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- //-----------------------------------------------------------------------------
- // 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 "AIController.h"
- #include "T3D/player.h"
- IMPLEMENT_CONOBJECT(AIController);
- //-----------------------------------------------------------------------------
- void AIController::throwCallback(const char* name)
- {
- Con::executef(mControllerData, name, getIdString()); //controller data callbacks
- GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
- if (!gbo) return;
- Con::executef(gbo->getDataBlock(), name, getAIInfo()->mObj->getIdString()); //legacy support for object db callbacks
- }
- void AIController::initPersistFields()
- {
- addProtectedField("ControllerData", TYPEID< AIControllerData >(), Offset(mControllerData, AIController),
- &setControllerDataProperty, &defaultProtectedGetFn,
- "Script datablock used for game objects.");
- addFieldV("MoveSpeed", TypeRangedF32, Offset(mMovement.mMoveSpeed, AIController), &CommonValidators::PositiveFloat,
- "@brief default move sepeed.");
- }
- bool AIController::setControllerDataProperty(void* obj, const char* index, const char* db)
- {
- if (db == NULL || !db[0])
- {
- Con::errorf("AIController::setControllerDataProperty - Can't unset ControllerData on AIController objects");
- return false;
- }
- AIController* object = static_cast<AIController*>(obj);
- AIControllerData* data;
- if (Sim::findObject(db, data))
- {
- object->mControllerData = data;
- return true;
- }
- Con::errorf("AIController::setControllerDataProperty - Could not find ControllerData \"%s\"", db);
- return false;
- }
- #ifdef TORQUE_NAVIGATION_ENABLED
- bool AIController::getAIMove(Move* movePtr)
- {
- *movePtr = NullMove;
- ShapeBase* sbo = dynamic_cast<ShapeBase*>(getAIInfo()->mObj.getPointer());
- if (!sbo) return false;
- // Use the eye as the current position.
- MatrixF eye;
- sbo->getEyeTransform(&eye);
- Point3F location = eye.getPosition();
- Point3F rotation = sbo->getTransform().toEuler();
- #ifdef TORQUE_NAVIGATION_ENABLED
- if (sbo->getDamageState() == ShapeBase::Enabled)
- {
- if (mMovement.mMoveState != ModeStop)
- getNav()->updateNavMesh();
- if (getGoal() && !getGoal()->mObj.isNull())
- {
- if (getNav()->mPathData.path.isNull())
- {
- if (getGoal()->getDist() > mControllerData->mFollowTolerance)
- getNav()->followObject(getGoal()->mObj, mControllerData->mFollowTolerance);
- }
- else
- {
- if (getGoal()->getDist() > mControllerData->mFollowTolerance)
- getNav()->repath();
- if (getGoal()->getDist() < mControllerData->mFollowTolerance)
- {
- getNav()->clearPath();
- mMovement.mMoveState = ModeStop;
- throwCallback("onTargetInRange");
- }
- else if (getGoal()->getDist() < mControllerData->mAttackRadius)
- {
- throwCallback("onTargetInFiringRange");
- }
- }
- }
- }
- #endif // TORQUE_NAVIGATION_ENABLED
- // Orient towards the aim point, aim object, or towards
- // our destination.
- if (getAim() || mMovement.mMoveState != ModeStop)
- {
- // Update the aim position if we're aiming for an object or explicit position
- if (getAim())
- mMovement.mAimLocation = getAim()->getPosition();
- else
- mMovement.mAimLocation = getNav()->mMoveDestination;
- mControllerData->resolveYaw(this, location, movePtr);
- mControllerData->resolvePitch(this, location, movePtr);
- mControllerData->resolveRoll(this, location, movePtr);
- mControllerData->resolveSpeed(this, location, movePtr);
- mControllerData->resolveStuck(this);
- }
- // 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 (getAim() && getAim()->mObj)
- {
- GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
- if (getAim()->checkInLos(gbo))
- {
- if (!getAim()->mTargetInLOS)
- {
- throwCallback("onTargetEnterLOS");
- getAim()->mTargetInLOS = true;
- }
- }
- else if (getAim()->mTargetInLOS)
- {
- throwCallback("onTargetExitLOS");
- getAim()->mTargetInLOS = false;
- }
- }
- /*
- // Replicate the trigger state into the move so that
- // triggers can be controlled from scripts.
- for (U32 i = 0; i < MaxTriggerKeys; i++)
- movePtr->trigger[i] = getImageTriggerState(i);
- */
- #ifdef TORQUE_NAVIGATION_ENABLED
- if (getNav()->mJump == AINavigation::Now)
- {
- movePtr->trigger[2] = true;
- getNav()->mJump = AINavigation::None;
- }
- else if (getNav()->mJump == AINavigation::Ledge)
- {
- // If we're not touching the ground, jump!
