293 lines
9.7 KiB
C++
293 lines
9.7 KiB
C++
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//ai.cpp
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//the game's AI system for computer-controlled opponents
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#include <math.h>
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#include "entities.h"
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#include "controls.h"
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#include "carphysics.h"
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#include "gameframe.h"
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#include "roads.h"
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#define kAIMaxThottleSlip 0.05
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#define kAIMinSpinAngularVelo (6*PI)
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#define kAIThrottleTime 0.2
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#define kAIThrottleReleaseTime 0.4
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#define kAIMaxBrakeSlip 0.05
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#define kAIBrakeTime 0.4
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#define kAIBrakeReleaseTime 0.2
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#define kAIWaypointAheadDistance (gGameInfo->arcade==kGameModeTurbo?25:15)
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#define kAIMaxSteering 2
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float AISteering(tCarDefinition *car,tGameEntity *entity,tVector3 wayPoint,float *overSteer)
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{
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// Will adjust the cars steering in order to make the car head to wayPoint.
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tVector3 carDir=!Vector(MatrixGetZVector(entity->dir)->x,0,MatrixGetZVector(entity->dir)->z);
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tVector3 wayDir=!Vector(entity->pos.x-wayPoint.x,0,entity->pos.z-wayPoint.z);
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tVector3 veloDir=(VectorZero(entity->velo)?carDir:!entity->velo);
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*overSteer=(carDir%veloDir).y;
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float angleSin=(carDir%wayDir).y;
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if(fabs(angleSin)>1.0)
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angleSin=sign(angleSin);
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float angle=-asin(angleSin);
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float steering=angle/car->wheels[0].maxAngle;
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if(steering>kAIMaxSteering)steering=kAIMaxSteering;
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if(steering<-kAIMaxSteering)steering=-kAIMaxSteering;
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return steering;
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}
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#define kAIMinCarDistance 4
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#define kAICollisionPredictPrecission 20
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#define kAIMaxCollisionDelay 5.0
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#define kAICarLength 2
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#define kAIVeloAdd 2.0
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float AIGetCollisionDelay(tGameEntity *entity,tGameEntity **obstacle)
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{
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tVector2 basePos1=Vector(entity->pos.x,entity->pos.z);
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tVector2 velo1=Vector(entity->velo.x,entity->velo.z);
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tVector2 dir1=Vector(MatrixGetZVector(entity->dir)->x,MatrixGetZVector(entity->dir)->z);
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float fVelo1=~velo1;
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if(fVelo1>0.1)
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velo1=velo1*((1/fVelo1)*(fVelo1+kAIVeloAdd));
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else
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velo1=dir1*kAIVeloAdd;
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int minDelay=kAICollisionPredictPrecission;
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for(int i=0;i<gGameInfo->numPlayers;i++)
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if(gCarEntities[i]!=entity)
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{
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tVector2 pos2=Vector(gCarEntities[i]->pos.x,gCarEntities[i]->pos.z);
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tVector2 diff=pos2-basePos1;
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if(sqr(diff)<sqr(120)&&diff*dir1>=0)
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//is the other car close in front of us?
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{
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tVector2 pos1=basePos1;
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tVector2 velo2=Vector(gCarEntities[i]->velo.x,gCarEntities[i]->velo.z);
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tVector2 dir2=Vector(MatrixGetZVector(gCarEntities[i]->dir)->x,MatrixGetZVector(gCarEntities[i]->dir)->z);
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for(int j=0;j<kAICollisionPredictPrecission&&j<minDelay;j++)
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{
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pos1=pos1+velo1*(kAIMaxCollisionDelay/kAICollisionPredictPrecission);
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pos2=pos2+velo2*(kAIMaxCollisionDelay/kAICollisionPredictPrecission);
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if(sqr(pos1+dir1*kAICarLength-pos2+dir2*kAICarLength)<sqr(kAIMinCarDistance))
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{minDelay=j;*obstacle=gCarEntities[i];}
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else if(sqr(pos1-dir1*kAICarLength-pos2+dir2*kAICarLength)<sqr(kAIMinCarDistance))
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{minDelay=j;*obstacle=gCarEntities[i];}
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else if(sqr(pos1+dir1*kAICarLength-pos2-dir2*kAICarLength)<sqr(kAIMinCarDistance))
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{minDelay=j;*obstacle=gCarEntities[i];}
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else if(sqr(pos1-dir1*kAICarLength-pos2-dir2*kAICarLength)<sqr(kAIMinCarDistance))
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{minDelay=j;*obstacle=gCarEntities[i];}
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}
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}
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}
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return (minDelay+1)*(kAIMaxCollisionDelay/kAICollisionPredictPrecission);
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}
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//Calculate the Maximal Throttle an AI player may get, which may be more than
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//100% to help the AI a little.
