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clang-format files in rwengine/src/ai
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@ -1,116 +1,116 @@
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#include "ai/AIGraph.hpp"
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#include <objects/GameObject.hpp>
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#include <ai/AIGraphNode.hpp>
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#include <glm/gtx/norm.hpp>
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#include <iostream>
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#include <objects/GameObject.hpp>
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AIGraph::~AIGraph()
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{
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for( auto n : nodes ) {
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delete n;
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}
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AIGraph::~AIGraph() {
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for (auto n : nodes) {
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delete n;
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}
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}
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void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotation, PathData& path)
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{
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size_t startIndex = nodes.size();
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std::vector<AIGraphNode*> pathNodes;
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pathNodes.reserve(path.nodes.size());
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void AIGraph::createPathNodes(const glm::vec3& position,
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const glm::quat& rotation, PathData& path) {
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size_t startIndex = nodes.size();
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std::vector<AIGraphNode*> pathNodes;
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pathNodes.reserve(path.nodes.size());
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for( size_t n = 0; n < path.nodes.size(); ++n ) {
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auto& node = path.nodes[n];
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AIGraphNode* ainode = nullptr;
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glm::vec3 nodePosition = position + (rotation * node.position);
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for (size_t n = 0; n < path.nodes.size(); ++n) {
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auto& node = path.nodes[n];
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AIGraphNode* ainode = nullptr;
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glm::vec3 nodePosition = position + (rotation * node.position);
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if( node.type == PathNode::EXTERNAL ) {
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for( size_t rn = 0; rn < externalNodes.size(); ++rn ) {
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auto& realNode = externalNodes[rn];
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auto d = glm::distance2(realNode->position, nodePosition);
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if( d < 1.f ) {
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pathNodes.push_back(realNode);
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ainode = realNode;
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break;
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}
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}
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}
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if( ainode == nullptr ) {
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ainode = new AIGraphNode;
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ainode->type = (path.type == PathData::PATH_PED ? AIGraphNode::Pedestrian : AIGraphNode::Vehicle);
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ainode->nextIndex = node.next >= 0 ? startIndex + node.next : -1;
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ainode->flags = AIGraphNode::None;
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ainode->size = node.size;
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ainode->other_thing = node.other_thing;
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ainode->other_thing2 = node.other_thing2;
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ainode->position = nodePosition;
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ainode->external = node.type == PathNode::EXTERNAL;
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ainode->disabled = false;
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if (node.type == PathNode::EXTERNAL) {
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for (size_t rn = 0; rn < externalNodes.size(); ++rn) {
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auto& realNode = externalNodes[rn];
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auto d = glm::distance2(realNode->position, nodePosition);
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if (d < 1.f) {
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pathNodes.push_back(realNode);
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ainode = realNode;
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break;
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}
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}
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}
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pathNodes.push_back(ainode);
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nodes.push_back(ainode);
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if (ainode == nullptr) {
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ainode = new AIGraphNode;
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ainode->type =
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(path.type == PathData::PATH_PED ? AIGraphNode::Pedestrian
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: AIGraphNode::Vehicle);
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ainode->nextIndex = node.next >= 0 ? startIndex + node.next : -1;
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ainode->flags = AIGraphNode::None;
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ainode->size = node.size;
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ainode->other_thing = node.other_thing;
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ainode->other_thing2 = node.other_thing2;
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ainode->position = nodePosition;
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ainode->external = node.type == PathNode::EXTERNAL;
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ainode->disabled = false;
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if( ainode->external )
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{
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externalNodes.push_back(ainode);
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// Determine which grid cell this node falls into
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float lowerCoord = -(WORLD_GRID_SIZE)/2.f;
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auto gridrel = glm::vec2(ainode->position) - glm::vec2(lowerCoord, lowerCoord);
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auto gridcoord = glm::floor(gridrel / glm::vec2(WORLD_CELL_SIZE));
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if( gridcoord.x < 0 || gridcoord.y < 0 || gridcoord.x >= WORLD_GRID_WIDTH || gridcoord.y >= WORLD_GRID_WIDTH )
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{
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std::cout << "Warning: Node outside of grid at coord " << gridcoord.x << " " << gridcoord.y << std::endl;
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}
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auto index = (gridcoord.x * WORLD_GRID_WIDTH) + gridcoord.y;
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gridNodes[index].push_back(ainode);
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}
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}
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}
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pathNodes.push_back(ainode);
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nodes.push_back(ainode);
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for(size_t pn = 0; pn < path.nodes.size(); ++pn) {
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if(path.nodes[pn].next >= 0 && (unsigned) path.nodes[pn].next < pathNodes.size()) {
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auto node = pathNodes[pn];
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auto next = pathNodes[path.nodes[pn].next];
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node->connections.push_back(next);
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next->connections.push_back(node);
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}
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}
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if (ainode->external) {
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externalNodes.push_back(ainode);
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// Determine which grid cell this node falls into
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float lowerCoord = -(WORLD_GRID_SIZE) / 2.f;
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auto gridrel = glm::vec2(ainode->position) -
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glm::vec2(lowerCoord, lowerCoord);
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auto gridcoord =
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glm::floor(gridrel / glm::vec2(WORLD_CELL_SIZE));
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if (gridcoord.x < 0 || gridcoord.y < 0 ||
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gridcoord.x >= WORLD_GRID_WIDTH ||
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gridcoord.y >= WORLD_GRID_WIDTH) {
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std::cout << "Warning: Node outside of grid at coord "
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<< gridcoord.x << " " << gridcoord.y << std::endl;
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}
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auto index = (gridcoord.x * WORLD_GRID_WIDTH) + gridcoord.y;
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gridNodes[index].push_back(ainode);
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}
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}
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}
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for (size_t pn = 0; pn < path.nodes.size(); ++pn) {
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if (path.nodes[pn].next >= 0 &&
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(unsigned)path.nodes[pn].next < pathNodes.size()) {
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auto node = pathNodes[pn];
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auto next = pathNodes[path.nodes[pn].next];
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node->connections.push_back(next);
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next->connections.push_back(node);
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}
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}
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}
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glm::ivec2 worldToGrid(const glm::vec2& world)
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{
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static const float lowerCoord = -(WORLD_GRID_SIZE)/2.f;
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return glm::ivec2((world - glm::vec2(lowerCoord)) / glm::vec2(WORLD_CELL_SIZE));
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glm::ivec2 worldToGrid(const glm::vec2& world) {
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static const float lowerCoord = -(WORLD_GRID_SIZE) / 2.f;
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return glm::ivec2((world - glm::vec2(lowerCoord)) /
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glm::vec2(WORLD_CELL_SIZE));
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}
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void AIGraph::gatherExternalNodesNear(const glm::vec3& center, const float radius, std::vector< AIGraphNode* >& nodes)
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{
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// the bounds end up covering more than might fit
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auto planecoords = glm::vec2(center);
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auto minWorld = planecoords - glm::vec2(radius);
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auto maxWorld = planecoords + glm::vec2(radius);
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auto minGrid = worldToGrid(minWorld);
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auto maxGrid = worldToGrid(maxWorld);
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void AIGraph::gatherExternalNodesNear(const glm::vec3& center,
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const float radius,
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std::vector<AIGraphNode*>& nodes) {
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// the bounds end up covering more than might fit
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auto planecoords = glm::vec2(center);
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auto minWorld = planecoords - glm::vec2(radius);
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auto maxWorld = planecoords + glm::vec2(radius);
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auto minGrid = worldToGrid(minWorld);
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auto maxGrid = worldToGrid(maxWorld);
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for( int x = minGrid.x; x <= maxGrid.x; ++x )
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{
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for( int y = minGrid.y; y <= maxGrid.y; ++y )
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{
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int i = (x * WORLD_GRID_WIDTH) + y;
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if( i < 0 || i >= (int)gridNodes.size() )
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{
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continue;
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}
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auto& external = gridNodes[i];
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for ( AIGraphNode* node : external )
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{
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if ( glm::distance2( center, node->position ) < radius*radius )
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{
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nodes.push_back( node );
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}
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}
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}
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}
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for (int x = minGrid.x; x <= maxGrid.x; ++x) {
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for (int y = minGrid.y; y <= maxGrid.y; ++y) {
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int i = (x * WORLD_GRID_WIDTH) + y;
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if (i < 0 || i >= (int)gridNodes.size()) {
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continue;
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}
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auto& external = gridNodes[i];
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for (AIGraphNode* node : external) {
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if (glm::distance2(center, node->position) < radius * radius) {
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nodes.push_back(node);
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}
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}
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}
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}
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}
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@ -1,37 +1,37 @@
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#pragma once
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#ifndef _AIGRAPH_HPP_
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#define _AIGRAPH_HPP_
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#include <vector>
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#include <glm/gtc/quaternion.hpp>
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#include <data/PathData.hpp>
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#include <array>
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#include <data/PathData.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <rw/types.hpp>
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#include <vector>
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struct AIGraphNode;
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class AIGraph
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{
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class AIGraph {
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public:
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~AIGraph();
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~AIGraph();
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std::vector<AIGraphNode*> nodes;
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std::vector<AIGraphNode*> nodes;
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/**
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* List of external nodes, which are links between each
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* Instance's paths and where new pedestrians and vehicles
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* are spawned
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*/
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std::vector<AIGraphNode*> externalNodes;
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/**
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* List of external nodes, which are links between each
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* Instance's paths and where new pedestrians and vehicles
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* are spawned
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*/
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std::vector<AIGraphNode*> externalNodes;
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/**
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* Stores the external AI Grid Nodes organised by world grid cell
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*/
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std::array<std::vector<AIGraphNode*>, WORLD_GRID_CELLS> gridNodes;
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/**
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* Stores the external AI Grid Nodes organised by world grid cell
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*/
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std::array<std::vector<AIGraphNode*>,WORLD_GRID_CELLS> gridNodes;
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void createPathNodes(const glm::vec3& position, const glm::quat& rotation,
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PathData& path);
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void createPathNodes(const glm::vec3& position, const glm::quat& rotation, PathData& path);
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void gatherExternalNodesNear(const glm::vec3& center, const float radius, std::vector<AIGraphNode*>& nodes);
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void gatherExternalNodesNear(const glm::vec3& center, const float radius,
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std::vector<AIGraphNode*>& nodes);
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};
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#endif
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#pragma once
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#ifndef _AIGRAPHNODE_HPP_
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#define _AIGRAPHNODE_HPP_
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#include <glm/glm.hpp>
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#include <cstdint>
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#include <glm/glm.hpp>
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#include <vector>
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struct AIGraphNode
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{
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enum NodeType {
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Vehicle,
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Pedestrian
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};
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struct AIGraphNode {
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enum NodeType { Vehicle, Pedestrian };
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enum {
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None = 0,
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CrossesRoad = 1 /// No documentation for other flags yet, but this is mentioned.
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CrossesRoad =
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1 /// No documentation for other flags yet, but this is mentioned.
