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source: code/branches/ai/src/orxonox/controllers/AIController.cc @ 6640

Last change on this file since 6640 was 6640, checked in by solex, 14 years ago

first bot master/slave behavior

  • Property svn:eol-style set to native
File size: 3.9 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#include "AIController.h"
30
31#include "util/Math.h"
32#include "core/CoreIncludes.h"
33#include "core/Executor.h"
34#include "worldentities/ControllableEntity.h"
35
36namespace orxonox
37{
38    static const float ACTION_INTERVAL = 1.0f;
39
40    CreateFactory(AIController);
41
42    AIController::AIController(BaseObject* creator) : ArtificialController(creator)
43    {
44        RegisterObject(AIController);
45
46        this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this)));
47    }
48
49    AIController::~AIController()
50    {
51    }
52
53    void AIController::action()
54    {
55        float random;
56        float maxrand = 100.0f / ACTION_INTERVAL;
57
58        if (this->state_==0)
59        {
60
61            // search master
62            random = rnd(maxrand);
63            if (random < 50 && (!this->target_))
64                this->searchNewMaster();
65
66            //this->state_=1;
67
68        }
69
70        if (this->state_==-1)
71        {
72           
73        }
74
75        if (this->state_==1)
76        {
77            // search enemy
78            random = rnd(maxrand);
79            if (random < 15 && (!this->target_))
80                this->searchNewTarget();
81
82            // forget enemy
83            random = rnd(maxrand);
84            if (random < 5 && (this->target_))
85                this->forgetTarget();
86
87            // next enemy
88            random = rnd(maxrand);
89            if (random < 10 && (this->target_))
90                this->searchNewTarget();
91
92            // fly somewhere
93            random = rnd(maxrand);
94            if (random < 50 && (!this->bHasTargetPosition_ && !this->target_))
95                this->searchRandomTargetPosition();
96
97            // stop flying
98            random = rnd(maxrand);
99            if (random < 10 && (this->bHasTargetPosition_ && !this->target_))
100                this->bHasTargetPosition_ = false;
101
102            // fly somewhere else
103            random = rnd(maxrand);
104            if (random < 30 && (this->bHasTargetPosition_ && !this->target_))
105                this->searchRandomTargetPosition();
106
107            // shoot
108            random = rnd(maxrand);
109            if (random < 75 && (this->target_ && !this->bShooting_))
110                this->bShooting_ = true;
111
112            // stop shooting
113            random = rnd(maxrand);
114            if (random < 25 && (this->bShooting_))
115                this->bShooting_ = false;
116        }
117    }
118
119    void AIController::tick(float dt)
120    {
121        if (!this->isActive())
122            return;
123
124        if (this->state_==1)
125        {
126            if (this->target_)
127                this->aimAtTarget();
128
129            if (this->bHasTargetPosition_)
130                this->moveToTargetPosition();
131
132            if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f))
133                this->getControllableEntity()->fire(0);
134        }
135
136        if (this->state_==-1)
137        {
138            //this->state_=1;
139
140
141        }
142
143        SUPER(AIController, tick, dt);
144    }
145
146}
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