Moved the path selection and track quad determination code from
default_ai_controller to ai_base_controller. This way all controllers (esp end controller) benefit from the fix in quad determination without having to apply the same patch in several files. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@6489 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
parent
27477ea270
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8d40c65190
@ -34,11 +34,93 @@ AIBaseController::AIBaseController(Kart *kart,
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m_kart = kart;
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m_kart_length = m_kart->getKartModel()->getLength();
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m_kart_width = m_kart->getKartModel()->getWidth();
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m_world = dynamic_cast<LinearWorld*>(World::getWorld());
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m_track = m_world->getTrack();
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m_quad_graph = &m_track->getQuadGraph();
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if(race_manager->getMinorMode()!=RaceManager::MINOR_MODE_3_STRIKES)
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{
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m_world = dynamic_cast<LinearWorld*>(World::getWorld());
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m_track = m_world->getTrack();
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m_quad_graph = &m_track->getQuadGraph();
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m_next_node_index.reserve(m_quad_graph->getNumNodes());
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m_successor_index.reserve(m_quad_graph->getNumNodes());
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std::vector<unsigned int> next;
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for(unsigned int i=0; i<m_quad_graph->getNumNodes(); i++)
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{
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next.clear();
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m_quad_graph->getSuccessors(i, next);
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// For now pick one part on random, which is not adjusted during the
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// race. Long term statistics might be gathered to determine the
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// best way, potentially depending on race position etc.
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int indx = rand() % next.size();
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m_successor_index.push_back(indx);
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m_next_node_index.push_back(next[indx]);
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}
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const unsigned int look_ahead=10;
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// Now compute for each node in the graph the list of the next 'look_ahead'
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// graph nodes. This is the list of node that is tested in checkCrashes.
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// If the look_ahead is too big, the AI can skip loops (see
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// QuadGraph::findRoadSector for details), if it's too short the AI won't
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// find too good a driveline. Note that in general this list should
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// be computed recursively, but since the AI for now is using only
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// (randomly picked) path this is fine
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m_all_look_aheads.reserve(m_quad_graph->getNumNodes());
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for(unsigned int i=0; i<m_quad_graph->getNumNodes(); i++)
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{
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std::vector<int> l;
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int current = i;
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for(unsigned int j=0; j<look_ahead; j++)
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{
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l.push_back(m_next_node_index[current]);
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current = m_next_node_index[current];
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} // for j<look_ahead
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m_all_look_aheads.push_back(l);
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}
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}
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else
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{
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// Those variables are not defined in a battle mode (m_world is
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// a linear world, since it assumes the existance of drivelines)
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m_world = NULL;
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m_track = NULL;
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m_quad_graph = NULL;
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m_next_node_index.clear();
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m_all_look_aheads.clear();
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m_successor_index.clear();
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} // if battle mode
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} // AIBaseController
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//-----------------------------------------------------------------------------
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void AIBaseController::update(float dt)
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{
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Controller::update(dt);
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if(m_quad_graph)
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{
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// Update the current node:
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int old_node = m_track_node;
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if(m_track_node!=QuadGraph::UNKNOWN_SECTOR)
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{
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m_quad_graph->findRoadSector(m_kart->getXYZ(), &m_track_node,
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&m_all_look_aheads[m_track_node]);
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}
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// If we can't find a proper place on the track, to a broader search
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// on off-track locations.
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if(m_track_node==QuadGraph::UNKNOWN_SECTOR)
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{
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m_track_node = m_quad_graph->findOutOfRoadSector(m_kart->getXYZ());
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}
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// IF the AI is off track (or on a branch of the track it did not
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// select to be on), keep the old position.
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if(m_track_node==QuadGraph::UNKNOWN_SECTOR ||
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m_next_node_index[m_track_node]==-1)
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m_track_node = old_node;
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}
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} // update
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//-----------------------------------------------------------------------------
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/** Returns the next sector of the given sector index. This is used
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* for branches in the quad graph to select which way the AI kart should
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@ -55,6 +55,25 @@ protected:
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/** The graph of qudas of this track. */
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const QuadGraph *m_quad_graph;
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/** The current node the kart is on. This can be different from the value
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* in LinearWorld, since it takes the chosen path of the AI into account
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* (e.g. the closest point in LinearWorld might be on a branch not
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* chosen by the AI). */
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int m_track_node;
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/** Which of the successors of a node was selected by the AI. */
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std::vector<int> m_successor_index;
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/** For each node in the graph this list contains the chosen next node.
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* For normal lap track without branches we always have
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* m_next_node_index[i] = (i+1) % size;
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* but if a branch is possible, the AI will select one option here.