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};
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NodeType type;
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glm::vec3 position;
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float size;
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int other_thing;
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int other_thing2;
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bool external;
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uint8_t flags;
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float size;
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int other_thing;
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int other_thing2;
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bool external;
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uint8_t flags;
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int32_t nextIndex;
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bool disabled;
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std::vector<AIGraphNode*> connections;
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bool disabled;
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std::vector<AIGraphNode*> connections;
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};
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#endif
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@ -1,7 +1,7 @@
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#include <btBulletDynamicsCommon.h>
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#include <ai/CharacterController.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/VehicleObject.hpp>
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#include <btBulletDynamicsCommon.h>
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#include <data/Model.hpp>
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#include <engine/Animator.hpp>
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@ -10,504 +10,477 @@
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constexpr float kCloseDoorIdleTime = 2.f;
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CharacterController::CharacterController(CharacterObject* character)
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: character(character)
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, _currentActivity(nullptr)
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, _nextActivity(nullptr)
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, m_closeDoorTimer(0.f)
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, currentGoal(None)
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, leader(nullptr)
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, targetNode(nullptr)
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{
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character->controller = this;
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CharacterController::CharacterController(CharacterObject *character)
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: character(character)
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, _currentActivity(nullptr)
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, _nextActivity(nullptr)
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, m_closeDoorTimer(0.f)
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, currentGoal(None)
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, leader(nullptr)
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, targetNode(nullptr) {
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character->controller = this;
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}
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bool CharacterController::updateActivity()
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{
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if( _currentActivity && character->isAlive() ) {
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return _currentActivity->update(character, this);
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}
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bool CharacterController::updateActivity() {
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if (_currentActivity && character->isAlive()) {
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return _currentActivity->update(character, this);
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}
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return false;
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return false;
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}
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void CharacterController::setActivity(CharacterController::Activity* activity)
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{
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if( _currentActivity ) delete _currentActivity;
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_currentActivity = activity;
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void CharacterController::setActivity(CharacterController::Activity *activity) {
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if (_currentActivity) delete _currentActivity;
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_currentActivity = activity;
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}
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void CharacterController::skipActivity()
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{
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// Some activities can't be cancelled, such as the final phase of entering a vehicle
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// or jumping.
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if (getCurrentActivity() != nullptr &&
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getCurrentActivity()->canSkip(character, this))
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setActivity(nullptr);
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void CharacterController::skipActivity() {
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// Some activities can't be cancelled, such as the final phase of entering a
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// vehicle
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// or jumping.
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if (getCurrentActivity() != nullptr &&
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getCurrentActivity()->canSkip(character, this))
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setActivity(nullptr);
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}
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void CharacterController::setNextActivity(CharacterController::Activity* activity)
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{
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if( _currentActivity == nullptr ) {
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setActivity(activity);
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_nextActivity = nullptr;
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}
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else {
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if(_nextActivity) delete _nextActivity;
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_nextActivity = activity;
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}
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void CharacterController::setNextActivity(
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CharacterController::Activity *activity) {
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if (_currentActivity == nullptr) {
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setActivity(activity);
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_nextActivity = nullptr;
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} else {
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if (_nextActivity) delete _nextActivity;
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_nextActivity = activity;
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}
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}
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bool CharacterController::isCurrentActivity(const std::string& activity) const
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{
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if (getCurrentActivity() == nullptr) return false;
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return getCurrentActivity()->name() == activity;
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bool CharacterController::isCurrentActivity(const std::string &activity) const {
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if (getCurrentActivity() == nullptr) return false;
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return getCurrentActivity()->name() == activity;
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}
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void CharacterController::update(float dt)
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{
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if( character->getCurrentVehicle() ) {
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// Nevermind, the player is in a vehicle.
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void CharacterController::update(float dt) {
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if (character->getCurrentVehicle()) {
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// Nevermind, the player is in a vehicle.
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auto& d = character->getMovement();
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auto &d = character->getMovement();
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if( character->getCurrentSeat() == 0 )
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{
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character->getCurrentVehicle()->setSteeringAngle(d.y);
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if( std::abs(d.x) > 0.01f )
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{
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character->getCurrentVehicle()->setHandbraking(false);
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}
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character->getCurrentVehicle()->setThrottle(d.x);
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}
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if (character->getCurrentSeat() == 0) {
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character->getCurrentVehicle()->setSteeringAngle(d.y);
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if( _currentActivity == nullptr ) {
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// If character is idle in vehicle, try to close the door.
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auto v = character->getCurrentVehicle();
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auto entryDoor = v->getSeatEntryDoor(character->getCurrentSeat());
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if (std::abs(d.x) > 0.01f) {
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character->getCurrentVehicle()->setHandbraking(false);
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}
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character->getCurrentVehicle()->setThrottle(d.x);
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}
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if (entryDoor && entryDoor->constraint) {
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if (glm::length( d ) <= 0.1f) {
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if (m_closeDoorTimer >= kCloseDoorIdleTime) {
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character->getCurrentVehicle()->setPartTarget(entryDoor, true, entryDoor->closedAngle);
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}
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m_closeDoorTimer += dt;
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}
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else {
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m_closeDoorTimer = 0.f;
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}
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}
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}
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||||
}
|
||||
else
|
||||
{
|
||||
m_closeDoorTimer = 0.f;
|
||||
}
|
||||
if (_currentActivity == nullptr) {
|
||||
// If character is idle in vehicle, try to close the door.
|
||||
auto v = character->getCurrentVehicle();
|
||||
auto entryDoor = v->getSeatEntryDoor(character->getCurrentSeat());
|
||||
|
||||
if( updateActivity() ) {
|
||||
character->activityFinished();
|
||||
if( _currentActivity ) {
|
||||
delete _currentActivity;
|
||||
_currentActivity = nullptr;
|
||||
}
|
||||
if( _nextActivity ) {
|
||||
setActivity( _nextActivity );
|
||||
_nextActivity = nullptr;
|
||||
}
|
||||
}
|
||||
if (entryDoor && entryDoor->constraint) {
|
||||
if (glm::length(d) <= 0.1f) {
|
||||
if (m_closeDoorTimer >= kCloseDoorIdleTime) {
|
||||
character->getCurrentVehicle()->setPartTarget(
|
||||
entryDoor, true, entryDoor->closedAngle);
|
||||
}
|
||||
m_closeDoorTimer += dt;
|
||||
} else {
|
||||
m_closeDoorTimer = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
m_closeDoorTimer = 0.f;
|
||||
}
|
||||
|
||||
if (updateActivity()) {
|
||||
character->activityFinished();
|
||||
if (_currentActivity) {
|
||||
delete _currentActivity;
|
||||
_currentActivity = nullptr;
|
||||
}
|
||||
if (_nextActivity) {
|
||||
setActivity(_nextActivity);
|
||||
_nextActivity = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CharacterObject *CharacterController::getCharacter() const
|
||||
{
|
||||
return character;
|
||||
CharacterObject *CharacterController::getCharacter() const {
|
||||
return character;
|
||||
}
|
||||
|
||||
void CharacterController::setMoveDirection(const glm::vec3 &movement)
|
||||
{
|
||||
character->setMovement(movement);
|
||||
void CharacterController::setMoveDirection(const glm::vec3 &movement) {
|
||||
character->setMovement(movement);
|
||||
}
|
||||
|
||||
void CharacterController::setLookDirection(const glm::vec2 &look)
|
||||
{
|
||||
character->setLook(look);
|
||||
void CharacterController::setLookDirection(const glm::vec2 &look) {
|
||||
character->setLook(look);
|
||||
}
|
||||
|
||||
void CharacterController::setRunning(bool run)
|
||||
{
|
||||
character->setRunning(run);
|
||||
void CharacterController::setRunning(bool run) {
|
||||
character->setRunning(run);
|
||||
}
|
||||
|
||||
bool Activities::GoTo::update(CharacterObject *character,
|
||||
CharacterController *controller) {
|
||||
/* TODO: Use the ai nodes to navigate to the position */
|
||||
auto cpos = character->getPosition();
|
||||
glm::vec3 targetDirection = target - cpos;
|
||||
|
||||
bool Activities::GoTo::update(CharacterObject *character, CharacterController *controller)
|
||||
{
|
||||
/* TODO: Use the ai nodes to navigate to the position */
|
||||
auto cpos = character->getPosition();
|
||||
glm::vec3 targetDirection = target - cpos;
|
||||
// Ignore vertical axis for the sake of simplicity.
|
||||
if (glm::length(glm::vec2(targetDirection)) < 0.1f) {
|
||||
character->setPosition(glm::vec3(glm::vec2(target), cpos.z));
|
||||
controller->setMoveDirection({0.f, 0.f, 0.f});
|
||||
character->controller->setRunning(false);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Ignore vertical axis for the sake of simplicity.
|
||||
if( glm::length(glm::vec2(targetDirection)) < 0.1f ) {
|
||||
character->setPosition(glm::vec3(glm::vec2(target), cpos.z));
|
||||
controller->setMoveDirection({0.f, 0.f, 0.f});
|
||||
character->controller->setRunning(false);
|
||||
return true;
|
||||
}
|
||||
float hdg =
|
||||
atan2(targetDirection.y, targetDirection.x) - glm::half_pi<float>();
|
||||
character->setHeading(glm::degrees(hdg));
|
||||
|
||||
float hdg = atan2(targetDirection.y, targetDirection.x) - glm::half_pi<float>();
|
||||
character->setHeading(glm::degrees(hdg));
|
||||
controller->setMoveDirection({1.f, 0.f, 0.f});
|
||||
controller->setRunning(sprint);
|
||||
|
||||
controller->setMoveDirection({1.f, 0.f, 0.f});
|
||||
controller->setRunning(sprint);
|
||||
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Activities::Jump::update(CharacterObject* character, CharacterController* controller)
|
||||
{
|
||||
RW_UNUSED(controller);
|
||||
if (character->physCharacter == nullptr) return true;
|
||||
bool Activities::Jump::update(CharacterObject *character,
|
||||
CharacterController *controller) {
|
||||
RW_UNUSED(controller);
|
||||
if (character->physCharacter == nullptr) return true;
|
||||
|
||||
if( !jumped )
|
||||
{
|
||||
character->jump();
|
||||
jumped = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (character->physCharacter->canJump()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
if (!jumped) {
|
||||
character->jump();
|
||||
jumped = true;
|
||||
} else {
|
||||
if (character->physCharacter->canJump()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Activities::EnterVehicle::canSkip(CharacterObject *character, CharacterController *) const
|
||||
{
|
||||
// If we're already inside the vehicle, it can't helped.
|
||||
return character->getCurrentVehicle() == nullptr;
|
||||
bool Activities::EnterVehicle::canSkip(CharacterObject *character,
|
||||
CharacterController *) const {
|
||||
// If we're already inside the vehicle, it can't helped.
