397 lines
16 KiB
CoffeeScript
397 lines
16 KiB
CoffeeScript
# 0000000 0000000 000000000
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# 000 000 000 000 000
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# 0000000 000 000 000
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# 000 000 000 000 000
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# 0000000 0000000 000
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Pushable = require './pushable'
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class Bot extends Pushable
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constructor: () ->
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@left_tire_rot = 0.0
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@right_tire_rot = 0.0
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@last_fume = 0
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@status = new KikiBotStatus @
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@move = false
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@push = false
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@jump = false
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@shoot = false
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@jump_once = false
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@spiked = false
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@died = false
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@move_action = null
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@rotate_action = null
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@dir_sgn = 1.0
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@addAction new KikiAction @, ACTION_NOOP, "noop", 0
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@addAction new KikiAction @, ACTION_FORWARD, "move forward", 200
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@addAction new KikiAction @, ACTION_CLIMB_UP, "climb up", 200
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@addAction new KikiAction @, ACTION_CLIMB_DOWN, "climb down", 500
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@addAction new KikiAction @, ACTION_TURN_LEFT, "turn left", 200
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@addAction new KikiAction @, ACTION_TURN_RIGHT, "turn right", 200
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@addAction new KikiAction @, ACTION_JUMP, "jump", 120
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@addAction new KikiAction @, ACTION_JUMP_FORWARD, "jump forward", 200
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@addAction new KikiAction @, ACTION_FALL_FORWARD, "fall forward", 200
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@addAction new KikiAction @, ACTION_SHOOT, "shoot", 200, KikiAction::REPEAT
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@getActionWithId(ACTION_FALL).setDuration 120
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@addEventWithName "died"
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@startTimedAction @getActionWithId ACTION_NOOP, 500
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die: () ->
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# timer_event.removeActionsOfObject (@)
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@move = false
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@jump = false
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@shoot = false
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@push = false
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@getEventWithName("died").triggerActions()
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@died = true
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reset: () ->
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@left_tire_rot = 0.0
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@right_tire_rot = 0.0
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@last_fume = 0
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@direction.reset()
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@orientation.reset()
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@current_orientation.reset()
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@rotate_orientation.reset()
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@climb_orientation.reset()
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@rest_orientation.reset()
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@move_action = null
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@move = false
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@push = false
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@jump = false
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@shoot = false
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@jump_once = false
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@spiked = false
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@died = false
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isFalling: -> @move_action and @move_action.getId() == ACTION_FALL
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initAction: (action) ->
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newPos = new KikiPos @position
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switch action.getId()
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when ACTION_NOOP then return
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when ACTION_FORWARD then newPos += @getDir()
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when ACTION_CLIMB_DOWN then newPos += @getDir() + @getDown()
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when ACTION_JUMP then newPos += @getUp()
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when ACTION_JUMP_FORWARD then newPos += @getUp() + @getDir()
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when ACTION_FALL_FORWARD then newPos += @getDown() + @getDir()
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when ACTION_FALL
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if @direction != KVector()
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KikiPushable::initAction action
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return
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else
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newPos += @getDown()
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break
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else
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KikiPushable::initAction (action)
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return
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# if newPos != @position
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# world.objectWillMoveToPos (@, newPos, action.getDuration())
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performAction: ( action ) ->
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actionId = action.getId()
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relTime = action.getRelativeTime()
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dltTime = action.getRelativeDelta()
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switch actionId
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when ACTION_SHOOT
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if (relTime == 0)
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KikiBullet::shootFromBot (@)
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when ACTION_NOOP then return
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when ACTION_FORWARD
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left_tire_rot += dir_sgn * dltTime
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right_tire_rot += dir_sgn * dltTime
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@current_position = @position + relTime * @getDir()
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return
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when ACTION_JUMP
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@current_position = @position + Math.cos(Math.PI/2 - Math.PI/2 * relTime) * @getUp()
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return
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when ACTION_JUMP_FORWARD
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left_tire_rot += Math.cos(Math.PI/2 - Math.PI/2 * dltTime)
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right_tire_rot += Math.cos(Math.PI/2 - Math.PI/2 * dltTime)
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@current_position = @position + (1.0 - Math.cos(Math.PI/2 * relTime)) * @getDir() + Math.cos(Math.PI/2 - Math.PI/2 * relTime) * @getUp()
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return
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when ACTION_FALL_FORWARD
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@current_position = @position + Math.cos(Math.PI/2 - Math.PI/2 * relTime) * @getDir() + (1.0 - Math.cos(Math.PI/2 * relTime)) * @getDown()
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return
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when ACTION_FALL
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if direction != KVector()
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KikiPushable::performAction action
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return
