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/* $Id: ComTrainingPenAttack.cpp,v 1.12 2003/07/13 15:29:43 nan Exp $ */
// Copyright (C) 2000, 2003 神南 吉宏(Kanna Yoshihiro)
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "ttinc.h"
#include "ComTrainingPenAttack.h"
#include "Ball.h"
#include "Player.h"
#include "Control.h"
#include "PlayGame.h"
#include "Training.h"
extern Ball theBall;
ComTrainingPenAttack::ComTrainingPenAttack() : ComPenAttack() {
}
ComTrainingPenAttack::ComTrainingPenAttack(long side) :
ComPenAttack(side) {
}
ComTrainingPenAttack::ComTrainingPenAttack( long playerType, long side,
double x, double y, double z,
double vx, double vy, double vz,
long status, long swing,
long swingType, bool swingSide,
long afterSwing, long swingError,
double targetX, double targetY,
double eyeX, double eyeY,
double eyeZ,
long pow, double spin,
double stamina, long statusMax ) :
ComPenAttack( playerType, side, x, y, z, vx, vy, vz, status, swing,
swingType, swingSide, afterSwing, swingError, targetX, targetY,
eyeX, eyeY, eyeZ, pow, spin, stamina, statusMax ) {
}
ComTrainingPenAttack::~ComTrainingPenAttack() {
}
bool
ComTrainingPenAttack::Think() {
double hitTX, hitTY; // estimation time until ball reaches _hitX, _hitY
double mx;
// If the ball status changes, change _hitX, _hitY
if ( _prevBallstatus != theBall.GetStatus() && m_swing == 0 ){
Hitarea( _hitX, _hitY );
_prevBallstatus = theBall.GetStatus();
}
if ( theBall.GetVX() != 0.0 )
hitTX = (_hitX - theBall.GetX())/theBall.GetVX();
else
hitTX = -1.0;
if ( theBall.GetVY() != 0.0 )
hitTY = (_hitY - theBall.GetY())/theBall.GetVY();
else
hitTY = -1.0;
if ( fabs( _hitX-(m_x+m_side*0.3) ) < fabs( _hitX-(m_x-m_side*0.3) ) ||
theBall.GetStatus() == 8 || _hitX*m_side > 0 )
mx = m_x+m_side*0.3;
else
mx = m_x-m_side*0.3;
if ( hitTX > 0.0 ) {
if ( m_vx > 0 && mx + m_vx*hitTX < _hitX )
m_vx += 0.1;
else if ( m_vx < 0 && mx + m_vx*hitTX > _hitX )
m_vx -= 0.1;
else if ( m_vx*fabs(m_vx*0.1)/2 < _hitX - mx )
m_vx += 0.1;
else
m_vx -= 0.1;
} else {
if ( m_vx*fabs(m_vx*0.1)/2 < _hitX - mx )
m_vx += 0.1;
else
m_vx -= 0.1;
}
if ( hitTY > 0.0 ) {
if ( m_vy > 0 && m_y + m_vy*hitTY < _hitY )
m_vy += 0.1;
else if ( m_vy < 0 && m_y + m_vy*hitTY > _hitY )
m_vy -= 0.1;
else if ( m_vy*fabs(m_vy*0.1)/2 < _hitY - m_y )
m_vy += 0.1;
else
m_vy -= 0.1;
} else {
if ( m_vy*fabs(m_vy*0.1)/2 < _hitY - m_y )
m_vy += 0.1;
else
m_vy -= 0.1;
}
if ( m_vx > 5.0 )
m_vx = 5.0;
else if ( m_vx < -5.0 )
m_vx = -5.0;
if ( m_vy > 5.0 )
m_vy = 5.0;
else if ( m_vy < -5.0 )
m_vy = -5.0;
// Toss
if ( theBall.GetStatus() == 8 &&
((PlayGame *)Control::TheControl())->GetService() == GetSide() &&
fabs(m_vx) < 0.1 && fabs(m_vy) < 0.1 &&
fabs(m_x+m_side*0.3-_hitX) < 0.1 && fabs(m_y-_hitY) < 0.1 &&
m_swing == 0 ){
theBall.Toss( this, 2 );
StartSwing( 3 );
m_targetY = TABLELENGTH/8*m_side;
return true;
}
// Calc the ball location of 0.1 second later.