|
||||
return character->getCurrentVehicle() == nullptr;
|
||||
}
|
||||
|
||||
bool Activities::EnterVehicle::update(CharacterObject *character, CharacterController *controller)
|
||||
{
|
||||
constexpr float kSprintToEnterDistance = 5.f;
|
||||
constexpr float kGiveUpDistance = 100.f;
|
||||
bool Activities::EnterVehicle::update(CharacterObject *character,
|
||||
CharacterController *controller) {
|
||||
constexpr float kSprintToEnterDistance = 5.f;
|
||||
constexpr float kGiveUpDistance = 100.f;
|
||||
|
||||
RW_UNUSED(controller);
|
||||
RW_UNUSED(controller);
|
||||
|
||||
// Boats don't have any kind of entry animation unless you're onboard.
|
||||
if( vehicle->vehicle->type == VehicleData::BOAT ) {
|
||||
character->enterVehicle(vehicle, seat);
|
||||
return true;
|
||||
}
|
||||
|
||||
if( seat == ANY_SEAT )
|
||||
{
|
||||
// Determine which seat to take.
|
||||
float nearest = std::numeric_limits<float>::max();
|
||||
for(unsigned int s = 1; s < vehicle->info->seats.size(); ++s)
|
||||
{
|
||||
auto entry = vehicle->getSeatEntryPositionWorld(s);
|
||||
float dist = glm::distance(entry, character->getPosition());
|
||||
if( dist < nearest )
|
||||
{
|
||||
seat = s;
|
||||
nearest = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto entryDoor = vehicle->getSeatEntryDoor(seat);
|
||||
auto entryPos = vehicle->getSeatEntryPositionWorld(seat);
|
||||
auto entryPosLocal = vehicle->getSeatEntryPosition(seat);
|
||||
// Boats don't have any kind of entry animation unless you're onboard.
|
||||
if (vehicle->vehicle->type == VehicleData::BOAT) {
|
||||
character->enterVehicle(vehicle, seat);
|
||||
return true;
|
||||
}
|
||||
|
||||
auto anm_open = character->animations.car_open_lhs;
|
||||
auto anm_enter = character->animations.car_getin_lhs;
|
||||
auto anm_pullout = character->animations.car_pullout_lhs;
|
||||
if (seat == ANY_SEAT) {
|
||||
// Determine which seat to take.
|
||||
float nearest = std::numeric_limits<float>::max();
|
||||
for (unsigned int s = 1; s < vehicle->info->seats.size(); ++s) {
|
||||
auto entry = vehicle->getSeatEntryPositionWorld(s);
|
||||
float dist = glm::distance(entry, character->getPosition());
|
||||
if (dist < nearest) {
|
||||
seat = s;
|
||||
nearest = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( entryPosLocal.x > 0.f )
|
||||
{
|
||||
anm_open = character->animations.car_open_rhs;
|
||||
anm_enter = character->animations.car_getin_rhs;
|
||||
anm_pullout = character->animations.car_pullout_rhs;
|
||||
}
|
||||
auto entryDoor = vehicle->getSeatEntryDoor(seat);
|
||||
auto entryPos = vehicle->getSeatEntryPositionWorld(seat);
|
||||
auto entryPosLocal = vehicle->getSeatEntryPosition(seat);
|
||||
|
||||
// If there's someone in this seat already, we may have to ask them to leave.
|
||||
auto currentOccupant= static_cast<CharacterObject*>(vehicle->getOccupant(seat));
|
||||
auto anm_open = character->animations.car_open_lhs;
|
||||
auto anm_enter = character->animations.car_getin_lhs;
|
||||
auto anm_pullout = character->animations.car_pullout_lhs;
|
||||
|
||||
bool tryToEnter = false;
|
||||
|
||||
if( entering ) {
|
||||
if( character->animator->getAnimation(AnimIndexAction) == anm_open ) {
|
||||
if( character->animator->isCompleted(AnimIndexAction) ) {
|
||||
tryToEnter = true;
|
||||
}
|
||||
else if( entryDoor && character->animator->getAnimationTime(AnimIndexAction) >= 0.5f )
|
||||
{
|
||||
vehicle->setPartTarget(entryDoor, true, entryDoor->openAngle);
|
||||
}
|
||||
else {
|
||||
//character->setPosition(vehicle->getSeatEntryPosition(seat));
|
||||
character->rotation = vehicle->getRotation();
|
||||
}
|
||||
}
|
||||
else if (character->animator->getAnimation(AnimIndexAction) == anm_pullout) {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
tryToEnter = true;
|
||||
}
|
||||
}
|
||||
else if( character->animator->getAnimation(AnimIndexAction) == anm_enter ) {
|
||||
if( character->animator->isCompleted(AnimIndexAction) ) {
|
||||
// VehicleGetIn is over, finish activity
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
glm::vec3 targetDirection = entryPos - character->getPosition();
|
||||
targetDirection.z = 0.f;
|
||||
if (entryPosLocal.x > 0.f) {
|
||||
anm_open = character->animations.car_open_rhs;
|
||||
anm_enter = character->animations.car_getin_rhs;
|
||||
anm_pullout = character->animations.car_pullout_rhs;
|
||||
}
|
||||
|
||||
float targetDistance = glm::length(targetDirection);
|
||||
// If there's someone in this seat already, we may have to ask them to
|
||||
// leave.
|
||||
auto currentOccupant =
|
||||
static_cast<CharacterObject *>(vehicle->getOccupant(seat));
|
||||
|
||||
if( targetDistance <= 0.4f ) {
|
||||
entering = true;
|
||||
// Warp character to vehicle orientation
|
||||
character->controller->setMoveDirection({0.f, 0.f, 0.f});
|
||||
character->controller->setRunning(false);
|
||||
character->setHeading(
|
||||
glm::degrees(glm::roll(vehicle->getRotation())));
|
||||
|
||||
// Determine if the door open animation should be skipped.
|
||||
if( entryDoor == nullptr || (entryDoor->constraint != nullptr && glm::abs(entryDoor->constraint->getHingeAngle()) >= 0.6f ) )
|
||||
{
|
||||
tryToEnter = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
character->playActivityAnimation(anm_open, false, true);
|
||||
}
|
||||
}
|
||||
else if (targetDistance > kGiveUpDistance) {
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
if( targetDistance > kSprintToEnterDistance ) {
|
||||
character->controller->setRunning(true);
|
||||
}
|
||||
character->setHeading(
|
||||
glm::degrees(atan2(targetDirection.y, targetDirection.x) - glm::half_pi<float>()));
|
||||
character->controller->setMoveDirection({1.f, 0.f, 0.f});
|
||||
}
|
||||
}
|
||||
bool tryToEnter = false;
|
||||
|
||||
if (tryToEnter) {
|
||||
if (currentOccupant != nullptr && currentOccupant != character) {
|
||||
// Play the pullout animation and tell the other character to get out.
|
||||
character->playActivityAnimation(anm_pullout, false, true);
|
||||
currentOccupant->controller->setNextActivity(new Activities::ExitVehicle(true));
|
||||
}
|
||||
else {
|
||||
character->playActivityAnimation(anm_enter, false, true);
|
||||
character->enterVehicle(vehicle, seat);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
if (entering) {
|
||||
if (character->animator->getAnimation(AnimIndexAction) == anm_open) {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
tryToEnter = true;
|
||||
} else if (entryDoor &&
|
||||
character->animator->getAnimationTime(AnimIndexAction) >=
|
||||
0.5f) {
|
||||
vehicle->setPartTarget(entryDoor, true, entryDoor->openAngle);
|
||||
} else {
|
||||
// character->setPosition(vehicle->getSeatEntryPosition(seat));
|
||||
character->rotation = vehicle->getRotation();
|
||||
}
|
||||
} else if (character->animator->getAnimation(AnimIndexAction) ==
|
||||
anm_pullout) {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
tryToEnter = true;
|
||||
}
|
||||
} else if (character->animator->getAnimation(AnimIndexAction) ==
|
||||
anm_enter) {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
// VehicleGetIn is over, finish activity
|
||||
return true;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
glm::vec3 targetDirection = entryPos - character->getPosition();
|
||||
targetDirection.z = 0.f;
|
||||
|
||||
float targetDistance = glm::length(targetDirection);
|
||||
|
||||
if (targetDistance <= 0.4f) {
|
||||
entering = true;
|
||||
// Warp character to vehicle orientation
|
||||
character->controller->setMoveDirection({0.f, 0.f, 0.f});
|
||||
character->controller->setRunning(false);
|
||||
character->setHeading(
|
||||
glm::degrees(glm::roll(vehicle->getRotation())));
|
||||
|
||||
// Determine if the door open animation should be skipped.
|
||||
if (entryDoor == nullptr ||
|
||||
(entryDoor->constraint != nullptr &&
|
||||
glm::abs(entryDoor->constraint->getHingeAngle()) >= 0.6f)) {
|
||||
tryToEnter = true;
|
||||
} else {
|
||||
character->playActivityAnimation(anm_open, false, true);
|
||||
}
|
||||
} else if (targetDistance > kGiveUpDistance) {
|
||||
return true;
|
||||
} else {
|
||||
if (targetDistance > kSprintToEnterDistance) {
|
||||
character->controller->setRunning(true);
|
||||
}
|
||||
character->setHeading(
|
||||
glm::degrees(atan2(targetDirection.y, targetDirection.x) -
|
||||
glm::half_pi<float>()));
|
||||
character->controller->setMoveDirection({1.f, 0.f, 0.f});
|
||||
}
|
||||
}
|
||||
|
||||
if (tryToEnter) {
|
||||
if (currentOccupant != nullptr && currentOccupant != character) {
|
||||
// Play the pullout animation and tell the other character to get
|
||||
// out.
