1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * Dominik Solenicki |
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26 | * |
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27 | */ |
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28 | #include "controllers/CommonController.h" |
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29 | |
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30 | namespace orxonox |
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31 | { |
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32 | |
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33 | RegisterClass(CommonController); |
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34 | static const float SPEED = 0.6f; |
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35 | static const float ROTATEFACTOR = 0.2f; |
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36 | |
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37 | CommonController::CommonController(Context* context) : Controller(context) |
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38 | { |
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39 | |
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40 | RegisterObject(CommonController); |
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41 | } |
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42 | |
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43 | |
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44 | CommonController::~CommonController() |
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45 | { |
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46 | } |
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47 | |
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48 | |
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49 | |
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50 | |
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51 | bool CommonController::setWingman (CommonController* wingman) |
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52 | { |
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53 | return false; |
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54 | } |
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55 | |
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56 | bool CommonController::hasWingman() |
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57 | { |
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58 | return true; |
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59 | } |
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60 | |
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61 | |
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62 | |
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63 | |
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64 | void CommonController::setTargetPosition(const Vector3& target) |
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65 | { |
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66 | this->targetPosition_ = target; |
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67 | this->bHasTargetPosition_ = true; |
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68 | } |
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69 | |
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70 | void CommonController::setTargetOrientation(const Quaternion& orient) |
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71 | { |
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72 | this->targetOrientation_=orient; |
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73 | this->bHasTargetOrientation_=true; |
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74 | } |
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75 | |
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76 | void CommonController::setTargetOrientation(ControllableEntity* target) |
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77 | { |
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78 | if (target) |
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79 | setTargetOrientation(target->getOrientation()); |
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80 | } |
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81 | |
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82 | /*void CommonController::spin() |
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83 | { |
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84 | this->moveToTargetPosition(); |
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85 | this->getControllableEntity()->rotateRoll(8.0f); |
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86 | } |
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87 | void CommonController::turn180() |
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88 | { |
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89 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_); |
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90 | |
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91 | this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x); |
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92 | this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y); |
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93 | |
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94 | this->getControllableEntity()->moveFrontBack(SPEED); |
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95 | }*/ |
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96 | |
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97 | |
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98 | |
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99 | //copy the Roll orientation of given Quaternion. |
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100 | void CommonController::copyOrientation(const Quaternion& orient) |
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101 | { |
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102 | //roll angle difference in radian |
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103 | float diff=orient.getRoll(false).valueRadians()-(this->getControllableEntity()->getOrientation().getRoll(false).valueRadians()); |
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104 | while(diff>math::twoPi) diff-=math::twoPi; |
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105 | while(diff<-math::twoPi) diff+=math::twoPi; |
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106 | this->getControllableEntity()->rotateRoll(-diff); |
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107 | } |
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108 | void CommonController::copyTargetOrientation() |
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109 | { |
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110 | if (bHasTargetOrientation_) |
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111 | { |
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112 | copyOrientation(targetOrientation_); |
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113 | } |
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114 | } |
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115 | |
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116 | |
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117 | |
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118 | |
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119 | void CommonController::moveToTargetPosition() |
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120 | { |
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121 | this->moveToPosition(this->targetPosition_); |
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122 | } |
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123 | void CommonController::moveToPosition(const Vector3& target) |
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124 | { |
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125 | if (!this->getControllableEntity()) |
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126 | return; |
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127 | |
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128 | //100 is (so far) the smallest tolerance (empirically found) that can be reached, |
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129 | //with smaller distance spaceships can't reach position and go circles around it instead |
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130 | int tolerance = 100; |
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131 | |
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132 | ControllableEntity* entity = this->getControllableEntity(); |
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133 | Vector2 coord = get2DViewCoordinates |
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134 | (entity->getPosition(), |
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135 | entity->getOrientation() * WorldEntity::FRONT, |
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136 | entity->getOrientation() * WorldEntity::UP, |
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137 | target); |
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138 | |
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139 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
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140 | |
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141 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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142 | float rotateX = clamp(coord.x * 10, -1.0f, 1.0f); |
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143 | float rotateY = clamp(coord.y * 10, -1.0f, 1.0f); |
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144 | |
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145 | |
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146 | if (distance > tolerance) |
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147 | { |
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148 | //Yaw and Pitch are enough to start facing the target |
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149 | this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR * rotateX); |
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150 | this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR * rotateY); |
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151 | |
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152 | //300 works, maybe less is better |
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153 | if (distance < 300) |
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154 | { |
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155 | //Change roll when close. When Spaceship faces target, roll doesn't affect it's trajectory |
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156 | //It's important that roll is not changed in the process of changing yaw and pitch |
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157 | //Wingmen won't face same direction as Leaders, but when Leaders start moving |
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158 | //Yaw and Pitch will adapt. |
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159 | if (bHasTargetOrientation_) |
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160 | { |
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161 | copyTargetOrientation(); |
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162 | } |
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163 | } |
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164 | this->getControllableEntity()->moveFrontBack(1.2f*SPEED); |
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165 | } |
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166 | else |
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167 | { |
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168 | bHasTargetPosition_ = false; |
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169 | bHasTargetOrientation_ = false; |
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170 | } |
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171 | } |
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172 | void CommonController::doFire() |
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173 | { |
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174 | if (this->isLookingAtTarget(math::pi / 20.0f)) |
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175 | this->getControllableEntity()->fire(0); //ai uses lens flare if they're close enough to the target |
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176 | } |
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177 | bool CommonController::isLookingAtTarget(float angle) const |
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178 | { |
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179 | if (!this->getControllableEntity()) |
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180 | return false; |
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181 | |
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182 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); |
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183 | } |
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184 | |
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185 | void CommonController::aimAtTarget() |
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186 | { |
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187 | if (!this->target_ || !this->getControllableEntity()) |
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188 | return; |
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189 | |
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190 | static const float hardcoded_projectile_speed = 750; |
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191 | |
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192 | Vector3 aimPosition = getPredictedPosition(this->getControllableEntity()->getWorldPosition(), |
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193 | hardcoded_projectile_speed, this->target_->getWorldPosition(), this->target_->getVelocity()); |
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194 | |
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195 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); |
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196 | if (pawn) |
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197 | pawn->setAimPosition(aimPosition); |
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198 | } |
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199 | |
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200 | |
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201 | |
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202 | } |
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