//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #include "game/aiClient.h" #include "core/realComp.h" #include "math/mMatrix.h" #include "game/player.h" #include "game/moveManager.h" #include "console/consoleInternal.h" IMPLEMENT_CONOBJECT( AIClient ); /** * Constructor */ AIClient::AIClient() { mMoveMode = ModeStop; mMoveDestination.set( 0.0f, 0.0f, 0.0f ); mAimLocation.set( 0.0f, 0.0f, 0.0f ); mMoveSpeed = 1.0f; mMoveTolerance = 0.25f; // Clear the triggers for( int i = 0; i < MaxTriggerKeys; i++ ) mTriggers[i] = false; mAimToDestination = true; mTargetInLOS = false; mLocation.set( 0.0f, 0.0f, 0.0f ); mPlayer = NULL; } /** * Destructor */ AIClient::~AIClient() { // Blah } /** * Sets the object the bot is targeting * * @param targetObject The object to target */ void AIClient::setTargetObject( ShapeBase *targetObject ) { if ( !targetObject || !bool( mTargetObject ) || targetObject->getId() != mTargetObject->getId() ) mTargetInLOS = false; mTargetObject = targetObject; } /** * Returns the target object * * @return Object bot is targeting */ S32 AIClient::getTargetObject() const { if( bool( mTargetObject ) ) return mTargetObject->getId(); else return -1; } /** * Sets the speed at which this AI moves * * @param speed Speed to move, default player was 10 */ void AIClient::setMoveSpeed( F32 speed ) { if( speed <= 0.0f ) mMoveSpeed = 0.0f; else mMoveSpeed = getMin( 1.0f, speed ); } /** * Sets the movement mode for this AI * * @param mode Movement mode, see enum */ void AIClient::setMoveMode( S32 mode ) { if( mode < 0 || mode >= ModeCount ) mode = 0; if( mode != mMoveMode ) { switch( mode ) { case ModeStuck: throwCallback( "onStuck" ); break; case ModeMove: if( mMoveMode == ModeStuck ) throwCallback( "onUnStuck" ); else throwCallback( "onMove" ); break; case ModeStop: throwCallback( "onStop" ); break; } } mMoveMode = mode; } /** * Sets how far away from the move location is considered * "on target" * * @param tolerance Movement tolerance for error */ void AIClient::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 AIClient::setMoveDestination( const Point3F &location ) { // Ok, here's the story...we're going to aim where we are going UNLESS told otherwise if( mAimToDestination ) { mAimLocation = location; mAimLocation.z = 0.0f; } mMoveDestination = location; } /** * Sets the location for the bot to aim at * * @param location Point to aim at */ void AIClient::setAimLocation( const Point3F &location ) { mAimLocation = location; mAimToDestination = false; } /** * Clears the aim location and sets it to the bot's * current destination so he looks where he's going */ void AIClient::clearAim() { mAimLocation = Point3F( 0.0f, 0.0f, 0.0f ); mAimToDestination = true; } /** * This method gets the move list for an object, in the case * of the AI, it actually calculates the moves, and then * sends them down the pipe. * * @param movePtr Pointer to move the move list into * @param numMoves Number of moves in the move list */ void AIClient::getMoveList( Move **movePtr,U32 *numMoves ) { //initialize the move structure and return pointers mMove = NullMove; *movePtr = &mMove; *numMoves = 1; // Check if we got a player mPlayer = NULL; mPlayer = static_cast( getControlObject() ); // We got a something controling us? if( !mPlayer ) return; // What is The Matrix? MatrixF moveMatrix; moveMatrix.set( EulerF( 0, 0, 0 ) ); moveMatrix.setColumn( 3, Point3F( 0, 0, 0 ) ); moveMatrix.transpose(); // Position / rotation variables F32 curYaw, curPitch; F32 newYaw, newPitch; F32 xDiff, yDiff, zDiff; F32 moveSpeed = mMoveSpeed; switch( mMoveMode ) { case ModeStop: return; // Stop means no action break; case ModeStuck: // Fall through, so we still try to move case ModeMove: // Get my location MatrixF const& myTransform = mPlayer->getTransform(); myTransform.getColumn( 3, &mLocation ); // Set rotation variables Point3F rotation = mPlayer->getRotation(); Point3F headRotation = mPlayer->getHeadRotation(); curYaw = rotation.z; curPitch = headRotation.x; xDiff = mAimLocation.x - mLocation.x; yDiff = mAimLocation.y - mLocation.y; // first do Yaw if( !isZero( xDiff ) || !isZero( yDiff ) ) { // use the cur yaw