|
||||
character->playActivityAnimation(anm_pullout, false, true);
|
||||
currentOccupant->controller->setNextActivity(
|
||||
new Activities::ExitVehicle(true));
|
||||
} else {
|
||||
character->playActivityAnimation(anm_enter, false, true);
|
||||
character->enterVehicle(vehicle, seat);
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Activities::ExitVehicle::update(CharacterObject *character,
|
||||
CharacterController *controller) {
|
||||
RW_UNUSED(controller);
|
||||
|
||||
bool Activities::ExitVehicle::update(CharacterObject *character, CharacterController *controller)
|
||||
{
|
||||
RW_UNUSED(controller);
|
||||
if (jacked) {
|
||||
auto anm_jacked_lhs = character->animations.car_jacked_lhs;
|
||||
auto anm_jacked_rhs = character->animations.car_jacked_lhs;
|
||||
auto anm_current = character->animator->getAnimation(AnimIndexAction);
|
||||
|
||||
if (jacked) {
|
||||
auto anm_jacked_lhs = character->animations.car_jacked_lhs;
|
||||
auto anm_jacked_rhs = character->animations.car_jacked_lhs;
|
||||
auto anm_current = character->animator->getAnimation(AnimIndexAction);
|
||||
if (anm_current == anm_jacked_lhs || anm_current == anm_jacked_rhs) {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
if (character->getCurrentVehicle() == nullptr) return true;
|
||||
|
||||
if (anm_current == anm_jacked_lhs || anm_current == anm_jacked_rhs) {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (character->getCurrentVehicle() == nullptr) return true;
|
||||
auto vehicle = character->getCurrentVehicle();
|
||||
auto seat = character->getCurrentSeat();
|
||||
auto door = vehicle->getSeatEntryDoor(seat);
|
||||
auto exitPos = vehicle->getSeatEntryPositionWorld(seat);
|
||||
auto exitPosLocal = vehicle->getSeatEntryPosition(seat);
|
||||
|
||||
auto vehicle = character->getCurrentVehicle();
|
||||
auto seat = character->getCurrentSeat();
|
||||
auto door = vehicle->getSeatEntryDoor(seat);
|
||||
auto exitPos = vehicle->getSeatEntryPositionWorld(seat);
|
||||
auto exitPosLocal = vehicle->getSeatEntryPosition(seat);
|
||||
character->rotation = vehicle->getRotation();
|
||||
|
||||
character->rotation = vehicle->getRotation();
|
||||
// Exit the vehicle immediatley
|
||||
character->enterVehicle(nullptr, seat);
|
||||
character->setPosition(exitPos);
|
||||
|
||||
// Exit the vehicle immediatley
|
||||
character->enterVehicle(nullptr, seat);
|
||||
character->setPosition(exitPos);
|
||||
if (exitPosLocal.x > 0.f) {
|
||||
character->playActivityAnimation(anm_jacked_rhs, false, true);
|
||||
} else {
|
||||
character->playActivityAnimation(anm_jacked_lhs, false, true);
|
||||
}
|
||||
// No need to open the door, it should already be open.
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
if (exitPosLocal.x > 0.f) {
|
||||
character->playActivityAnimation(anm_jacked_rhs, false, true);
|
||||
}
|
||||
else {
|
||||
character->playActivityAnimation(anm_jacked_lhs, false, true);
|
||||
}
|
||||
// No need to open the door, it should already be open.
|
||||
}
|
||||
return false;
|
||||
}
|
||||
if (character->getCurrentVehicle() == nullptr) return true;
|
||||
|
||||
if( character->getCurrentVehicle() == nullptr ) return true;
|
||||
auto vehicle = character->getCurrentVehicle();
|
||||
auto seat = character->getCurrentSeat();
|
||||
auto door = vehicle->getSeatEntryDoor(seat);
|
||||
auto exitPos = vehicle->getSeatEntryPositionWorld(seat);
|
||||
auto exitPosLocal = vehicle->getSeatEntryPosition(seat);
|
||||
|
||||
auto vehicle = character->getCurrentVehicle();
|
||||
auto seat = character->getCurrentSeat();
|
||||
auto door = vehicle->getSeatEntryDoor(seat);
|
||||
auto exitPos = vehicle->getSeatEntryPositionWorld(seat);
|
||||
auto exitPosLocal = vehicle->getSeatEntryPosition(seat);
|
||||
auto anm_exit = character->animations.car_getout_lhs;
|
||||
|
||||
auto anm_exit = character->animations.car_getout_lhs;
|
||||
if (exitPosLocal.x > 0.f) {
|
||||
anm_exit = character->animations.car_getout_rhs;
|
||||
}
|
||||
|
||||
if( exitPosLocal.x > 0.f )
|
||||
{
|
||||
anm_exit = character->animations.car_getout_rhs;
|
||||
}
|
||||
if (vehicle->vehicle->type == VehicleData::BOAT) {
|
||||
auto ppos = character->getPosition();
|
||||
character->enterVehicle(nullptr, seat);
|
||||
character->setPosition(ppos);
|
||||
return true;
|
||||
}
|
||||
|
||||
if( vehicle->vehicle->type == VehicleData::BOAT ) {
|
||||
auto ppos = character->getPosition();
|
||||
character->enterVehicle(nullptr, seat);
|
||||
character->setPosition(ppos);
|
||||
return true;
|
||||
}
|
||||
bool isDriver = vehicle->isOccupantDriver(character->getCurrentSeat());
|
||||
|
||||
bool isDriver = vehicle->isOccupantDriver(character->getCurrentSeat());
|
||||
// If the vehicle is going too fast, slow down
|
||||
if (isDriver) {
|
||||
if (!vehicle->canOccupantExit()) {
|
||||
vehicle->setBraking(1.f);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// If the vehicle is going too fast, slow down
|
||||
if (isDriver)
|
||||
{
|
||||
if (!vehicle->canOccupantExit())
|
||||
{
|
||||
vehicle->setBraking(1.f);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (character->animator->getAnimation(AnimIndexAction) == anm_exit) {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
character->enterVehicle(nullptr, seat);
|
||||
character->setPosition(exitPos);
|
||||
|
||||
if( character->animator->getAnimation(AnimIndexAction) == anm_exit ) {
|
||||
if( character->animator->isCompleted(AnimIndexAction) ) {
|
||||
if (isDriver) {
|
||||
// Apply the handbrake
|
||||
vehicle->setHandbraking(true);
|
||||
vehicle->setThrottle(0.f);
|
||||
}
|
||||
|
||||
character->enterVehicle(nullptr, seat);
|
||||
character->setPosition(exitPos);
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
character->playActivityAnimation(anm_exit, false, true);
|
||||
if (door) {
|
||||
vehicle->setPartTarget(door, true, door->openAngle);
|
||||
}
|
||||
}
|
||||
|
||||
if (isDriver)
|
||||
{
|
||||
// Apply the handbrake
|
||||
vehicle->setHandbraking(true);
|
||||
vehicle->setThrottle(0.f);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
character->playActivityAnimation(anm_exit, false, true);
|
||||
if( door )
|
||||
{
|
||||
vehicle->setPartTarget(door, true, door->openAngle);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <engine/GameData.hpp>
|
||||
#include <data/Model.hpp>
|
||||
bool Activities::ShootWeapon::update(CharacterObject *character, CharacterController *controller)
|
||||
{
|
||||
RW_UNUSED(controller);
|
||||
#include <engine/GameData.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
bool Activities::ShootWeapon::update(CharacterObject *character,
|
||||
CharacterController *controller) {
|
||||
RW_UNUSED(controller);
|
||||
|
||||
auto& wepdata = _item->getWeaponData();
|
||||
auto &wepdata = _item->getWeaponData();
|
||||
|
||||
// Instant hit weapons loop their anim
|
||||
// Thrown projectiles have lob / throw.
|
||||
// Instant hit weapons loop their anim
|
||||
// Thrown projectiles have lob / throw.
|
||||
|
||||
// Update player direction
|
||||
character->setRotation(glm::angleAxis(character->getLook().x, glm::vec3{0.f, 0.f, 1.f}));
|
||||
// Update player direction
|
||||
character->setRotation(
|
||||
glm::angleAxis(character->getLook().x, glm::vec3{0.f, 0.f, 1.f}));
|
||||
|
||||
RW_CHECK(wepdata->inventorySlot < maxInventorySlots, "Inventory slot out of bounds");
|
||||
auto& itemState = character->getCurrentState().weapons[wepdata->inventorySlot];
|
||||
if (itemState.bulletsClip == 0 && itemState.bulletsTotal > 0) {
|
||||
itemState.bulletsClip += std::min(int(itemState.bulletsTotal), wepdata->clipSize);
|
||||
itemState.bulletsTotal -= itemState.bulletsClip;
|
||||
}
|
||||
bool hasammo = itemState.bulletsClip > 0;
|
||||
RW_CHECK(wepdata->inventorySlot < maxInventorySlots,
|
||||
"Inventory slot out of bounds");
|
||||
auto &itemState =
|
||||
character->getCurrentState().weapons[wepdata->inventorySlot];
|
||||
if (itemState.bulletsClip == 0 && itemState.bulletsTotal > 0) {
|
||||
itemState.bulletsClip +=
|
||||
std::min(int(itemState.bulletsTotal), wepdata->clipSize);
|
||||
itemState.bulletsTotal -= itemState.bulletsClip;
|
||||
}
|
||||
bool hasammo = itemState.bulletsClip > 0;
|
||||
|
||||
if( wepdata->fireType == WeaponData::INSTANT_HIT ) {
|
||||
if( _item->isFiring(character) && hasammo ) {
|
||||
if (wepdata->fireType == WeaponData::INSTANT_HIT) {
|
||||
if (_item->isFiring(character) && hasammo) {
|
||||
auto shootanim =
|
||||
character->engine->data->animations[wepdata->animation1];
|
||||
if (shootanim) {
|
||||
if (character->animator->getAnimation(AnimIndexAction) !=
|
||||
shootanim) {
|
||||
character->playActivityAnimation(shootanim, false, false);
|
||||
}
|
||||
|
||||
auto shootanim = character->engine->data->animations[wepdata->animation1];
|
||||
if( shootanim ) {
|
||||
if( character->animator->getAnimation(AnimIndexAction) != shootanim ) {
|
||||
character->playActivityAnimation(shootanim, false, false);
|
||||
}
|
||||
auto loopstart = wepdata->animLoopStart / 100.f;
|
||||
auto loopend = wepdata->animLoopEnd / 100.f;
|
||||
auto firetime = wepdata->animFirePoint / 100.f;
|
||||
|
||||
auto loopstart = wepdata->animLoopStart / 100.f;
|
||||
auto loopend = wepdata->animLoopEnd / 100.f;
|
||||
auto firetime = wepdata->animFirePoint / 100.f;
|
||||
auto currID =
|
||||
character->animator->getAnimationTime(AnimIndexAction);
|
||||
|
||||
auto currID = character->animator->getAnimationTime(AnimIndexAction);
|
||||
if (currID >= firetime && !_fired) {
|
||||
itemState.bulletsClip--;
|
||||
_item->fire(character);
|
||||
_fired = true;
|
||||
}
|
||||
if (currID > loopend) {
|
||||
character->animator->setAnimationTime(AnimIndexAction,
|
||||
loopstart);
|
||||
_fired = false;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
/// @todo Use Thrown flag instead of project (RPG isn't thrown eg.)
|
||||
else if (wepdata->fireType == WeaponData::PROJECTILE && hasammo) {
|
||||
auto shootanim =
|
||||
character->engine->data->animations[wepdata->animation1];
|
||||
auto throwanim =
|
||||
character->engine->data->animations[wepdata->animation2];
|
||||
|
||||
if( currID >= firetime && ! _fired ) {
|
||||
itemState.bulletsClip --;
|
||||
_item->fire(character);
|
||||
_fired = true;
|
||||
}
|
||||
if( currID > loopend ) {
|
||||
character->animator->setAnimationTime( AnimIndexAction, loopstart );
|
||||
_fired = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
if( character->animator->isCompleted(AnimIndexAction) ) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
/// @todo Use Thrown flag instead of project (RPG isn't thrown eg.)
