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source: code/branches/ai/src/orxonox/controllers/AIController.cc @ 6683

Last change on this file since 6683 was 6683, checked in by solex, 14 years ago

master/slave behavior enhancments

  • Property svn:eol-style set to native
File size: 4.2 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        if (this->state_ == MASTER) freeAllSlaves();
52    }
53
54    void AIController::action()
55    {
56        float random;
57        float maxrand = 100.0f / ACTION_INTERVAL;
58
59        if (this->state_ == FREE)//FREE
60        {
61
62            // search master
63            random = rnd(maxrand);
64            if (random < 50 && (!this->target_))
65                this->searchNewMaster();
66
67
68
69        }
70
71        if (this->state_ == SLAVE)//SLAVE
72        {
73               // this->bShooting_ = true;
74        }
75
76        if (this->state_ == MASTER)//MASTER
77        {
78            // command slaves
79            this->commandSlaves();
80            // search enemy
81            random = rnd(maxrand);
82            if (random < 15 && (!this->target_))
83                this->searchNewTarget();
84
85            // forget enemy
86            random = rnd(maxrand);
87            if (random < 5 && (this->target_))
88                this->forgetTarget();
89
90            // next enemy
91            random = rnd(maxrand);
92            if (random < 10 && (this->target_))
93                this->searchNewTarget();
94
95            // fly somewhere
96            random = rnd(maxrand);
97            if (random < 50 && (!this->bHasTargetPosition_ && !this->target_))
98                this->searchRandomTargetPosition();
99
100            // stop flying
101            random = rnd(maxrand);
102            if (random < 10 && (this->bHasTargetPosition_ && !this->target_))
103                this->bHasTargetPosition_ = false;
104
105            // fly somewhere else
106            random = rnd(maxrand);
107            if (random < 30 && (this->bHasTargetPosition_ && !this->target_))
108                this->searchRandomTargetPosition();
109
110            // shoot
111            /*random = rnd(maxrand);
112            if (random < 75 && (this->target_ && !this->bShooting_))
113                this->bShooting_ = true;
114*/
115            // stop shooting
116            random = rnd(maxrand);
117            if (random < 25 && (this->bShooting_))
118                this->bShooting_ = false;
119        }
120    }
121
122    void AIController::tick(float dt)
123    {
124        if (!this->isActive())
125            return;
126
127        if (this->state_ == MASTER)
128        {
129            if (this->target_)
130                this->aimAtTarget();
131
132            /*if (this->bHasTargetPosition_)
133                this->moveToTargetPosition();
134*/
135            if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f))
136                this->getControllableEntity()->fire(0);
137        }
138
139        if (this->state_==SLAVE)
140        {
141
142            if (this->bHasTargetPosition_)
143                this->moveToTargetPosition();
144
145        //this->getControllableEntity()->fire(0);
146
147        }
148
149        SUPER(AIController, tick, dt);
150    }
151
152}
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