Make swatter works better

This commit is contained in:
Benau 2015-12-07 02:27:21 +08:00
parent b92395533e
commit ba706f4476
5 changed files with 127 additions and 49 deletions

View File

@ -59,7 +59,7 @@ BattleAI::BattleAI(AbstractKart *kart,
reset(); reset();
#ifdef AI_DEBUG #ifdef AI_DEBUG
video::SColor col_debug(128, 128,0,0); video::SColor col_debug(128, 128, 0, 0);
m_debug_sphere = irr_driver->addSphere(1.0f, col_debug); m_debug_sphere = irr_driver->addSphere(1.0f, col_debug);
m_debug_sphere->setVisible(true); m_debug_sphere->setVisible(true);
#endif #endif
@ -100,15 +100,17 @@ void BattleAI::reset()
m_current_node = BattleGraph::UNKNOWN_POLY; m_current_node = BattleGraph::UNKNOWN_POLY;
m_target_node = BattleGraph::UNKNOWN_POLY; m_target_node = BattleGraph::UNKNOWN_POLY;
m_closest_kart_node = BattleGraph::UNKNOWN_POLY; m_closest_kart_node = BattleGraph::UNKNOWN_POLY;
m_closest_kart_point = Vec3(0,0,0); m_closest_kart_point = Vec3(0, 0, 0);
m_closest_kart_pos_data = {0}; m_closest_kart_pos_data = {0};
m_cur_kart_pos_data = {0}; m_cur_kart_pos_data = {0};
m_is_stuck = false; m_is_stuck = false;
m_is_uturn = false; m_is_uturn = false;
m_target_point = Vec3(0,0,0); m_is_steering_overridden = false;
m_target_point = Vec3(0, 0, 0);
m_time_since_last_shot = 0.0f; m_time_since_last_shot = 0.0f;
m_time_since_reversing = 0.0f;
m_time_since_driving = 0.0f; m_time_since_driving = 0.0f;
m_time_since_reversing = 0.0f;
m_time_since_steering_overridden = 0.0f;
m_time_since_uturn = 0.0f; m_time_since_uturn = 0.0f;
m_on_node.clear(); m_on_node.clear();
m_path_corners.clear(); m_path_corners.clear();
@ -142,7 +144,7 @@ void BattleAI::update(float dt)
checkIfStuck(dt); checkIfStuck(dt);
if (m_is_stuck && !m_is_uturn) if (m_is_stuck && !m_is_uturn)
{ {
setSteering(0.0f,dt); setSteering(0.0f, dt);
if (fabsf(m_kart->getSpeed()) > if (fabsf(m_kart->getSpeed()) >
(m_kart->getKartProperties()->getMaxSpeed() / 5) (m_kart->getKartProperties()->getMaxSpeed() / 5)
@ -165,9 +167,13 @@ void BattleAI::update(float dt)
findClosestKart(true); findClosestKart(true);
findTarget(); findTarget();
handleItems(dt); handleItems(dt);
handleSwatter();
if (m_kart->getSpeed() > 15.0f) if (m_kart->getSpeed() > 15.0f && m_cur_kart_pos_data.angle < 0.2f)
{
// Only use nitro when target is straight
m_controls->m_nitro = true; m_controls->m_nitro = true;
}
if (m_is_uturn) if (m_is_uturn)
{ {
@ -198,14 +204,16 @@ void BattleAI::checkIfStuck(const float dt)
m_on_node.insert(m_current_node); m_on_node.insert(m_current_node);
m_time_since_driving += dt; m_time_since_driving += dt;
if (m_time_since_driving >= if ((m_time_since_driving >=
(m_cur_difficulty == RaceManager::DIFFICULTY_EASY ? 2.0f : 1.5f) (m_cur_difficulty == RaceManager::DIFFICULTY_EASY ? 2.0f : 1.5f)
&& m_on_node.size() < 2 && !m_is_uturn && && m_on_node.size() < 2 && !m_is_uturn &&
fabsf(m_kart->getSpeed()) < 3.0f) fabsf(m_kart->getSpeed()) < 3.0f) || isStuck() == true)
{ {
// Check whether a kart stay on the same node for a period of time // Check whether a kart stay on the same node for a period of time
// Or crashed 3 times
m_on_node.clear(); m_on_node.clear();
m_time_since_driving = 0.0f; m_time_since_driving = 0.0f;
AIBaseController::reset();
m_is_stuck = true; m_is_stuck = true;
} }
else if (m_time_since_driving >= else if (m_time_since_driving >=
