basic bike support in traffic, script and car gen; some heli AI

This commit is contained in:
Nikolay Korolev 2020-06-05 11:22:15 +03:00
parent 647fd951ec
commit d325a3d247
4 changed files with 143 additions and 53 deletions

View file

@ -4,6 +4,7 @@
#include "Accident.h"
#include "Automobile.h"
#include "Bike.h"
#include "Camera.h"
#include "CarAI.h"
#include "CarGen.h"
@ -345,7 +346,7 @@ CCarCtrl::GenerateOneRandomCar()
if (CModelInfo::IsBoatModel(carModel))
pVehicle = new CBoat(carModel, RANDOM_VEHICLE);
else if (CModelInfo::IsBikeModel(carModel))
return; // TODO(MIAMI): spawn bikes
pVehicle = new CBike(carModel, RANDOM_VEHICLE);
else
pVehicle = new CAutomobile(carModel, RANDOM_VEHICLE);
pVehicle->AutoPilot.m_nPrevRouteNode = 0;
@ -2502,7 +2503,7 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_HELI_FLYTOCOORS:
//SteerAIHeliTowardsTargetCoors((CAutomobile*)pVehicle);
SteerAIHeliTowardsTargetCoors((CAutomobile*)pVehicle);
return;
case MISSION_ATTACKPLAYER:
SteerAIBoatWithPhysicsAttackingPlayer(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
@ -2656,9 +2657,8 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
else
speed *= 0.2f;
}
CVector2D vecAdvanceThisFrame = vecToTarget;
vecAdvanceThisFrame.Normalise();
vecAdvanceThisFrame *= speed;
vecToTarget.Normalise();
CVector2D vecAdvanceThisFrame(vecToTarget * speed);
float resistance = Pow(0.997f, CTimer::GetTimeStep());
pHeli->m_vecMoveSpeed.x *= resistance;
pHeli->m_vecMoveSpeed.y *= resistance;
@ -2673,9 +2673,55 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli)
pHeli->AddToMoveSpeed(vecAdvanceThisFrame);
else
pHeli->AddToMoveSpeed(vecSpeedChange * changeMultiplier);
pHeli->SetPosition(pHeli->GetPosition() + CVector(CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.x, CTimer::GetTimeStep() * pHeli->m_vecMoveSpeed.y, 0.0f));
assert(0);
// This is not finished yet. Heli fields in CAutomobile required
pHeli->SetPosition(pHeli->GetPosition() + CVector(CTimer::GetTimeStep() * pHeli->GetMoveSpeed().x, CTimer::GetTimeStep() * pHeli->GetMoveSpeed().y, 0.0f));
float ZTarget = pHeli->AutoPilot.m_vecDestinationCoors.z;
if (CTimer::GetTimeInMilliseconds() & 0x800) // switch every ~2 seconds
ZTarget += 2.0f;
float ZSpeedTarget = (ZTarget - pHeli->GetPosition().z) * 0.01f;
float ZSpeedChangeTarget = ZSpeedTarget - pHeli->GetMoveSpeed().z;
float ZSpeedChangeMax = 0.01f * CTimer::GetTimeStep();
if (!pHeli->bHeliDestroyed) {
if (Abs(ZSpeedChangeTarget) < ZSpeedChangeMax)
pHeli->SetMoveSpeed(pHeli->GetMoveSpeed().x, pHeli->GetMoveSpeed().y, ZSpeedTarget);
else if (ZSpeedChangeTarget < 0.0f)
pHeli->AddToMoveSpeed(0.0f, 0.0f, 1.5f * ZSpeedChangeMax);
else
pHeli->AddToMoveSpeed(0.0f, 0.0f, ZSpeedChangeMax);
}
pHeli->SetPosition(pHeli->GetPosition() + CVector(0.0f, 0.0f, CTimer::GetTimeStep() * pHeli->GetMoveSpeed().z));
pHeli->SetTurnSpeed(pHeli->GetTurnSpeed().x, pHeli->GetTurnSpeed().y, pHeli->GetTurnSpeed().z * Pow(0.99f, CTimer::GetTimeStep()));
float ZTurnSpeedTarget;
if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f)
ZTurnSpeedTarget = 0.0f;
else {
float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI;
if (pHeli->m_fHeliOrientation >= 0.0f)
fAngleTarget = pHeli->m_fHeliOrientation;
while (fAngleTarget < -PI)
fAngleTarget += TWOPI;
while (fAngleTarget > PI)
fAngleTarget -= TWOPI;
if (Abs(fAngleTarget) <= 0.4f)
ZTurnSpeedTarget = 0.0f;
else if (fAngleTarget < 0.0f)
ZTurnSpeedTarget = 0.03f;
else
ZTurnSpeedTarget = -0.03f;
}
float ZTurnSpeedChangeTarget = ZTurnSpeedTarget - pHeli->GetTurnSpeed().z;
pHeli->m_fOrientation += pHeli->GetTurnSpeed().z * CTimer::GetTimeStep();
CVector up;
if (pHeli->bHeliMinimumTilt)
up = CVector(0.5f * pHeli->GetMoveSpeed().x, 0.5f * pHeli->GetMoveSpeed().y, 1.0f);
else
up = CVector(3.0f * pHeli->GetMoveSpeed().x, 3.0f * pHeli->GetMoveSpeed().y, 1.0f);
up.Normalise();
CVector forward(Sin(pHeli->m_fOrientation), Cos(pHeli->m_fOrientation), 0.0f);
CVector right = CrossProduct(up, forward);
forward = CrossProduct(up, right);
pHeli->GetMatrix().GetRight() = right;
pHeli->GetMatrix().GetForward() = forward;
pHeli->GetMatrix().GetUp() = up;
}
void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)