| 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 |  *      Gani Aliguzhinov | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      Fabian 'x3n' Landau, Dominik Solenicki | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | #ifndef _FightingController_H__ | 
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| 30 | #define _FightingController_H__ | 
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| 31 |  | 
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| 32 |  | 
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| 33 | #include "controllers/FlyingController.h" | 
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| 34 |  | 
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| 35 | namespace orxonox | 
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| 36 | { | 
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| 37 |     /** | 
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| 38 |     @brief | 
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| 39 |         FightingController stores all the fighting methods and member variables of AI. | 
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| 40 |         Main methods here are maneuver() and dodge(). | 
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| 41 |      | 
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| 42 |     @note | 
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| 43 |         ActionpointController will not work, if there is no MasterController in the level! | 
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| 44 |     */ | 
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| 45 |     class _OrxonoxExport FightingController : public FlyingController | 
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| 46 |     { | 
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| 47 |  | 
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| 48 |         public: | 
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| 49 |             FightingController(Context* context); | 
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| 50 |             virtual ~FightingController(); | 
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| 51 |              | 
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| 52 |             float squaredDistanceToTarget() const; | 
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| 53 |             bool isLookingAtTarget(float angle) const; | 
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| 54 |             bool hasTarget() const; | 
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| 55 |             ControllableEntity* getTarget() const | 
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| 56 |                 { return this->target_; } | 
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| 57 |             bool bKeepFormation_;   //even if action_ == FIGHT, you might still want to keep formation if far enough form the target | 
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| 58 |             virtual void maneuver(); //<! sets this->targetPosition_, which is a Vector3 of where this ship flies. Decision is made based on | 
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| 59 |                              //<! the distance to enemy, if being attacked, dodge() is called, otherwise ship just flies towards this->target_. | 
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| 60 |             bool bShooting_;    //<! if true, ship shoots each tick | 
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| 61 |             bool canFire(); //<! check if target_ is in radius and if this is looking at target_ | 
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| 62 |         protected: | 
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| 63 |             void setTarget(ControllableEntity* target); //set a target to shoot at | 
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| 64 |  | 
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| 65 |             void setPositionOfTarget(const Vector3& target);    //good to know where target is | 
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| 66 |             void setOrientationOfTarget(const Quaternion& orient);  //I don't really use that | 
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| 67 |             void stopLookingAtTarget();     //<! target dead -> you need to be able to fly | 
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| 68 |             void startLookingAtTarget();    //<! if close to target, no need to fly, just rotate yourself | 
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| 69 |             void lookAtTarget(float dt);    //<! rotate yourself towards target | 
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| 70 |  | 
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| 71 |             void dodge(const Vector3& thisPosition, float diffLength,  Vector3& diffUnit); //<! choose a random Vector3 perpendicular to the difference vector between | 
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| 72 |                                                                         //<! this and target_ plus or minus some amount in difference vector direction, | 
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| 73 |                                                                         //<! depending on whether it is better to close up or survive. | 
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| 74 |             void doFire();  //<! choose weapon, set aim at target_ and fire | 
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| 75 |             WeakPtr<ControllableEntity> target_; | 
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| 76 |             void setClosestTarget(); | 
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| 77 |           | 
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| 78 |             bool bHasPositionOfTarget_; | 
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| 79 |             Vector3 positionOfTarget_; | 
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| 80 |             bool bHasOrientationOfTarget_; | 
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| 81 |             Quaternion orientationOfTarget_; | 
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| 82 |             Pawn* closestTarget() const; | 
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| 83 |  | 
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| 84 |             bool bDodge_; | 
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| 85 |             int attackRange_; | 
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| 86 |             bool bLookAtTarget_;  | 
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| 87 |             float deltaHp; | 
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| 88 |             float previousHp; | 
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| 89 |             bool bStartedDodging_; | 
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| 90 |             //WEAPONSYSTEM DATA | 
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| 91 |             int rocketsLeft_; | 
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| 92 |             int timeout_; | 
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| 93 |             bool bFiredRocket_; | 
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| 94 |             std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons() | 
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| 95 |             //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons() | 
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| 96 |             void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed. | 
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| 97 |             bool bSetupWorked; //<! If false, setupWeapons() is called. | 
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| 98 |             int getFiremode(const std::string& name); | 
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| 99 |            | 
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| 100 |     }; | 
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| 101 | } | 
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| 102 |  | 
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| 103 | #endif /* _FightingController_H__ */ | 
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