//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "AICover.h" #include "AIController.h" struct CoverSearch { Point3F loc; Point3F from; F32 dist; F32 best; CoverPoint* point; CoverSearch() : loc(0, 0, 0), from(0, 0, 0) { best = -FLT_MAX; point = NULL; dist = FLT_MAX; } }; static void findCoverCallback(SceneObject* obj, void* key) { CoverPoint* p = dynamic_cast(obj); if (!p || p->isOccupied()) return; CoverSearch* s = static_cast(key); Point3F dir = s->from - p->getPosition(); dir.normalizeSafe(); // Score first based on angle of cover point to enemy. F32 score = mDot(p->getNormal(), dir); // Score also based on distance from seeker. score -= (p->getPosition() - s->loc).len() / s->dist; // Finally, consider cover size. score += (p->getSize() + 1) / CoverPoint::NumSizes; score *= p->getQuality(); if (score > s->best) { s->best = score; s->point = p; } } bool AIController::findCover(const Point3F& from, F32 radius) { if (radius <= 0) return false; // Create a search state. CoverSearch s; s.loc = getAIInfo()->getPosition(); s.dist = radius; // Direction we seek cover FROM. s.from = from; // Find cover points. Box3F box(radius * 2.0f); box.setCenter(getAIInfo()->getPosition()); getAIInfo()->mObj->getContainer()->findObjects(box, MarkerObjectType, findCoverCallback, &s); // Go to cover! if (s.point) { // Calling setPathDestination clears cover... bool foundPath = getNav()->setPathDestination(s.point->getPosition()); setCover(s.point); s.point->setOccupied(true); return foundPath; } return false; } DefineEngineMethod(AIController, findCover, S32, (Point3F from, F32 radius), , "@brief Tells the AI to find cover nearby.\n\n" "@param from Location to find cover from (i.e., enemy position).\n" "@param radius Distance to search for cover.\n" "@return Cover point ID if cover was found, -1 otherwise.\n\n") { if (object->findCover(from, radius)) { CoverPoint* cover = object->getCover()->mCoverPoint.getObject(); return cover ? cover->getId() : -1; } else { return -1; } }