between -Pi and Pi while( curYaw > M_2PI ) curYaw -= M_2PI; while( curYaw < -M_2PI ) curYaw += M_2PI; // find the new yaw newYaw = mAtan( xDiff, yDiff ); // find the yaw diff F32 yawDiff = newYaw - curYaw; // make it between 0 and 2PI if( yawDiff < 0.0f ) yawDiff += M_2PI; else if( yawDiff >= M_2PI ) yawDiff -= M_2PI; // now make sure we take the short way around the circle if( yawDiff > M_PI ) yawDiff -= M_2PI; else if( yawDiff < -M_PI ) yawDiff += M_2PI; mMove.yaw = yawDiff; // set up the movement matrix moveMatrix.set( EulerF( 0, 0, newYaw ) ); } else moveMatrix.set( EulerF( 0, 0, curYaw ) ); // next do pitch F32 horzDist = Point2F( mAimLocation.x, mAimLocation.y ).len(); if( !isZero( horzDist ) ) { //we shoot from the gun, not the eye... F32 vertDist = mAimLocation.z; newPitch = mAtan( horzDist, vertDist ) - ( M_PI / 2.0f ); F32 pitchDiff = newPitch - curPitch; mMove.pitch = pitchDiff; } // finally, mMove towards mMoveDestination xDiff = mMoveDestination.x - mLocation.x; yDiff = mMoveDestination.y - mLocation.y; // Check if we should mMove, or if we are 'close enough' if( ( ( mFabs( xDiff ) > mMoveTolerance ) || ( mFabs( yDiff ) > mMoveTolerance ) ) && ( !isZero( mMoveSpeed ) ) ) { if( isZero( xDiff ) ) mMove.y = ( mLocation.y > mMoveDestination.y ? -moveSpeed : moveSpeed ); else if( isZero( yDiff ) ) mMove.x = ( mLocation.x > mMoveDestination.x ? -moveSpeed : moveSpeed ); else if( mFabs( xDiff ) > mFabs( yDiff ) ) { F32 value = mFabs( yDiff / xDiff ) * mMoveSpeed; mMove.y = ( mLocation.y > mMoveDestination.y ? -value : value ); mMove.x = ( mLocation.x > mMoveDestination.x ? -moveSpeed : moveSpeed ); } else { F32 value = mFabs( xDiff / yDiff ) * mMoveSpeed; mMove.x = ( mLocation.x > mMoveDestination.x ? -value : value ); mMove.y = ( mLocation.y > mMoveDestination.y ? -moveSpeed : moveSpeed ); } //now multiply the mMove vector by the transpose of the object rotation matrix moveMatrix.transpose(); Point3F newMove; moveMatrix.mulP( Point3F( mMove.x, mMove.y, 0 ), &newMove ); //and sub the result back in the mMove structure mMove.x = newMove.x; mMove.y = newMove.y; // We should check to see if we are stuck... if( mLocation.x == mLastLocation.x && mLocation.y == mLastLocation.y && mLocation.z == mLastLocation.z ) { // We're stuck...probably setMoveMode( ModeStuck ); } else setMoveMode( ModeMove ); } else { // Ok, we are close enough, lets stop // setMoveMode( ModeStop ); // DON'T use this, it'll throw the wrong callback mMoveMode = ModeStop; throwCallback( "onReachDestination" ); // Callback } break; } // Test for target location in sight RayInfo dummy; Point3F targetLoc = mMoveDestination; // Change this if( mPlayer ) { if( !mPlayer->getContainer()->castRay( mLocation, targetLoc, InteriorObjectType | StaticShapeObjectType | StaticObjectType | TerrainObjectType, &dummy ) ) { if( !mTargetInLOS ) throwCallback( "onTargetEnterLOS" ); } else { if( mTargetInLOS ) throwCallback( "onTargetExitLOS" ); } } // Copy over the trigger status for( int i = 0; i < MaxTriggerKeys; i++ ) { mMove.trigger[i] = mTriggers[i]; mTriggers[i] = false; } } /** * This method is just called to stop the bots from running amuck * while the mission cycles */ void AIClient::missionCycleCleanup() { setMoveMode( ModeStop ); } /** * Utility function to throw callbacks */ void AIClient::throwCallback( const char *name ) { Con::executef( this, 2, name ); } /** * What gets called when this gets created, different from constructor */ void AIClient::onAdd( const char *nameSpace ) { // This doesn't work... // if( dStrcmp( nameSpace, mNameSpace->mName ) ) { Con::linkNamespaces( mNameSpace->mName, nameSpace ); mNameSpace = Con::lookupNamespace( nameSpace ); } throwCallback( "onAdd" ); } // -------------------------------------------------------------------------------------------- // Console Functions // -------------------------------------------------------------------------------------------- /** * Sets the move speed for an AI object */ ConsoleMethod( AIConnection, setMoveSpeed, void, 3, 3, "ai.setMoveSpeed( float );" ) { AIClient *ai = static_cast( object ); ai->setMoveSpeed( dAtof( argv[2] ) ); } /** * Stops