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406
Torque/SDK/engine/game/aiPlayer.cc
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406
Torque/SDK/engine/game/aiPlayer.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "game/aiPlayer.h"
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#include "console/consoleInternal.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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IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
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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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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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mTypeMask |= AIObjectType;
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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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/**
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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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}
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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 == ModeMove) {
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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 (!isZero(xDiff) || !isZero(yDiff)) {
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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)
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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 yaw offset
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F32 newYaw = mAtan( 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;
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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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movePtr->yaw = yawDiff;
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// Next do pitch.
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if (!mAimObject && !mAimLocationSet) {
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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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// 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 = mAtan( horzDist, vertDist ) - ( M_PI / 2.0f );
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if (mFabs(newPitch) > 0.01) {
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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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// 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 == ModeMove) {
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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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mMoveState = ModeStop;
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throwCallback("onReachDestination");
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}
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else {
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// Build move direction in world space
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if (isZero(xDiff))
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movePtr->y = (location.y > mMoveDestination.y)? -1 : 1;
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else
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if (isZero(yDiff))
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movePtr->x = (location.x > mMoveDestination.x)? -1 : 1;
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else
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if (mFabs(xDiff) > mFabs(yDiff)) {
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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 : 1;
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}
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else {
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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 : 1;
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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, 0, -(rotation.z + movePtr->yaw)));
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moveMatrix.mulV( Point3F( movePtr->x, movePtr->y, 0 ), &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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F32 speed = mMoveSpeed;
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F32 dist = mSqrt(xDiff*xDiff + yDiff*yDiff);
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F32 maxDist = 5;
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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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}
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else {
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movePtr->x *= mMoveSpeed;
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movePtr->y *= mMoveSpeed;
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}
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// We should check to see if we are stuck...
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if (location == mLastLocation) {
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throwCallback("onMoveStuck");
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mMoveState = ModeStop;
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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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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(), 2, name, scriptThis());
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}
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// --------------------------------------------------------------------------------------------
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// Console Functions
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// --------------------------------------------------------------------------------------------
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ConsoleMethod( AIPlayer, stop, void, 2, 2, "()"
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"Stop moving.")
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{
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object->stopMove();
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}
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ConsoleMethod( AIPlayer, clearAim, void, 2, 2, "()"
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"Stop aiming at anything.")
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{
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object->clearAim();
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}
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ConsoleMethod( AIPlayer, setMoveSpeed, void, 3, 3, "( float speed )"
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"Sets the move speed for an AI object.")
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{
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object->setMoveSpeed( dAtof( argv[2] ) );
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}
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ConsoleMethod( AIPlayer, setMoveDestination, void, 3, 4, "(Point3F goal, bool slowDown=true)"
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"Tells the AI to move to the location provided.")
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{
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Point3F v( 0.0f, 0.0f, 0.0f );
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dSscanf( argv[2], "%g %g %g", &v.x, &v.y, &v.z );
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bool slowdown = (argc > 3)? dAtob(argv[3]): true;
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object->setMoveDestination( v, slowdown);
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}
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ConsoleMethod( AIPlayer, getMoveDestination, const char *, 2, 2, "()"
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"Returns the point the AI is set to move to.")
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{
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Point3F movePoint = object->getMoveDestination();
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char *returnBuffer = Con::getReturnBuffer( 256 );
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dSprintf( returnBuffer, 256, "%g %g %g", movePoint.x, movePoint.y, movePoint.z );
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return returnBuffer;
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}
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ConsoleMethod( AIPlayer, setAimLocation, void, 3, 3, "( Point3F target )"
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"Tells the AI to aim at the location provided.")
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{
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Point3F v( 0.0f,0.0f,0.0f );
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dSscanf( argv[2], "%g %g %g", &v.x, &v.y, &v.z );
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object->setAimLocation( v );
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}
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ConsoleMethod( AIPlayer, getAimLocation, const char *, 2, 2, "()"
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"Returns the point the AI is aiming at.")
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{
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Point3F aimPoint = object->getAimLocation();
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char *returnBuffer = Con::getReturnBuffer( 256 );
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dSprintf( returnBuffer, 256, "%g %g %g", aimPoint.x, aimPoint.y, aimPoint.z );
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return returnBuffer;
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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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{
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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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ConsoleMethod( AIPlayer, getAimObject, S32, 2, 2, "()"
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"Gets the object the AI is targeting.")
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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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