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