| 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 | * Dominik Solenicki |
|---|
| 26 | * |
|---|
| 27 | */ |
|---|
| 28 | |
|---|
| 29 | #include "SectionController.h" |
|---|
| 30 | |
|---|
| 31 | namespace orxonox |
|---|
| 32 | { |
|---|
| 33 | |
|---|
| 34 | RegisterClass(SectionController); |
|---|
| 35 | static const float ACTION_INTERVAL = 1.0f; |
|---|
| 36 | |
|---|
| 37 | SectionController::SectionController(Context* context) : LeaderController(context) |
|---|
| 38 | { |
|---|
| 39 | RegisterObject(SectionController); |
|---|
| 40 | bIsDivisionLeader_ = false; |
|---|
| 41 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&SectionController::action, this))); |
|---|
| 42 | |
|---|
| 43 | |
|---|
| 44 | } |
|---|
| 45 | |
|---|
| 46 | SectionController::~SectionController() |
|---|
| 47 | { |
|---|
| 48 | if (this->isInitialized()) |
|---|
| 49 | { |
|---|
| 50 | |
|---|
| 51 | } |
|---|
| 52 | } |
|---|
| 53 | LeaderController* SectionController::findNewDivisionLeader() |
|---|
| 54 | { |
|---|
| 55 | |
|---|
| 56 | if (!this->getControllableEntity()) |
|---|
| 57 | return NULL; |
|---|
| 58 | |
|---|
| 59 | |
|---|
| 60 | //go through all pawns |
|---|
| 61 | for (ObjectList<LeaderController>::iterator it = ObjectList<LeaderController>::begin(); it; ++it) |
|---|
| 62 | { |
|---|
| 63 | |
|---|
| 64 | //same team? |
|---|
| 65 | if ((this->getControllableEntity()->getTeam() != (it)->getControllableEntity()->getTeam())) |
|---|
| 66 | continue; |
|---|
| 67 | |
|---|
| 68 | //is equal to this? |
|---|
| 69 | if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity()) |
|---|
| 70 | continue; |
|---|
| 71 | |
|---|
| 72 | |
|---|
| 73 | |
|---|
| 74 | //nullptr or not DivisionController? |
|---|
| 75 | if (!(it) || !(it)->bIsDivisionLeader_) |
|---|
| 76 | continue; |
|---|
| 77 | |
|---|
| 78 | float distance = ((it)->getControllableEntity()->getPosition() - this->getControllableEntity()->getPosition()).length(); |
|---|
| 79 | |
|---|
| 80 | // is pawn in range? |
|---|
| 81 | if (distance < RADIUS_TO_SEARCH_FOR_LEADER) |
|---|
| 82 | { |
|---|
| 83 | |
|---|
| 84 | if ((it)->setFollower(this)) |
|---|
| 85 | return (*it); |
|---|
| 86 | } |
|---|
| 87 | } |
|---|
| 88 | return NULL; |
|---|
| 89 | |
|---|
| 90 | } |
|---|
| 91 | |
|---|
| 92 | void SectionController::action() |
|---|
| 93 | { |
|---|
| 94 | //this->target_ = this->sectionTarget_; |
|---|
| 95 | if (!myDivisionLeader_) |
|---|
| 96 | { |
|---|
| 97 | LeaderController* newDivisionLeader = findNewDivisionLeader(); |
|---|
| 98 | myDivisionLeader_ = newDivisionLeader; |
|---|
| 99 | /* if (newDivisionLeader) |
|---|
| 100 | orxout(internal_error) << "new DivisionLeader set" << endl; |
|---|
| 101 | else |
|---|
| 102 | orxout(internal_error) << "null division leader" << endl;*/ |
|---|
| 103 | } |
|---|
| 104 | } |
|---|
| 105 | /* |
|---|
| 106 | Wingmen and Leaders attack target_, which is a member variable of their classes. |
|---|
| 107 | Wingmen's target_ is set to sectionTarget_, which is a member variable of SectionController class, unless |
|---|
| 108 | Wingman covers Leader's rear. |
|---|
| 109 | Leader's target_ must always equal sectionTarget_. |
|---|
| 110 | if section has a target, its Leader shoots at it, but doesn't follow. |
|---|
| 111 | Every section is a part of division. Division consisting of one Section is still a division. |
|---|
| 112 | Division's leader's target_ must always equal divisionTarget_, which is a member variable of DivisionController. |
|---|
| 113 | Division leader ONLY can follow target_ while in formation flight. |
|---|
| 114 | If Division doesn't have a target, Division Leader stays in place, unless it has a waypoint. |
|---|
| 115 | Division Leader's sectionTarget_ must equal divisionTarget_, |
|---|
| 116 | but the other section, that is not a leading section, can attack any target that is near divisonTarget_ |
|---|
| 117 | |
|---|
| 118 | */ |
|---|
| 119 | void SectionController::tick(float dt) |
|---|
| 120 | {/* |
|---|
| 121 | if (!this->isActive()) |
|---|
| 122 | return; |
|---|
| 123 | |
|---|
| 124 | //--------------------------Stay in division-------------------------- |
|---|
| 125 | this->keepDivisionTick();*/ |
|---|
| 126 | /*keepDivisionTick(){ |
|---|
| 127 | if (this->divisionLeader_ && this->divisionLeader_->getControllableEntity() && desiredRelativePosition_){ |
|---|
| 128 | Vector3 desiredAbsolutePosition = ((this->divisionLeader_->getControllableEntity()->getWorldPosition()) + |
|---|
| 129 | (this->divisionLeader_->getControllableEntity()->getWorldOrientation()* (*desiredRelativePosition_))); |
|---|
| 130 | this->moveToPosition (desiredAbsolutePosition); |
|---|
| 131 | } |
|---|
| 132 | } |
|---|
| 133 | */ |
|---|
| 134 | /*//If ordered to attack -> follow target and shoot |
|---|
| 135 | if (this->bAttackOrder_) |
|---|
| 136 | { |
|---|
| 137 | |
|---|
| 138 | } |
|---|
| 139 | //If ordered to move -> move to a target Point |
|---|
| 140 | |
|---|
| 141 | //No orders -> Don't move, but shoot at whatever is close, unless Boss is shooting at it. |
|---|
| 142 | //(Section shoots same target, Boss's section shoots another target) |
|---|
| 143 | { |
|---|
| 144 | |
|---|
| 145 | }*/ |
|---|
| 146 | |
|---|
| 147 | //orxout(internal_error) << "my Wingman is " << this->myWingman_ << endl; |
|---|
| 148 | |
|---|
| 149 | SUPER(SectionController, tick, dt); |
|---|
| 150 | } |
|---|
| 151 | |
|---|
| 152 | |
|---|
| 153 | void SectionController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
|---|
| 154 | { |
|---|
| 155 | SUPER(SectionController, XMLPort, xmlelement, mode); |
|---|
| 156 | |
|---|
| 157 | //XMLPortParam(SectionController, "target_", setTarget, getTarget, xmlelement, mode).defaultValues(100.0f); |
|---|
| 158 | } |
|---|
| 159 | |
|---|
| 160 | |
|---|
| 161 | |
|---|
| 162 | |
|---|
| 163 | } |
|---|