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* If the node is not used, m_next_node_index will be -1. */
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std::vector<int> m_next_node_index;
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/** For each graph node this list contains a list of the next X
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* graph nodes. */
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std::vector<std::vector<int> > m_all_look_aheads;
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virtual void update (float delta) ;
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float steerToAngle (const unsigned int sector, const float angle);
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float steerToPoint (const Vec3 &point);
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float normalizeAngle(float angle);
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@ -48,43 +48,6 @@
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DefaultAIController::DefaultAIController(Kart *kart) : AIBaseController(kart)
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{
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m_next_node_index.reserve(m_quad_graph->getNumNodes());
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m_successor_index.reserve(m_quad_graph->getNumNodes());
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std::vector<unsigned int> next;
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for(unsigned int i=0; i<m_quad_graph->getNumNodes(); i++)
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{
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next.clear();
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m_quad_graph->getSuccessors(i, next);
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// For now pick one part on random, which is not adjusted during the
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// race. Long term statistics might be gathered to determine the
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// best way, potentially depending on race position etc.
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int indx = rand() % next.size();
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m_successor_index.push_back(indx);
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m_next_node_index.push_back(next[indx]);
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}
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const unsigned int look_ahead=10;
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// Now compute for each node in the graph the list of the next 'look_ahead'
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// graph nodes. This is the list of node that is tested in checkCrashes.
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// If the look_ahead is too big, the AI can skip loops (see
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// QuadGraph::findRoadSector for details), if it's too short the AI won't
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// find too good a driveline. Note that in general this list should
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// be computed recursively, but since the AI for now is using only
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// (randomly picked) path this is fine
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m_all_look_aheads.reserve(m_quad_graph->getNumNodes());
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for(unsigned int i=0; i<m_quad_graph->getNumNodes(); i++)
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{
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std::vector<int> l;
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int current = i;
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for(unsigned int j=0; j<look_ahead; j++)
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{
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l.push_back(m_next_node_index[current]);
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current = m_next_node_index[current];
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} // for j<look_ahead
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m_all_look_aheads.push_back(l);
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}
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// Reset must be called after m_quad_graph etc. is set up
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reset();
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@ -166,7 +129,7 @@ void DefaultAIController::reset()
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m_kart_behind = NULL;
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m_distance_behind = 0.0f;
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Controller::reset();
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AIBaseController::reset();
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m_track_node = QuadGraph::UNKNOWN_SECTOR;
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m_quad_graph->findRoadSector(m_kart->getXYZ(), &m_track_node);
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if(m_track_node==QuadGraph::UNKNOWN_SECTOR)
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@ -214,36 +177,17 @@ void DefaultAIController::update(float dt)
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return;
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#endif
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// Update the current node:
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int old_node = m_track_node;
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if(m_track_node!=QuadGraph::UNKNOWN_SECTOR)
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{
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m_quad_graph->findRoadSector(m_kart->getXYZ(), &m_track_node,
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&m_all_look_aheads[m_track_node]);
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}
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// If we can't find a proper place on the track, to a broader search
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// on off-track locations.
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if(m_track_node==QuadGraph::UNKNOWN_SECTOR)
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{
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m_track_node = m_quad_graph->findOutOfRoadSector(m_kart->getXYZ());
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}
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// IF the AI is off track (or on a branch of the track it did not
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// select to be on), keep the old position.
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if(m_track_node==QuadGraph::UNKNOWN_SECTOR ||
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m_next_node_index[m_track_node]==-1)
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m_track_node = old_node;
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// The client does not do any AI computations.
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if(network_manager->getMode()==NetworkManager::NW_CLIENT)
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{
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Controller::update(dt);
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AIBaseController::update(dt);
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return;
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}
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if( m_world->isStartPhase() )
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{
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handleRaceStart();
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Controller::update(dt);
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AIBaseController::update(dt);
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return;
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}
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@ -316,7 +260,7 @@ void DefaultAIController::update(float dt)
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}
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/*And obviously general kart stuff*/
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Controller::update(dt);
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AIBaseController::update(dt);
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m_collided = false;
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} // update
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@ -114,24 +114,6 @@ private:
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float m_curve_target_speed;
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float m_curve_angle;
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/** The current node the kart is on. This can be different from the value
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* in LinearWorld, since it takes the chosen path of the AI into account
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* (e.g. the closest point in LinearWorld might be on a branch not
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* chosen by the AI). */
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int m_track_node;
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/** Which of the successors of a node was selected by the AI. */
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std::vector<int> m_successor_index;
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/** For each node in the graph this list contains the chosen next node.
