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

407 lines
12 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/aiPlayer.h"
#include "console/consoleInternal.h"
#include "core/realComp.h"
#include "math/mMatrix.h"
#include "game/moveManager.h"
IMPLEMENT_CO_NETOBJECT_V1(AIPlayer);
/**
* Constructor
*/
AIPlayer::AIPlayer()
{
mMoveDestination.set( 0.0f, 0.0f, 0.0f );
mMoveSpeed = 1.0f;
mMoveTolerance = 0.25f;
mMoveSlowdown = true;
mMoveState = ModeStop;
mAimObject = 0;
mAimLocationSet = false;
mTargetInLOS = false;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
mTypeMask |= AIObjectType;
}
/**
* Destructor
*/
AIPlayer::~AIPlayer()
{
}
/**
* Sets the speed at which this AI moves
*
* @param speed Speed to move, default player was 10
*/
void AIPlayer::setMoveSpeed( F32 speed )
{
mMoveSpeed = getMax(0.0f, getMin( 1.0f, speed ));
}
/**
* Stops movement for this AI
*/
void AIPlayer::stopMove()
{
mMoveState = ModeStop;
}
/**
* Sets how far away from the move location is considered
* "on target"
*
* @param tolerance Movement tolerance for error
*/
void AIPlayer::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 AIPlayer::setMoveDestination( const Point3F &location, bool slowdown )
{
mMoveDestination = location;
mMoveState = ModeMove;
mMoveSlowdown = slowdown;
}
/**
* Sets the object the bot is targeting
*
* @param targetObject The object to target
*/
void AIPlayer::setAimObject( GameBase *targetObject )
{
mAimObject = targetObject;
mTargetInLOS = false;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
}
/**
* Sets the object the bot is targeting and an offset to add to target location
*
* @param targetObject The object to target
* @param offset The offest from the target location to aim at
*/
void AIPlayer::setAimObject( GameBase *targetObject, Point3F offset )
{
mAimObject = targetObject;
mTargetInLOS = false;
mAimOffset = offset;
}
/**
* Sets the location for the bot to aim at
*
* @param location Point to aim at
*/
void AIPlayer::setAimLocation( const Point3F &location )
{
mAimObject = 0;
mAimLocationSet = true;
mAimLocation = location;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
}
/**
* Clears the aim location and sets it to the bot's
* current destination so he looks where he's going
*/
void AIPlayer::clearAim()
{
mAimObject = 0;
mAimLocationSet = false;
mAimOffset = Point3F(0.0f, 0.0f, 0.0f);
}
/**
* This method calculates the moves for the AI player
*
* @param movePtr Pointer to move the move list into
*/
bool AIPlayer::getAIMove(Move *movePtr)
{
*movePtr = NullMove;
// Use the eye as the current position.
MatrixF eye;
getEyeTransform(&eye);
Point3F location = eye.getPosition();
Point3F rotation = getRotation();
// Orient towards the aim point, aim object, or towards
// our destination.
if (mAimObject || mAimLocationSet || mMoveState == ModeMove) {
// Update the aim position if we're aiming for an object
if (mAimObject)
mAimLocation = mAimObject->getPosition() + mAimOffset;
else
if (!mAimLocationSet)
mAimLocation = mMoveDestination;
F32 xDiff = mAimLocation.x - location.x;
F32 yDiff = mAimLocation.y - location.y;
if (!isZero(xDiff) || !isZero(yDiff)) {
// First do Yaw
// use the cur yaw between -Pi and Pi
F32 curYaw = rotation.z;
while (curYaw > M_2PI)
curYaw -= M_2PI;
while (curYaw < -M_2PI)
curYaw += M_2PI;
// find the yaw offset
F32 newYaw = mAtan( xDiff, yDiff );
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;
movePtr->yaw = yawDiff;
// Next do pitch.
if (!mAimObject && !mAimLocationSet) {
// Level out if were just looking at our next way point.
Point3F headRotation = getHeadRotation();
movePtr->pitch = -headRotation.x;
}
else {
// This should be adjusted to run from the
// eye point to the object's center position. Though this
// works well enough for now.
F32 vertDist = mAimLocation.z - location.z;
F32 horzDist = mSqrt(xDiff * xDiff + yDiff * yDiff);
F32 newPitch = mAtan( horzDist, vertDist ) - ( M_PI / 2.0f );
if (mFabs(newPitch) > 0.01) {
Point3F headRotation = getHeadRotation();
movePtr->pitch = newPitch - headRotation.x;
}
}
}
}
else {
// Level out if we're not doing anything else
Point3F headRotation = getHeadRotation();
movePtr->pitch = -headRotation.x;
}
// Move towards the destination
if (mMoveState == ModeMove) {
F32 xDiff = mMoveDestination.x - location.x;
F32 yDiff = mMoveDestination.y - location.y;
// Check if we should mMove, or if we are 'close enough'
if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance) {
mMoveState = ModeStop;
throwCallback("onReachDestination");
}
else {
// Build move direction in world space
if (isZero(xDiff))
movePtr->y = (location.y > mMoveDestination.y)? -1 : 1;
else
if (isZero(yDiff))
movePtr->x = (location.x > mMoveDestination.x)? -1 : 1;
else
if (mFabs(xDiff) > mFabs(yDiff)) {
F32 value = mFabs(yDiff / xDiff);
movePtr->y = (location.y > mMoveDestination.y)? -value : value;
movePtr->x = (location.x > mMoveDestination.x)? -1 : 1;
}
else {
F32 value = mFabs(xDiff / yDiff);
movePtr->x = (location.x > mMoveDestination.x)? -value : value;
movePtr->y = (location.y > mMoveDestination.y)? -1 : 1;
}
// Rotate the move into object space (this really only needs
// a 2D matrix)
Point3F newMove;
MatrixF moveMatrix;
moveMatrix.set(EulerF(0, 0, -(rotation.z + movePtr->yaw)));
moveMatrix.mulV( Point3F( movePtr->x, movePtr->y, 0 ), &newMove );
movePtr->x = newMove.x;
movePtr->y = newMove.y;
// Set movement speed. We'll slow down once we get close
// to try and stop on the spot...