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float AIMaxThrottle(tCarPhysics *phys)
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{
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if(gFrameCount*kFrameTime<kStartGameDelaySeconds)
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return 1;
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//"power cycle" for more random AI behavior
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float base=1.0+0.25*sin((gFrameCount*kFrameTime)*0.1+phys->aiPowerCycle);
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//help for players in the back of the field.
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float aid=(-phys->lead-8)/22;
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if(aid<0)aid=0;
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if(aid>1)aid=1;
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return base+aid*0.6;
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}
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void AIBrakeThrottle(tCarDefinition *car,tCarPhysics *phys,float velo,float optimalVelo)
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{
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float driveSlip=0,slip=0,angularVelo=0;
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float maxThrottle=AIMaxThrottle(phys);
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for(int i=0;i<car->numWheels;i++)
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{
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driveSlip+=phys->wheels[i].slip*car->wheels[i].powered;
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slip+=phys->wheels[i].slip;
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angularVelo+=fabs(phys->wheels[i].angularVelo*car->wheels[i].powered);
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}
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slip/=car->numWheels;
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float maxSlip=velo<20?0.2-velo/20*(0.2-kAIMaxThottleSlip):kAIMaxThottleSlip;
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if((driveSlip*sign(phys->gear)<maxSlip||angularVelo<kAIMinSpinAngularVelo||(phys->clutch<=1&&phys->gear<=1)) //traction control
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&&velo<optimalVelo) //we don't want to drive too fast!
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phys->throttle+=kFrameTime*(1/kAIThrottleTime);
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else
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phys->throttle-=kFrameTime*(1/kAIThrottleReleaseTime);
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if(phys->throttle>maxThrottle)
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phys->throttle=maxThrottle;
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else if(phys->throttle<phys->idleThrottle)
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phys->throttle=phys->idleThrottle;
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if((velo>optimalVelo+1||optimalVelo==0))
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{
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if((-slip*sign(angularVelo)<kAIMaxBrakeSlip)||(phys->brake<0.1))
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phys->brake+=kFrameTime*(1/kAIBrakeTime);
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else
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phys->brake-=kFrameTime*(1/kAIBrakeTime);
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phys->arcadeBrake+=kFrameTime*(1/kAIBrakeTime);
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}
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else{
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phys->arcadeBrake-=kFrameTime*(1/kAIBrakeReleaseTime);
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phys->brake-=kFrameTime*(1/kAIBrakeReleaseTime);
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}
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if(phys->arcadeBrake>1)
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phys->arcadeBrake=1;
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else if(phys->arcadeBrake<0)
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phys->arcadeBrake=0;
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if(phys->brake>1)
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phys->brake=1;
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else if(phys->brake<0)
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phys->brake=0;
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}
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#define kAIOvertakeRoadAnalyseDistance 50 //length of approaching road section to be evaluated for overtaking
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#define kAIOvertakeMinVeloDiffPossible 10
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#define kAIOvertakeAbortDistance 60
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#define kAIOvertakeFinishDistance 20
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#define kAIOvertakeLaneChangeTime 3.0
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void AIEvaluateOvertaking(tGameEntity *overtaker,tGameEntity *obstacle,float track)
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{
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tCarPhysics *phys=(tCarPhysics*)overtaker->physics;
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if(phys->overtaking)//are we already overtaking?
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return;
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if(overtaker->velo**MatrixGetZVector(overtaker->dir)<=obstacle->velo**MatrixGetZVector(overtaker->dir)) //are we faster?
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return;
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float minTrack,maxTrack,minSpeed;
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RoadGetWayPointData(overtaker->lastRoadIndex,kAIOvertakeRoadAnalyseDistance,&minTrack,&maxTrack,&minSpeed);
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if(minSpeed*0.75<~obstacle->velo+kAIOvertakeMinVeloDiffPossible) //is it possible to drive faster than obstacle all the time?
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return;
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// if(fabs(minTrack-maxTrack)>1)
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// return;
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phys->overtaking=obstacle;
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phys->overtakeSide=fabs(1+minTrack)>fabs(1-maxTrack)?-1:1;
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}
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void ControlEntityAIInput(tGameEntity *entity)
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//The game's AI - adjusts all the controls of the car passed in entity.
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{
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if(entity->physicsType!=kPhysicsTypeCar)//is entity really a car?