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* For normal lap track without branches we always have
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* m_next_node_index[i] = (i+1) % size;
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* but if a branch is possible, the AI will select one option here.
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* If the node is not used, m_next_node_index will be -1. */
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std::vector<int> m_next_node_index;
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/** For each graph node this list contains a list of the next X
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* graph nodes. */
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std::vector<std::vector<int> > m_all_look_aheads;
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float m_time_since_stuck;
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int m_start_kart_crash_direction; //-1 = left, 1 = right, 0 = no crash.
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EndController::EndController(Kart *kart, StateManager::ActivePlayer *player)
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: AIBaseController(kart, player)
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{
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m_next_node_index.reserve(m_quad_graph->getNumNodes());
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m_successor_index.reserve(m_quad_graph->getNumNodes());
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std::vector<unsigned int> next;
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for(unsigned int i=0; i<m_quad_graph->getNumNodes(); i++)
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if(race_manager->getMinorMode()!=RaceManager::MINOR_MODE_3_STRIKES)
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{
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// 0 is always a valid successor - so even if the kart should end
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// up by accident on a non-selected path, it will keep on working.
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m_successor_index.push_back(0);
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next.clear();
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m_quad_graph->getSuccessors(i, next);
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m_next_node_index.push_back(next[0]);
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}
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const unsigned int look_ahead=10;
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// Now compute for each node in the graph the list of the next 'look_ahead'
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// graph nodes. This is the list of node that is tested in checkCrashes.
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// If the look_ahead is too big, the AI can skip loops (see
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// QuadGraph::findRoadSector for details), if it's too short the AI won't
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// find too good a driveline. Note that in general this list should
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// be computed recursively, but since the AI for now is using only
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// (randomly picked) path this is fine
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m_all_look_aheads.reserve(m_quad_graph->getNumNodes());
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for(unsigned int i=0; i<m_quad_graph->getNumNodes(); i++)
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{
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std::vector<int> l;
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int current = i;
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for(unsigned int j=0; j<look_ahead; j++)
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// Overwrite the random selected default path from AIBaseController
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// with a path that always picks the first branch (i.e. it follows
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// the main driveline).
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std::vector<unsigned int> next;
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for(unsigned int i=0; i<m_quad_graph->getNumNodes(); i++)
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{
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l.push_back(m_next_node_index[current]);
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current = m_next_node_index[current];
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} // for j<look_ahead
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m_all_look_aheads.push_back(l);
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}
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// 0 is always a valid successor - so even if the kart should end
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// up by accident on a non-selected path, it will keep on working.
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m_successor_index[i] = 0;
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next.clear();
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m_quad_graph->getSuccessors(i, next);
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m_next_node_index[i] = next[0];
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}
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const unsigned int look_ahead=10;
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// Now compute for each node in the graph the list of the next 'look_ahead'
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// graph nodes. This is the list of node that is tested in checkCrashes.
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// If the look_ahead is too big, the AI can skip loops (see
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// QuadGraph::findRoadSector for details), if it's too short the AI won't
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// find too good a driveline. Note that in general this list should
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// be computed recursively, but since the AI for now is using only
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// (randomly picked) path this is fine
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for(unsigned int i=0; i<m_quad_graph->getNumNodes(); i++)
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{
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std::vector<int> l;
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int current = i;
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for(unsigned int j=0; j<look_ahead; j++)
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{
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l.push_back(m_next_node_index[current]);
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current = m_next_node_index[current];
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} // for j<look_ahead
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m_all_look_aheads[i] = l;
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}
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} // if not battle mode
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// Reset must be called after m_quad_graph etc. is set up
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reset();
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@ -111,18 +115,23 @@ EndController::~EndController()
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//-----------------------------------------------------------------------------
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void EndController::reset()
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{
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m_crash_time = 0.0f;
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m_time_since_stuck = 0.0f;
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AIBaseController::reset();
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Controller::reset();
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m_track_node = QuadGraph::UNKNOWN_SECTOR;
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m_quad_graph->findRoadSector(m_kart->getXYZ(), &m_track_node);
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m_crash_time = 0.0f;
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m_time_since_stuck = 0.0f;
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// Node that this can happen quite easily, e.g. an AI kart is
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// taken over by the end controller while it is off track.
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if(m_track_node==QuadGraph::UNKNOWN_SECTOR)
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m_track_node = QuadGraph::UNKNOWN_SECTOR;
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// In battle mode there is no quad graph, so nothing to do in this case
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if(m_quad_graph)
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{
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m_track_node = m_quad_graph->findOutOfRoadSector(m_kart->getXYZ());
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m_quad_graph->findRoadSector(m_kart->getXYZ(), &m_track_node);
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// Node that this can happen quite easily, e.g. an AI kart is
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// taken over by the end controller while it is off track.