@ -220,16 +228,25 @@ void BattleAI::checkIfStuck(const float dt)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void BattleAI::checkPosition(const Vec3 &point, posData *pos_data) void BattleAI::checkPosition(const Vec3 &point, posData *pos_data)
{ {
btQuaternion q(btVector3(0,1,0), -m_kart->getHeading()); // Convert to local coordinates from the point of view of current kart
btQuaternion q(btVector3(0, 1, 0), -m_kart->getHeading());
Vec3 p = point - m_kart->getXYZ(); Vec3 p = point - m_kart->getXYZ();
Vec3 lc = quatRotate(q, p); Vec3 local_coordinates = quatRotate(q, p);
if (lc.getZ() < 0) // on_side: tell whether it's left or right hand side
if (local_coordinates.getX() < 0)
pos_data->on_side = true;
else
pos_data->on_side = false;
// behind: tell whether it's behind or not
if (local_coordinates.getZ() < 0)
pos_data->behind = true; pos_data->behind = true;
else else
pos_data->behind = false; pos_data->behind = false;
pos_data->angle = atan2(point.getX(), point.getZ()); pos_data->angle = atan2(fabsf(local_coordinates.getX()),
fabsf(local_coordinates.getZ()));
pos_data->distance = p.length_2d(); pos_data->distance = p.length_2d();
} // checkPosition } // checkPosition
@ -337,6 +354,8 @@ void BattleAI::handleAcceleration(const float dt)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void BattleAI::handleUTurn(const float dt) void BattleAI::handleUTurn(const float dt)
{ {
const float turn_side = (m_cur_kart_pos_data.on_side ? 1.0f : -1.0f);
if (fabsf(m_kart->getSpeed()) > if (fabsf(m_kart->getSpeed()) >
(m_kart->getKartProperties()->getMaxSpeed() / 5) (m_kart->getKartProperties()->getMaxSpeed() / 5)
&& m_kart->getSpeed() < 0) // Try to emulate reverse like human players && m_kart->getSpeed() < 0) // Try to emulate reverse like human players
@ -344,14 +363,16 @@ void BattleAI::handleUTurn(const float dt)
else else
m_controls->m_accel = -5.0f; m_controls->m_accel = -5.0f;
if (m_time_since_uturn >= 1.5f) if (m_time_since_uturn >=
setSteering(M_PI,dt); // Preventing keep going around circle (m_cur_difficulty == RaceManager::DIFFICULTY_EASY ? 2.0f : 1.5f))
setSteering(-(turn_side), dt); // Preventing keep going around circle
else else
setSteering(-1.0f,dt); setSteering(turn_side, dt);
m_time_since_uturn += dt; m_time_since_uturn += dt;
checkPosition(m_target_point, &m_cur_kart_pos_data); checkPosition(m_target_point, &m_cur_kart_pos_data);
if (!m_cur_kart_pos_data.behind || m_time_since_uturn > 3.0f) if (!m_cur_kart_pos_data.behind || m_time_since_uturn >
(m_cur_difficulty == RaceManager::DIFFICULTY_EASY ? 3.5f : 3.0f))
{ {
m_is_uturn = false; m_is_uturn = false;
m_time_since_uturn = 0.0f; m_time_since_uturn = 0.0f;
@ -369,6 +390,19 @@ void BattleAI::handleSteering(const float dt)
if (m_current_node == BattleGraph::UNKNOWN_POLY || if (m_current_node == BattleGraph::UNKNOWN_POLY ||
m_target_node == BattleGraph::UNKNOWN_POLY) return; m_target_node == BattleGraph::UNKNOWN_POLY) return;
if (m_is_steering_overridden)
{
// Steering is overridden to avoid collision with the target kart
m_time_since_steering_overridden += dt;
setSteering(-1.0f, dt);
if (m_time_since_steering_overridden > 0.5f)
{
m_is_steering_overridden = false;
m_time_since_steering_overridden = 0.0f;
}
return;
}
if (m_target_node == m_current_node) if (m_target_node == m_current_node)
{ {
// Very close to the item, steer directly // Very close to the item, steer directly
@ -383,7 +417,7 @@ void BattleAI::handleSteering(const float dt)
else else
{ {
float target_angle = steerToPoint(m_target_point); float target_angle = steerToPoint(m_target_point);
