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clang-format files in rwengine/src/ai
This commit is contained in:
parent
9aa3af6703
commit
d5e853d23f
@ -1,18 +1,17 @@
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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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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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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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@ -36,7 +35,9 @@ void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotati
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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->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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@ -49,17 +50,20 @@ void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotati
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pathNodes.push_back(ainode);
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nodes.push_back(ainode);
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if( ainode->external )
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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) - 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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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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@ -68,7 +72,8 @@ void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotati
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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 && (unsigned) path.nodes[pn].next < pathNodes.size()) {
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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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@ -78,14 +83,15 @@ void AIGraph::createPathNodes(const glm::vec3& position, const glm::quat& rotati
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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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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)) / glm::vec2(WORLD_CELL_SIZE));
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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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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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@ -93,24 +99,18 @@ void AIGraph::gatherExternalNodesNear(const glm::vec3& center, const float radiu
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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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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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{
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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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{
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if ( glm::distance2( center, node->position ) < radius*radius )
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{
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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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@ -1,18 +1,16 @@
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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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std::vector<AIGraphNode*> nodes;
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@ -29,9 +27,11 @@ public:
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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, PathData& path);
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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 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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@ -1,20 +1,17 @@
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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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@ -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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@ -17,13 +17,11 @@ CharacterController::CharacterController(CharacterObject* character)
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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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, 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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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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@ -31,52 +29,46 @@ bool CharacterController::updateActivity()
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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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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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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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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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}
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else {
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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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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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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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if( character->getCurrentSeat() == 0 )
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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( std::abs(d.x) > 0.01f )
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{
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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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@ -90,18 +82,16 @@ void CharacterController::update(float dt)
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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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character->getCurrentVehicle()->setPartTarget(
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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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} 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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}
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else
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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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@ -118,29 +108,24 @@ void CharacterController::update(float dt)
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}
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}
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CharacterObject *CharacterController::getCharacter() const
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{
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CharacterObject *CharacterController::getCharacter() const {
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return character;
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}
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void CharacterController::setMoveDirection(const glm::vec3 &movement)
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{
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void CharacterController::setMoveDirection(const glm::vec3 &movement) {
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character->setMovement(movement);
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}
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void CharacterController::setLookDirection(const glm::vec2 &look)
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{
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void CharacterController::setLookDirection(const glm::vec2 &look) {
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character->setLook(look);
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}
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void CharacterController::setRunning(bool run)
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{
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void CharacterController::setRunning(bool run) {
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character->setRunning(run);
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}
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bool Activities::GoTo::update(CharacterObject *character, CharacterController *controller)
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{
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bool Activities::GoTo::update(CharacterObject *character,
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CharacterController *controller) {
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/* TODO: Use the ai nodes to navigate to the position */
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auto cpos = character->getPosition();
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glm::vec3 targetDirection = target - cpos;
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@ -153,7 +138,8 @@ bool Activities::GoTo::update(CharacterObject *character, CharacterController *c
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return true;
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}
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float hdg = atan2(targetDirection.y, targetDirection.x) - glm::half_pi<float>();
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float hdg =
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atan2(targetDirection.y, targetDirection.x) - glm::half_pi<float>();
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character->setHeading(glm::degrees(hdg));
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controller->setMoveDirection({1.f, 0.f, 0.f});
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@ -162,18 +148,15 @@ bool Activities::GoTo::update(CharacterObject *character, CharacterController *c
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return false;
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}
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bool Activities::Jump::update(CharacterObject* character, CharacterController* controller)
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{
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bool Activities::Jump::update(CharacterObject *character,
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CharacterController *controller) {
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RW_UNUSED(controller);
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if (character->physCharacter == nullptr) return true;
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if( !jumped )
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{
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if (!jumped) {
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character->jump();
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jumped = true;
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}
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else
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{
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} else {
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if (character->physCharacter->canJump()) {
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return true;
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}
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@ -182,14 +165,14 @@ bool Activities::Jump::update(CharacterObject* character, CharacterController* c
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return false;
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}
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bool Activities::EnterVehicle::canSkip(CharacterObject *character, CharacterController *) const
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{
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bool Activities::EnterVehicle::canSkip(CharacterObject *character,
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CharacterController *) const {
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// If we're already inside the vehicle, it can't helped.