|
||||
else if( wepdata->fireType == WeaponData::PROJECTILE && hasammo ) {
|
||||
auto shootanim = character->engine->data->animations[wepdata->animation1];
|
||||
auto throwanim = character->engine->data->animations[wepdata->animation2];
|
||||
if (character->animator->getAnimation(AnimIndexAction) == shootanim) {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
character->playActivityAnimation(throwanim, false, false);
|
||||
}
|
||||
} else if (character->animator->getAnimation(AnimIndexAction) ==
|
||||
throwanim) {
|
||||
auto firetime = wepdata->animCrouchFirePoint / 100.f;
|
||||
auto currID =
|
||||
character->animator->getAnimationTime(AnimIndexAction);
|
||||
|
||||
if( character->animator->getAnimation(AnimIndexAction) == shootanim ) {
|
||||
if( character->animator->isCompleted(AnimIndexAction) ) {
|
||||
character->playActivityAnimation(throwanim, false, false);
|
||||
}
|
||||
}
|
||||
else if( character->animator->getAnimation(AnimIndexAction) == throwanim ) {
|
||||
auto firetime = wepdata->animCrouchFirePoint / 100.f;
|
||||
auto currID = character->animator->getAnimationTime(AnimIndexAction);
|
||||
if (currID >= firetime && !_fired) {
|
||||
itemState.bulletsClip--;
|
||||
_item->fire(character);
|
||||
_fired = true;
|
||||
}
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
character->playActivityAnimation(throwanim, false, true);
|
||||
}
|
||||
} else if (wepdata->fireType == WeaponData::MELEE) {
|
||||
RW_CHECK(wepdata->fireType != WeaponData::MELEE,
|
||||
"Melee attacks not implemented");
|
||||
return true;
|
||||
} else {
|
||||
RW_ERROR("Unrecognized fireType: " << wepdata->fireType);
|
||||
return true;
|
||||
}
|
||||
|
||||
if( currID >= firetime && !_fired ) {
|
||||
itemState.bulletsClip --;
|
||||
_item->fire(character);
|
||||
_fired = true;
|
||||
}
|
||||
if( character->animator->isCompleted(AnimIndexAction) ) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
character->playActivityAnimation(throwanim, false, true);
|
||||
}
|
||||
}
|
||||
else if( wepdata->fireType == WeaponData::MELEE ) {
|
||||
RW_CHECK(wepdata->fireType != WeaponData::MELEE, "Melee attacks not implemented");
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
RW_ERROR("Unrecognized fireType: " << wepdata->fireType);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
@ -11,127 +11,141 @@ class VehicleObject;
|
||||
|
||||
/**
|
||||
* @class CharacterController
|
||||
* Character Controller Interface, translates high-level behaviours into low level actions.
|
||||
* Character Controller Interface, translates high-level behaviours into low
|
||||
* level actions.
|
||||
*/
|
||||
class CharacterController
|
||||
{
|
||||
class CharacterController {
|
||||
public:
|
||||
/**
|
||||
* @brief The Activity struct interface
|
||||
*/
|
||||
struct Activity {
|
||||
virtual ~Activity() {
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief The Activity struct interface
|
||||
*/
|
||||
struct Activity {
|
||||
virtual std::string name() const = 0;
|
||||
|
||||
virtual ~Activity() {}
|
||||
/**
|
||||
* @brief canSkip
|
||||
* @return true if the activity can be skipped.
|
||||
*/
|
||||
virtual bool canSkip(CharacterObject*, CharacterController*) const {
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual std::string name() const = 0;
|
||||
virtual bool update(CharacterObject* character,
|
||||
CharacterController* controller) = 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief canSkip
|
||||
* @return true if the activity can be skipped.
|
||||
*/
|
||||
virtual bool canSkip(CharacterObject*, CharacterController*) const { return false; }
|
||||
|
||||
virtual bool update(CharacterObject* character, CharacterController* controller) = 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* Available AI goals.
|
||||
*/
|
||||
enum Goal
|
||||
{
|
||||
/**
|
||||
* No goal, will idle or execute external Activities.
|
||||
*/
|
||||
None,
|
||||
/**
|
||||
* Keep close to leader character
|
||||
*/
|
||||
FollowLeader,
|
||||
/**
|
||||
* Wander randomly around the map
|
||||
*/
|
||||
TrafficWander
|
||||
};
|
||||
/**
|
||||
* Available AI goals.
|
||||
*/
|
||||
enum Goal {
|
||||
/**
|
||||
* No goal, will idle or execute external Activities.
|
||||
*/
|
||||
None,
|
||||
/**
|
||||
* Keep close to leader character
|
||||
*/
|
||||
FollowLeader,
|
||||
/**
|
||||
* Wander randomly around the map
|
||||
*/
|
||||
TrafficWander
|
||||
};
|
||||
|
||||
protected:
|
||||
|
||||
/**
|
||||
* The character being controlled.
|
||||
*/
|
||||
CharacterObject* character;
|
||||
/**
|
||||
* The character being controlled.
|
||||
*/
|
||||
CharacterObject* character;
|
||||
|
||||
Activity* _currentActivity;
|
||||
Activity* _nextActivity;
|
||||
Activity* _currentActivity;
|
||||
Activity* _nextActivity;
|
||||
|
||||
bool updateActivity();
|
||||
void setActivity(Activity* activity);
|
||||
bool updateActivity();
|
||||
void setActivity(Activity* activity);
|
||||
|
||||
float m_closeDoorTimer;
|
||||
|
||||
// Goal related variables
|
||||
Goal currentGoal;
|
||||
CharacterObject* leader;
|
||||
AIGraphNode* targetNode;
|
||||
float m_closeDoorTimer;
|
||||
|
||||
// Goal related variables
|
||||
Goal currentGoal;
|
||||
CharacterObject* leader;
|
||||
AIGraphNode* targetNode;
|
||||
|
||||
public:
|
||||
|
||||
CharacterController(CharacterObject* character);
|
||||
CharacterController(CharacterObject* character);
|
||||
|
||||
virtual ~CharacterController() { }
|
||||
virtual ~CharacterController() {
|
||||
}
|
||||
|
||||
Activity* getCurrentActivity() const { return _currentActivity; }
|
||||
Activity* getCurrentActivity() const {
|
||||
return _currentActivity;
|
||||
}
|
||||
|
||||
Activity* getNextActivity() const { return _nextActivity; }
|
||||
Activity* getNextActivity() const {
|
||||
return _nextActivity;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief skipActivity Cancel the current activity immediatley, if possible.
|
||||
*/
|
||||
void skipActivity();
|
||||
/**
|
||||
* @brief skipActivity Cancel the current activity immediatley, if possible.
|
||||
*/
|
||||
void skipActivity();
|
||||
|
||||
/**
|
||||
* @brief setNextActivity Sets the next Activity with a parameter.
|
||||
* @param activity
|
||||
* @param position
|
||||
*/
|
||||
void setNextActivity( Activity* activity );
|
||||
/**
|
||||
* @brief setNextActivity Sets the next Activity with a parameter.
|
||||
* @param activity
|
||||
* @param position
|
||||
*/
|
||||
void setNextActivity(Activity* activity);
|
||||
|
||||
/**
|
||||
* @brief IsCurrentActivity
|
||||
* @param activity Name of activity to check for
|
||||
* @return if the given activity is the current activity
|
||||
*/
|
||||
bool isCurrentActivity(const std::string& activity) const;
|
||||
|
||||
/**
|
||||
* @brief update Updates the controller.
|
||||
* @param dt
|
||||
*/
|
||||
virtual void update(float dt);
|
||||
/**
|
||||
* @brief IsCurrentActivity
|
||||
* @param activity Name of activity to check for
|
||||
* @return if the given activity is the current activity
|
||||
*/
|
||||
bool isCurrentActivity(const std::string& activity) const;
|
||||
|
||||
virtual glm::vec3 getTargetPosition() = 0;
|
||||
/**
|
||||
* @brief update Updates the controller.
|
||||
* @param dt
|
||||
*/
|
||||
virtual void update(float dt);
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* @return Returns the Character Object
|
||||
*/
|
||||
CharacterObject* getCharacter() const;
|
||||
virtual glm::vec3 getTargetPosition() = 0;
|
||||
|
||||
void setMoveDirection(const glm::vec3& movement);
|
||||
void setLookDirection(const glm::vec2& look);
|
||||
/**
|
||||
* @brief
|
||||
* @return Returns the Character Object
|
||||
*/
|
||||
CharacterObject* getCharacter() const;
|
||||
|
||||
void setRunning(bool run);
|
||||
|
||||
void setGoal(Goal goal) { currentGoal = goal; }
|
||||
Goal getGoal() const { return currentGoal; }
|
||||
|
||||
void setTargetCharacter(CharacterObject* c) { leader = c; }
|
||||
CharacterObject* getTargetCharacter() const { return leader; }
|
||||
void setMoveDirection(const glm::vec3& movement);
|
||||
void setLookDirection(const glm::vec2& look);
|
||||
|
||||
void setRunning(bool run);
|
||||
|
||||
void setGoal(Goal goal) {
|
||||
currentGoal = goal;
|
||||
}
|
||||
Goal getGoal() const {
|
||||
return currentGoal;
|
||||
}
|
||||
|
||||
void setTargetCharacter(CharacterObject* c) {
|
||||
leader = c;
|
||||
}
|
||||
CharacterObject* getTargetCharacter() const {
|
||||
return leader;
|
||||
}
|
||||
};
|
||||
|
||||
#define DECL_ACTIVITY( activity_name ) \
|
||||
static constexpr auto ActivityName = #activity_name; \
|
||||
std::string name() const { return ActivityName; }
|
||||
#define DECL_ACTIVITY(activity_name) \
|
||||
static constexpr auto ActivityName = #activity_name; \
|
||||
std::string name() const { \
|
||||
return ActivityName; \
|
||||
}
|
||||
|
||||
// TODO: Refactor this with an ugly macro to reduce code dup.
