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source: code/branches/AI_HS15/src/orxonox/controllers/CommonController.h @ 10759

Last change on this file since 10759 was 10759, checked in by gania, 9 years ago

small fixes

File size: 4.1 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _CommonController_H__
30#define _CommonController_H__
31
32
33#include "controllers/Controller.h"
34#include "worldentities/ControllableEntity.h"
35#include "worldentities/pawns/Pawn.h"
36
37
38namespace orxonox
39{
40
41    namespace FormationMode
42    {
43        enum Value
44        {
45            VEE, FINGER4, DIAMOND, WALL
46        };
47    }
48    namespace Rank
49    {
50        enum Value
51        { 
52            NONE, SECTIONLEADER, DIVISIONLEADER, WINGMAN
53        };
54
55    }
56
57    class _OrxonoxExport CommonController : public Controller
58    {
59        public:
60
61            static const float ACTION_INTERVAL = 1.0f;
62
63
64            CommonController(Context* context);
65            virtual ~CommonController();
66
67
68
69
70
71            virtual void setFormationMode(FormationMode::Value val)
72                { this->formationMode_ = val; }
73            inline FormationMode::Value getFormationMode() const
74                { return this->formationMode_; }
75            virtual void setFormationModeXML(std::string val);
76            virtual std::string getFormationModeXML();
77
78            virtual void setRank(Rank::Value val)
79                { this->rank_ = val; }
80            inline Rank::Value getRank() const
81                { return this->rank_; }
82
83            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
84
85
86
87            virtual bool setWingman(CommonController* wingman);
88            virtual bool hasWingman();
89
90            void setTarget(ControllableEntity* target);
91
92            void setTargetOrientation(const Quaternion& orient);
93            void setTargetOrientation(ControllableEntity* target);
94            void setTargetPosition(const Vector3& target);
95
96            /*void spin();
97            void turn180();*/
98
99
100        protected:
101
102            void moveToPosition(const Vector3& target);
103            void moveToTargetPosition();
104            //enum Mode {ROCKET, ATTACK, MOVE, HOLD};//TODO; implement DEFENCE, MOVING modes
105
106            //Mode mode_;
107            void copyOrientation(const Quaternion& orient);
108            void copyTargetOrientation();
109
110            bool isCloseAtTarget(float distance) const;
111            void doFire();
112            void aimAtTarget();
113            bool isLookingAtTarget(float angle) const;
114
115
116            std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons()
117            //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons()
118            float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
119            void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed.
120            bool bSetupWorked; //<! If false, setupWeapons() is called.
121            int getFiremode(std::string name);
122
123
124            bool bHasTargetPosition_;
125            Vector3 targetPosition_;
126            bool bHasTargetOrientation_;
127            Quaternion targetOrientation_;
128
129
130            WeakPtr<ControllableEntity> target_;
131            bool bShooting_;
132
133
134            FormationMode::Value formationMode_;
135            Rank::Value rank_;
136
137
138         
139        private:
140           
141               
142    };
143}
144
145#endif /* _CommonController_H__ */
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