RigsofRods
Soft-body Physics Simulation
VehicleAI.cpp
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1 /*
2  This source file is part of Rigs of Rods
3 
4  Copyright 2005-2012 Pierre-Michel Ricordel
5  Copyright 2007-2012 Thomas Fischer
6  Copyright 2013-2016 Petr Ohlidal
7 
8  For more information, see http://www.rigsofrods.org/
9 
10  Rigs of Rods is free software: you can redistribute it and/or modify
11  it under the terms of the GNU General Public License version 3, as
12  published by the Free Software Foundation.
13 
14  Rigs of Rods is distributed in the hope that it will be useful,
15  but WITHOUT ANY WARRANTY; without even the implied warranty of
16  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17  GNU General Public License for more details.
18 
19  You should have received a copy of the GNU General Public License
20  along with Rigs of Rods. If not, see <http://www.gnu.org/licenses/>.
21 */
22 
23 #ifdef USE_ANGELSCRIPT
24 
25 #include "VehicleAI.h"
26 
27 #include "Actor.h"
28 #include "Console.h"
29 #include "EngineSim.h"
30 #include "GameContext.h"
31 #include "AeroEngine.h"
32 #include "ScrewProp.h"
33 #include "GUIManager.h"
34 #include "GUI_TopMenubar.h"
35 
36 #include "scriptdictionary/scriptdictionary.h"
37 
38 using namespace Ogre;
39 using namespace RoR;
40 
41 VehicleAI::VehicleAI(ActorPtr b) :
42  is_waiting(false),
43  wait_time(0.0f)
44 {
45  beam = b;
46 }
47 
49 {
50 }
51 
52 void VehicleAI::setActive(bool value)
53 {
54  is_enabled = value;
55  init_y = beam->getPosition().y;
56 }
57 
59 {
60  return is_enabled;
61 }
62 
63 void VehicleAI::addWaypoint(std::string const& id, Ogre::Vector3 const& point)
64 {
65  if (current_waypoint == Vector3::ZERO)
66  current_waypoint = point;
67 
69  waypoints.emplace(free_waypoints, point);
70  waypoint_ids.emplace(id, free_waypoints);
71  waypoint_names.emplace(free_waypoints, id);
72 }
73 
74 void VehicleAI::addWaypoints(AngelScript::CScriptDictionary& d)
75 {
76  for (auto item : d)
77  {
78  Ogre::Vector3 point;
79  item.GetValue(&point, item.GetTypeId());
80  std::string key(item.GetKey());
81  this->addWaypoint(key, point);
82  }
83 }
84 
85 Ogre::Vector3 VehicleAI::getTranslation(int offset, unsigned int wp)
86 {
87  Ogre::Vector3 translation = Ogre::Vector3::ZERO;
88 
89  if (int(wp) == 0) // First waypoint we have nothing to compare, return translation based on initial vehicle rotation
90  {
91  if (App::GetGuiManager()->TopMenubar.ai_position_scheme == 0) // Set vehicle behind vehicle
92  {
93  translation.x += offset * cos(beam->getRotation() - Ogre::Math::HALF_PI);
94  translation.z += offset * sin(beam->getRotation() - Ogre::Math::HALF_PI);
95  }
96  else if (App::GetGuiManager()->TopMenubar.ai_position_scheme == 1) // Set vehicle parallel to vehicle
97  {
98  translation.x += offset * cos(beam->getRotation());
99  translation.z += offset * sin(beam->getRotation());
100  }
101  }
102  else // Return translation based on two waypoints
103  {
104  if (App::GetGuiManager()->TopMenubar.ai_position_scheme == 0)
105  {
106  Ogre::Vector3 dir = App::GetGuiManager()->TopMenubar.ai_waypoints[int(wp)-1].position - App::GetGuiManager()->TopMenubar.ai_waypoints[int(wp)].position;