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return character->getCurrentVehicle() == nullptr;
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}
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bool Activities::EnterVehicle::update(CharacterObject *character, CharacterController *controller)
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{
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bool Activities::EnterVehicle::update(CharacterObject *character,
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CharacterController *controller) {
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constexpr float kSprintToEnterDistance = 5.f;
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constexpr float kGiveUpDistance = 100.f;
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@ -201,16 +184,13 @@ bool Activities::EnterVehicle::update(CharacterObject *character, CharacterContr
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return true;
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}
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if( seat == ANY_SEAT )
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{
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if (seat == ANY_SEAT) {
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// Determine which seat to take.
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float nearest = std::numeric_limits<float>::max();
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for(unsigned int s = 1; s < vehicle->info->seats.size(); ++s)
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{
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for (unsigned int s = 1; s < vehicle->info->seats.size(); ++s) {
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auto entry = vehicle->getSeatEntryPositionWorld(s);
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float dist = glm::distance(entry, character->getPosition());
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if( dist < nearest )
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{
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if (dist < nearest) {
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seat = s;
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nearest = dist;
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}
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@ -225,15 +205,16 @@ bool Activities::EnterVehicle::update(CharacterObject *character, CharacterContr
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auto anm_enter = character->animations.car_getin_lhs;
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auto anm_pullout = character->animations.car_pullout_lhs;
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if ( entryPosLocal.x > 0.f )
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{
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if (entryPosLocal.x > 0.f) {
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anm_open = character->animations.car_open_rhs;
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anm_enter = character->animations.car_getin_rhs;
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anm_pullout = character->animations.car_pullout_rhs;
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}
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// If there's someone in this seat already, we may have to ask them to leave.
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auto currentOccupant= static_cast<CharacterObject*>(vehicle->getOccupant(seat));
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// If there's someone in this seat already, we may have to ask them to
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// leave.
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auto currentOccupant =
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static_cast<CharacterObject *>(vehicle->getOccupant(seat));
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bool tryToEnter = false;
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@ -241,29 +222,27 @@ bool Activities::EnterVehicle::update(CharacterObject *character, CharacterContr
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if (character->animator->getAnimation(AnimIndexAction) == anm_open) {
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if (character->animator->isCompleted(AnimIndexAction)) {
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tryToEnter = true;
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}
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else if( entryDoor && character->animator->getAnimationTime(AnimIndexAction) >= 0.5f )
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{
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} else if (entryDoor &&
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character->animator->getAnimationTime(AnimIndexAction) >=
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0.5f) {
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vehicle->setPartTarget(entryDoor, true, entryDoor->openAngle);
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}
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else {
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} else {
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// character->setPosition(vehicle->getSeatEntryPosition(seat));
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character->rotation = vehicle->getRotation();
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}
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}
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else if (character->animator->getAnimation(AnimIndexAction) == anm_pullout) {
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} else if (character->animator->getAnimation(AnimIndexAction) ==
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anm_pullout) {
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if (character->animator->isCompleted(AnimIndexAction)) {
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tryToEnter = true;
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}
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}
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else if( character->animator->getAnimation(AnimIndexAction) == anm_enter ) {
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} else if (character->animator->getAnimation(AnimIndexAction) ==
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anm_enter) {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
// VehicleGetIn is over, finish activity
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
glm::vec3 targetDirection = entryPos - character->getPosition();
|
||||
targetDirection.z = 0.f;
|
||||
|
||||
@ -278,35 +257,34 @@ bool Activities::EnterVehicle::update(CharacterObject *character, CharacterContr
|
||||
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 ) )
|
||||
{
|
||||
if (entryDoor == nullptr ||
|
||||
(entryDoor->constraint != nullptr &&
|
||||
glm::abs(entryDoor->constraint->getHingeAngle()) >= 0.6f)) {
|
||||
tryToEnter = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
character->playActivityAnimation(anm_open, false, true);
|
||||
}
|
||||
}
|
||||
else if (targetDistance > kGiveUpDistance) {
|
||||
} else if (targetDistance > kGiveUpDistance) {
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (targetDistance > kSprintToEnterDistance) {
|
||||
character->controller->setRunning(true);
|
||||
}
|
||||
character->setHeading(
|
||||
glm::degrees(atan2(targetDirection.y, targetDirection.x) - glm::half_pi<float>()));
|
||||
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.