setSteering(target_angle,dt); setSteering(target_angle, dt);
} }
return; return;
} }
@ -406,7 +440,7 @@ void BattleAI::handleSteering(const float dt)
else else
{ {
float target_angle = steerToPoint(m_target_point); float target_angle = steerToPoint(m_target_point);
setSteering(target_angle,dt); setSteering(target_angle, dt);
} }
return; return;
} }
@ -414,11 +448,32 @@ void BattleAI::handleSteering(const float dt)
else else
{ {
// Do nothing (go straight) if no targets found // Do nothing (go straight) if no targets found
setSteering(0.0f,dt); setSteering(0.0f, dt);
return; return;
} }
} // handleSteering } // handleSteering
//-----------------------------------------------------------------------------
/** Make AI avoid collison with target as much as possible when attacking with
* swatter.
*/
void BattleAI::handleSwatter()
{
if (m_is_steering_overridden) return;
if (m_kart->getAttachment()->getType() == Attachment::ATTACH_SWATTER)
{
findClosestKart(false);
if (m_closest_kart_pos_data.angle < 0.25f &&
m_closest_kart_pos_data.distance < 5.0f)
{
// Check whether it's straight ahead towards target
m_is_steering_overridden = true;
}
}
} // handleSwatter
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
/** This function finds the polyon edges(portals) that the AI will cross before /** This function finds the polyon edges(portals) that the AI will cross before
* reaching its destination. We start from the current polygon and call * reaching its destination. We start from the current polygon and call
@ -578,6 +633,18 @@ void BattleAI::handleBraking()
{ {
m_controls->m_brake = false; m_controls->m_brake = false;
if (m_is_steering_overridden && m_kart->getSpeed() > 10.0f)
{
// Hard-brake for too fast
if (m_kart->getSpeed() > 15.0f)
{
m_controls->m_accel = -12.5f;
return;
}
m_controls->m_brake = true;
return;
}
// A kart will not brake when the speed is already slower than this // A kart will not brake when the speed is already slower than this
// value. This prevents a kart from going too slow (or even backwards) // value. This prevents a kart from going too slow (or even backwards)
// in tight curves. // in tight curves.
@ -622,7 +689,7 @@ void BattleAI::handleBraking()
float BattleAI::determineTurnRadius( std::vector<Vec3>& points ) float BattleAI::determineTurnRadius( std::vector<Vec3>& points )
{ {
// Declaring variables // Declaring variables
float a,b; float a, b;
irr::core::CMatrix4<float> A; irr::core::CMatrix4<float> A;
irr::core::CMatrix4<float> X; irr::core::CMatrix4<float> X;
irr::core::CMatrix4<float> B; irr::core::CMatrix4<float> B;
@ -630,22 +697,22 @@ float BattleAI::determineTurnRadius( std::vector<Vec3>& points )
//Populating matrices //Populating matrices
for (unsigned int i = 0; i < 3; i++) for (unsigned int i = 0; i < 3; i++)
{ {
A(i,0) = points[i].x()*points[i].x(); A(i, 0) = points[i].x()*points[i].x();
A(i,1) = points[i].x(); A(i, 1) = points[i].x();
A(i,2) = 1.0f; A(i, 2) = 1.0f;
A(i,3) = 0.0f; A(i, 3) = 0.0f;
} }
A(3,0) = A(3,1) = A(3,2) = 0.0f; A(3, 0) = A(3, 1) = A(3, 2) = 0.0f;
A(3,3) = 1.0f; A(3, 3) = 1.0f;
for (unsigned int i = 0; i < 3; i++) for (unsigned int i = 0; i < 3; i++)
{ {
B(i,0) = points[i].z(); B(i, 0) = points[i].z();
B(i,1) = 0.0f; B(i, 1) = 0.0f;
B(i,2) = 0.0f; B(i, 2) = 0.0f;
B(i,3) = 0.0f; B(i, 3) = 0.0f;
} }
B(3,0) = B(3,1) = B(3,2) = B(3,3) = 0.0f; B(3, 0) = B(3, 1) = B(3, 2) = B(3, 3) = 0.0f;
