.setMoveSpeed( float )", 3, 3 );
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Con::addCommand( "AIPlayer", "setTargetObject", cAISetTargetObject, "ai.setTargetObject( object )", 3, 4 );
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Con::addCommand( "AIPlayer", "getTargetObject", cAIGetTargetObject, "ai.getTargetObject()", 2, 2 );
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Con::addCommand( "AIPlayer", "targetInSight", cAITargetInSight, "ai.targetInSight()", 2, 2 );
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Con::addCommand( "AIPlayer", "aimAt", cAIAimAtLocation, "ai.aimAt( point )", 3, 3 );
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Con::addCommand( "AIPlayer", "getAimLocation", cAIGetAimLocation, "ai.getAimLocation()", 2, 2 );
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} |