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return;
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tCarPhysics *phys=(tCarPhysics*)entity->physics;
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tCarDefinition *car=&(phys->car);
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float velo=~entity->velo;
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//determine course
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float optimalVelo;
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float track=phys->overTakeProgress+0.4*sin((gFrameCount*kFrameTime)*0.16+phys->aiRouteCycle);
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if(track<-1)track=-1;
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else if(track>1)track=1;
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tVector3 wayPoint=RoadGetNextWaypoint(entity->pos,&entity->lastRoadIndex,&track,&optimalVelo,kAIWaypointAheadDistance);
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if(gGameInfo->arcade==kGameModeArcade||gGameInfo->arcade==kGameModeTurbo)
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optimalVelo*=1.3;
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if(phys->lapCount>gGameInfo->numLaps)
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optimalVelo=0;
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//see if we are about to crash into another car if we are to remain on our course.
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tGameEntity *obstacle;
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float del=AIGetCollisionDelay(entity,&obstacle);
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//if we will crash into another car within the next 5 seconds, see if we can overtake
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if(del<=5)
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AIEvaluateOvertaking(entity,obstacle,track);
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if(del>5&&phys->stuckTime>10*kFPS)
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//if we are stuck, recover car.
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{
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RoadCenterCar(entity);
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phys->overtaking=NULL;
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phys->stuckTime=0;
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}
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//if we are overtaking
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//phys->lightFlags&=~(kLightFlagLIndLight|kLightFlagRIndLight);
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if(phys->overtaking)
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{
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if(fabs(phys->overTakeProgress)<1)
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{
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phys->overTakeProgress+=(1/kAIOvertakeLaneChangeTime)*kFrameTime*sign(phys->overtakeSide);
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if(fabs(phys->overTakeProgress)>1)
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phys->overTakeProgress=sign(phys->overTakeProgress);
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/*if(phys->lapCount<=gGameInfo->numLaps)
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phys->lightFlags|=(phys->overtakeSide==(gGameInfo->reverse?-1:1)?kLightFlagLIndLight:kLightFlagRIndLight);*/
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}
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float dist=-(phys->overtaking->pos-entity->pos)**MatrixGetZVector(entity->dir);
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if(dist>kAIOvertakeFinishDistance)//are we finished overtaking?
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phys->overtaking=NULL;
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else if(dist<-kAIOvertakeAbortDistance)//or are we too slow to overtake?
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phys->overtaking=NULL;
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if(fabs(phys->overtakeSide-track)<0.5)
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phys->overtaking=NULL;
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}
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else if(fabs(phys->overTakeProgress)>0)
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{
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int s=sign(phys->overTakeProgress);
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phys->overTakeProgress-=(1/kAIOvertakeLaneChangeTime)*kFrameTime*s;
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//if(phys->lapCount<=gGameInfo->numLaps)
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//phys->lightFlags|=(s==-1?kLightFlagLIndLight:kLightFlagRIndLight);
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if(s!=sign(phys->overTakeProgress))
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phys->overTakeProgress=0;
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}
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//steering
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float overSteer;
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phys->steering=AISteering(car,entity,wayPoint,&overSteer);
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//brake / throttle
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AIBrakeThrottle(car,phys,velo,optimalVelo);
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if(gFrameCount*kFrameTime>=kStartGameDelaySeconds)
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{
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//gear shifting / clutch control
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if(phys->gear==0)
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{
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phys->gear=1;
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phys->lastGearSwitch=gFrameCount*kFrameTime;
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}
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if(phys->gear>=1&&(gFrameCount-1)*kFrameTime>phys->lastGearSwitch+car->gearSwitchTime&&gFrameCount*kFrameTime>=kStartGameDelaySeconds+1.5)
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{
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if(phys->rpm>car->maxRPM&&phys->gear<car->numGears-2)
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{
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phys->gear++;
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phys->lastGearSwitch=gFrameCount*kFrameTime;
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}
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if(phys->rpm<car->shiftDownRPM&&phys->gear>1)
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{
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phys->gear--;
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phys->lastGearSwitch=gFrameCount*kFrameTime;
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}
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}
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if(gFrameCount*kFrameTime<phys->lastGearSwitch+car->gearSwitchTime)
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{
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float switchTime=(gFrameCount*kFrameTime-phys->lastGearSwitch)/car->gearSwitchTime;
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phys->clutch=switchTime;
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if(phys->rpm<2000)
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phys->clutch=(phys->rpm-car->idleRPM)/(2000-car->idleRPM);
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if(switchTime<0.5)
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phys->throttle=phys->idleThrottle;
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}
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else
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if(phys->rpm<2000)
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phys->clutch=(phys->rpm-car->idleRPM)/(2000-car->idleRPM);
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else
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phys->clutch=1;
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}
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if(overSteer*velo>20)
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if(car->wheels[2].powered)
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{
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phys->clutch=0;
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phys->throttle=0;
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}
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}
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