107  translation -= offset * dir.normalisedCopy();
108  }
109  else if (App::GetGuiManager()->TopMenubar.ai_position_scheme == 1)
110  {
111  Ogre::Vector3 dir = App::GetGuiManager()->TopMenubar.ai_waypoints[int(wp)].position - App::GetGuiManager()->TopMenubar.ai_waypoints[int(wp)-1].position;
112  float angle = Ogre::Vector3::UNIT_Z.angleBetween(dir.normalisedCopy()).valueRadians();
113 
114  if (dir.x > 0) // Direction on the right fails to produce offset in some angles, invert to have the same offset on both sides
115  {
116  angle = -Ogre::Vector3::UNIT_Z.angleBetween(dir.normalisedCopy()).valueRadians();
117  }
118 
119  translation.x -= offset * cos(angle);
120  translation.z -= offset * sin(angle);
121  }
122  }
123 
124  return translation;
125 }
126 
127 void VehicleAI::addEvent(std::string const& id, int ev)
128 {
129  int waypointid = waypoint_ids[id];
130  if (waypointid)
131  waypoint_events.emplace(waypointid, ev);
132 }
133 
134 void VehicleAI::setValueAtWaypoint(std::string const& id, int value_id, float value)
135 {
136  int waypointid = waypoint_ids[id];
137  if (waypointid)
138  {
139  switch (value_id)
140  {
141  case AI_SPEED:
142  waypoint_speed.emplace(id, value);
143  break;
144  case AI_POWER:
145  waypoint_power.emplace(waypointid, value);
146  break;
147  default:
148  break;
149  }
150  }
151 }
152 
154 {
156  {
158  }
159 
161  if (event)
162  {
163  switch (event)
164  {
165  case AI_LIGHTSTOGGLE:
167  break;
168  case AI_BEACONSTOGGLE:
169  beam->beaconsToggle();
170  break;
171  default:
172  break;
173  }
174  }
175 
177  if (speed)
178  maxspeed = speed;
179 
180  float power = waypoint_power[current_waypoint_id];
181  if (power)
182  acc_power = power;
183 
186  {
188  last_waypoint = true;
189 
190  if (beam->ar_engine || beam->ar_num_screwprops > 0) // Keep airplanes going
191  {
192  is_enabled = false;
193  }
194 
195  if (beam->ar_engine) // Stop truck
196  {
197  beam->ar_parking_brake = true;
198  }
199  else if (beam->ar_num_screwprops > 0) // Stop boat
200  {
201  for (int i = 0; i < beam->ar_num_screwprops; i++)
202  {
203  beam->ar_screwprops[i]->reset();
204  }
205  }
206  }
208 
209  if (beam->ar_engine)
210  {
213  }
214 }
215 
216 void VehicleAI::update(float dt, int doUpdate)
217 {
218  if (is_waiting)
219  {
220  wait_time -= dt;
221  if (wait_time < 0)
222  {
223  is_waiting = false;
224  }
225  return;
226  }
227 
228  Vector3 mAgentPosition = beam->getPosition();
229  // Vector3 > Vector2
230  mAgentPosition.y = 0;
231  current_waypoint.y = 0;
232  prev_waypoint.y = 0;
233  next_waypoint.y = 0;
234 
235  int dist = 5;
236  if (beam->ar_num_screwprops > 0)
237  {
238  dist = 50; // More tolerance for boats
239  }
240  else if (beam->ar_num_aeroengines > 0)
241  {
242  dist = 100; // Even more tolerance for airplanes
243  }
244 
245  // Find the angle (Radian) of the upcoming turn
246  Ogre:;Vector3 dir1 = current_waypoint - prev_waypoint;
247  Ogre::Vector3 dir2 = next_waypoint - current_waypoint;
248  float angle_rad = 0;
249  float angle_deg = 0;
250  if (App::GetGuiManager()->TopMenubar.ai_mode == 0) // Normal driving mode