|
||||
class WeaponItem;
|
||||
@ -142,74 +156,78 @@ class WeaponItem;
|
||||
* @todo Move into ControllerActivities.hpp or equivelant
|
||||
*/
|
||||
namespace Activities {
|
||||
struct GoTo : public CharacterController::Activity {
|
||||
DECL_ACTIVITY( GoTo )
|
||||
struct GoTo : public CharacterController::Activity {
|
||||
DECL_ACTIVITY(GoTo)
|
||||
|
||||
glm::vec3 target;
|
||||
bool sprint;
|
||||
glm::vec3 target;
|
||||
bool sprint;
|
||||
|
||||
GoTo( const glm::vec3& target, bool _sprint = false )
|
||||
: target( target ), sprint(_sprint) {}
|
||||
GoTo(const glm::vec3& target, bool _sprint = false)
|
||||
: target(target), sprint(_sprint) {
|
||||
}
|
||||
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
|
||||
bool canSkip(CharacterObject *, CharacterController *) const { return true; }
|
||||
};
|
||||
|
||||
struct Jump : public CharacterController::Activity
|
||||
{
|
||||
DECL_ACTIVITY( Jump )
|
||||
|
||||
bool jumped;
|
||||
|
||||
Jump() : jumped(false) {}
|
||||
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
};
|
||||
bool canSkip(CharacterObject*, CharacterController*) const {
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
struct EnterVehicle : public CharacterController::Activity {
|
||||
DECL_ACTIVITY( EnterVehicle )
|
||||
struct Jump : public CharacterController::Activity {
|
||||
DECL_ACTIVITY(Jump)
|
||||
|
||||
VehicleObject* vehicle;
|
||||
int seat;
|
||||
|
||||
enum {
|
||||
ANY_SEAT = -1 // Magic number for any seat but the driver's.
|
||||
};
|
||||
bool jumped;
|
||||
|
||||
bool entering;
|
||||
Jump() : jumped(false) {
|
||||
}
|
||||
|
||||
EnterVehicle( VehicleObject* vehicle, int seat = 0 )
|
||||
: vehicle( vehicle ), seat( seat ), entering(false) {}
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
};
|
||||
|
||||
bool canSkip(CharacterObject* character, CharacterController*) const override;
|
||||
struct EnterVehicle : public CharacterController::Activity {
|
||||
DECL_ACTIVITY(EnterVehicle)
|
||||
|
||||
bool update(CharacterObject *character, CharacterController *controller);
|
||||
};
|
||||
VehicleObject* vehicle;
|
||||
int seat;
|
||||
|
||||
struct ExitVehicle : public CharacterController::Activity {
|
||||
DECL_ACTIVITY( ExitVehicle )
|
||||
enum {
|
||||
ANY_SEAT = -1 // Magic number for any seat but the driver's.
|
||||
};
|
||||
|
||||
const bool jacked;
|
||||
bool entering;
|
||||
|
||||
ExitVehicle(bool jacked_ = false)
|
||||
: jacked(jacked_)
|
||||
{}
|
||||
EnterVehicle(VehicleObject* vehicle, int seat = 0)
|
||||
: vehicle(vehicle), seat(seat), entering(false) {
|
||||
}
|
||||
|
||||
bool update(CharacterObject *character, CharacterController *controller);
|
||||
};
|
||||
bool canSkip(CharacterObject* character,
|
||||
CharacterController*) const override;
|
||||
|
||||
struct ShootWeapon : public CharacterController::Activity {
|
||||
DECL_ACTIVITY( ShootWeapon )
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
};
|
||||
|
||||
WeaponItem* _item;
|
||||
bool _fired;
|
||||
struct ExitVehicle : public CharacterController::Activity {
|
||||
DECL_ACTIVITY(ExitVehicle)
|
||||
|
||||
ShootWeapon( WeaponItem* item )
|
||||
: _item(item), _fired(false) {}
|
||||
const bool jacked;
|
||||
|
||||
bool update(CharacterObject *character, CharacterController *controller);
|
||||
};
|
||||
ExitVehicle(bool jacked_ = false) : jacked(jacked_) {
|
||||
}
|
||||
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
};
|
||||
|
||||
struct ShootWeapon : public CharacterController::Activity {
|
||||
DECL_ACTIVITY(ShootWeapon)
|
||||
|
||||
WeaponItem* _item;
|
||||
bool _fired;
|
||||
|
||||
ShootWeapon(WeaponItem* item) : _item(item), _fired(false) {
|
||||
}
|
||||
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -1,101 +1,88 @@
|
||||
#include <ai/DefaultAIController.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
|
||||
glm::vec3 DefaultAIController::getTargetPosition()
|
||||
{
|
||||
/*if(targetNode) {
|
||||
if(lastNode && character->getCurrentVehicle()) {
|
||||
auto nDir = glm::normalize(targetNode->position - lastNode->position);
|
||||
auto right = glm::cross(nDir, glm::vec3(0.f, 0.f, 1.f));
|
||||
return targetNode->position + right * 2.2f;
|
||||
}
|
||||
return targetNode->position;
|
||||
}*/
|
||||
return glm::vec3();
|
||||
glm::vec3 DefaultAIController::getTargetPosition() {
|
||||
/*if(targetNode) {
|
||||
if(lastNode && character->getCurrentVehicle()) {
|
||||
auto nDir = glm::normalize(targetNode->position -
|
||||
lastNode->position);
|
||||
auto right = glm::cross(nDir, glm::vec3(0.f, 0.f, 1.f));
|
||||
return targetNode->position + right * 2.2f;
|
||||
}
|
||||
return targetNode->position;
|
||||
}*/
|
||||
return glm::vec3();
|
||||
}
|
||||
|
||||
const float followRadius = 5.f;
|
||||
|
||||
void DefaultAIController::update(float dt)
|
||||
{
|
||||
switch(currentGoal)
|
||||
{
|
||||
case FollowLeader:
|
||||
{
|
||||
if( ! leader ) break;
|
||||
if( getCharacter()->getCurrentVehicle() )
|
||||
{
|
||||
if( leader->getCurrentVehicle() != getCharacter()->getCurrentVehicle() )
|
||||
{
|
||||
skipActivity();
|
||||
setNextActivity(new Activities::ExitVehicle);
|
||||
}
|
||||
// else we're already in the right spot.
|
||||
}
|
||||
else
|
||||
{
|
||||
if( leader->getCurrentVehicle() )
|
||||
{
|
||||
setNextActivity(new Activities::EnterVehicle(leader->getCurrentVehicle(), 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
glm::vec3 dir = leader->getPosition() - getCharacter()->getPosition();
|
||||
if( glm::length(dir) > followRadius )
|
||||
{
|
||||
if( glm::distance(gotoPos, leader->getPosition()) > followRadius )
|
||||
{
|
||||
gotoPos = leader->getPosition() + ( glm::normalize(-dir) * followRadius * 0.7f );
|
||||
skipActivity();
|
||||
setNextActivity(new Activities::GoTo(gotoPos));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case TrafficWander:
|
||||
{
|
||||
if( targetNode )
|
||||
{
|
||||
auto targetDistance = glm::vec2(character->getPosition() - targetNode->position);
|
||||
if( glm::length(targetDistance) <= 0.1f )
|
||||
{
|
||||
// Assign the next target node
|
||||
auto lastTarget = targetNode;
|
||||
std::random_device rd;
|
||||
std::default_random_engine re(rd());
|
||||
std::uniform_int_distribution<> d(0, lastTarget->connections.size()-1);
|
||||
targetNode = lastTarget->connections.at(d(re));
|
||||
setNextActivity(new Activities::GoTo(targetNode->position));
|
||||
}
|
||||
else if ( getCurrentActivity() == nullptr )
|
||||
{
|
||||
setNextActivity(new Activities::GoTo(targetNode->position));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// We need to pick an initial node
|
||||
auto& graph = getCharacter()->engine->aigraph;
|
||||
AIGraphNode* node = nullptr;
|
||||
float mindist = std::numeric_limits<float>::max();
|
||||
for( auto n : graph.nodes )
|
||||
{
|
||||
float d = glm::distance( n->position, getCharacter()->getPosition() );
|
||||
if( d < mindist )
|
||||
{
|
||||
node = n;
|
||||
mindist = d;
|
||||
}
|
||||
}
|
||||
targetNode = node;
|
||||
}
|
||||
}
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
CharacterController::update(dt);
|
||||
void DefaultAIController::update(float dt) {
|
||||
switch (currentGoal) {
|
||||
case FollowLeader: {
|
||||
if (!leader) break;
|
||||
if (getCharacter()->getCurrentVehicle()) {
|
||||
if (leader->getCurrentVehicle() !=
|
||||
getCharacter()->getCurrentVehicle()) {
|
||||
skipActivity();
|
||||
setNextActivity(new Activities::ExitVehicle);
|
||||
}
|
||||
// else we're already in the right spot.
