void CFrogBoid::Think( float dt,SBoidContext &bc ) { Vec3 flockHeading(0,0,0); m_accel(0,0,0); bool bScaredJump = false; ////////////////////////////////////////////////////////////////////////// // Scare points also scare chicken off. ////////////////////////////////////////////////////////////////////////// if (bc.scareRatio > 0) { float sqrScareDist = m_pos.GetSquaredDistance(bc.scarePoint); if (sqrScareDist < bc.scareRadius*bc.scareRadius) { bScaredJump = true; } } ////////////////////////////////////////////////////////////////////////// m_fTimeToNextJump -= dt; if (m_onGround) { float fScareDist = MAX_FROG_SCARE_DISTANCE; float sqrPlayerDist = m_pos.GetSquaredDistance(bc.playerPos); if (m_fTimeToNextJump <= 0 || sqrPlayerDist < fScareDist*fScareDist || bScaredJump) { PlaySound(FROG_SOUND_JUMP); PlayAnimationId( FROG_JUMP_ANIM,false,0 ); m_fTimeToNextJump = 2.0f + cry_frand()*5.0f; // about every 5-6 second. //m_fTimeToNextJump = 0; // Scared by player or random jump. m_onGround = false; m_heading = m_pos - bc.playerPos; if (bScaredJump) { // Jump from scare point. m_heading = Vec3(m_pos - bc.scarePoint).GetNormalized(); } else if (sqrPlayerDist < fScareDist*fScareDist) { // Jump from player. m_heading = Vec3(m_pos - bc.playerPos).GetNormalized(); } else { if (m_heading != Vec3(0,0,0)) { m_heading = m_heading.GetNormalized(); } else m_heading = Vec3(Boid::Frand(),Boid::Frand(),Boid::Frand()).GetNormalized(); if (m_pos.GetSquaredDistance(bc.flockPos) > bc.fSpawnRadius) { // If we are too far from spawn radius, jump back. Vec3 jumpToOrigin = Vec3( bc.flockPos.x+Boid::Frand()*bc.fSpawnRadius,bc.flockPos.y+Boid::Frand()*bc.fSpawnRadius,bc.flockPos.z+Boid::Frand()*bc.fSpawnRadius ); m_heading = Vec3(jumpToOrigin-m_pos).GetNormalized(); } } m_heading += Vec3(Boid::Frand()*0.4f,Boid::Frand()*0.4f,0 ); m_heading.Normalize(); m_heading.z = 0.5f + (Boid::Frand()+1.0f)*0.3f; m_heading.Normalize(); if (bc.avoidObstacles) { int retries = 4; bool bCollision; do { bCollision = false; // Avoid obstacles & terrain. IPhysicalWorld *physWorld = bc.physics; Vec3 vPos = m_pos + Vec3(0,0,bc.fBoidRadius*0.5f); Vec3 vDir = m_heading*(bc.fBoidRadius*5) + Vec3(0,0,bc.fBoidRadius*1.0f); int objTypes = ent_all|ent_no_ondemand_activation; int flags = rwi_stop_at_pierceable|rwi_ignore_terrain_holes; ray_hit hit; int col = physWorld->RayWorldIntersection( vPos,vDir,objTypes,flags,&hit,1 ); if (col != 0 && hit.dist > 0) { bCollision = true; m_heading = Vec3(Boid::Frand(),Boid::Frand(),0 ); // Pick some random jump vector. m_heading.Normalize(); m_heading.z = 0.5f + (Boid::Frand()+1.0f)*0.3f; m_heading.Normalize(); } } while (!bCollision && retries-- > 0); } m_speed = bc.MinSpeed + cry_frand()*(bc.MaxSpeed-bc.MinSpeed); } } bc.terrainZ = bc.engine->GetTerrainElevation(m_pos.x,m_pos.y) + bc.fBoidRadius*0.5f; float range = bc.MaxAttractDistance; Vec3 origin = bc.flockPos; if (bc.followPlayer) { origin = bc.playerPos; } // Keep in range. if (bc.followPlayer) { bool bChanged = false; if (m_pos.x < origin.x - range) { m_pos.x = origin.x + range; bChanged = true; } if (m_pos.y < origin.y - range) { m_pos.y = origin.y + range; bChanged = true; } if (m_pos.x > origin.x + range) { m_pos.x = origin.x - range; bChanged = true; } if (m_pos.y > origin.y + range) { m_pos.y = origin.y - range; bChanged = true; } if (bChanged) m_pos.z = bc.terrainZ = bc.engine->GetTerrainElevation(m_pos.x,m_pos.y) + bc.fBoidRadius*0.5f; } else { } if (!m_onGround) { m_accel.Set( 0,0,-10 ); } if (m_pos.z < bc.terrainZ+0.001f) { // Land. m_pos.z = bc.terrainZ+0.001f; if (!m_onGround) { m_heading.z = 0; m_onGround = true; m_speed = 0; PlayAnimationId( FROG_IDLE_ANIM,true ); } } // Do random idle sounds. if ((cry_rand()&0xFF) == 0) PlaySound(FROG_SOUND_IDLE); }
