tge/engine/game/aiClient.cc
2017-04-17 06:17:10 -06:00

541 lines
15 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// 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<Player *>( 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<AIClient *>( object );
ai->setMoveSpeed( dAtof( argv[2] ) );
}
/**
* Stops all AI movement, halt!
*/
ConsoleMethod( AIConnection, stop, void, 2, 2, "ai.stop();" ) {
AIClient *ai = static_cast<AIClient *>( 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<AIClient *>( 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<AIClient *>( 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<AIClient *>( 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<AIClient *>( 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<AIClient *>( 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<AIClient *>( object );
return ai->getTargetObject();
}
/**
* Tells the bot the mission is cycling
*/
ConsoleMethod( AIConnection, missionCycleCleanup, void, 2, 2, "ai.missionCycleCleanup();" ) {
AIClient *ai = static_cast<AIClient*>( object );
ai->missionCycleCleanup();
}
/**
* Sets the AI to run mode
*/
ConsoleMethod( AIConnection, move, void, 2, 2, "ai.move();" ) {
AIClient *ai = static_cast<AIClient *>( 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<AIClient *>( 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<AIClient *>( 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