|
||||
// 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 {
|
||||
currentOccupant->controller->setNextActivity(
|
||||
new Activities::ExitVehicle(true));
|
||||
} else {
|
||||
character->playActivityAnimation(anm_enter, false, true);
|
||||
character->enterVehicle(vehicle, seat);
|
||||
}
|
||||
@ -314,9 +292,8 @@ bool Activities::EnterVehicle::update(CharacterObject *character, CharacterContr
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool Activities::ExitVehicle::update(CharacterObject *character, CharacterController *controller)
|
||||
{
|
||||
bool Activities::ExitVehicle::update(CharacterObject *character,
|
||||
CharacterController *controller) {
|
||||
RW_UNUSED(controller);
|
||||
|
||||
if (jacked) {
|
||||
@ -328,8 +305,7 @@ bool Activities::ExitVehicle::update(CharacterObject *character, CharacterContro
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (character->getCurrentVehicle() == nullptr) return true;
|
||||
|
||||
auto vehicle = character->getCurrentVehicle();
|
||||
@ -346,8 +322,7 @@ bool Activities::ExitVehicle::update(CharacterObject *character, CharacterContro
|
||||
|
||||
if (exitPosLocal.x > 0.f) {
|
||||
character->playActivityAnimation(anm_jacked_rhs, false, true);
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
character->playActivityAnimation(anm_jacked_lhs, false, true);
|
||||
}
|
||||
// No need to open the door, it should already be open.
|
||||
@ -365,8 +340,7 @@ bool Activities::ExitVehicle::update(CharacterObject *character, CharacterContro
|
||||
|
||||
auto anm_exit = character->animations.car_getout_lhs;
|
||||
|
||||
if( exitPosLocal.x > 0.f )
|
||||
{
|
||||
if (exitPosLocal.x > 0.f) {
|
||||
anm_exit = character->animations.car_getout_rhs;
|
||||
}
|
||||
|
||||
@ -380,10 +354,8 @@ bool Activities::ExitVehicle::update(CharacterObject *character, CharacterContro
|
||||
bool isDriver = vehicle->isOccupantDriver(character->getCurrentSeat());
|
||||
|
||||
// If the vehicle is going too fast, slow down
|
||||
if (isDriver)
|
||||
{
|
||||
if (!vehicle->canOccupantExit())
|
||||
{
|
||||
if (isDriver) {
|
||||
if (!vehicle->canOccupantExit()) {
|
||||
vehicle->setBraking(1.f);
|
||||
return false;
|
||||
}
|
||||
@ -391,12 +363,10 @@ bool Activities::ExitVehicle::update(CharacterObject *character, CharacterContro
|
||||
|
||||
if (character->animator->getAnimation(AnimIndexAction) == anm_exit) {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
|
||||
character->enterVehicle(nullptr, seat);
|
||||
character->setPosition(exitPos);
|
||||
|
||||
if (isDriver)
|
||||
{
|
||||
if (isDriver) {
|
||||
// Apply the handbrake
|
||||
vehicle->setHandbraking(true);
|
||||
vehicle->setThrottle(0.f);
|
||||
@ -404,11 +374,9 @@ bool Activities::ExitVehicle::update(CharacterObject *character, CharacterContro
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
character->playActivityAnimation(anm_exit, false, true);
|
||||
if( door )
|
||||
{
|
||||
if (door) {
|
||||
vehicle->setPartTarget(door, true, door->openAngle);
|
||||
}
|
||||
}
|
||||
@ -416,11 +384,11 @@ bool Activities::ExitVehicle::update(CharacterObject *character, CharacterContro
|
||||
return false;
|
||||
}
|
||||
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <engine/GameData.hpp>
|
||||
#include <data/Model.hpp>
|
||||
bool Activities::ShootWeapon::update(CharacterObject *character, CharacterController *controller)
|
||||
{
|
||||
#include <engine/GameData.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
bool Activities::ShootWeapon::update(CharacterObject *character,
|
||||
CharacterController *controller) {
|
||||
RW_UNUSED(controller);
|
||||
|
||||
auto &wepdata = _item->getWeaponData();
|
||||
@ -429,22 +397,27 @@ bool Activities::ShootWeapon::update(CharacterObject *character, CharacterContro
|
||||
// Thrown projectiles have lob / throw.
