Turret Entities (#38)
* Spotlight Turret. * Used new turret sprite, credit: @Lobstrex (Lob)#5692 * Moved AimShootLifeProcessor.cs to content. * Update Submodule Try 2.
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Pieter-Jan Briers
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98bd1552b9
commit
071ed3f1ed
170
Content.Server/AI/AimShootLifeProcessor.cs
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170
Content.Server/AI/AimShootLifeProcessor.cs
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using System;
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using System.Collections.Generic;
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using SS14.Server.AI;
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using SS14.Server.GameObjects;
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using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using SS14.Shared.Interfaces.Physics;
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using SS14.Shared.Interfaces.Timing;
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using SS14.Shared.IoC;
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using SS14.Shared.Maths;
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namespace Content.Server.AI
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{
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/// <summary>
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/// The object stays stationary. The object will periodically scan for *any* life forms in its radius, and engage them.
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/// The object will rotate itself to point at the locked entity, and if it has a weapon will shoot at the entity.
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/// </summary>
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[AiLogicProcessor("AimShootLife")]
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class AimShootLifeProcessor : AiLogicProcessor
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{
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private readonly ICollisionManager _physMan;
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private readonly IServerEntityManager _entMan;
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private readonly IGameTiming _timeMan;
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private readonly List<IEntity> _workList = new List<IEntity>();
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private const float MaxAngSpeed = (float) (Math.PI / 2); // how fast our turret can rotate
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private const float ScanPeriod = 1.0f; // tweak this for performance and gameplay experience
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private float _lastScan;
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private IEntity _curTarget;
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/// <summary>
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/// Creates an instance of this LogicProcessor.
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/// </summary>
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public AimShootLifeProcessor()
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{
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_physMan = IoCManager.Resolve<ICollisionManager>();
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_entMan = IoCManager.Resolve<IServerEntityManager>();
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_timeMan = IoCManager.Resolve<IGameTiming>();
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}
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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if (SelfEntity == null)
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return;
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DoScanning();
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DoTracking(frameTime);
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}
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private void DoScanning()
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{
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var curTime = _timeMan.CurTime.TotalSeconds;
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if (curTime - _lastScan > ScanPeriod)
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{
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_lastScan = (float) curTime;
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_curTarget = FindBestTarget();
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}
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}
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private void DoTracking(float frameTime)
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{
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// not valid entity to target.
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if (_curTarget == null || !_curTarget.IsValid())
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{
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_curTarget = null;
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return;
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}
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// point me at the target
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var tarPos = _curTarget.GetComponent<ITransformComponent>().WorldPosition;
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var myPos = SelfEntity.GetComponent<ITransformComponent>().WorldPosition;
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var curDir = SelfEntity.GetComponent<IServerTransformComponent>().LocalRotation.ToVec();
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var tarDir = (tarPos - myPos).Normalized;
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var fwdAng = Vector2.Dot(curDir, tarDir);
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Vector2 newDir;
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if (fwdAng < 0) // target behind turret, just rotate in a direction to get target in front
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{
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var curRight = new Vector2(-curDir.Y, curDir.X); // right handed coord system
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var rightAngle = Vector2.Dot(curDir, new Vector2(-tarDir.Y, tarDir.X)); // right handed coord system
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var rotateSign = -Math.Sign(rightAngle);
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newDir = curDir + curRight * rotateSign * MaxAngSpeed * frameTime;
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}
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else // target in front, adjust to aim at him
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{
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newDir = MoveTowards(curDir, tarDir, MaxAngSpeed, frameTime);
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}
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SelfEntity.GetComponent<IServerTransformComponent>().LocalRotation = new Angle(newDir);
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if (fwdAng > -0.9999)
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{
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// TODO: shoot gun, prob need aimbot because entity rotation lags behind moving target
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}
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}
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private IEntity FindBestTarget()
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{
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// "best" target is the closest one with LOS
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var ents = _entMan.GetEntitiesInRange(SelfEntity, VisionRadius);
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var myTransform = SelfEntity.GetComponent<IServerTransformComponent>();
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var maxRayLen = VisionRadius * 2.5f; // circle inscribed in square, square diagonal = 2*r*sqrt(2)
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_workList.Clear();
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foreach (var entity in ents)
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{
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// filter to "people" entities (entities with controllers)
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if (!entity.HasComponent<IMoverComponent>())
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continue;
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// build the ray
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var dir = entity.GetComponent<TransformComponent>().WorldPosition - myTransform.WorldPosition;
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var ray = new Ray(myTransform.WorldPosition, dir.Normalized);
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// cast the ray
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var result = _physMan.IntersectRay(ray, maxRayLen);
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// add to visible list
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if (result.HitEntity == entity)
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_workList.Add(entity);
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}
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// get closest entity in list
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var closestEnt = GetClosest(myTransform.WorldPosition, _workList);
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// return closest
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return closestEnt;
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}
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private static IEntity GetClosest(Vector2 origin, IEnumerable<IEntity> list)
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{
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IEntity closest = null;
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var minDistSqrd = float.PositiveInfinity;
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foreach (var ent in list)
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{
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var pos = ent.GetComponent<ITransformComponent>().WorldPosition;
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var distSqrd = (pos - origin).LengthSquared;
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if (distSqrd > minDistSqrd)
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continue;
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closest = ent;
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minDistSqrd = distSqrd;
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}
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return closest;
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}
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private static Vector2 MoveTowards(Vector2 current, Vector2 target, float speed, float delta)
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{
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var maxDeltaDist = speed * delta;
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var a = target - current;
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var magnitude = a.Length;
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if (magnitude <= maxDeltaDist)
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{
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return target;
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}
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return current + a / magnitude * maxDeltaDist;
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}
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}
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}
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