251  {
252  angle_rad = dir1.angleBetween(dir2.normalisedCopy()).valueRadians(); // PI
253  angle_deg = dir1.angleBetween(dir2.normalisedCopy()).valueDegrees(); // Degrees 0 - 180
254  }
255 
256  if (App::GetGuiManager()->TopMenubar.ai_mode == 4) // Chase driving mode
257  {
258  if (App::GetGameContext()->GetPlayerActor()) // We are in vehicle
259  {
261  }
262  else // We are in feet
263  {
265  }
266  }
267  else
268  {
269  for (int i = 0; i < beam->ar_num_nodes; i++)
270  {
271  Ogre::Vector3 pos = beam->getNodePosition(i);
272  pos.y = 0;
273  if (current_waypoint.distance(pos) < dist)
274  {
275  updateWaypoint();
276  return;
277  }
278  }
279  }
280 
281  Vector3 TargetPosition = current_waypoint;
282  TargetPosition.y = 0; // Vector3 > Vector2
283  Quaternion TargetOrientation = Quaternion::ZERO;
284 
285  Quaternion mAgentOrientation = Quaternion(Radian(beam->getRotation()), Vector3::NEGATIVE_UNIT_Y);
286  mAgentOrientation.normalise();
287 
288  Vector3 mVectorToTarget = TargetPosition - mAgentPosition; // A-B = B->A
289  mAgentPosition.normalise();
290 
291  Vector3 mAgentHeading = mAgentOrientation * mAgentPosition;
292  Vector3 mTargetHeading = TargetOrientation * TargetPosition;
293  mAgentHeading.normalise();
294  mTargetHeading.normalise();
295 
296  // Compute new torque scalar (-1.0 to 1.0) based on heading vector to target.
297  Vector3 mSteeringForce = mAgentOrientation.Inverse() * mVectorToTarget;
298  mSteeringForce.normalise();
299 
300  float mYaw = mSteeringForce.x;
301  float mPitch = mSteeringForce.z;
302  //float mRoll = mTargetVO.getRotationTo( mAgentVO ).getRoll().valueRadians();
303 
304  if (mPitch > 0)
305  {
306  if (mYaw > 0)
307  mYaw = 1;
308  else
309  mYaw = -1;
310  }
311 
312  // Steer truck
313  if (beam->ar_engine)
314  {
315  beam->ar_hydro_dir_command = mYaw; // mYaw
316  }
317 
318  // Steer boat
319  if (beam->ar_num_screwprops > 0)
320  {
321  for (int i = 0; i < beam->ar_num_screwprops; i++)
322  {
323  beam->ar_screwprops[i]->setRudder(-mYaw);
324  }
325  }
326 
327  // Steer airplane
328  if (beam->ar_num_aeroengines > 0)
329  {
330  if (!last_waypoint) // Not last waypoint yet, follow waypoints
331  {
332  beam->ar_hydro_dir_command = mYaw; // Wheels
333  beam->ar_aileron = mYaw / 2; // Wings
334 
335  if (abs(beam->GetCameraRoll().y) > 0.5f) // Oversteer, avoid flip
336  {
337  beam->ar_aileron = 0;
338  }
339  }
340 
341  if (abs(mYaw) < 0.1f || last_waypoint) // Too little steering or last waypoint, stabilize
342  {
344  }
345  }
346 
347  if (beam->ar_engine) // Truck
348  {
349  // Start engine if not running
350  if (!beam->ar_engine->isRunning())
352 
353  beam->ar_parking_brake = false;
354  float kmh_wheel_speed = beam->getWheelSpeed() * 3.6;
355 
356  if (abs(mYaw) < 0.5f)
357  {
358  if (kmh_wheel_speed < maxspeed - 1)
359  {
360  beam->ar_brake = 0;
361  beam->ar_engine->autoSetAcc(acc_power - (angle_rad * 0.1f)); // Start easy after turn
362  }
363  else if (kmh_wheel_speed > maxspeed + 1)
364  {
365  beam->ar_brake = 1.0f / 3.0f;
367  }
368  else
369  {
370  beam->ar_brake = 0;
372  }
373  }
