mirror of
https://github.com/ProjectDreamland/area51.git
synced 2024-11-01 03:01:49 +01:00
324 lines
No EOL
7.8 KiB
C++
324 lines
No EOL
7.8 KiB
C++
#include "TurretBrain.hpp"
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static f32 k_TimeBetweenLOSChecks = 2.0f;
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//=========================================================================
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turret_brain::turret_brain()
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{
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m_TurretGuid = 0;
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m_TargetGuid = 0;
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m_W2L.Identity();
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m_SensorPos.Set(0,0,0);
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m_LocalTargetDir(0,0,1);
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m_SenseRadius = 0;
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m_FireRadius = 0;
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m_LOSCheckTimer = 0;
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m_ObjSlotForLastLOSCheck = SLOT_NULL;
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m_bLastLOSPassed = FALSE;
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}
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//=========================================================================
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void turret_brain::SetTargetGuid ( guid Guid )
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{
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m_TargetGuid = Guid;
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}
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//=========================================================================
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void turret_brain::SetTurretGuid( guid Guid )
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{
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m_TurretGuid = Guid;
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}
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//=========================================================================
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void turret_brain::SetL2W( const matrix4& L2W )
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{
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m_W2L = L2W;
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m_W2L.Invert();
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}
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//=========================================================================
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turret_brain::tracking_status turret_brain::UpdateTracking ( f32 DeltaTime )
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{
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(void)DeltaTime;
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if (m_TargetGuid == 0)
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return TRACK_NO_TARGET;
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if (!CanSenseTarget() && !CanFireAtTarget())
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{
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SetTargetGuid(0);
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return TRACK_NO_TARGET;
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}
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if (!IsTargetValid())
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{
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SetTargetGuid(0);
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return TRACK_NO_TARGET;
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}
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/*
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// Make sure target is in FOF
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vector3 Pt = GetObjectAimAt( m_TargetGuid );
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if (GetAimScoreForPoint( Pt ) < 0)
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{
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SetTargetGuid(0);
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return TRACK_OUTSIDE_FOF;
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}
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*/
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vector3 TargetPos = GetObjectAimAt( m_TargetGuid );
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// We want to work with position and angles in local turret space
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TargetPos = m_W2L.Transform( TargetPos );
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m_SensorPos = m_W2L.Transform( m_SensorPos );
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vector3 Delta = TargetPos - m_SensorPos;
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m_LocalTargetDir = Delta;
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m_LocalTargetDir.Normalize();
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radian Yaw,Pitch;
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Delta.GetPitchYaw(Pitch,Yaw);
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// Look for out of range condition
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Delta.Y = 0;
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f32 Dist = Delta.Length();
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if (Dist > MAX( m_FireRadius, m_SenseRadius ))
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return TRACK_NO_TARGET;
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Yaw += R_180;
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return TRACK_AIMING;
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}
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//=========================================================================
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radian3 turret_brain::GetRotations( void ) const
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{
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radian3 Ret(0,0,0);
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return Ret;
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}
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//=========================================================================
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void turret_brain::SetSensorPos( const vector3& SensorPos )
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{
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m_SensorPos = SensorPos;
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}
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//=========================================================================
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vector3 turret_brain::GetObjectAimAt( guid Guid, actor::eOffsetPos OfsPos) const
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{
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if (Guid == 0)
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return vector3(0,0,0);
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object* pObj = g_ObjMgr.GetObjectByGuid( Guid );
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if (NULL == pObj)
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return vector3(0,0,0);
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vector3 TargetPos = pObj->GetBBox().GetCenter();
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if (pObj->IsKindOf( actor::GetRTTI() ) )
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{
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actor& Actor = actor::GetSafeType( *pObj );
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TargetPos = Actor.GetPositionWithOffset( OfsPos );
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}
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return TargetPos;
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}
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//=========================================================================
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f32 turret_brain::DistToObjectAimAt( guid Guid ) const
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{
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vector3 Target = GetObjectAimAt( Guid );
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return (Target - m_SensorPos).Length();
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}
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//=========================================================================
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xbool turret_brain::CanSenseTarget( void )
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{
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if ( DistToObjectAimAt( m_TargetGuid ) > m_SenseRadius )
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return FALSE;
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if ( !CheckLOS( m_TargetGuid ) )
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return FALSE;
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return TRUE;
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}
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//=========================================================================
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xbool turret_brain::CanFireAtTarget( void )
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{
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if ( DistToObjectAimAt( m_TargetGuid ) > m_FireRadius )
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return FALSE;
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if ( !CheckLOS( m_TargetGuid ) )
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return FALSE;
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return TRUE;
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}
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//=========================================================================
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xbool turret_brain::IsTargetInRange( void ) const
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{
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f32 Dist = DistToObjectAimAt( m_TargetGuid );
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if ( (Dist > m_FireRadius) && (Dist > m_SenseRadius) )
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return FALSE;
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return TRUE;
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}
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//=========================================================================
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xbool turret_brain:: CheckLOS( const vector3& Pt ) const
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{
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g_CollisionMgr.LineOfSightSetup( m_TurretGuid, m_SensorPos, Pt );
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g_CollisionMgr.AddToIgnoreList( m_TurretGuid );
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g_CollisionMgr.AddToIgnoreList( m_TargetGuid );
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g_CollisionMgr.CheckCollisions( object::TYPE_ALL_TYPES, object::ATTR_COLLIDABLE, (object::object_attr)(object::ATTR_COLLISION_PERMEABLE | object::ATTR_LIVING) );
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//no collisions, move the object.