- RayInfo info;
- if (!getAIInfo()->mObj->getContainer()->castRay(getAIInfo()->getPosition(), getAIInfo()->getPosition() - Point3F(0, 0, 0.4f), StaticShapeObjectType, &info))
- {
- movePtr->trigger[2] = true;
- getNav()->mJump = AINavigation::None;
- }
- }
- #endif // TORQUE_NAVIGATION_ENABLED
- return true;
- }
- void AIController::clearCover()
- {
- // Notify cover that we are no longer on our way.
- if (getCover() && !getCover()->mCoverPoint.isNull())
- getCover()->mCoverPoint->setOccupied(false);
- SAFE_DELETE(mCover);
- }
- void AIController::Movement::stopMove()
- {
- mMoveState = ModeStop;
- #ifdef TORQUE_NAVIGATION_ENABLED
- mControllerRef->getNav()->clearPath();
- mControllerRef->clearCover();
- mControllerRef->getNav()->clearFollow();
- #endif
- }
- void AIController::Movement::onStuck()
- {
- mControllerRef->throwCallback("onMoveStuck");
- #ifdef TORQUE_NAVIGATION_ENABLED
- if (!mControllerRef->getNav()->getPath().isNull())
- mControllerRef->getNav()->repath();
- #endif
- }
- DefineEngineMethod(AIController, setMoveSpeed, void, (F32 speed), ,
- "@brief Sets the move speed for an AI object.\n\n"
- "@param speed A speed multiplier between 0.0 and 1.0. "
- "This is multiplied by the AIPlayer's base movement rates (as defined in "
- "its PlayerData datablock)\n\n"
- "@see getMoveDestination()\n")
- {
- object->mMovement.setMoveSpeed(speed);
- }
- DefineEngineMethod(AIController, getMoveSpeed, F32, (), ,
- "@brief Gets the move speed of an AI object.\n\n"
- "@return A speed multiplier between 0.0 and 1.0.\n\n"
- "@see setMoveSpeed()\n")
- {
- return object->mMovement.getMoveSpeed();
- }
- DefineEngineMethod(AIController, stop, void, (), ,
- "@brief Tells the AIPlayer to stop moving.\n\n")
- {
- object->mMovement.stopMove();
- }
- /**
- * Set the state of a movement trigger.
- *
- * @param slot The trigger slot to set
- * @param isSet set/unset the trigger
- */
- void AIController::TriggerState::setMoveTrigger(U32 slot, const bool isSet)
- {
- if (slot >= MaxTriggerKeys)
- {
- Con::errorf("Attempting to set an invalid trigger slot (%i)", slot);
- }
- else
- {
- mMoveTriggers[slot] = isSet; // set the trigger
- mControllerRef->getAIInfo()->mObj->setMaskBits(ShapeBase::NoWarpMask); // force the client to updateMove
- }
- }
- /**
- * Get the state of a movement trigger.
- *
- * @param slot The trigger slot to query
- * @return True if the trigger is set, false if it is not set
- */
- bool AIController::TriggerState::getMoveTrigger(U32 slot) const
- {
- if (slot >= MaxTriggerKeys)
- {
- Con::errorf("Attempting to get an invalid trigger slot (%i)", slot);
- return false;
- }
- else
- {
- return mMoveTriggers[slot];
- }
- }
- /**
- * Clear the trigger state for all movement triggers.
- */
- void AIController::TriggerState::clearMoveTriggers()
- {
- for (U32 i = 0; i < MaxTriggerKeys; i++)
- setMoveTrigger(i, false);
- }
- //-----------------------------------------------------------------------------
- IMPLEMENT_CO_DATABLOCK_V1(AIControllerData);
- void AIControllerData::resolveYaw(AIController* obj, Point3F location, Move* move)
- {
- F32 xDiff = obj->mMovement.mAimLocation.x - location.x;
- F32 yDiff = obj->mMovement.mAimLocation.y - location.y;
- Point3F rotation = obj->getAIInfo()->mObj->getTransform().toEuler();
- if (!mIsZero(xDiff) || !mIsZero(yDiff))
- {
- // First do Yaw
- // use the cur yaw between -Pi and Pi
- F32 curYaw = rotation.z;
- while (curYaw > M_2PI_F)
- curYaw -= M_2PI_F;
- while (curYaw < -M_2PI_F)
- curYaw += M_2PI_F;
- // find the yaw offset
- F32 newYaw = mAtan2(xDiff, yDiff);
