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Add test implementation of pedestrian spawning
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@ -7,6 +7,7 @@
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#include <glm/glm.hpp>
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#include <vector>
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class GameObject;
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class GameWorld;
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class TrafficDirector
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@ -19,6 +20,8 @@ public:
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void setDensity(AIGraphNode::NodeType type, float density);
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std::vector<GameObject*> populateNearby( const glm::vec3& center, float radius, int maxPopulation = -1 );
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private:
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AIGraph* graph;
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GameWorld* world;
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@ -107,6 +107,8 @@ public:
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*/
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bool placeItems(const std::string& name);
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void createTraffic(const glm::vec3& near);
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/**
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* Creates an instance
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*/
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@ -2,6 +2,8 @@
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#include <ai/AIGraphNode.hpp>
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#include <engine/GameWorld.hpp>
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#include <engine/GameObject.hpp>
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#include <objects/CharacterObject.hpp>
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#include <glm/gtx/string_cast.hpp>
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TrafficDirector::TrafficDirector(AIGraph* graph, GameWorld* world)
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@ -65,3 +67,32 @@ void TrafficDirector::setDensity(AIGraphNode::NodeType type, float density)
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break;
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}
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}
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std::vector<GameObject*> TrafficDirector::populateNearby(const glm::vec3& center, float radius, int maxPopulation)
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{
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std::vector<GameObject*> created;
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auto type = AIGraphNode::Pedestrian;
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auto available = findAvailableNodes(type, center, radius);
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for ( AIGraphNode* spawn : available )
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{
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if ( maxPopulation > -1 )
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{
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if ( maxPopulation == 0 )
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{
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break;
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}
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maxPopulation --;
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}
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// spawn a cop
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auto cop = world->createPedestrian(1, spawn->position + glm::vec3( 0.f, 0.f, 1.f ) );
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created.push_back( cop );
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}
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// Find places it's legal to spawn things
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return created;
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}
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@ -2,6 +2,7 @@
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#include <loaders/LoaderIPL.hpp>
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#include <loaders/LoaderIDE.hpp>
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#include <ai/DefaultAIController.hpp>
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#include <ai/TrafficDirector.hpp>
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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#include <render/Model.hpp>
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#include <data/WeaponData.hpp>
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@ -291,6 +292,14 @@ InstanceObject *GameWorld::createInstance(const uint16_t id, const glm::vec3& po
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return nullptr;
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}
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void GameWorld::createTraffic(const glm::vec3& near)
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{
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TrafficDirector director(&aigraph, this);
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director.populateNearby( near, 100, 5 );
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}
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#include <strings.h>
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uint16_t GameWorld::findModelDefinition(const std::string model)
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{
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@ -203,6 +203,13 @@ void RWGame::tick(float dt)
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throw;
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}
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}
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if ( engine->state.player )
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{
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// Use the current camera position to spawn pedestrians.
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auto p = nextCam.position;
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engine->createTraffic(p);
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}
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}
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// render() needs two cameras to smoothly interpolate between ticks.
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@ -311,6 +318,20 @@ void RWGame::renderDebugStats(float time)
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ss << "Frametime: " << time << " (FPS " << (1.f/time) << ")\n";
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ss << "Draws: " << engine->renderer.rendered << " (" << engine->renderer.culled << " Culled)\n";
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// Count the number of interesting objects.
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int peds = 0, cars = 0;
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for( GameObject* object : engine->objects )
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{
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switch ( object->type() )
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{
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case GameObject::Character: peds++; break;
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case GameObject::Vehicle: cars++; break;
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default: break;
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}
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}
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ss << "P " << peds << " V " << cars << "\n";
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if( engine->state.player ) {
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ss << "Player Activity: ";
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if( engine->state.player->getCurrentActivity() ) {
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@ -187,4 +187,33 @@ BOOST_AUTO_TEST_CASE(test_node_density)
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Global::get().e->destroyObject(ped);
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}
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BOOST_AUTO_TEST_CASE(test_create_traffic)
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{
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AIGraph graph;
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PathData path {
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PathData::PATH_PED,
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0, "",
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{
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{
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PathNode::EXTERNAL,
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1,
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{ 10.f, 10.f, 0.f },
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1.f, 0, 0
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},
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}
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};
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graph.createPathNodes(glm::vec3(), glm::quat(), path);
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TrafficDirector director(&graph, Global::get().e);
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auto created = director.populateNearby(glm::vec3(0.f, 0.f, 0.f), 20.f);
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BOOST_CHECK( created.size() == 1 );
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//Global::get().e->destroyObject(created[0]);
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}
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BOOST_AUTO_TEST_SUITE_END()
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