|
||||
} else {
|
||||
if (leader->getCurrentVehicle()) {
|
||||
setNextActivity(new Activities::EnterVehicle(
|
||||
leader->getCurrentVehicle(), 1));
|
||||
} else {
|
||||
glm::vec3 dir =
|
||||
leader->getPosition() - getCharacter()->getPosition();
|
||||
if (glm::length(dir) > followRadius) {
|
||||
if (glm::distance(gotoPos, leader->getPosition()) >
|
||||
followRadius) {
|
||||
gotoPos =
|
||||
leader->getPosition() +
|
||||
(glm::normalize(-dir) * followRadius * 0.7f);
|
||||
skipActivity();
|
||||
setNextActivity(new Activities::GoTo(gotoPos));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} break;
|
||||
case TrafficWander: {
|
||||
if (targetNode) {
|
||||
auto targetDistance =
|
||||
glm::vec2(character->getPosition() - targetNode->position);
|
||||
if (glm::length(targetDistance) <= 0.1f) {
|
||||
// Assign the next target node
|
||||
auto lastTarget = targetNode;
|
||||
std::random_device rd;
|
||||
std::default_random_engine re(rd());
|
||||
std::uniform_int_distribution<> d(
|
||||
0, lastTarget->connections.size() - 1);
|
||||
targetNode = lastTarget->connections.at(d(re));
|
||||
setNextActivity(new Activities::GoTo(targetNode->position));
|
||||
} else if (getCurrentActivity() == nullptr) {
|
||||
setNextActivity(new Activities::GoTo(targetNode->position));
|
||||
}
|
||||
} else {
|
||||
// We need to pick an initial node
|
||||
auto& graph = getCharacter()->engine->aigraph;
|
||||
AIGraphNode* node = nullptr;
|
||||
float mindist = std::numeric_limits<float>::max();
|
||||
for (auto n : graph.nodes) {
|
||||
float d = glm::distance(n->position,
|
||||
getCharacter()->getPosition());
|
||||
if (d < mindist) {
|
||||
node = n;
|
||||
mindist = d;
|
||||
}
|
||||
}
|
||||
targetNode = node;
|
||||
}
|
||||
} break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
CharacterController::update(dt);
|
||||
}
|
||||
|
@ -5,16 +5,16 @@
|
||||
#include <random>
|
||||
|
||||
struct AIGraphNode;
|
||||
class DefaultAIController : public CharacterController
|
||||
{
|
||||
glm::vec3 gotoPos;
|
||||
public:
|
||||
|
||||
DefaultAIController(CharacterObject* character)
|
||||
: CharacterController(character) {}
|
||||
class DefaultAIController : public CharacterController {
|
||||
glm::vec3 gotoPos;
|
||||
|
||||
public:
|
||||
DefaultAIController(CharacterObject* character)
|
||||
: CharacterController(character) {
|
||||
}
|
||||
|
||||
glm::vec3 getTargetPosition();
|
||||
|
||||
glm::vec3 getTargetPosition();
|
||||
|
||||
virtual void update(float dt);
|
||||
};
|
||||
|
||||
|
@ -1,81 +1,74 @@
|
||||
#include <ai/PlayerController.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
#include <objects/VehicleObject.hpp>
|
||||
#include <engine/Animator.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <engine/Animator.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
#include <objects/VehicleObject.hpp>
|
||||
|
||||
PlayerController::PlayerController(CharacterObject* character)
|
||||
: CharacterController(character), lastRotation(glm::vec3(0.f, 0.f, 0.f)), _enabled(true)
|
||||
{
|
||||
|
||||
: CharacterController(character)
|
||||
, lastRotation(glm::vec3(0.f, 0.f, 0.f))
|
||||
, _enabled(true) {
|
||||
}
|
||||
|
||||
void PlayerController::setInputEnabled(bool enabled)
|
||||
{
|
||||
_enabled = enabled;
|
||||
void PlayerController::setInputEnabled(bool enabled) {
|
||||
_enabled = enabled;
|
||||
}
|
||||
|
||||
bool PlayerController::isInputEnabled() const
|
||||
{
|
||||
return _enabled;
|
||||
bool PlayerController::isInputEnabled() const {
|
||||
return _enabled;
|
||||
}
|
||||
|
||||
void PlayerController::updateCameraDirection(const glm::quat& rot)
|
||||
{
|
||||
cameraRotation = rot;
|
||||
void PlayerController::updateCameraDirection(const glm::quat& rot) {
|
||||
cameraRotation = rot;
|
||||
}
|
||||
|
||||
void PlayerController::updateMovementDirection(const glm::vec3& dir, const glm::vec3 &rawdirection)
|
||||
{
|
||||
if( _currentActivity == nullptr ) {
|
||||
direction = dir;
|
||||
setMoveDirection(rawdirection);
|
||||
}
|
||||
void PlayerController::updateMovementDirection(const glm::vec3& dir,
|
||||
const glm::vec3& rawdirection) {
|
||||
if (_currentActivity == nullptr) {
|
||||
direction = dir;
|
||||
setMoveDirection(rawdirection);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerController::exitVehicle()
|
||||
{
|
||||
if(character->getCurrentVehicle()) {
|
||||
setNextActivity(new Activities::ExitVehicle());
|
||||
}
|
||||
void PlayerController::exitVehicle() {
|
||||
if (character->getCurrentVehicle()) {
|
||||
setNextActivity(new Activities::ExitVehicle());
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerController::enterNearestVehicle()
|
||||
{
|
||||
if(! character->getCurrentVehicle()) {
|
||||
auto world = character->engine;
|
||||
VehicleObject* nearest = nullptr; float d = 10.f;
|
||||
void PlayerController::enterNearestVehicle() {
|
||||
if (!character->getCurrentVehicle()) {
|
||||
auto world = character->engine;
|
||||
VehicleObject* nearest = nullptr;
|
||||
float d = 10.f;
|
||||
|
||||
for( auto& p : world->vehiclePool.objects ) {
|
||||
auto object = p.second;
|
||||
float vd = glm::length( character->getPosition() - object->getPosition());
|
||||
if( vd < d ) {
|
||||
d = vd;
|
||||
nearest = static_cast<VehicleObject*>(object);
|
||||
}
|
||||
}
|
||||
for (auto& p : world->vehiclePool.objects) {
|
||||
auto object = p.second;
|
||||
float vd =
|
||||
glm::length(character->getPosition() - object->getPosition());
|
||||
if (vd < d) {
|
||||
d = vd;
|
||||
nearest = static_cast<VehicleObject*>(object);
|
||||
}
|
||||
}
|
||||
|
||||
if( nearest ) {
|
||||
setNextActivity(new Activities::EnterVehicle(nearest, 0));
|
||||
}
|
||||
}
|
||||
if (nearest) {
|
||||
setNextActivity(new Activities::EnterVehicle(nearest, 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerController::update(float dt)
|
||||
{
|
||||
CharacterController::update(dt);
|
||||
void PlayerController::update(float dt) {
|
||||
CharacterController::update(dt);
|
||||
}
|
||||
|
||||
glm::vec3 PlayerController::getTargetPosition()
|
||||
{
|
||||
return direction;
|
||||
glm::vec3 PlayerController::getTargetPosition() {
|
||||
return direction;
|
||||
}
|
||||
|
||||
void PlayerController::jump()
|
||||
{
|
||||
if(! character->isInWater() ) {
|
||||
setNextActivity(new Activities::Jump());
|
||||
}
|
||||
void PlayerController::jump() {
|
||||
if (!character->isInWater()) {
|
||||
setNextActivity(new Activities::Jump());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3,45 +3,46 @@
|
||||
#define _PLAYERCONTROLLER_HPP_
|
||||
#include <ai/CharacterController.hpp>
|
||||
|
||||
class PlayerController : public CharacterController
|
||||
{
|
||||
glm::quat cameraRotation;
|
||||
|
||||
glm::vec3 direction;
|
||||
class PlayerController : public CharacterController {
|
||||
glm::quat cameraRotation;
|
||||
|
||||
glm::quat lastRotation;
|
||||
glm::vec3 direction;
|
||||
|
||||
glm::quat lastRotation;
|
||||
|
||||
bool _enabled;
|
||||
|
||||
bool _enabled;
|
||||
|
||||
public:
|
||||
|
||||
PlayerController(CharacterObject* character);
|
||||
PlayerController(CharacterObject* character);
|
||||
|
||||
/**
|
||||
* @brief Enables and disables player input.
|
||||
* @todo actually implement input being disabled.
|
||||
*/
|
||||
void setInputEnabled(bool enabled);
|
||||
bool isInputEnabled() const;
|
||||
|
||||
void updateCameraDirection(const glm::quat& rot);
|
||||
|
||||
void updateMovementDirection(const glm::vec3& pos,
|
||||
const glm::vec3& rawdirection);
|
||||
|
||||
void exitVehicle();
|
||||
|
||||
void enterNearestVehicle();
|
||||
|
||||
/**
|
||||
* @brief Enables and disables player input.
|
||||
* @todo actually implement input being disabled.
|
||||
*/
|
||||
void setInputEnabled(bool enabled);
|
||||
bool isInputEnabled() const;
|
||||
|
||||
void updateCameraDirection(const glm::quat& rot);
|
||||
|
||||
void updateMovementDirection(const glm::vec3& pos, const glm::vec3& rawdirection);
|
||||
|
||||
void exitVehicle();
|
||||
|
||||
void enterNearestVehicle();
|
||||
|
||||
virtual void update(float dt);
|
||||
|
||||
virtual glm::vec3 getTargetPosition();
|
||||
|
||||
void jump();
|
||||
|
||||
/**
|
||||
* returns 0 (only one player supported)
|
||||
*/
|
||||
int getScriptObjectID() const { return 0; }
|
||||
virtual glm::vec3 getTargetPosition();
|
||||
|
||||
void jump();
|
||||
|
||||
/**
|
||||
* returns 0 (only one player supported)
|
||||
*/
|
||||
int getScriptObjectID() const {
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -1,172 +1,169 @@
|
||||
#include "ai/TrafficDirector.hpp"
|
||||
#include <ai/AIGraphNode.hpp>
|
||||
#include <ai/CharacterController.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <core/Logger.hpp>
|
||||
#include <engine/GameState.hpp>
|
||||
#include <objects/GameObject.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
#include <objects/GameObject.hpp>
|
||||
#include <objects/VehicleObject.hpp>
|
||||
#include <render/ViewCamera.hpp>
|
||||
#include <core/Logger.hpp>
|
||||
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
#include <glm/gtx/norm.hpp>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
#ifdef RW_WINDOWS
|
||||
#include <rw_mingw.hpp>
|
||||
#endif
|
||||
|
||||
TrafficDirector::TrafficDirector(AIGraph* g, GameWorld* w)
|
||||
: graph( g ), world( w ), pedDensity(1.f), carDensity(1.f),
|
||||
maximumPedestrians(20), maximumCars(10)
|
||||
{
|
||||
|
||||
: graph(g)
|
||||
, world(w)
|
||||
, pedDensity(1.f)
|
||||
, carDensity(1.f)
|
||||
, maximumPedestrians(20)
|
||||
, maximumCars(10) {
|
||||
}
|
||||
|
||||
std::vector< AIGraphNode* > TrafficDirector::findAvailableNodes(AIGraphNode::NodeType type, const ViewCamera& camera, float radius)
|
||||
{
|
||||
std::vector<AIGraphNode*> available;
|
||||
available.reserve(20);
|
||||
std::vector<AIGraphNode*> TrafficDirector::findAvailableNodes(
|
||||
AIGraphNode::NodeType type, const ViewCamera& camera, float radius) {
|
||||
std::vector<AIGraphNode*> available;
|
||||
available.reserve(20);
|
||||
|
||||
graph->gatherExternalNodesNear(camera.position, radius, available);
|
||||
graph->gatherExternalNodesNear(camera.position, radius, available);
|
||||
|
||||
float density = type == AIGraphNode::Vehicle ? carDensity : pedDensity;
|
||||
float minDist = (10.f / density) * (10.f / density);
|
||||
float halfRadius2 = std::pow(radius / 2.f, 2.f);
|
||||
float density = type == AIGraphNode::Vehicle ? carDensity : pedDensity;
|
||||
float minDist = (10.f / density) * (10.f / density);
|
||||
float halfRadius2 = std::pow(radius / 2.f, 2.f);
|
||||
|
||||
// Check if any of the nearby nodes are blocked by a pedestrian standing on it
|
||||
// or because it's inside the view frustum
|
||||
for (auto it = available.begin(); it != available.end();) {
|
||||
bool blocked = false;
|
||||
float dist2 = glm::distance2(camera.position, (*it)->position);
|
||||
// Check if any of the nearby nodes are blocked by a pedestrian standing on
|
||||
// it
|
||||
// or because it's inside the view frustum
|
||||
for (auto it = available.begin(); it != available.end();) {
|
||||
bool blocked = false;
|
||||
float dist2 = glm::distance2(camera.position, (*it)->position);
|
||||
|
||||
for (auto& obj : world->pedestrianPool.objects) {
|
||||
if (glm::distance2( (*it)->position, obj.second->getPosition() ) <= minDist) {
|
||||
blocked = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (auto& obj : world->pedestrianPool.objects) {
|
||||
if (glm::distance2((*it)->position, obj.second->getPosition()) <=
|
||||
minDist) {
|
||||
blocked = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Check that we're not going to spawn something right where the player is looking
|
||||
if (dist2 <= halfRadius2 && camera.frustum.intersects((*it)->position, 1.f)) {
|
||||
blocked = true;
|
||||
}
|
||||
|
||||
if (blocked) {
|
||||
it = available.erase( it );
|
||||
}
|
||||
else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
// Check that we're not going to spawn something right where the player
|
||||
// is looking
|
||||
if (dist2 <= halfRadius2 &&
|
||||
camera.frustum.intersects((*it)->position, 1.f)) {
|
||||
blocked = true;
|
||||
}
|
||||
|
||||
return available;
|
||||
if (blocked) {
|
||||
it = available.erase(it);
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
|
||||
return available;
|
||||
}
|
||||
|
||||
void TrafficDirector::setDensity(AIGraphNode::NodeType type, float density)
|
||||
{
|
||||
switch ( type )
|
||||
{
|
||||
case AIGraphNode::Vehicle:
|
||||
carDensity = density;
|
||||
break;
|
||||
case AIGraphNode::Pedestrian:
|
||||
pedDensity = density;
|
||||
break;
|
||||
}
|
||||
void TrafficDirector::setDensity(AIGraphNode::NodeType type, float density) {
|
||||
switch (type) {
|
||||
case AIGraphNode::Vehicle:
|
||||
carDensity = density;
|
||||
break;
|
||||
case AIGraphNode::Pedestrian:
|
||||
pedDensity = density;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<GameObject*> TrafficDirector::populateNearby(const ViewCamera& camera, float radius, int maxSpawn)
|
||||
{
|
||||
int availablePeds = maximumPedestrians - world->pedestrianPool.objects.size();
|
||||
std::vector<GameObject*> TrafficDirector::populateNearby(
|
||||
const ViewCamera& camera, float radius, int maxSpawn) {
|
||||
int availablePeds =
|
||||
maximumPedestrians - world->pedestrianPool.objects.size();
|
||||
|
||||
std::vector<GameObject*> created;
|
||||
std::vector<GameObject*> created;
|
||||
|
||||
/// @todo Check how "in player view" should be determined.