374  else
375  {
376  if (kmh_wheel_speed < maxspeed - 1)
377  {
378  beam->ar_brake = 0;
380  }
381  else if (kmh_wheel_speed > maxspeed + 1)
382  {
383  beam->ar_brake = 1.0f / 2.0f;
385  }
386  else
387  {
388  beam->ar_brake = 0;
390  }
391  }
392 
393  if (App::GetGuiManager()->TopMenubar.ai_mode == 0) // Normal driving mode
394  {
395  Ogre::Vector3 pos = beam->getPosition();
396  pos.y = 0;
397 
399  {
400  // Turn ahead, reduce speed relative to the angle and the current speed
401  if (angle_deg > 0 && current_waypoint.distance(pos) < kmh_wheel_speed)
402  {
403  // Speed limit: 10 - 180 degree angle -> 50 - 5 km/h
404  float t = ((angle_deg - 10) / (180 - 10))*1.4f; // Reduce a bit to achive ~20 km/h for a 90 degree angle
405  maxspeed = (1 - t)*50 + t*5;
406  if (maxspeed > 50) // Limit to 50 km/h
407  {
408  maxspeed = 50;
409  }
410  if (maxspeed > App::GetGuiManager()->TopMenubar.ai_speed) // Respect user defined lower speed
411  {
413  }
414  }
415  else // Reset
416  {
418  }
419  }
420 
421  // Collision avoidance with other actors
422  for (ActorPtr& actor : App::GetGameContext()->GetActorManager()->GetActors())
423  {
424  if (actor->ar_driveable == NOT_DRIVEABLE) // Ignore objects that may be actors
425  continue;
426  if (actor == beam) // Ignore ourselves
427  continue;
428 
429  Ogre::Vector3 a = actor->getPosition() - beam->getPosition();
430 
431  if (beam->getDirection().angleBetween(a).valueDegrees() < 30) // Is in front
432  {
433  // Actor ahead, slow down - distance relative to current speed so the faster we go the earlier we slow down
434  if (beam->getPosition().distance(actor->getPosition()) < kmh_wheel_speed)
435  {
436  beam->ar_brake = 1;
438  }
439 
440  for (int i = 0; i < beam->ar_num_nodes; i++)
441  {
442  for (int k = 0; k < actor->ar_num_nodes; k++)
443  {
444  // Too close, stop
445  if (beam->getNodePosition(i).distance(actor->getNodePosition(k)) < 5)
446  {
447  beam->ar_parking_brake = true;
449  break;
450  }
451  }
452  }
453  }
454  }
455 
456  // Collision avoidance with character
457  Ogre::Vector3 b = App::GetGameContext()->GetPlayerCharacter()->getPosition() - beam->getPosition();
458 
459  if (beam->getDirection().angleBetween(b).valueDegrees() < 30 && // Is in front
461  {
462  // Character ahead, slow down - distance relative to current speed so the faster we go the earlier we slow down
463  if (beam->getPosition().distance(App::GetGameContext()->GetPlayerCharacter()->getPosition()) < kmh_wheel_speed)
464  {
465  beam->ar_brake = 1;
467  }
468 
469  for (int i = 0; i < beam->ar_num_nodes; i++)
470  {
471  // Too close, steer
473  {
476  break;
477  }
478  }
479  }
480  }
481  else if (App::GetGuiManager()->TopMenubar.ai_mode == 1 || // Race driving mode
482  App::GetGuiManager()->TopMenubar.ai_mode == 2 || // Drag race mode
483  App::GetGuiManager()->TopMenubar.ai_mode == 3) // Crash driving mode
484  {
486  {
488  }
489  }
490  else if (App::GetGuiManager()->TopMenubar.ai_mode == 4) // Chase driving mode
491  {
492  if (App::GetGameContext()->GetPlayerActor())
493  {
494  maxspeed += App::GetGameContext()->GetPlayerActor()->getSpeed(); // Get him!!