all AI movement, halt! */ ConsoleMethod( AIConnection, stop, void, 2, 2, "ai.stop();" ) { AIClient *ai = static_cast( object ); ai->setMoveMode( AIClient::ModeStop ); } /** * Tells the AI to aim at the location provided */ ConsoleMethod( AIConnection, setAimLocation, void, 3, 3, "ai.setAimLocation( x y z );" ) { AIClient *ai = static_cast( object ); Point3F v( 0.0f,0.0f,0.0f ); dSscanf( argv[2], "%f %f %f", &v.x, &v.y, &v.z ); ai->setAimLocation( v ); } /** * Tells the AI to move to the location provided */ ConsoleMethod( AIConnection, setMoveDestination, void, 3, 3, "ai.setMoveDestination( x y z );" ) { AIClient *ai = static_cast( object ); Point3F v( 0.0f, 0.0f, 0.0f ); dSscanf( argv[2], "%f %f", &v.x, &v.y ); ai->setMoveDestination( v ); } /** * Returns the point the AI is aiming at */ ConsoleMethod( AIConnection, getAimLocation, const char *, 2, 2, "ai.getAimLocation();" ) { AIClient *ai = static_cast( object ); Point3F aimPoint = ai->getAimLocation(); char *returnBuffer = Con::getReturnBuffer( 256 ); dSprintf( returnBuffer, 256, "%f %f %f", aimPoint.x, aimPoint.y, aimPoint.z ); return returnBuffer; } /** * Returns the point the AI is set to move to */ ConsoleMethod( AIConnection, getMoveDestination, const char *, 2, 2, "ai.getMoveDestination();" ) { AIClient *ai = static_cast( object ); Point3F movePoint = ai->getMoveDestination(); char *returnBuffer = Con::getReturnBuffer( 256 ); dSprintf( returnBuffer, 256, "%f %f %f", movePoint.x, movePoint.y, movePoint.z ); return returnBuffer; } /** * Sets the bots target object */ ConsoleMethod( AIConnection, setTargetObject, void, 3, 3, "ai.setTargetObject( obj );" ) { AIClient *ai = static_cast( object ); // Find the target ShapeBase *targetObject; if( Sim::findObject( argv[2], targetObject ) ) ai->setTargetObject( targetObject ); else ai->setTargetObject( NULL ); } /** * Gets the object the AI is targeting */ ConsoleMethod( AIConnection, getTargetObject, S32, 2, 2, "ai.getTargetObject();" ) { AIClient *ai = static_cast( object ); return ai->getTargetObject(); } /** * Tells the bot the mission is cycling */ ConsoleMethod( AIConnection, missionCycleCleanup, void, 2, 2, "ai.missionCycleCleanup();" ) { AIClient *ai = static_cast( object ); ai->missionCycleCleanup(); } /** * Sets the AI to run mode */ ConsoleMethod( AIConnection, move, void, 2, 2, "ai.move();" ) { AIClient *ai = static_cast( object ); ai->setMoveMode( AIClient::ModeMove ); } /** * Gets the AI's location in the world */ ConsoleMethod( AIConnection, getLocation, const char *, 2, 2, "ai.getLocation();" ) { AIClient *ai = static_cast( object ); Point3F locPoint = ai->getLocation(); char *returnBuffer = Con::getReturnBuffer( 256 ); dSprintf( returnBuffer, 256, "%f %f %f", locPoint.x, locPoint.y, locPoint.z ); return returnBuffer; } /** * Adds an AI Player to the game */ ConsoleFunction( aiAddPlayer, S32 , 2, 3, "aiAddPlayer( 'playerName'[, 'AIClassType'] );" ) { // Create the player AIClient *aiPlayer = new AIClient(); aiPlayer->registerObject(); aiPlayer->setGhostFrom(false); aiPlayer->setGhostTo(false); aiPlayer->setSendingEvents(false); aiPlayer->setTranslatesStrings(true); aiPlayer->setEstablished(); // Add the connection to the client group SimGroup *g = Sim::getClientGroup(); g->addObject( aiPlayer ); char *name = new char[ dStrlen( argv[1] ) + 1]; char *ns = new char[ dStrlen( argv[2] ) + 1]; dStrcpy( name, argv[1] ); dStrcpy( ns, argv[2] ); // Execute the connect console function, this is the same // onConnect function invoked for normal client connections Con::executef( aiPlayer, 2, "onConnect", name ); // Now execute the onAdd command and feed it the namespace if( argc > 2 ) aiPlayer->onAdd( ns ); else aiPlayer->onAdd( "AIClient" ); return aiPlayer->getId(); } /** * Tells the AI to move forward 100 units...TEST FXN */ ConsoleMethod( AIConnection, moveForward, void, 2, 2, "ai.moveForward();" ) { AIClient *ai = static_cast( object ); ShapeBase *player = ai->getControlObject(); Point3F location; MatrixF const &myTransform = player->getTransform(); myTransform.getColumn( 3, &location ); location.y += 100.0f; ai->setMoveDestination( location ); } // *** /TEST FXN