// This part seems to be the same as Swing(). Consider again.
Ball *tmpBall;
tmpBall = new Ball( theBall.GetX(), theBall.GetY(), theBall.GetZ(),
theBall.GetVX(), theBall.GetVY(), theBall.GetVZ(),
theBall.GetSpin(), theBall.GetStatus() );
for ( int i = 0 ; i < 10 ; i++ )
tmpBall->Move();
if ( ((tmpBall->GetStatus() == 3 && m_side == 1) ||
(tmpBall->GetStatus() == 1 && m_side == -1)) &&
fabs(m_y-tmpBall->GetY()) < 0.1 ){
_hitX = tmpBall->GetX();
_hitY = tmpBall->GetY();
m_targetX = -TABLEWIDTH/5*2*m_side;
Swing( 3 );
}
delete tmpBall;
return true;
}
bool
ComTrainingPenAttack::HitBall() {
double vx, vy, vz;
double level;
// Serve
if ( ( (m_side == 1 && theBall.GetStatus() == 6) ||
(m_side ==-1 && theBall.GetStatus() == 7) ) &&
fabs( m_x-theBall.GetX() ) < 0.6 && fabs( m_y-theBall.GetY() ) < 0.3 ){
PenAttack::HitBall();
} else {
if ( ((m_side == 1 && theBall.GetStatus() == 3) ||
(m_side ==-1 && theBall.GetStatus() == 1)) ) {
((Training *)Control::TheControl())->AddTrainingCount();
level = 1.0 -
1.0/((double)((Training *)Control::TheControl())->GetTrainingCount()/10.0+1.5);
theBall.TargetToV( -TABLEWIDTH/5*m_side, TABLELENGTH/16*4*m_side,
level, m_spin, vx, vy, vz, 0.1, 20.0 );
theBall.Hit( vx, vy, vz, m_spin, this );
} else
m_swingError = SWING_MISS;
}
return true;
}
// Calc hit point
// (1) If the ball haven't bound, calc bound point
// (2) Calc hit point from current ball location or bound location
bool
ComTrainingPenAttack::Hitarea( double &hitX, double &hitY ) {
Ball *tmpBall;
if ( (theBall.GetStatus() == 3 && m_side == 1) ||
(theBall.GetStatus() == 2 && m_side == 1) ||
(theBall.GetStatus() == 0 && m_side == -1) ||
(theBall.GetStatus() == 1 && m_side == -1) ||
(theBall.GetStatus() == 4 && m_side == -1) ||
(theBall.GetStatus() == 5 && m_side == 1) ) {
tmpBall = new Ball( theBall.GetX(), theBall.GetY(), theBall.GetZ(),
theBall.GetVX(), theBall.GetVY(), theBall.GetVZ(),
theBall.GetSpin(), theBall.GetStatus() );
while ( tmpBall->GetStatus() != -1 ) {
if ( (tmpBall->GetStatus() == 3 && m_side == 1) ||
(tmpBall->GetStatus() == 1 && m_side == -1) ) {
if ( fabs(tmpBall->GetY()) > TABLELENGTH/2 ) {
hitX = tmpBall->GetX();
hitY = tmpBall->GetY();
break;
}
}
tmpBall->Move();
}
delete tmpBall;
} else if ( theBall.GetStatus() == 8 ) {
if ( ((PlayGame *)Control::TheControl())->GetService() == GetSide() ) {
if ( RAND(2) )
hitX = m_targetX;
else
hitX = -m_targetX;
} else
hitX = 0.0;
hitY = -(TABLELENGTH/2+0.2)*m_side;
}
return true;
}
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