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@current_position = @position + relTime * @getDown()
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return
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when ACTION_CLIMB_UP
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left_tire_rot += dir_sgn * dltTime/2
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right_tire_rot += dir_sgn * dltTime/2
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climb_orientation = KQuaternion::rotationAroundVector(dir_sgn * relTime * -90.0, KVector(1,0,0))
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break
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when ACTION_CLIMB_DOWN
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left_tire_rot += dir_sgn * dltTime
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right_tire_rot += dir_sgn * dltTime
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if (relTime <= 0.2)
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@current_position = @position + (relTime/0.2)/2 * @getDir()
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else if (relTime >= 0.8)
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climb_orientation = KQuaternion::rotationAroundVector(dir_sgn * 90.0, KVector(1,0,0))
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@current_position = @position + @getDir() + (0.5+(relTime-0.8)/0.2/2) * @getDown()
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else
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climb_orientation = KQuaternion::rotationAroundVector(dir_sgn * (relTime-0.2)/0.6 * 90.0, KVector(1,0,0))
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rotVec = (orientation * climb_orientation).rotate(KVector(0.0, 1.0, 0.0))
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@current_position = @position.plus @getDir().plus(@getDown()).plus(rotVec).mul 0.5
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break
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when ACTION_TURN_RIGHT, ACTION_TURN_LEFT
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if (move_action == null and relTime == 0.0) # if not performing move action and start of rotation
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# update orientation now, so next move action will move in desired direction
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if (actionId == ACTION_TURN_LEFT)
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orientation *= KQuaternion::rotationAroundVector(90.0, KVector(0,1,0))
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rest_orientation = KQuaternion::rotationAroundVector(-90.0, KVector(0,1,0))
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else
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orientation *= KQuaternion::rotationAroundVector(-90.0, KVector(0,1,0))
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rest_orientation = KQuaternion::rotationAroundVector(90.0, KVector(0,1,0))
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if (actionId == ACTION_TURN_LEFT)
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left_tire_rot += -dltTime
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right_tire_rot += dltTime
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rotate_orientation = KQuaternion::rotationAroundVector(relTime * 90.0, KVector(0,1,0))
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else
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left_tire_rot += dltTime
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right_tire_rot += -dltTime
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rotate_orientation = KQuaternion::rotationAroundVector(relTime * -90.0, KVector(0,1,0))
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break
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else
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KikiPushable::performAction (action)
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return
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@current_orientation = orientation * climb_orientation * rotate_orientation * rest_orientation
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finishAction: ( action ) ->
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actionId = action.getId()
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return if (actionId == ACTION_NOOP or actionId == ACTION_SHOOT)
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if (actionId == ACTION_PUSH)
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KikiPushable::finishAction (action)
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return
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if (actionId == ACTION_TURN_LEFT or actionId == ACTION_TURN_RIGHT)
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rotate_action = null
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if (move_action) # bot currently performing a move action -> store rotation in rest_orientation
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rest_orientation *= rotate_orientation
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rotate_orientation.reset()
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else
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orientation *= rotate_orientation * rest_orientation # update rotation matrix
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rotate_orientation.reset()
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rest_orientation.reset()
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else if (actionId < ACTION_END)
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move_action = null
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orientation *= climb_orientation # update climb orientation
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climb_orientation.reset()
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if (rotate_action and actionId != ACTION_JUMP_FORWARD) # bot is currently performing a rotation ->
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# take over result of rotation to prevent sliding
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if (rotate_action.getId() == ACTION_TURN_LEFT)
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orientation *= KQuaternion::rotationAroundVector(90.0, KVector(0,1,0)) * rest_orientation
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rest_orientation = KQuaternion::rotationAroundVector(-90.0, KVector(0,1,0))
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else
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orientation *= KQuaternion::rotationAroundVector(-90.0, KVector(0,1,0)) * rest_orientation
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rest_orientation = KQuaternion::rotationAroundVector(90.0, KVector(0,1,0))
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if (actionId != ACTION_CLIMB_UP)
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world.objectMovedFromPos @, @position # update world @position
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@position = @current_position.round()
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if (actionId != ACTION_JUMP_FORWARD and rotate_action == null) # if not jumping forward
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orientation *= rest_orientation # update rotation orientation
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rest_orientation.reset()
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actionFinished: ( action ) ->
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actionId = action.getId()
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if @isDead()
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die() if not @died
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if actionId != ACTION_PUSH and actionId != ACTION_FALL
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# dead player may only fall, nothing else
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return
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if spiked
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@move_action = null
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@startTimedAction getActionWithId(ACTION_NOOP), 0
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return
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if actionId == ACTION_PUSH or direction != KVector()
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KikiPushable::actionFinished (action)
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return
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return if @move_action # action was not a move action -> return
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# find next action depending on type of finished action and surrounding environment
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if actionId == ACTION_JUMP_FORWARD
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forwardPos = @position + @getDir()
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if (world.isUnoccupiedPos(forwardPos))
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# forward will be empty
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if (world.isUnoccupiedPos(forwardPos - @getUp()))
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# below forward will also be empty
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move_action = @getActionWithId (ACTION_FALL_FORWARD)