|
||||
|
||||
// Update player direction
|
||||
character->setRotation(glm::angleAxis(character->getLook().x, glm::vec3{0.f, 0.f, 1.f}));
|
||||
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];
|
||||
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.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) {
|
||||
|
||||
auto shootanim = character->engine->data->animations[wepdata->animation1];
|
||||
auto shootanim =
|
||||
character->engine->data->animations[wepdata->animation1];
|
||||
if (shootanim) {
|
||||
if( character->animator->getAnimation(AnimIndexAction) != shootanim ) {
|
||||
if (character->animator->getAnimation(AnimIndexAction) !=
|
||||
shootanim) {
|
||||
character->playActivityAnimation(shootanim, false, false);
|
||||
}
|
||||
|
||||
@ -452,7 +425,8 @@ bool Activities::ShootWeapon::update(CharacterObject *character, CharacterContro
|
||||
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--;
|
||||
@ -460,12 +434,12 @@ bool Activities::ShootWeapon::update(CharacterObject *character, CharacterContro
|
||||
_fired = true;
|
||||
}
|
||||
if (currID > loopend) {
|
||||
character->animator->setAnimationTime( AnimIndexAction, loopstart );
|
||||
character->animator->setAnimationTime(AnimIndexAction,
|
||||
loopstart);
|
||||
_fired = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
return true;
|
||||
}
|
||||
@ -473,17 +447,20 @@ bool Activities::ShootWeapon::update(CharacterObject *character, CharacterContro
|
||||
}
|
||||
/// @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];
|
||||
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 ) {
|
||||
} else if (character->animator->getAnimation(AnimIndexAction) ==
|
||||
throwanim) {
|
||||
auto firetime = wepdata->animCrouchFirePoint / 100.f;
|
||||
auto currID = character->animator->getAnimationTime(AnimIndexAction);
|
||||
auto currID =
|
||||
character->animator->getAnimationTime(AnimIndexAction);
|
||||
|
||||
if (currID >= firetime && !_fired) {
|
||||
itemState.bulletsClip--;
|
||||
@ -493,21 +470,17 @@ bool Activities::ShootWeapon::update(CharacterObject *character, CharacterContro
|
||||
if (character->animator->isCompleted(AnimIndexAction)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
character->playActivityAnimation(throwanim, false, true);
|
||||
}
|
||||
}
|
||||
else if( wepdata->fireType == WeaponData::MELEE ) {
|
||||
RW_CHECK(wepdata->fireType != WeaponData::MELEE, "Melee attacks not implemented");
|
||||
} else if (wepdata->fireType == WeaponData::MELEE) {
|
||||
RW_CHECK(wepdata->fireType != WeaponData::MELEE,
|
||||
"Melee attacks not implemented");
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
RW_ERROR("Unrecognized fireType: " << wepdata->fireType);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -11,18 +11,17 @@ 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() {}
|
||||
virtual ~Activity() {
|
||||
}
|
||||
|
||||
virtual std::string name() const = 0;
|
||||
|
||||
@ -30,16 +29,18 @@ public:
|
||||
* @brief canSkip
|
||||
* @return true if the activity can be skipped.
|
||||
*/
|
||||
virtual bool canSkip(CharacterObject*, CharacterController*) const { return false; }
|
||||
virtual bool canSkip(CharacterObject*, CharacterController*) const {
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual bool update(CharacterObject* character, CharacterController* controller) = 0;
|
||||
virtual bool update(CharacterObject* character,
|
||||
CharacterController* controller) = 0;
|
||||
};
|
||||
|
||||
/**
|
||||
* Available AI goals.
|
||||
*/
|
||||
enum Goal
|
||||
{
|
||||
enum Goal {
|
||||
/**
|
||||
* No goal, will idle or execute external Activities.
|
||||
*/
|
||||
@ -55,7 +56,6 @@ public:
|
||||
};
|
||||
|
||||
protected:
|
||||
|
||||
/**
|
||||
* The character being controlled.
|
||||
*/
|
||||
@ -75,14 +75,18 @@ protected:
|
||||
AIGraphNode* targetNode;
|
||||
|
||||
public:
|
||||
|
||||
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.