void CChickenBoid::Think( float dt,SBoidContext &bc ) { Vec3 flockHeading(0,0,0); m_accel(0,0,0); // float height = m_pos.z - bc.terrainZ; if (m_bThrown) { m_accel.Set(0,0,-10.0f); //float z = bc.engine->GetTerrainElevation(m_pos.x,m_pos.y) + bc.fBoidRadius*0.5f; m_pos.z = bc.engine->GetTerrainElevation(m_pos.x,m_pos.y) + bc.fBoidRadius*0.5f; //pe_status_pos ppos; //m_pPhysics->GetStatus(&ppos); //if (m_pos.z < z) { m_physicsControlled = false; m_bThrown = false; m_heading.z = 0; if (m_heading.IsZero()) m_heading = Vec3(1,0,0); m_heading.Normalize(); m_accel.Set(0,0,0); m_speed = bc.MinSpeed; m_heading.z = 0; } return; } // Free will. // Continue accelerating in same dir untill target speed reached. // Try to maintain average speed of (maxspeed+minspeed)/2 float targetSpeed = bc.MinSpeed; m_accel -= m_heading*(m_speed-targetSpeed)*0.4f; // Gaussian weight. m_accel.z = 0; m_bScared = false; if (bc.factorAlignment != 0) { //CalcCohesion(); Vec3 alignmentAccel; Vec3 cohesionAccel; Vec3 separationAccel; CalcFlockBehavior(bc,alignmentAccel,cohesionAccel,separationAccel); //! Adjust for allignment, //m_accel += alignmentAccel.Normalized()*ALIGNMENT_FACTOR; m_accel += alignmentAccel*bc.factorAlignment; m_accel += cohesionAccel*bc.factorCohesion; m_accel += separationAccel; } /* // Avoid land. if (height < bc.MinHeight && !m_landing) { float v = (1.0f - height/bc.MinHeight); m_accel += Vec3(0,0,v*v)*bc.factorAvoidLand; } else if (height > bc.MaxHeight) // Avoid max height. { float v = (height - bc.MaxHeight)*0.1f; m_accel += Vec3(0,0,-v); } else { // Always try to accelerate in direction oposite to current in Z axis. m_accel.z = -(m_heading.z*m_heading.z*m_heading.z * 100.0f); } */ // Attract to origin point. if (bc.followPlayer) { m_accel += (bc.playerPos - m_pos) * bc.factorAttractToOrigin; } else { //m_accel += (m_birdOriginPos - m_pos) * bc.factorAttractToOrigin; if ((cry_rand()&31) == 1) { m_birdOriginPos = Vec3( bc.flockPos.x+frand()*bc.fSpawnRadius,bc.flockPos.y+frand()*bc.fSpawnRadius,bc.flockPos.z+frand()*bc.fSpawnRadius ); if (m_birdOriginPos.z - bc.terrainZ < bc.MinHeight) { m_birdOriginPos.z = bc.terrainZ + bc.MinHeight; } } /* if (m_pos.x < bc.flockPos.x-bc.fSpawnRadius || m_pos.x > bc.flockPos.x+bc.fSpawnRadius || m_pos.y < bc.flockPos.y-bc.fSpawnRadius || m_pos.y > bc.flockPos.y+bc.fSpawnRadius || m_pos.z < bc.flockPos.z-bc.fSpawnRadius || m_pos.z > bc.flockPos.z+bc.fSpawnRadius) */ { m_accel += (m_birdOriginPos - m_pos) * bc.factorAttractToOrigin; } } // Avoid collision with Terrain and Static objects. float fCollisionAvoidanceWeight = 10.0f; // Do walk sounds. if ((cry_rand()&0xFF) == 0) PlaySound(CHICKEN_SOUND_CLUCK); ////////////////////////////////////////////////////////////////////////// // Player must scare chickens off. ////////////////////////////////////////////////////////////////////////// float fScareDist = 5.0f; float sqrPlayerDist = m_pos.GetSquaredDistance(bc.playerPos); if (sqrPlayerDist < fScareDist*fScareDist) { Vec3 retreatDir = (m_pos - bc.playerPos) + Vec3(frand()*2.0f,frand()*2.0f,0); retreatDir.NormalizeFast(); float scareFactor = (1.0f - sqrPlayerDist/(fScareDist*fScareDist)); m_accel.x += retreatDir.x*scareFactor*bc.factorAvoidLand; m_accel.y += retreatDir.y*scareFactor*bc.factorAvoidLand; m_bScared = true; if (m_landing) m_flightTime = m_maxIdleTime+1.0f; // Stop idle. // Do walk sounds. if ((cry_rand()&0xFF) == 0) PlaySound(CHICKEN_SOUND_SCARED); } ////////////////////////////////////////////////////////////////////////// // Scare points also scare chicken off. ////////////////////////////////////////////////////////////////////////// if (bc.scareRatio > 0) { float sqrScareDist = m_pos.GetSquaredDistance(bc.scarePoint); if (sqrScareDist < bc.scareRadius*bc.scareRadius) { float fScareMultiplier = 10.0f; Vec3 retreatDir = m_pos - bc.scarePoint; retreatDir.NormalizeFast(); float scareFactor = (1.0f - sqrScareDist/(bc.scareRadius*bc.scareRadius)); m_accel.x += retreatDir.x*scareFactor*fScareMultiplier; m_accel.y += retreatDir.y*scareFactor*fScareMultiplier; if (m_landing) m_flightTime = m_maxIdleTime+1.0f; // Stop idle. m_bScared = true; // Do walk sounds. if ((cry_rand()&0xF) == 0) PlaySound(CHICKEN_SOUND_CLUCK); } } ////////////////////////////////////////////////////////////////////////// if (bc.avoidObstacles) { // Avoid obstacles & terrain. IPhysicalWorld *physWorld = bc.physics; Vec3 vDir0 = m_heading*bc.fBoidRadius*0.5f; Vec3 vPos = m_pos + Vec3(0,0,bc.fBoidRadius*0.5f) + vDir0; Vec3 vDir = m_heading*(bc.fBoidRadius*2) + Vec3(0,0,bc.fBoidRadius*0.5f); // Add some random variation in probe ray. vDir.x += frand()*0.5f; vDir.y += frand()*0.5f; int objTypes = ent_all|ent_no_ondemand_activation; int flags = rwi_stop_at_pierceable|rwi_ignore_terrain_holes; ray_hit hit; int col = physWorld->RayWorldIntersection( vPos,vDir,objTypes,flags,&hit,1 ); if (col != 0 && hit.dist > 0) { // Turn from collided surface. Vec3 normal = hit.n; float rayLen = vDir.GetLength(); float w = (1.0f - hit.dist/rayLen); Vec3 R = m_heading - (2.0f*m_heading.Dot(normal))*normal; R.NormalizeFast(); R += normal; //m_accel += R*(w*w)*bc.factorAvoidLand * fCollisionAvoidanceWeight; Vec3 accel = R*w*bc.factorAvoidLand * fCollisionAvoidanceWeight; m_avoidanceAccel = m_avoidanceAccel*bc.fSmoothFactor + accel*(1.0f-bc.fSmoothFactor); } } m_accel += m_avoidanceAccel; m_avoidanceAccel = m_avoidanceAccel*bc.fSmoothFactor; if (!m_landing) { m_flightTime += dt; if (m_flightTime > m_maxNonIdleTime && (m_pos.z > bc.waterLevel && bc.bAvoidWater)) { // Play idle. PlayAnimationId( CHICKEN_IDLE_ANIM + (cry_rand()%CHICKEN_IDLE_ANIM_NUM),true ); m_maxIdleTime = 2.0f + cry_frand()*MAX_REST_TIME; m_landing = true; m_flightTime = 0; m_accel.Set(0,0,0); m_speed = 0; } } else { m_accel = m_heading; m_speed = 0.1f; m_flightTime += dt; if (m_flightTime > m_maxIdleTime) { m_maxNonIdleTime = cry_frand()*MAX_WALK_TIME; PlayAnimationId( CHICKEN_WALK_ANIM,true ); m_landing = false; m_flightTime = 0; } } // Limits birds to above water and land. m_pos.z = bc.engine->GetTerrainElevation(m_pos.x,m_pos.y) + bc.fBoidRadius*0.5f; m_accel.z = 0; ////////////////////////////////////////////////////////////////////////// // Avoid water ocean.. if (m_pos.z < bc.waterLevel && bc.bAvoidWater) { if (m_landing) m_flightTime = m_maxIdleTime; Vec3 nextpos = m_pos + m_heading; float farz = bc.engine->GetTerrainElevation(nextpos.x,nextpos.y) + bc.fBoidRadius*0.5f; if (farz > m_pos.z) m_accel += m_heading*bc.factorAvoidLand; else m_accel += -m_heading*bc.factorAvoidLand; m_accel.z = 0; } ////////////////////////////////////////////////////////////////////////// }