-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathAiChaser.d
108 lines (78 loc) · 3.52 KB
/
AiChaser.d
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
/*
Copyright (c) 2011 Ola Østtveit
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
module Control.AiChaser;
import std.math;
import std.stdio;
import gl3n.linalg;
import Control.ControlBase;
import SubSystem.Controller;
unittest
{
scope(success) writeln(__FILE__ ~ " unittests succeeded");
scope(failure) writeln(__FILE__ ~ " unittests failed");
AiChaser aiChaser = new AiChaser();
}
class AiChaser : ControlBase
{
public:
void update(ref ControlComponent p_sourceComponent)
{
// we want to match the targets velocity
// we also want to get closer to the target
// but not too close
// and we want to look where the target will be so shots can hit
auto targetPosition = p_sourceComponent.targetPosition;
auto targetVelocity = p_sourceComponent.targetVelocity;
vec2 relativeTargetPosition = targetPosition - p_sourceComponent.position;
vec2 relativeTargetVelocity = targetVelocity - p_sourceComponent.velocity;
if (relativeTargetPosition.length > 0.0)
{
assert(p_sourceComponent.torqueForce == p_sourceComponent.torqueForce);
//vec2 desiredVelocity = relativeTargetPosition;
//vec2 desiredVelocity = relativeTargetPosition + targetVelocity * 2.0;
vec2 desiredVelocity = relativeTargetPosition + relativeTargetVelocity * sqrt(relativeTargetPosition.length) * 0.1;
vec2 currentDirection = vec2.fromAngle(p_sourceComponent.angle);
vec2 desiredDirection = desiredVelocity.normalized;
auto angle = atan2(currentDirection.y, currentDirection.x) - atan2(desiredDirection.y, desiredDirection.x);
while (angle > PI)
angle -= PI * 2.0;
while (angle < -PI)
angle += PI * 2.0;
float desiredTorque = (angle / PI) * p_sourceComponent.torqueForce - p_sourceComponent.rotation;
/*if (angle > 0.0)
desiredTorque = 1.0;
else
desiredTorque = -1.0;
desiredTorque *= p_sourceComponent.torqueForce;*/
assert(isFinite(desiredTorque));
p_sourceComponent.torque = desiredTorque;
p_sourceComponent.angularImpulse += p_sourceComponent.rotation * -1.0;
if (abs(angle) < 0.2 && p_sourceComponent.velocity.length < p_sourceComponent.maxSpeed)
p_sourceComponent.force += vec2(0.0, 1.0 * p_sourceComponent.thrustForce);
p_sourceComponent.isFiring = false;
if (p_sourceComponent.force.length > 0.0)
{
p_sourceComponent.isFiring = true;
}
}
}
public:
//vec2 targetPosition;
//vec2 targetVelocity;
}