|
||||
@ -122,16 +126,26 @@ public:
|
||||
|
||||
void setRunning(bool run);
|
||||
|
||||
void setGoal(Goal goal) { currentGoal = goal; }
|
||||
Goal getGoal() const { return currentGoal; }
|
||||
void setGoal(Goal goal) {
|
||||
currentGoal = goal;
|
||||
}
|
||||
Goal getGoal() const {
|
||||
return currentGoal;
|
||||
}
|
||||
|
||||
void setTargetCharacter(CharacterObject* c) { leader = c; }
|
||||
CharacterObject* getTargetCharacter() const { return leader; }
|
||||
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; }
|
||||
std::string name() const { \
|
||||
return ActivityName; \
|
||||
}
|
||||
|
||||
// TODO: Refactor this with an ugly macro to reduce code dup.
|
||||
class WeaponItem;
|
||||
@ -149,20 +163,23 @@ namespace Activities {
|
||||
bool sprint;
|
||||
|
||||
GoTo(const glm::vec3& target, bool _sprint = false)
|
||||
: target( target ), sprint(_sprint) {}
|
||||
: target(target), sprint(_sprint) {
|
||||
}
|
||||
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
|
||||
bool canSkip(CharacterObject *, CharacterController *) const { return true; }
|
||||
bool canSkip(CharacterObject*, CharacterController*) const {
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
struct Jump : public CharacterController::Activity
|
||||
{
|
||||
struct Jump : public CharacterController::Activity {
|
||||
DECL_ACTIVITY(Jump)
|
||||
|
||||
bool jumped;
|
||||
|
||||
Jump() : jumped(false) {}
|
||||
Jump() : jumped(false) {
|
||||
}
|
||||
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
};
|
||||
@ -180,9 +197,11 @@ namespace Activities {
|
||||
bool entering;
|
||||
|
||||
EnterVehicle(VehicleObject* vehicle, int seat = 0)
|
||||
: vehicle( vehicle ), seat( seat ), entering(false) {}
|
||||
: vehicle(vehicle), seat(seat), entering(false) {
|
||||
}
|
||||
|
||||
bool canSkip(CharacterObject* character, CharacterController*) const override;
|
||||
bool canSkip(CharacterObject* character,
|
||||
CharacterController*) const override;
|
||||
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
};
|
||||
@ -192,9 +211,8 @@ namespace Activities {
|
||||
|
||||
const bool jacked;
|
||||
|
||||
ExitVehicle(bool jacked_ = false)
|
||||
: jacked(jacked_)
|
||||
{}
|
||||
ExitVehicle(bool jacked_ = false) : jacked(jacked_) {
|
||||
}
|
||||
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
};
|
||||
@ -205,8 +223,8 @@ namespace Activities {
|
||||
WeaponItem* _item;
|
||||
bool _fired;
|
||||
|
||||
ShootWeapon( WeaponItem* item )
|
||||
: _item(item), _fired(false) {}
|
||||
ShootWeapon(WeaponItem* item) : _item(item), _fired(false) {
|
||||
}
|
||||
|
||||
bool update(CharacterObject* character, CharacterController* controller);
|
||||
};
|
||||
|
@ -1,12 +1,12 @@
|
||||
#include <ai/DefaultAIController.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
|
||||
glm::vec3 DefaultAIController::getTargetPosition()
|
||||
{
|
||||
glm::vec3 DefaultAIController::getTargetPosition() {
|
||||
/*if(targetNode) {
|
||||
if(lastNode && character->getCurrentVehicle()) {
|
||||
auto nDir = glm::normalize(targetNode->position - lastNode->position);
|
||||
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;
|
||||
}
|
||||
@ -17,84 +17,71 @@ glm::vec3 DefaultAIController::getTargetPosition()
|
||||
|
||||
const float followRadius = 5.f;
|
||||
|
||||
void DefaultAIController::update(float dt)
|
||||
{
|
||||
switch(currentGoal)
|
||||
{
|
||||
case FollowLeader:
|
||||
{
|
||||
void DefaultAIController::update(float dt) {
|
||||
switch (currentGoal) {
|
||||
case FollowLeader: {
|
||||
if (!leader) break;
|
||||
if( getCharacter()->getCurrentVehicle() )
|
||||
{
|
||||
if( leader->getCurrentVehicle() != getCharacter()->getCurrentVehicle() )
|
||||
{
|
||||
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 );
|
||||
} 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 )
|
||||
{
|
||||
} 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);