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if(m_track_node==QuadGraph::UNKNOWN_SECTOR)
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{
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m_track_node = m_quad_graph->findOutOfRoadSector(m_kart->getXYZ());
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}
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}
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} // reset
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@ -146,23 +155,17 @@ void EndController::update(float dt)
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m_controls->m_brake = false;
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m_controls->m_accel = 1.0f;
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// Update the current node:
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if(m_track_node!=QuadGraph::UNKNOWN_SECTOR)
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{
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int old_node = m_track_node;
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m_quad_graph->findRoadSector(m_kart->getXYZ(), &m_track_node,
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&m_all_look_aheads[m_track_node]);
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// IF the AI is off track (or on a branch of the track it did not
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// select to be on), keep the old position.
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if(m_track_node==QuadGraph::UNKNOWN_SECTOR ||
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m_next_node_index[m_track_node]==-1)
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m_track_node = old_node;
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}
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if(m_track_node==QuadGraph::UNKNOWN_SECTOR)
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{
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m_track_node = m_quad_graph->findOutOfRoadSector(m_kart->getXYZ());
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}
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AIBaseController::update(dt);
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// In case of battle mode: don't do anything
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if(race_manager->getMinorMode()==RaceManager::MINOR_MODE_3_STRIKES)
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{
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m_controls->m_accel = 0.0f;
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// Brake while we are still driving forwards (if we keep
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// on braking, the kart will reverse otherwise)
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m_controls->m_brake = m_kart->getSpeed()>0;
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return;
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}
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/*Get information that is needed by more than 1 of the handling funcs*/
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//Detect if we are going to crash with the track and/or kart
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int steps = 0;
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@ -172,9 +175,6 @@ void EndController::update(float dt)
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/*Response handling functions*/
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handleSteering(dt);
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handleRescue(dt);
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/*And obviously general kart stuff*/
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Controller::update(dt);
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} // update
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//-----------------------------------------------------------------------------
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@ -58,24 +58,6 @@ private:
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//if the AI has been crashing for some time, use the rescue.
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float m_crash_time;
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/** The current node the kart is on. This can be different from the value
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* in LinearWorld, since it takes the chosen path of the AI into account
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* (e.g. the closest point in LinearWorld might be on a branch not
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* chosen by the AI). */
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int m_track_node;
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/** Which of the successors of a node was selected by the AI. */
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std::vector<int> m_successor_index;
|
||||
/** For each node in the graph this list contains the chosen next node.
|
||||
* For normal lap track without branches we always have
|
||||
* m_next_node_index[i] = (i+1) % size;
|
||||
* but if a branch is possible, the AI will select one option here.
|
||||
* If the node is not used, m_next_node_index will be -1. */
|
||||
std::vector<int> m_next_node_index;
|
||||
/** For each graph node this list contains a list of the next X
|
||||
* graph nodes. */
|
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std::vector<std::vector<int> > m_all_look_aheads;
|
||||
|
||||
float m_time_since_stuck;
|
||||
|
||||
/** For debugging purpose: a sphere indicating where the AI
|
||||
|
@ -48,43 +48,6 @@
|
||||
|
||||
NewAIController::NewAIController(Kart *kart) : AIBaseController(kart)
|
||||
{
|
||||
m_next_node_index.reserve(m_quad_graph->getNumNodes());
|
||||
m_successor_index.reserve(m_quad_graph->getNumNodes());
|
||||
std::vector<unsigned int> next;
|
||||
|
||||
for(unsigned int i=0; i<m_quad_graph->getNumNodes(); i++)
|
||||
{
|
||||
next.clear();
|
||||
m_quad_graph->getSuccessors(i, next);
|
||||
// For now pick one part on random, which is not adjusted during the
|
||||
// race. Long term statistics might be gathered to determine the
|
||||
// best way, potentially depending on race position etc.
|
||||
int indx = rand() % next.size();
|
||||
m_successor_index.push_back(indx);
|
||||
m_next_node_index.push_back(next[indx]);
|
||||
|
||||
}
|
||||
|
||||
const unsigned int look_ahead=10;
|
||||
// Now compute for each node in the graph the list of the next 'look_ahead'
|
||||
// graph nodes. This is the list of node that is tested in checkCrashes.