495  }
496  else // Reset
497  {
499  }
500 
501  // Collision avoidance with other actors
502  for (ActorPtr& actor : App::GetGameContext()->GetActorManager()->GetActors())
503  {
504  if (actor->ar_driveable == NOT_DRIVEABLE) // Ignore objects that may be actors
505  continue;
506  if (actor == beam) // Ignore ourselves
507  continue;
508 
509  Ogre::Vector3 a = actor->getPosition() - beam->getPosition();
510 
511  if (beam->getDirection().angleBetween(a).valueDegrees() < 30) // Is in front
512  {
513  // Too close, stop
514  if (beam->getPosition().distance(actor->getPosition()) < 10)
515  {
517  beam->ar_parking_brake = true;
519  }
520  }
521  }
522 
523  // Collision avoidance with character
524  Ogre::Vector3 b = App::GetGameContext()->GetPlayerCharacter()->getPosition() - beam->getPosition();
525 
526  if (beam->getDirection().angleBetween(b).valueDegrees() < 30 && // Is in front
528  {
529  // Too close, stop
530  if (beam->getPosition().distance(App::GetGameContext()->GetPlayerCharacter()->getPosition()) < 20)
531  {
532  beam->ar_parking_brake = true;
534  }
535  }
536  }
537  }
538  else if (beam->ar_num_aeroengines > 0) // Airplane
539  {
540  if (beam->getParkingBrake())
541  {
542  beam->ar_parking_brake = false;
543  }
544 
545  for (int i = 0; i < beam->ar_num_aeroengines; i++) // Start engines
546  {
547  if (!beam->ar_aeroengines[i]->getIgnition())
548  {
551  }
552  }
553 
554  float target_alt = App::GetGuiManager()->TopMenubar.ai_altitude / 3.28083f; // Feet
555 
556  if (beam->getPosition().y - init_y < target_alt * 0.8f)
557  {
558  hold = false;
559  }
560 
561  if (beam->getPosition().y - init_y < target_alt && !hold) // Reach defined altitude
562  {
563  beam->ar_elevator = 0.5f - abs(beam->GetCameraDir().y);
565 
566  if (beam->GetCameraDir().y > 0.5f) // Avoid over-elevate flip
567  {
568  beam->ar_elevator = -0.05f;
569  }
570  }
571  else if (beam->getPosition().y - init_y > target_alt) // We reached defined altitude, hold
572  {
573  for (int i = 0; i < beam->ar_num_aeroengines; i++)
574  {
575  beam->ar_aeroengines[i]->setThrottle(0.9f);
576  }
577  hold = true;
578  }
579 
580  if (hold)
581  {
583 
584  if (beam->GetCameraDir().y < 0)
585  {
586  beam->ar_aerial_flap = 1;
587  }
588  else if (beam->GetCameraDir().y > 0)
589  {
590  beam->ar_aerial_flap = 0;
591  }
592  }
593  }
594  else if (beam->ar_num_screwprops > 0) // Boat
595  {
596  Vector3 hdir = beam->GetCameraDir();
597  float knots = hdir.dotProduct(beam->ar_nodes[beam->ar_main_camera_node_pos].Velocity) * 1.9438f; // 1.943 = m/s in knots/s
599 
600  if (abs(mYaw) < 0.5f)
601  {
602  if (knots < maxspeed - 1)
603  {
604  for (int i = 0; i < beam->ar_num_screwprops; i++)
605  {
607  }
608  }
609  else if (knots > maxspeed + 1)
610  {
611  for (int i = 0; i < beam->ar_num_screwprops; i++)
612  {
614  }
615  }
616  else
617  {
618  for (int i = 0; i < beam->ar_num_screwprops; i++)
619  {
621  }
622  }
623  }
624  else
625  {
626  if (knots < maxspeed - 1)
627  {
628  for (int i = 0; i < beam->ar_num_screwprops; i++)
629  {
631  }
632  }
633  else if (knots > maxspeed + 1)
634  {
635  for (int i = 0; i < beam->ar_num_screwprops; i++)
636  {
638  }
639  }
640  else
641  {
642  for (int i = 0; i < beam->ar_num_screwprops; i++)
643  {
645  }
646  }
647  }
648  }
649 }
650 
651 #endif // USE_ANGELSCRIPT
GameContext.h
Game state manager and message-queue provider.