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move_action.takeRest (action)
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else
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move_action = @getActionWithId (ACTION_FORWARD)
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playSoundAtPos(KikiSound::BOT_LAND, @getPos(), 0.25)
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else # forward will not be empty
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if (world.isUnoccupiedPos(position - @getUp())) # below is empty
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move_action = @getActionWithId (ACTION_CLIMB_UP)
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playSoundAtPos(KikiSound::BOT_LAND, @getPos(), 0.5)
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else if (world.isUnoccupiedPos(position - @getUp())) # below will be empty
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if (move) # sticky if moving
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if (world.isUnoccupiedPos(position + @getDir()))
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# forward will be empty
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if (world.isOccupiedPos (position + @getDir() - @getUp()))
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# below forward is solid
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KikiObject * occupant = world.getOccupantAtPos(position + @getDir() - @getUp())
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if occupant == null or not occupant.isSlippery()
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move_action = @getActionWithId (ACTION_FORWARD)
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else
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KikiObject * occupant = world.getOccupantAtPos(position + @getDir())
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if occupant == null or not occupant.isSlippery()
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move_action = @getActionWithId (ACTION_CLIMB_UP)
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if move_action == null
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move_action = @getActionWithId (ACTION_FALL)
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move_action.takeRest (action)
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else if (actionId == ACTION_FALL or actionId == ACTION_FALL_FORWARD) # landed
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if @ == player
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playSound KikiSound::BOT_LAND
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else
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playSoundAtPos KikiSound::BOT_LAND, @getPos()
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if (move_action)
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timer_event.addAction move_action
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return
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return if rotate_action
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if move
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@moveBot()
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else
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dir_sgn = 1.0
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if actionId != ACTION_NOOP then jump_once = false
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# keep action chain flowing in order to detect environment changes
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startTimedAction (getActionWithId (ACTION_NOOP), 0)
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moveBot: () ->
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move_action = null
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KikiPos forwardPos = @position + @getDir()
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if (jump or jump_once) and # jump mode or jump activated while moving
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dir_sgn == 1.0 and # and moving forward
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world.isUnoccupiedPos(position + @getUp()) # and above empty
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if world.isUnoccupiedPos(forwardPos + @getUp()) and
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world.isUnoccupiedPos(forwardPos) # forward and above forward also empty
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move_action = @getActionWithId (ACTION_JUMP_FORWARD)
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else # no space to jump forward -> jump up
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move_action = @getActionWithId (ACTION_JUMP)
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else if world.isUnoccupiedPos(forwardPos) # forward is empty
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if world.isUnoccupiedPos(forwardPos + @getDown())
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# below forward also empty
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move_action = @getActionWithId ACTION_CLIMB_DOWN
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else # forward down is solid
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move_action = @getActionWithId ACTION_FORWARD
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else # forward is not empty
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moveAction = @getActionWithId ACTION_FORWARD
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if push and world.mayObjectPushToPos @, forwardPos, moveAction.getDuration()
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moveAction.reset()
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# player in push mode and pushing object is possible
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if (world.isUnoccupiedPos(forwardPos + @getDown())) # below forward is empty
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move_action = @getActionWithId ACTION_CLIMB_DOWN
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else
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move_action = moveAction
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else # just climb up
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move_action = @getActionWithId ACTION_CLIMB_UP
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# reset the jump once flag (either we jumped or it's not possible to jump at current @position)
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jump_once = false
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if (move_action)
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move_action.keepRest() # try to make subsequent actions smooth
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timer_event.addAction move_action
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render: () ->
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radius = 0.5
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tireRadius = 0.15
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if (died) @getDeadColor().glColor()
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else @getTireColor().glColor()
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# KMatrix(current_orientation).glMultMatrix()
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# glPushMatrix() # tires
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# glRotated(90.0, 0.0, 1.0, 0.0)
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# glTranslated(0.0, 0.0, radius-tireRadius)
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# glRotated(left_tire_rot * 180.0, 0.0, 0.0, 1.0)
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#
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# render_tire
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#
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# glPopMatrix()
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# glPushMatrix()
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# glRotated(90.0, 0.0, 1.0, 0.0)
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# glTranslated(0.0, 0.0, -(radius-tireRadius))
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# glRotated(right_tire_rot * 180.0, 0.0, 0.0, 1.0)
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#
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# render_tire
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#
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# glPopMatrix()
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# if not @died then @getBodyColor().glColor()
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render_body
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if (move_action or rotate_action) and died == false
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unsigned now = getTime()
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if ((int)(now - last_fume) > mapMsTime (40))
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fume = new KikiBotFume()
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world.addObject fume
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fume.setPosition @current_position - @getCurrentDir() * 0.4
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@last_fume = now
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module.exports = Bot
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