|
||||
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 )
|
||||
{
|
||||
} else if (getCurrentActivity() == nullptr) {
|
||||
setNextActivity(new Activities::GoTo(targetNode->position));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
} 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 )
|
||||
{
|
||||
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;
|
||||
default: break;
|
||||
}
|
||||
|
||||
CharacterController::update(dt);
|
||||
|
@ -5,13 +5,13 @@
|
||||
#include <random>
|
||||
|
||||
struct AIGraphNode;
|
||||
class DefaultAIController : public CharacterController
|
||||
{
|
||||
class DefaultAIController : public CharacterController {
|
||||
glm::vec3 gotoPos;
|
||||
public:
|
||||
|
||||
public:
|
||||
DefaultAIController(CharacterObject* character)
|
||||
: CharacterController(character) {}
|
||||
: CharacterController(character) {
|
||||
}
|
||||
|
||||
glm::vec3 getTargetPosition();
|
||||
|
||||
|
@ -1,55 +1,52 @@
|
||||
#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)
|
||||
{
|
||||
void PlayerController::setInputEnabled(bool enabled) {
|
||||
_enabled = enabled;
|
||||
}
|
||||
|
||||
bool PlayerController::isInputEnabled() const
|
||||
{
|
||||
bool PlayerController::isInputEnabled() const {
|
||||
return _enabled;
|
||||
}
|
||||
|
||||
void PlayerController::updateCameraDirection(const glm::quat& rot)
|
||||
{
|
||||
void PlayerController::updateCameraDirection(const glm::quat& rot) {
|
||||
cameraRotation = rot;
|
||||
}
|
||||
|
||||
void PlayerController::updateMovementDirection(const glm::vec3& dir, const glm::vec3 &rawdirection)
|
||||
{
|
||||
void PlayerController::updateMovementDirection(const glm::vec3& dir,
|
||||
const glm::vec3& rawdirection) {
|
||||
if (_currentActivity == nullptr) {
|
||||
direction = dir;
|
||||
setMoveDirection(rawdirection);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerController::exitVehicle()
|
||||
{
|
||||
void PlayerController::exitVehicle() {
|
||||
if (character->getCurrentVehicle()) {
|
||||
setNextActivity(new Activities::ExitVehicle());
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerController::enterNearestVehicle()
|
||||
{
|
||||
void PlayerController::enterNearestVehicle() {
|
||||
if (!character->getCurrentVehicle()) {
|
||||
auto world = character->engine;
|
||||
VehicleObject* nearest = nullptr; float d = 10.f;
|
||||
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());
|
||||
float vd =
|
||||
glm::length(character->getPosition() - object->getPosition());
|
||||
if (vd < d) {
|
||||
d = vd;
|
||||
nearest = static_cast<VehicleObject*>(object);
|
||||
@ -62,20 +59,16 @@ void PlayerController::enterNearestVehicle()
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerController::update(float dt)
|
||||
{
|
||||
void PlayerController::update(float dt) {
|
||||
CharacterController::update(dt);
|
||||
}
|
||||
|
||||
glm::vec3 PlayerController::getTargetPosition()
|
||||
{
|
||||
glm::vec3 PlayerController::getTargetPosition() {
|
||||
return direction;
|
||||
}
|
||||
|
||||
void PlayerController::jump()
|
||||
{
|
||||
void PlayerController::jump() {
|
||||
if (!character->isInWater()) {
|
||||
setNextActivity(new Activities::Jump());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3,8 +3,7 @@
|
||||
#define _PLAYERCONTROLLER_HPP_
|
||||
#include <ai/CharacterController.hpp>
|
||||
|
||||
class PlayerController : public CharacterController
|
||||
{
|
||||
class PlayerController : public CharacterController {
|
||||
glm::quat cameraRotation;
|
||||
|
||||
glm::vec3 direction;
|
||||
@ -14,7 +13,6 @@ class PlayerController : public CharacterController
|
||||
bool _enabled;
|
||||
|
||||
public:
|
||||
|
||||
PlayerController(CharacterObject* character);
|
||||
|
||||
/**
|
||||
@ -26,7 +24,8 @@ public:
|
||||
|
||||
void updateCameraDirection(const glm::quat& rot);
|
||||
|
||||