RoR::VehicleAI::addEvent
void addEvent(std::string const &id, int ev)
Adds a event.
Definition: VehicleAI.cpp:127
RoR::VehicleAI::acc_power
float acc_power
The engine power.
Definition: VehicleAI.h:155
RoR::Actor::ar_main_camera_node_pos
NodeNum_t ar_main_camera_node_pos
Sim attr; ar_camera_node_pos[0] >= 0 ? ar_camera_node_pos[0] : 0.
Definition: Actor.h:377
RoR::Actor::getWheelSpeed
float getWheelSpeed() const
Definition: Actor.h:89
RoR::VehicleAI::addWaypoint
void addWaypoint(std::string const &id, Ogre::Vector3 const &point)
Adds one waypoint.
Definition: VehicleAI.cpp:63
RoR::Actor::getSpeed
float getSpeed()
Definition: Actor.h:83
RoR::node_t::Velocity
Ogre::Vector3 Velocity
Definition: SimData.h:306
RoR::EngineSim::isRunning
bool isRunning() const
Definition: EngineSim.h:93
RoR::Screwprop::reset
void reset()
Definition: ScrewProp.cpp:111
RoR::VehicleAI::current_waypoint
Ogre::Vector3 current_waypoint
The coordinates of the waypoint that the AI is driving to.
Definition: VehicleAI.h:143
RoR::VehicleAI::next_waypoint
Ogre::Vector3 next_waypoint
The coordinates of the previous waypoint.
Definition: VehicleAI.h:145
VehicleAI.h
Simple waypoint AI.
RoR::App::GetGuiManager
GUIManager * GetGuiManager()
Definition: Application.cpp:268
RoR::Actor::ar_parking_brake
bool ar_parking_brake
Definition: Actor.h:403
RoR::VehicleAI::current_waypoint_id
int current_waypoint_id
The coordinates of the next waypoint.
Definition: VehicleAI.h:146
RoR::Actor::GetCameraDir
Ogre::Vector3 GetCameraDir()
Definition: Actor.h:256
RoR::Actor::ar_num_nodes
int ar_num_nodes
Definition: Actor.h:273
GUI_TopMenubar.h
RoR::GameContext::GetPlayerCharacter
Character * GetPlayerCharacter()
Definition: GameContext.cpp:879
RoR::GUI::TopMenubar::ai_altitude
int ai_altitude
Definition: GUI_TopMenubar.h:73
RoR::Actor::ar_brake
Ogre::Real ar_brake
Physics state; braking intensity.