//Computing inverse : X = inv(A)*B //Computing inverse : X = inv(A)*B
irr::core::CMatrix4<float> invA; irr::core::CMatrix4<float> invA;
@ -653,16 +720,16 @@ float BattleAI::determineTurnRadius( std::vector<Vec3>& points )
return -1; return -1;
X = invA*B; X = invA*B;
a = X(0,0); a = X(0, 0);
b = X(0,1); b = X(0, 1);
//c = X(0,2); //c = X(0, 2);
float x = points.front().x(); float x = points.front().x();
//float z = a*pow(x,2) + b*x + c; //float z = a*pow(x, 2) + b*x + c;
float dx_by_dz = 2*a*x + b; float dx_by_dz = 2*a*x + b;
float d2x_by_dz = 2*a; float d2x_by_dz = 2*a;
float radius = pow(abs(1 + pow(dx_by_dz,2)),1.5f)/ abs(d2x_by_dz); float radius = pow(abs(1 + pow(dx_by_dz, 2)), 1.5f)/ abs(d2x_by_dz);
return radius; return radius;
} // determineTurnRadius } // determineTurnRadius
@ -680,9 +747,12 @@ void BattleAI::handleItems(const float dt)
m_time_since_last_shot += dt; m_time_since_last_shot += dt;
float min_bubble_time = 2.0f; float min_bubble_time = 2.0f;
bool fire_behind = m_closest_kart_pos_data.behind && const bool difficulty = m_cur_difficulty == RaceManager::DIFFICULTY_EASY ||
!(m_cur_difficulty == RaceManager::DIFFICULTY_EASY || m_cur_difficulty == RaceManager::DIFFICULTY_MEDIUM;
m_cur_difficulty == RaceManager::DIFFICULTY_MEDIUM);
const bool fire_behind = m_closest_kart_pos_data.behind && !difficulty;
const bool perfect_aim = m_closest_kart_pos_data.angle < 0.5f;
switch(m_kart->getPowerup()->getType()) switch(m_kart->getPowerup()->getType())
{ {
@ -721,8 +791,6 @@ void BattleAI::handleItems(const float dt)
break; // POWERUP_BUBBLEGUM break; // POWERUP_BUBBLEGUM
} }
// FIXME:: All the thrown/fired items might be improved by considering
// the angle towards (m_closest_kart_pos_data.angle).
case PowerupManager::POWERUP_CAKE: case PowerupManager::POWERUP_CAKE:
{ {
// if the kart has a shield, do not break it by using a cake. // if the kart has a shield, do not break it by using a cake.
@ -751,7 +819,8 @@ void BattleAI::handleItems(const float dt)
// Leave some time between shots // Leave some time between shots
if (m_time_since_last_shot < 1.0f) break; if (m_time_since_last_shot < 1.0f) break;
if (m_closest_kart_pos_data.distance < 5.0f) if (m_closest_kart_pos_data.distance < 5.0f &&
(difficulty || perfect_aim))
{ {
m_controls->m_fire = true; m_controls->m_fire = true;
m_controls->m_look_back = fire_behind; m_controls->m_look_back = fire_behind;
@ -767,7 +836,7 @@ void BattleAI::handleItems(const float dt)
if(m_kart->getShieldTime() > min_bubble_time) if(m_kart->getShieldTime() > min_bubble_time)
break; break;
if (m_closest_kart_pos_data.distance < 5.0f) if (m_closest_kart_pos_data.distance < 7.0f)
{ {
m_controls->m_fire = true; m_controls->m_fire = true;
m_controls->m_look_back = false; m_controls->m_look_back = false;
@ -823,8 +892,8 @@ void BattleAI::handleItemCollection(Vec3* aim_point, int* target_node)
if ((item->getType() == Item::ITEM_NITRO_BIG || if ((item->getType() == Item::ITEM_NITRO_BIG ||
item->getType() == Item::ITEM_NITRO_SMALL) && item->getType() == Item::ITEM_NITRO_SMALL) &&
((m_kart->getKartProperties()->getNitroSmallContainer() + (m_kart->getEnergy() >
m_kart->getKartProperties()->getNitroBigContainer()) > 1.0f)) m_kart->getKartProperties()->getNitroSmallContainer()))
continue; // Ignore nitro when already has some continue; // Ignore nitro when already has some
Vec3 d = item->getXYZ() - m_kart->getXYZ(); Vec3 d = item->getXYZ() - m_kart->getXYZ();