|
||||
/// @todo Check how "in player view" should be determined.
|
||||
|
||||
// Don't check the frustum for things more than 1/2 of the radius away
|
||||
// so that things will spawn as you drive towards them
|
||||
float halfRadius2 = std::pow(radius/ 2.f, 2.f);
|
||||
// Don't check the frustum for things more than 1/2 of the radius away
|
||||
// so that things will spawn as you drive towards them
|
||||
float halfRadius2 = std::pow(radius / 2.f, 2.f);
|
||||
|
||||
// Spawn vehicles at vehicle generators
|
||||
auto camera2D = glm::vec2(camera.position);
|
||||
for (auto& gen : world->state->vehicleGenerators) {
|
||||
/// @todo verify how vehicle generator proximity is determined
|
||||
auto gen2D = glm::vec2(gen.position);
|
||||
float dist2 = glm::distance2(camera2D, gen2D);
|
||||
if (dist2 < radius * radius) {
|
||||
auto position = gen.position;
|
||||
// Check that the on-ground position is not in view
|
||||
if (gen.position.z < -90.f) {
|
||||
position = world->getGroundAtPosition(position);
|
||||
}
|
||||
// Spawn vehicles at vehicle generators
|
||||
auto camera2D = glm::vec2(camera.position);
|
||||
for (auto& gen : world->state->vehicleGenerators) {
|
||||
/// @todo verify how vehicle generator proximity is determined
|
||||
auto gen2D = glm::vec2(gen.position);
|
||||
float dist2 = glm::distance2(camera2D, gen2D);
|
||||
if (dist2 < radius * radius) {
|
||||
auto position = gen.position;
|
||||
// Check that the on-ground position is not in view
|
||||
if (gen.position.z < -90.f) {
|
||||
position = world->getGroundAtPosition(position);
|
||||
}
|
||||
|
||||
if (dist2 <= halfRadius2 &&
|
||||
camera.frustum.intersects(position, 1.f)) {
|
||||
if (!gen.alwaysSpawn) {
|
||||
// Don't spawn in the view frustum unless we're forced to
|
||||
continue;
|
||||
}
|
||||
}
|
||||
auto spawned = world->tryToSpawnVehicle(gen);
|
||||
if (spawned) {
|
||||
created.push_back(spawned);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (dist2 <= halfRadius2 &&
|
||||
camera.frustum.intersects(position, 1.f)) {
|
||||
if (!gen.alwaysSpawn) {
|
||||
// Don't spawn in the view frustum unless we're forced to
|
||||
continue;
|
||||
}
|
||||
}
|
||||
auto spawned = world->tryToSpawnVehicle(gen);
|
||||
if (spawned) {
|
||||
created.push_back(spawned);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto type = AIGraphNode::Pedestrian;
|
||||
auto available = findAvailableNodes(type, camera, radius);
|
||||
|
||||
if( availablePeds <= 0 )
|
||||
{
|
||||
// We have already reached the limit of spawned traffic
|
||||
return { };
|
||||
}
|
||||
|
||||
/// Hardcoded cop Pedestrian
|
||||
std::vector<uint16_t> validPeds = { 1 };
|
||||
validPeds.insert(validPeds.end(), {20, 11, 19, 5});
|
||||
std::random_device rd;
|
||||
std::default_random_engine re(rd());
|
||||
std::uniform_int_distribution<> d(0, validPeds.size()-1);
|
||||
auto type = AIGraphNode::Pedestrian;
|
||||
auto available = findAvailableNodes(type, camera, radius);
|
||||
|
||||
int counter = availablePeds;
|
||||
// maxSpawn can be -1 for "as many as possible"
|
||||
if( maxSpawn > -1 )
|
||||
{
|
||||
counter = std::min( availablePeds, maxSpawn );
|
||||
}
|
||||
if (availablePeds <= 0) {
|
||||
// We have already reached the limit of spawned traffic
|
||||
return {};
|
||||
}
|
||||
|
||||
for ( AIGraphNode* spawn : available )
|
||||
{
|
||||
if( spawn->type != AIGraphNode::Pedestrian )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if ( counter > -1 )
|
||||
{
|
||||
if ( counter == 0 )
|
||||
{
|
||||
break;
|
||||
}
|
||||
counter --;
|
||||
}
|
||||
/// Hardcoded cop Pedestrian
|
||||
std::vector<uint16_t> validPeds = {1};
|
||||
validPeds.insert(validPeds.end(), {20, 11, 19, 5});
|
||||
std::random_device rd;
|
||||
std::default_random_engine re(rd());
|
||||
std::uniform_int_distribution<> d(0, validPeds.size() - 1);
|
||||
|
||||
// Spawn a pedestrian from the available pool
|
||||
auto ped = world->createPedestrian(validPeds[d(re)], spawn->position + glm::vec3( 0.f, 0.f, 1.f ) );
|
||||
ped->setLifetime(GameObject::TrafficLifetime);
|
||||
ped->controller->setGoal(CharacterController::TrafficWander);
|
||||
created.push_back( ped );
|
||||
}
|
||||
|
||||
// Find places it's legal to spawn things
|
||||
|
||||
return created;
|
||||
int counter = availablePeds;
|
||||
// maxSpawn can be -1 for "as many as possible"
|
||||
if (maxSpawn > -1) {
|
||||
counter = std::min(availablePeds, maxSpawn);
|
||||
}
|
||||
|
||||
for (AIGraphNode* spawn : available) {
|
||||
if (spawn->type != AIGraphNode::Pedestrian) {
|
||||
continue;
|
||||
}
|
||||
if (counter > -1) {
|
||||
if (counter == 0) {
|
||||
break;
|
||||
}
|
||||
counter--;
|
||||
}
|
||||
|
||||
// Spawn a pedestrian from the available pool
|
||||
auto ped = world->createPedestrian(
|
||||
validPeds[d(re)], spawn->position + glm::vec3(0.f, 0.f, 1.f));
|
||||
ped->setLifetime(GameObject::TrafficLifetime);
|
||||
ped->controller->setGoal(CharacterController::TrafficWander);
|
||||
created.push_back(ped);
|
||||
}
|
||||
|
||||
// Find places it's legal to spawn things
|
||||
|
||||
return created;
|
||||
}
|
||||
|
||||
void TrafficDirector::setPopulationLimits(int maxPeds, int maxCars)
|
||||
{
|
||||
maximumPedestrians = maxPeds;
|
||||
maximumCars = maxCars;
|
||||
void TrafficDirector::setPopulationLimits(int maxPeds, int maxCars) {
|
||||
maximumPedestrians = maxPeds;
|
||||
maximumCars = maxCars;
|
||||
}
|
||||
|
||||
|
@ -11,34 +11,35 @@ class GameObject;
|
||||
class GameWorld;
|
||||
class ViewCamera;
|
||||
|
||||
class TrafficDirector
|
||||
{
|
||||
class TrafficDirector {
|
||||
public:
|
||||
|
||||
TrafficDirector(AIGraph* graph, GameWorld* world);
|
||||
|
||||
std::vector< AIGraphNode* > findAvailableNodes(AIGraphNode::NodeType type, const ViewCamera& camera, float radius);
|
||||
|
||||
void setDensity(AIGraphNode::NodeType type, float density);
|
||||
TrafficDirector(AIGraph* graph, GameWorld* world);
|
||||
|
||||
/**
|
||||
* Creates new traffic at available locations.
|
||||
* @param camera The camera to spawn around
|
||||
* @param radius the maximum distance to spawn in
|
||||
* @param max The maximum number of traffic to create.
|
||||
*/
|
||||
std::vector<GameObject*> populateNearby( const ViewCamera& camera, float radius, int maxSpawn = -1 );
|
||||
std::vector<AIGraphNode*> findAvailableNodes(AIGraphNode::NodeType type,
|
||||
const ViewCamera& camera,
|
||||
float radius);
|
||||
|
||||
void setDensity(AIGraphNode::NodeType type, float density);
|
||||
|
||||
/**
|
||||
* Creates new traffic at available locations.
|
||||
* @param camera The camera to spawn around
|
||||
* @param radius the maximum distance to spawn in
|
||||
* @param max The maximum number of traffic to create.
|
||||
*/
|
||||
std::vector<GameObject*> populateNearby(const ViewCamera& camera,
|
||||
float radius, int maxSpawn = -1);
|
||||
|
||||
/**
|
||||
* Sets the maximum number of pedestrians and cars in the traffic system
|
||||
*/
|
||||
void setPopulationLimits(int maxPeds, int maxCars);
|
||||
|
||||
/**
|
||||
* Sets the maximum number of pedestrians and cars in the traffic system
|
||||
*/
|
||||
void setPopulationLimits(int maxPeds, int maxCars);
|
||||
|
||||
private:
|
||||
AIGraph* graph;
|
||||
GameWorld* world;
|
||||
float pedDensity;
|
||||
float carDensity;
|
||||
int maximumPedestrians;
|
||||
int maximumCars;
|
||||
AIGraph* graph;
|
||||
GameWorld* world;
|
||||
float pedDensity;
|
||||
float carDensity;
|
||||
int maximumPedestrians;
|
||||
int maximumCars;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user