Definition: Actor.h:388
RoR::Actor::ar_engine
EngineSim * ar_engine
Definition: Actor.h:368
Console.h
RoR::Character::GetActorCoupling
ActorPtr GetActorCoupling()
Definition: Character.cpp:547
RoR::Console::putMessage
void putMessage(MessageArea area, MessageType type, std::string const &msg, std::string icon="")
Definition: Console.cpp:97
RoR::AI_BEACONSTOGGLE
@ AI_BEACONSTOGGLE
Definition: VehicleAI.h:49
RoR::GUI::TopMenubar::ai_waypoints
std::vector< ai_events > ai_waypoints
Definition: GUI_TopMenubar.h:66
RoR::Actor::ar_aerial_flap
int ar_aerial_flap
Sim state; state of aircraft flaps (values: 0-5)
Definition: Actor.h:410
RoR::Screwprop::setRudder
void setRudder(float val)
Definition: ScrewProp.cpp:89
RoR::VehicleAI::is_waiting
bool is_waiting
Definition: VehicleAI.h:137
RoR::EngineSim::autoSetAcc
void autoSetAcc(float val)
Definition: EngineSim.cpp:1078
RoR::NOT_DRIVEABLE
@ NOT_DRIVEABLE
not drivable at all
Definition: SimData.h:103
RoR::VehicleAI::prev_waypoint
Ogre::Vector3 prev_waypoint
Definition: VehicleAI.h:144
RefCountingObjectPtr< Actor >
RoR::Actor::beaconsToggle
void beaconsToggle()
Definition: Actor.cpp:3707
GUIManager.h
Actor.h
RoR::Console::CONSOLE_SYSTEM_NOTICE
@ CONSOLE_SYSTEM_NOTICE
Definition: Console.h:51
EngineSim.h
RoR::AeroEngine::flipStart
virtual void flipStart()=0
RoR::VehicleAI::last_waypoint
bool last_waypoint
Definition: VehicleAI.h:157
RoR::GUI::TopMenubar::ai_speed
int ai_speed
Definition: GUI_TopMenubar.h:71
RoR::VehicleAI::is_enabled
bool is_enabled
True if the AI is driving.
Definition: VehicleAI.h:142
RoR::Actor::ar_aeroengines
AeroEngine * ar_aeroengines[MAX_AEROENGINES]
Definition: Actor.h:318
RoR::VehicleAI::isActive
bool isActive()
Returns the status of the AI.
Definition: VehicleAI.cpp:58
ScrewProp.h
RoR::Actor::ar_screwprops
Screwprop * ar_screwprops[MAX_SCREWPROPS]
Definition: Actor.h:320
RoR::Actor::ar_num_aeroengines
int ar_num_aeroengines
Definition: Actor.h:319
RoR::VehicleAI::waypoint_names
std::map< int, std::string > waypoint_names
Map with all waypoint names.
Definition: VehicleAI.h:149
RoR::VehicleAI::setValueAtWaypoint
void setValueAtWaypoint(std::string const &id, int value_id, float value)
Sets a value at a waypoint.
Definition: VehicleAI.cpp:134
RoR::Actor::toggleHeadlights
void toggleHeadlights()
Definition: Actor.cpp:2957
RoR::VehicleAI::getTranslation
Ogre::Vector3 getTranslation(int offset, unsigned int wp)
Gets offset translation based on vehicle rotation and waypoints.
Definition: VehicleAI.cpp:85
RoR::Actor::getPosition
Ogre::Vector3 getPosition()
Definition: Actor.cpp:371
RoR::VehicleAI::init_y
float init_y
Definition: VehicleAI.h:156
RoR::Screwprop::setThrottle
void setThrottle(float val)
Definition: ScrewProp.cpp:76
RoR::App::GetConsole
Console * GetConsole()
Definition: Application.cpp:269
RoR::App::GetGameContext
GameContext * GetGameContext()
Definition: Application.cpp:279
RoR::Character::getPosition
Ogre::Vector3 getPosition()
Definition: Character.cpp:92
RoR::AI_POWER
@ AI_POWER
Definition: VehicleAI.h:58
RoR::VehicleAI::free_waypoints
int free_waypoints
The amount of waypoints.
Definition: VehicleAI.h:154
RoR::Actor::ar_num_screwprops
int ar_num_screwprops
Definition: Actor.h:321
RoR::Actor::getDirection
Ogre::Vector3 getDirection()
average actor velocity, calculated using the actor positions of the last two frames
Definition: Actor.cpp:366
RoR::VehicleAI::updateWaypoint
void updateWaypoint()
Updates the AI waypoint.
Definition: VehicleAI.cpp:153
RoR::GUIManager::TopMenubar
GUI::TopMenubar TopMenubar
Definition: GUIManager.h:123
RoR::Actor::GetCameraRoll
Ogre::Vector3 GetCameraRoll()
Definition: Actor.h:257
RoR::VehicleAI::wait_time
float wait_time
(seconds) The amount of time the AI has to wait.