View File

@ -51,7 +51,7 @@ class BattleAI : public AIBaseController
private: private:
/** Holds the position info of targets. */ /** Holds the position info of targets. */
struct posData {bool behind; float angle; float distance;}; struct posData {bool behind; bool on_side; float angle; float distance;};
/** Holds the current position of the AI on the battle graph. Sets to /** Holds the current position of the AI on the battle graph. Sets to
* BattleGraph::UNKNOWN_POLY if the location is unknown. This variable is * BattleGraph::UNKNOWN_POLY if the location is unknown. This variable is
@ -71,6 +71,10 @@ private:
* counting down. */ * counting down. */
bool m_is_stuck; bool m_is_stuck;
/** Indicates that the steering of kart is overridden, and
* m_time_since_steering_overridden is counting down. */
bool m_is_steering_overridden;
/** Indicates that the kart need a uturn to reach a node behind, and /** Indicates that the kart need a uturn to reach a node behind, and
* m_time_since_uturn is counting down. */ * m_time_since_uturn is counting down. */
bool m_is_uturn; bool m_is_uturn;
@ -104,6 +108,9 @@ private:
/** This is a timer that counts down when the kart is starting to drive. */ /** This is a timer that counts down when the kart is starting to drive. */
float m_time_since_driving; float m_time_since_driving;
/** This is a timer that counts down when the steering of kart is overridden. */
float m_time_since_steering_overridden;
/** This is a timer that counts down when the kart is doing u-turn. */ /** This is a timer that counts down when the kart is doing u-turn. */
float m_time_since_uturn; float m_time_since_uturn;
@ -118,6 +125,7 @@ private:
void handleItems(const float dt); void handleItems(const float dt);
void handleItemCollection(Vec3*, int*); void handleItemCollection(Vec3*, int*);
void handleSteering(const float dt); void handleSteering(const float dt);
void handleSwatter();
void handleUTurn(const float dt); void handleUTurn(const float dt);
void stringPull(const Vec3&, const Vec3&); void stringPull(const Vec3&, const Vec3&);

View File

@ -355,7 +355,7 @@ Controller* World::loadAIController(AbstractKart *kart)
if(race_manager->getMinorMode()==RaceManager::MINOR_MODE_3_STRIKES) if(race_manager->getMinorMode()==RaceManager::MINOR_MODE_3_STRIKES)
turn=1; turn=1;
// If different AIs 8should be used, adjust turn (or switch randomly // If different AIs should be used, adjust turn (or switch randomly
// or dependent on difficulty) // or dependent on difficulty)
switch(turn) switch(turn)
{ {

View File

@ -165,9 +165,10 @@ void changeCameraTarget(u32 num)
Camera *cam = Camera::getActiveCamera(); Camera *cam = Camera::getActiveCamera();
if (world == NULL || cam == NULL) return; if (world == NULL || cam == NULL) return;
if ((num - 1) < (world->getNumKarts() + 1)) if (num < (world->getNumKarts() + 1))
{ {
AbstractKart* kart = world->getKart(num - 1); AbstractKart* kart = world->getKart(num - 1);
if (kart == NULL) return;
if (kart->isEliminated()) return; if (kart->isEliminated()) return;
cam->setMode(Camera::CM_NORMAL); cam->setMode(Camera::CM_NORMAL);
cam->setKart(kart); cam->setKart(kart);