if (mMoveSlowdown) {
F32 speed = mMoveSpeed;
F32 dist = mSqrt(xDiff*xDiff + yDiff*yDiff);
F32 maxDist = 5;
if (dist < maxDist)
speed *= dist / maxDist;
movePtr->x *= speed;
movePtr->y *= speed;
}
else {
movePtr->x *= mMoveSpeed;
movePtr->y *= mMoveSpeed;
}
// We should check to see if we are stuck...
if (location == mLastLocation) {
throwCallback("onMoveStuck");
mMoveState = ModeStop;
}
}
}
// Test for target location in sight if it's an object. The LOS is
// run from the eye position to the center of the object's bounding,
// which is not very accurate.
if (mAimObject) {
MatrixF eyeMat;
getEyeTransform(&eyeMat);
eyeMat.getColumn(3,&location);
Point3F targetLoc = mAimObject->getBoxCenter();
// This ray ignores non-static shapes. Cast Ray returns true
// if it hit something.
RayInfo dummy;
if (getContainer()->castRay( location, targetLoc,
InteriorObjectType | StaticShapeObjectType | StaticObjectType |
TerrainObjectType, &dummy)) {
if (mTargetInLOS) {
throwCallback( "onTargetExitLOS" );
mTargetInLOS = false;
}
}
else
if (!mTargetInLOS) {
throwCallback( "onTargetEnterLOS" );
mTargetInLOS = true;
}
}
// Replicate the trigger state into the move so that
// triggers can be controlled from scripts.
for( int i = 0; i < MaxTriggerKeys; i++ )
movePtr->trigger[i] = getImageTriggerState(i);
return true;
}
/**
* Utility function to throw callbacks. Callbacks always occure
* on the datablock class.
*
* @param name Name of script function to call
*/
void AIPlayer::throwCallback( const char *name )
{
Con::executef(getDataBlock(), 2, name, scriptThis());
}
// --------------------------------------------------------------------------------------------
// Console Functions
// --------------------------------------------------------------------------------------------
ConsoleMethod( AIPlayer, stop, void, 2, 2, "()"
"Stop moving.")
{
object->stopMove();
}
ConsoleMethod( AIPlayer, clearAim, void, 2, 2, "()"
"Stop aiming at anything.")
{
object->clearAim();
}
ConsoleMethod( AIPlayer, setMoveSpeed, void, 3, 3, "( float speed )"
"Sets the move speed for an AI object.")
{
object->setMoveSpeed( dAtof( argv[2] ) );
}
ConsoleMethod( AIPlayer, setMoveDestination, void, 3, 4, "(Point3F goal, bool slowDown=true)"
"Tells the AI to move to the location provided.")
{
Point3F v( 0.0f, 0.0f, 0.0f );
dSscanf( argv[2], "%g %g %g", &v.x, &v.y, &v.z );
bool slowdown = (argc > 3)? dAtob(argv[3]): true;
object->setMoveDestination( v, slowdown);
}
ConsoleMethod( AIPlayer, getMoveDestination, const char *, 2, 2, "()"
"Returns the point the AI is set to move to.")
{
Point3F movePoint = object->getMoveDestination();
char *returnBuffer = Con::getReturnBuffer( 256 );
dSprintf( returnBuffer, 256, "%g %g %g", movePoint.x, movePoint.y, movePoint.z );
return returnBuffer;
}
ConsoleMethod( AIPlayer, setAimLocation, void, 3, 3, "( Point3F target )"
"Tells the AI to aim at the location provided.")
{
Point3F v( 0.0f,0.0f,0.0f );
dSscanf( argv[2], "%g %g %g", &v.x, &v.y, &v.z );
object->setAimLocation( v );
}
ConsoleMethod( AIPlayer, getAimLocation, const char *, 2, 2, "()"
"Returns the point the AI is aiming at.")
{
Point3F aimPoint = object->getAimLocation();
char *returnBuffer = Con::getReturnBuffer( 256 );
dSprintf( returnBuffer, 256, "%g %g %g", aimPoint.x, aimPoint.y, aimPoint.z );
return returnBuffer;
}
ConsoleMethod( AIPlayer, setAimObject, void, 3, 4, "( GameBase obj, [Point3F offset] )"
"Sets the bot's target object. Optionally set an offset from target location.")
{
Point3F off( 0.0f, 0.0f, 0.0f );
// Find the target
GameBase *targetObject;
if( Sim::findObject( argv[2], targetObject ) )
{
if (argc == 4)
dSscanf( argv[3], "%g %g %g", &off.x, &off.y, &off.z );
object->setAimObject( targetObject, off );
}
else
object->setAimObject( 0, off );
}
ConsoleMethod( AIPlayer, getAimObject, S32, 2, 2, "()"
"Gets the object the AI is targeting.")
{
GameBase* obj = object->getAimObject();
return obj? obj->getId(): -1;
}