using System;
using System.Collections.Generic;
using SS14.Server.AI;
using SS14.Server.GameObjects;
using SS14.Server.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects.Components;
using SS14.Shared.Interfaces.Physics;
using SS14.Shared.Interfaces.Timing;
using SS14.Shared.IoC;
using SS14.Shared.Maths;
namespace Content.Server.AI
{
///
/// The object stays stationary. The object will periodically scan for *any* life forms in its radius, and engage them.
/// The object will rotate itself to point at the locked entity, and if it has a weapon will shoot at the entity.
///
[AiLogicProcessor("AimShootLife")]
class AimShootLifeProcessor : AiLogicProcessor
{
private readonly ICollisionManager _physMan;
private readonly IServerEntityManager _entMan;
private readonly IGameTiming _timeMan;
private readonly List _workList = new List();
private const float MaxAngSpeed = (float)(Math.PI / 2); // how fast our turret can rotate
private const float ScanPeriod = 1.0f; // tweak this for performance and gameplay experience
private float _lastScan;
private IEntity _curTarget;
///
/// Creates an instance of this LogicProcessor.
///
public AimShootLifeProcessor()
{
_physMan = IoCManager.Resolve();
_entMan = IoCManager.Resolve();
_timeMan = IoCManager.Resolve();
}
///
public override void Update(float frameTime)
{
if (SelfEntity == null)
return;
DoScanning();
DoTracking(frameTime);
}
private void DoScanning()
{
var curTime = _timeMan.CurTime.TotalSeconds;
if (curTime - _lastScan > ScanPeriod)
{
_lastScan = (float)curTime;
_curTarget = FindBestTarget();
}
}
private void DoTracking(float frameTime)
{
// not valid entity to target.
if (_curTarget == null || !_curTarget.IsValid())
{
_curTarget = null;
return;
}
// point me at the target
var tarPos = _curTarget.GetComponent().WorldPosition;
var selfTransform = SelfEntity.GetComponent();
var myPos = selfTransform.WorldPosition;
var curDir = selfTransform.LocalRotation.ToVec();
var tarDir = (tarPos - myPos).Normalized;
var fwdAng = Vector2.Dot(curDir, tarDir);
Vector2 newDir;
if (fwdAng < 0) // target behind turret, just rotate in a direction to get target in front
{
var curRight = new Vector2(-curDir.Y, curDir.X); // right handed coord system
var rightAngle = Vector2.Dot(curDir, new Vector2(-tarDir.Y, tarDir.X)); // right handed coord system
var rotateSign = -Math.Sign(rightAngle);
newDir = curDir + curRight * rotateSign * MaxAngSpeed * frameTime;
}
else // target in front, adjust to aim at him
{
newDir = MoveTowards(curDir, tarDir, MaxAngSpeed, frameTime);
}
selfTransform.LocalRotation = new Angle(newDir);
if (fwdAng > -0.9999)
{
// TODO: shoot gun, prob need aimbot because entity rotation lags behind moving target
}
}
private IEntity FindBestTarget()
{
// "best" target is the closest one with LOS
var ents = _entMan.GetEntitiesInRange(SelfEntity, VisionRadius);
var myTransform = SelfEntity.GetComponent();
var maxRayLen = VisionRadius * 2.5f; // circle inscribed in square, square diagonal = 2*r*sqrt(2)
_workList.Clear();
foreach (var entity in ents)
{
// filter to "people" entities (entities with controllers)
if (!entity.HasComponent())
continue;
// build the ray
var dir = entity.GetComponent().WorldPosition - myTransform.WorldPosition;
var ray = new Ray(myTransform.WorldPosition, dir.Normalized);
// cast the ray
var result = _physMan.IntersectRay(ray, maxRayLen);
// add to visible list
if (result.HitEntity == entity)
_workList.Add(entity);
}
// get closest entity in list
var closestEnt = GetClosest(myTransform.WorldPosition, _workList);
// return closest
return closestEnt;
}
private static IEntity GetClosest(Vector2 origin, IEnumerable list)
{
IEntity closest = null;
var minDistSqrd = float.PositiveInfinity;
foreach (var ent in list)
{
var pos = ent.GetComponent().WorldPosition;
var distSqrd = (pos - origin).LengthSquared;
if (distSqrd > minDistSqrd)
continue;
closest = ent;
minDistSqrd = distSqrd;
}
return closest;
}
private static Vector2 MoveTowards(Vector2 current, Vector2 target, float speed, float delta)
{
var maxDeltaDist = speed * delta;
var a = target - current;
var magnitude = a.Length;
if (magnitude <= maxDeltaDist)
{
return target;
}
return current + a / magnitude * maxDeltaDist;
}
}
}