# HG changeset patch # User zzzzrrr # Date 1237831607 14400 # Node ID af1e8620f02755fdcb35e2d9454e954a5fa48afb # Parent e1004697cae173a50a9df7cb2ba711a18f841026 fixed steering diff -r e1004697cae1 -r af1e8620f027 ai.d --- a/ai.d Mon Mar 23 08:02:23 2009 -0400 +++ b/ai.d Mon Mar 23 14:06:47 2009 -0400 @@ -33,7 +33,7 @@ import tango.io.Stdout : Stdout; import tango.math.Math : atan2, abs, PI; -import blaze.common.bzMath: bzVec2; +import blaze.common.bzMath: bzVec2, bzClamp; import openmelee.steer : Steer; import openmelee.ship : Ship; @@ -42,7 +42,7 @@ Steer steer; Ship ship; - float maxPredictionTime = 0.5f; + float maxPredictionTime = 0.1f; this(Ship ship) { this.ship = ship; @@ -51,40 +51,36 @@ void move(Ship enemy) { + // Ver stupid, elementary AI so far... + steer.update(); bzVec2 st; st = steer.steerForPursuit(enemy.state, maxPredictionTime); - ship.state.target = st; + st = ship.rBody.localPoint(st); + float x = st.x; + float y = st.y; + st = -bzVec2(y,-x); float angle = atan2(st.x, st.y); - Stdout("Target angle: ")(angle).newline; - - float x = ship.state.forward.x; - float y = ship.state.forward.y; - float angle2 = atan2(x,y); - - - float rel = angle2 - angle; - - if(abs(rel) > PI/8) { - if(angle < angle2) { - ship.turnLeft(); - ship.state.turn = true; - } else { - ship.state.turn = true; - ship.turnRight(); - } + if(abs(angle) > 0.05) { + if(!ship.state.turn) { + if(st.x >= 0) { + ship.turnRight(); + ship.state.turn = true; + } else { + ship.state.turn = true; + ship.turnLeft(); + } + } } else { ship.rBody.angularVelocity = 0.0f; ship.state.turn = false; } - ship.state.enemyAngle = rel; - float range = (ship.state.position - enemy.state.position).length; - if(range > 20 && !ship.state.turn) { - //ship.thrust(); + if(range > 10 && abs(angle) < PI/4) { + ship.thrust(); } } diff -r e1004697cae1 -r af1e8620f027 main.d --- a/main.d Mon Mar 23 08:02:23 2009 -0400 +++ b/main.d Mon Mar 23 14:06:47 2009 -0400 @@ -77,20 +77,20 @@ StopWatch timer; jobHub.addRepeatableJob( { - // Update AI - ai.move(whut.ship1); // Update physics whut.world.step(timeStep, settings.velocityIterations, settings.positionIterations); + // Update AI + ai.move(whut.ship1); }, ITERS_PER_SECOND); bool running = true; jobHub.addPreFrameJob( { + whut.ship1.limitVelocity(); + whut.ship2.limitVelocity(); whut.ship1.updateState(); whut.ship2.updateState(); - whut.ship1.limitVelocity(); - whut.ship2.limitVelocity(); }); jobHub.addPostFrameJob( { @@ -115,7 +115,7 @@ vec2 p2 = vec2.from(whut.ship2.rBody.position); vec2 distance = p1 - p2; float d = distance.length; - whut.zoom = bzClamp(1/d*1000, 5, 50); + whut.zoom = bzClamp(1/d*1000, 2, 50); whut.viewCenter = p1 - (distance * 0.5f); } diff -r e1004697cae1 -r af1e8620f027 melee.d --- a/melee.d Mon Mar 23 08:02:23 2009 -0400 +++ b/melee.d Mon Mar 23 14:06:47 2009 -0400 @@ -84,7 +84,7 @@ // Melee settings. Some can be controlled in the GUI. struct Settings { - float hz = 30; + float hz = 60; int velocityIterations = 5; int positionIterations = 1; bool drawShapes = true; @@ -159,14 +159,15 @@ void init() { // Define world boundaries - worldAABB.lowerBound.set(-200.0f, -200.0f); - worldAABB.upperBound.set(200.0f, 200.0f); + worldAABB.lowerBound.set(-400.0f, -250.0f); + worldAABB.upperBound.set(400.0f, 250.0f); world = new bzWorld(worldAABB, gravity, allowSleep); world.boundaryListener = m_boundaryListener; world.contactListener = m_contactListener; viewCenter = vec2(10, 10); ship1 = new UrQuan(world); ship2 = new Orz(world); + ship2.rBody.angle = 3.14159265/4; auto planet = new Planet(world); } diff -r e1004697cae1 -r af1e8620f027 orz.d --- a/orz.d Mon Mar 23 08:02:23 2009 -0400 +++ b/orz.d Mon Mar 23 14:06:47 2009 -0400 @@ -54,7 +54,7 @@ auto bodyDef = new bzBodyDef; //bodyDef.isBullet = true; - bodyDef.position = bzVec2(10,10); + bodyDef.position = bzVec2(20,15); bodyDef.angle = PI/2; bodyDef.allowFreeze = false; @@ -91,6 +91,6 @@ shapes.add(rBody.createShape(bWing)); rBody.setMassFromShapes(); - setGravity(); + setPlanetGravity(); } } diff -r e1004697cae1 -r af1e8620f027 render.d --- a/render.d Mon Mar 23 08:02:23 2009 -0400 +++ b/render.d Mon Mar 23 14:06:47 2009 -0400 @@ -336,7 +336,7 @@ vec2 pp1 = vec2.from(ship2.rBody.position); vec2 pp2 = vec2.from(ship2.state.target); - gl.drawSegment(pp1, pp2, Color(0, 1, 0)); + //gl.drawSegment(pp1, pp2, Color(0, 1, 0)); // Draw dynamic bodies if (settings.drawShapes) { diff -r e1004697cae1 -r af1e8620f027 ship.d --- a/ship.d Mon Mar 23 08:02:23 2009 -0400 +++ b/ship.d Mon Mar 23 14:06:47 2009 -0400 @@ -81,7 +81,6 @@ } void thrust() { - rBody.force += engineForce.rotate(rBody.angle); } @@ -97,7 +96,7 @@ turnForce.rotate(rBody.angle)); } - void setGravity() { + void setPlanetGravity() { float minRadius = 0.1; float maxRadius = 10; float strength = 3.5; diff -r e1004697cae1 -r af1e8620f027 urQuan.d --- a/urQuan.d Mon Mar 23 08:02:23 2009 -0400 +++ b/urQuan.d Mon Mar 23 14:06:47 2009 -0400 @@ -54,7 +54,7 @@ auto bodyDef = new bzBodyDef; //bodyDef.isBullet = true; - bodyDef.position = bzVec2(10,5); + bodyDef.position = bzVec2(30,5); bodyDef.allowFreeze = false; rBody = world.createBody(bodyDef); float density = 5.0f; @@ -118,6 +118,6 @@ shapes.add(rBody.createShape(bWing)); rBody.setMassFromShapes(); - setGravity(); + setPlanetGravity(); } }