|
||||
// If the look_ahead is too big, the AI can skip loops (see
|
||||
// QuadGraph::findRoadSector for details), if it's too short the AI won't
|
||||
// find too good a driveline. Note that in general this list should
|
||||
// be computed recursively, but since the AI for now is using only
|
||||
// (randomly picked) path this is fine
|
||||
m_all_look_aheads.reserve(m_quad_graph->getNumNodes());
|
||||
for(unsigned int i=0; i<m_quad_graph->getNumNodes(); i++)
|
||||
{
|
||||
std::vector<int> l;
|
||||
int current = i;
|
||||
for(unsigned int j=0; j<look_ahead; j++)
|
||||
{
|
||||
l.push_back(m_next_node_index[current]);
|
||||
current = m_next_node_index[current];
|
||||
} // for j<look_ahead
|
||||
m_all_look_aheads.push_back(l);
|
||||
}
|
||||
// Reset must be called after m_quad_graph etc. is set up
|
||||
reset();
|
||||
|
||||
@ -157,37 +120,18 @@ unsigned int NewAIController::getNextSector(unsigned int index)
|
||||
//line, then move forward while turning.
|
||||
void NewAIController::update(float dt)
|
||||
{
|
||||
AIBaseController::update(dt);
|
||||
// This is used to enable firing an item backwards.
|
||||
m_controls->m_look_back = false;
|
||||
m_controls->m_nitro = false;
|
||||
|
||||
// Update the current node:
|
||||
if(m_track_node!=QuadGraph::UNKNOWN_SECTOR)
|
||||
{
|
||||
int old_node = m_track_node;
|
||||
m_quad_graph->findRoadSector(m_kart->getXYZ(), &m_track_node,
|
||||
&m_all_look_aheads[m_track_node]);
|
||||
// IF the AI is off track (or on a branch of the track it did not
|
||||
// select to be on), keep the old position.
|
||||
if(m_track_node==QuadGraph::UNKNOWN_SECTOR ||
|
||||
m_next_node_index[m_track_node]==-1)
|
||||
m_track_node = old_node;
|
||||
}
|
||||
if(m_track_node==QuadGraph::UNKNOWN_SECTOR)
|
||||
{
|
||||
m_track_node = m_quad_graph->findOutOfRoadSector(m_kart->getXYZ());
|
||||
}
|
||||
// The client does not do any AI computations.
|
||||
if(network_manager->getMode()==NetworkManager::NW_CLIENT)
|
||||
{
|
||||
Controller::update(dt);
|
||||
return;
|
||||
}
|
||||
|
||||
if( m_world->isStartPhase() )
|
||||
{
|
||||
handleRaceStart();
|
||||
Controller::update(dt);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -258,9 +202,6 @@ void NewAIController::update(float dt)
|
||||
m_controls->m_fire = true;
|
||||
}
|
||||
}
|
||||
|
||||
/*And obviously general kart stuff*/
|
||||
Controller::update(dt);
|
||||
m_collided = false;
|
||||
} // update
|
||||
|
||||
@ -876,7 +817,7 @@ void NewAIController::reset()
|
||||
m_kart_behind = NULL;
|
||||
m_distance_behind = 0.0f;
|
||||
m_track_node = QuadGraph::UNKNOWN_SECTOR;
|
||||
Controller::reset();
|
||||
AIBaseController::reset();
|
||||
m_quad_graph->findRoadSector(m_kart->getXYZ(), &m_track_node);
|
||||
if(m_track_node==QuadGraph::UNKNOWN_SECTOR)
|
||||
{
|
||||
|
@ -107,26 +107,6 @@ private:
|
||||
float m_curve_target_speed;
|
||||
float m_curve_angle;
|
||||
|
||||
/** The current node the kart is on. This can be different from the value
|
||||
* in LinearWorld, since it takes the chosen path of the AI into account
|
||||
* (e.g. the closest point in LinearWorld might be on a branch not
|
||||
* chosen by the AI). */
|
||||
int m_track_node;
|
||||
|
||||
/** Which of the successors of a node was selected by the AI. */
|
||||
std::vector<int> m_successor_index;
|
||||
|
||||
/** For each node in the graph this list contains the chosen next node.
|
||||
* For normal lap track without branches we always have
|
||||
* m_next_node_index[i] = (i+1) % size;
|
||||
* but if a branch is possible, the AI will select one option here.
|
||||
* If the node is not used, m_next_node_index will be -1. */
|
||||
std::vector<int> m_next_node_index;
|
||||
|
||||
/** For each graph node this list contains a list of the next X
|
||||
* graph nodes. */
|
||||
std::vector<std::vector<int> > m_all_look_aheads;
|
||||
|
||||
/** The point the kart was aiming at when it was on track last. */
|
||||
Vec3 m_last_target_point;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user