void updateMovementDirection(const glm::vec3& pos, const glm::vec3& rawdirection);
|
||||
void updateMovementDirection(const glm::vec3& pos,
|
||||
const glm::vec3& rawdirection);
|
||||
|
||||
void exitVehicle();
|
||||
|
||||
@ -41,7 +40,9 @@ public:
|
||||
/**
|
||||
* returns 0 (only one player supported)
|
||||
*/
|
||||
int getScriptObjectID() const { return 0; }
|
||||
int getScriptObjectID() const {
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -1,29 +1,31 @@
|
||||
#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*> TrafficDirector::findAvailableNodes(
|
||||
AIGraphNode::NodeType type, const ViewCamera& camera, float radius) {
|
||||
std::vector<AIGraphNode*> available;
|
||||
available.reserve(20);
|
||||
|
||||
@ -33,28 +35,31 @@ std::vector< AIGraphNode* > TrafficDirector::findAvailableNodes(AIGraphNode::Nod
|
||||
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
|
||||
// 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) {
|
||||
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)) {
|
||||
// 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 {
|
||||
} else {
|
||||
it++;
|
||||
}
|
||||
}
|
||||
@ -62,10 +67,8 @@ std::vector< AIGraphNode* > TrafficDirector::findAvailableNodes(AIGraphNode::Nod
|
||||
return available;
|
||||
}
|
||||
|
||||
void TrafficDirector::setDensity(AIGraphNode::NodeType type, float density)
|
||||
{
|
||||
switch ( type )
|
||||
{
|
||||
void TrafficDirector::setDensity(AIGraphNode::NodeType type, float density) {
|
||||
switch (type) {
|
||||
case AIGraphNode::Vehicle:
|
||||
carDensity = density;
|
||||
break;
|
||||
@ -75,9 +78,10 @@ void TrafficDirector::setDensity(AIGraphNode::NodeType type, float density)
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
@ -117,8 +121,7 @@ std::vector<GameObject*> TrafficDirector::populateNearby(const ViewCamera& camer
|
||||
auto type = AIGraphNode::Pedestrian;
|
||||
auto available = findAvailableNodes(type, camera, radius);
|
||||
|
||||
if( availablePeds <= 0 )
|
||||
{
|
||||
if (availablePeds <= 0) {
|
||||
// We have already reached the limit of spawned traffic
|
||||
return {};
|
||||
}
|
||||
@ -132,28 +135,24 @@ std::vector<GameObject*> TrafficDirector::populateNearby(const ViewCamera& camer
|
||||
|
||||
int counter = availablePeds;
|
||||
// maxSpawn can be -1 for "as many as possible"
|
||||
if( maxSpawn > -1 )
|
||||
{
|
||||
if (maxSpawn > -1) {
|
||||
counter = std::min(availablePeds, maxSpawn);
|
||||
}
|
||||
|
||||
for ( AIGraphNode* spawn : available )
|
||||
{
|
||||
if( spawn->type != AIGraphNode::Pedestrian )
|
||||
{
|
||||
for (AIGraphNode* spawn : available) {
|
||||
if (spawn->type != AIGraphNode::Pedestrian) {
|
||||
continue;
|
||||
}
|
||||
if ( counter > -1 )
|
||||
{
|
||||
if ( counter == 0 )
|
||||
{
|
||||
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 ) );
|
||||
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);
|
||||
@ -164,9 +163,7 @@ std::vector<GameObject*> TrafficDirector::populateNearby(const ViewCamera& camer
|
||||
return created;
|
||||
}
|
||||
|
||||
void TrafficDirector::setPopulationLimits(int maxPeds, int maxCars)
|
||||
{
|
||||
void TrafficDirector::setPopulationLimits(int maxPeds, int maxCars) {
|
||||
maximumPedestrians = maxPeds;
|
||||
maximumCars = maxCars;
|
||||
}
|
||||
|
||||
|
@ -11,13 +11,13 @@ 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);
|
||||
std::vector<AIGraphNode*> findAvailableNodes(AIGraphNode::NodeType type,
|
||||
const ViewCamera& camera,
|
||||
float radius);
|
||||
|
||||
void setDensity(AIGraphNode::NodeType type, float density);
|
||||
|
||||
@ -27,7 +27,8 @@ public:
|
||||
* @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<GameObject*> populateNearby(const ViewCamera& camera,
|
||||
float radius, int maxSpawn = -1);
|
||||
|
||||
/**
|
||||
* Sets the maximum number of pedestrians and cars in the traffic system
|
||||
|
Loading…
Reference in New Issue
Block a user