- F32 yawDiff = newYaw - curYaw;
- // make it between 0 and 2PI
- if (yawDiff < 0.0f)
- yawDiff += M_2PI_F;
- else if (yawDiff >= M_2PI_F)
- yawDiff -= M_2PI_F;
- // now make sure we take the short way around the circle
- if (yawDiff > M_PI_F)
- yawDiff -= M_2PI_F;
- else if (yawDiff < -M_PI_F)
- yawDiff += M_2PI_F;
- move->yaw = yawDiff;
- }
- }
- void AIControllerData::resolveRoll(AIController* obj, Point3F location, Move* movePtr)
- {
- }
- void AIControllerData::resolveSpeed(AIController* obj, Point3F location, Move* movePtr)
- {
- // Move towards the destination
- if (obj->mMovement.mMoveState != AIController::ModeStop)
- {
- F32 xDiff = obj->getNav()->mMoveDestination.x - location.x;
- F32 yDiff = obj->getNav()->mMoveDestination.y - location.y;
- Point3F rotation = obj->getAIInfo()->mObj->getTransform().toEuler();
- // Check if we should mMove, or if we are 'close enough'
- if (mFabs(xDiff) < mMoveTolerance && mFabs(yDiff) < mMoveTolerance)
- {
- obj->mMovement.mMoveState = AIController::ModeStop;
- obj->getNav()->onReachDestination();
- }
- else
- {
- // Build move direction in world space
- if (mIsZero(xDiff))
- movePtr->y = (location.y > obj->getNav()->mMoveDestination.y) ? -1.0f : 1.0f;
- else
- if (mIsZero(yDiff))
- movePtr->x = (location.x > obj->getNav()->mMoveDestination.x) ? -1.0f : 1.0f;
- else
- if (mFabs(xDiff) > mFabs(yDiff))
- {
- F32 value = mFabs(yDiff / xDiff);
- movePtr->y = (location.y > obj->getNav()->mMoveDestination.y) ? -value : value;
- movePtr->x = (location.x > obj->getNav()->mMoveDestination.x) ? -1.0f : 1.0f;
- }
- else
- {
- F32 value = mFabs(xDiff / yDiff);
- movePtr->x = (location.x > obj->getNav()->mMoveDestination.x) ? -value : value;
- movePtr->y = (location.y > obj->getNav()->mMoveDestination.y) ? -1.0f : 1.0f;
- }
- // Rotate the move into object space (this really only needs
- // a 2D matrix)
- Point3F newMove;
- MatrixF moveMatrix;
- moveMatrix.set(EulerF(0.0f, 0.0f, -(rotation.z + movePtr->yaw)));
- moveMatrix.mulV(Point3F(movePtr->x, movePtr->y, 0.0f), &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 (obj->mMovement.mMoveSlowdown)
- {
- F32 speed = obj->mMovement.mMoveSpeed;
- F32 dist = mSqrt(xDiff * xDiff + yDiff * yDiff);
- F32 maxDist = mMoveTolerance * 2;
- if (dist < maxDist)
- speed *= dist / maxDist;
- movePtr->x *= speed;
- movePtr->y *= speed;
- obj->mMovement.mMoveState = AIController::ModeSlowing;
- }
- else
- {
- movePtr->x *= obj->mMovement.mMoveSpeed;
- movePtr->y *= obj->mMovement.mMoveSpeed;
- obj->mMovement.mMoveState = AIController::ModeMove;
- }
- }
- }
- }
- void AIControllerData::resolveStuck(AIController* obj)
- {
- if (obj->mMovement.mMoveState == AIController::ModeStop) return;
- ShapeBase* sbo = dynamic_cast<ShapeBase*>(obj->getAIInfo()->mObj.getPointer());
- // Don't check for ai stuckness if animation during
- // an anim-clip effect override.
- if (sbo->getDamageState() == ShapeBase::Enabled && !(sbo->anim_clip_flags & ShapeBase::ANIM_OVERRIDDEN) && !sbo->isAnimationLocked()) {
- if (obj->mMovement.mMoveStuckTestCountdown > 0)
- --obj->mMovement.mMoveStuckTestCountdown;
- else
- {
- // We should check to see if we are stuck...
- F32 locationDelta = (obj->getAIInfo()->getPosition() - obj->getAIInfo()->mLastPos).len();
- if (locationDelta < mMoveStuckTolerance && (sbo->getDamageState() == ShapeBase::Enabled))
- {
- // If we are slowing down, then it's likely that our location delta will be less than
- // our move stuck tolerance. Because we can be both slowing and stuck
- // we should TRY to check if we've moved. This could use better detection.