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if( g_CollisionMgr.m_nCollisions == 0 )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================================
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xbool turret_brain::CheckLOS( guid Guid )
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{
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slot_id SID = g_ObjMgr.GetSlotFromGuid( Guid );
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if ( SID == SLOT_NULL )
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return FALSE;
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if (m_LOSCheckTimer > k_TimeBetweenLOSChecks)
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{
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m_LOSCheckTimer = 0;
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m_ObjSlotForLastLOSCheck = SLOT_NULL;
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}
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if ( SID == m_ObjSlotForLastLOSCheck )
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return m_bLastLOSPassed;
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vector3 TargetPos = GetObjectAimAt( Guid );
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m_bLastLOSPassed = CheckLOS( TargetPos );
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m_ObjSlotForLastLOSCheck = SID;
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return m_bLastLOSPassed;
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}
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//=========================================================================
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xbool turret_brain::IsTargetValid( void ) const
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{
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if (m_TargetGuid == 0)
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return FALSE;
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object* pObj = g_ObjMgr.GetObjectByGuid( m_TargetGuid );
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if (NULL == pObj)
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return FALSE;
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ASSERT( pObj );
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if (pObj->IsKindOf( actor::GetRTTI() ) )
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{
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actor& Actor = actor::GetSafeType( *pObj );
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return !!(Actor.GetParametricHealth() > 0);
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}
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return TRUE;
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}
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//=========================================================================
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void turret_brain::OnEnumProp( prop_enum& List )
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{
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List.AddFloat ( "Alert Distance", "How far can the turret sense targets", PROP_TYPE_EXPOSE );
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List.AddFloat ( "Firing Distance", "How far can the turret shoot", PROP_TYPE_EXPOSE );
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}
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//=============================================================================
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xbool turret_brain::OnProperty( prop_query& I )
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{
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(void)I;
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/*
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if( I.VarAngle( "Pitch Speed", m_PitchSpeed ) )
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return TRUE;
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else
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if( I.VarAngle( "Yaw Speed", m_YawSpeed ) )
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return TRUE;
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else
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if( I.VarAngle( "Pitch Up Limit", m_PitchUpLimit) )
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{
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m_PitchUpLimit = MIN(R_90,MAX(R_0,m_PitchUpLimit));
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if ((m_PitchDownLimit + m_PitchUpLimit) < (R_360 * 0.995))
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m_bPitchLimited = TRUE;
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else
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m_bPitchLimited = FALSE;
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return TRUE;
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}
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else
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if( I.VarAngle( "Pitch Down Limit", m_PitchDownLimit ) )
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{
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m_PitchDownLimit = MIN(R_90,MAX(R_0,m_PitchDownLimit));
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if ((m_PitchDownLimit + m_PitchUpLimit) < (R_360 * 0.995))
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m_bPitchLimited = TRUE;
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else
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m_bPitchLimited = FALSE;
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return TRUE;
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}
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else
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if( I.VarAngle( "Yaw Right Limit", m_YawRightLimit) )
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{
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if (m_YawRightLimit + m_YawLeftLimit > R_360)
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m_YawLeftLimit = R_360 - m_YawRightLimit;
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if ((m_YawLeftLimit + m_YawRightLimit) < (R_360 * 0.995))
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m_bYawLimited = TRUE;
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else
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m_bYawLimited = FALSE;
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return TRUE;
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}
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else
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if( I.VarAngle( "Yaw Left Limit", m_YawLeftLimit ) )
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{
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if (m_YawRightLimit + m_YawLeftLimit > R_360)
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m_YawRightLimit = R_360 - m_YawLeftLimit;
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if ((m_YawLeftLimit + m_YawRightLimit) < (R_360 * 0.995))
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m_bYawLimited = TRUE;
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else
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m_bYawLimited = FALSE;
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return TRUE;
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}
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*/
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return( FALSE );
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} |