Definition: VehicleAI.h:138
RoR::VehicleAI::maxspeed
float maxspeed
(KM/H) The max speed the AI is allowed to drive.
Definition: VehicleAI.h:140
RoR::Actor::getParkingBrake
bool getParkingBrake()
Definition: Actor.h:140
RoR::Actor::ar_elevator
float ar_elevator
Sim state; aerial controller.
Definition: Actor.h:407
RoR::GUI::TopMenubar::ai_mode
int ai_mode
Definition: GUI_TopMenubar.h:82
RoR::VehicleAI::beam
ActorPtr beam
The verhicle the AI is driving.
Definition: VehicleAI.h:141
RoR::VehicleAI::waypoint_events
std::map< int, int > waypoint_events
Map with all waypoint events.
Definition: VehicleAI.h:150
RoR::Actor::ar_nodes
node_t * ar_nodes
Definition: Actor.h:269
RoR::Actor::getRotation
float getRotation()
Definition: Actor.cpp:356
RoR::AeroEngine::getIgnition
virtual bool getIgnition()=0
RoR::Actor::ar_hydro_dir_command
float ar_hydro_dir_command
Definition: Actor.h:392
RoR::Actor::getNodePosition
Ogre::Vector3 getNodePosition(int nodeNumber)
Returns world position of node.
Definition: Actor.cpp:4500
RoR::EngineSim::StartEngine
void StartEngine()
Quick engine start. Plays sounds.
Definition: EngineSim.cpp:998
Ogre
This is a raw Ogre binding for Imgui No project cmake no just four source because If you re familiar with Ogre
Definition: README-OgreImGui.txt:3
RoR::AI_SPEED
@ AI_SPEED
Definition: VehicleAI.h:57
RoR::AeroEngine::setThrottle
virtual void setThrottle(float val)=0
AeroEngine.h
Ogre
Definition: ExtinguishableFireAffector.cpp:35
RoR::VehicleAI::addWaypoints
void addWaypoints(AngelScript::CScriptDictionary &d)
Adds a dictionary with waypoints.
Definition: VehicleAI.cpp:74
RoR::Console::CONSOLE_MSGTYPE_SCRIPT
@ CONSOLE_MSGTYPE_SCRIPT
Messages sent from scripts.
Definition: Console.h:62
RoR::VehicleAI::~VehicleAI
virtual ~VehicleAI() override
Definition: VehicleAI.cpp:48
RoR::Actor::ar_aileron
float ar_aileron
Sim state; aerial controller.
Definition: Actor.h:409
RoR::GameContext::GetPlayerActor
const ActorPtr & GetPlayerActor()
Definition: GameContext.h:134
RoR::VehicleAI::waypoint_speed
std::map< Ogre::String, float > waypoint_speed
Map with all waypoint speeds.
Definition: VehicleAI.h:151
RoR::VehicleAI::waypoint_ids
std::map< std::string, int > waypoint_ids
Map with all waypoint IDs.
Definition: VehicleAI.h:148
RoR
Definition: AppContext.h:36
RoR::VehicleAI::update
void update(float dt, int doUpdate)
Updates the AI.
Definition: VehicleAI.cpp:216
RoR::VehicleAI::setActive
void setActive(bool value)
Activates/Deactivates the AI.
Definition: VehicleAI.cpp:52
RoR::VehicleAI::hold
bool hold
Definition: VehicleAI.h:158
RoR::AI_LIGHTSTOGGLE
@ AI_LIGHTSTOGGLE
Definition: VehicleAI.h:47
RoR::VehicleAI::waypoints
std::map< int, Ogre::Vector3 > waypoints
Map with all waypoints.
Definition: VehicleAI.h:147
RoR::VehicleAI::waypoint_power
std::map< int, float > waypoint_power
Map with all waypoint engine power.
Definition: VehicleAI.h:152