- if (obj->mMovement.mMoveState != AIController::ModeSlowing || locationDelta == 0)
- {
- obj->mMovement.mMoveState = AIController::ModeStuck;
- obj->mMovement.onStuck();
- obj->throwCallback("onStuck");
- }
- }
- }
- obj->getAIInfo()->mLastPos = obj->getAIInfo()->getPosition();
- }
- }
- void AIControllerData::initPersistFields()
- {
- docsURL;
- addGroup("AI");
- addFieldV("moveTolerance", TypeRangedF32, Offset(mMoveTolerance, AIControllerData), &CommonValidators::PositiveFloat,
- "@brief Distance from destination before stopping.\n\n"
- "When the AIPlayer is moving to a given destination it will move to within "
- "this distance of the destination and then stop. By providing this tolerance "
- "it helps the AIPlayer from never reaching its destination due to minor obstacles, "
- "rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
- addFieldV("followTolerance", TypeRangedF32, Offset(mFollowTolerance, AIControllerData), &CommonValidators::PositiveFloat,
- "@brief Distance from destination before stopping.\n\n"
- "When the AIPlayer is moving to a given destination it will move to within "
- "this distance of the destination and then stop. By providing this tolerance "
- "it helps the AIPlayer from never reaching its destination due to minor obstacles, "
- "rounding errors on its position calculation, etc. By default it is set to 0.25.\n");
- addFieldV("moveStuckTolerance", TypeRangedF32, Offset(mMoveStuckTolerance, AIControllerData), &CommonValidators::PositiveFloat,
- "@brief Distance tolerance on stuck check.\n\n"
- "When the AIPlayer is moving to a given destination, if it ever moves less than "
- "this tolerance during a single tick, the AIPlayer is considered stuck. At this point "
- "the onMoveStuck() callback is called on the datablock.\n");
- addFieldV("moveStuckTestDelay", TypeRangedS32, Offset(mMoveStuckTestDelay, AIControllerData), &CommonValidators::PositiveInt,
- "@brief The number of ticks to wait before testing if the AIPlayer is stuck.\n\n"
- "When the AIPlayer is asked to move, this property is the number of ticks to wait "
- "before the AIPlayer starts to check if it is stuck. This delay allows the AIPlayer "
- "to accelerate to full speed without its initial slow start being considered as stuck.\n"
- "@note Set to zero to have the stuck test start immediately.\n");
- addFieldV("AttackRadius", TypeRangedF32, Offset(mAttackRadius, AIControllerData), &CommonValidators::PositiveFloat,
- "@brief Distance considered in firing range for callback purposes.");
- endGroup("AI");
- #ifdef TORQUE_NAVIGATION_ENABLED
- addGroup("Pathfinding");
- addField("allowWalk", TypeBool, Offset(mLinkTypes.walk, AIControllerData),
- "Allow the character to walk on dry land.");
- addField("allowJump", TypeBool, Offset(mLinkTypes.jump, AIControllerData),
- "Allow the character to use jump links.");
- addField("allowDrop", TypeBool, Offset(mLinkTypes.drop, AIControllerData),
- "Allow the character to use drop links.");
- addField("allowSwim", TypeBool, Offset(mLinkTypes.swim, AIControllerData),
- "Allow the character to move in water.");
- addField("allowLedge", TypeBool, Offset(mLinkTypes.ledge, AIControllerData),
- "Allow the character to jump ledges.");
- addField("allowClimb", TypeBool, Offset(mLinkTypes.climb, AIControllerData),
- "Allow the character to use climb links.");
- addField("allowTeleport", TypeBool, Offset(mLinkTypes.teleport, AIControllerData),
- "Allow the character to use teleporters.");
- endGroup("Pathfinding");
- #endif // TORQUE_NAVIGATION_ENABLED
- Parent::initPersistFields();
- }
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- IMPLEMENT_CO_DATABLOCK_V1(AIPlayerControllerData);
- void AIPlayerControllerData::resolvePitch(AIController* obj, Point3F location, Move* movePtr)
- {
- Player* po = dynamic_cast<Player*>(obj->getAIInfo()->mObj.getPointer());
- if (!po) return;//not a player
- if (obj->getAim()->mObj || obj->getAim()->mPosSet || obj->mMovement.mMoveState != AIController::ModeStop)
- {
- // Next do pitch.
- if (!obj->getAim()->mObj && !obj->getAim()->mPosSet)
- {
- // Level out if were just looking at our next way point.
- Point3F headRotation = po->getHeadRotation();
- movePtr->pitch = -headRotation.x;
- }
- else
- {
- F32 xDiff = obj->mMovement.mAimLocation.x - location.x;
- F32 yDiff = obj->mMovement.mAimLocation.y - location.y;
- // 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 = obj->mMovement.mAimLocation.z - location.z;
- F32 horzDist = mSqrt(xDiff * xDiff + yDiff * yDiff);
- F32 newPitch = mAtan2(horzDist, vertDist) - (M_PI_F / 2.0f);
- if (mFabs(newPitch) > 0.01f)
- {
- Point3F headRotation = po->getHeadRotation();
- movePtr->pitch = newPitch - headRotation.x;
- }
- }
- }
- else
- {
- // Level out if we're not doing anything else
- Point3F headRotation = po->getHeadRotation();
- movePtr->pitch = -headRotation.x;
- }
- }
- #endif //_AICONTROLLER_H_
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