[12304] | 1 | |
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| 2 | #include "PacmanPink.h" |
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| 3 | |
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| 4 | #include "core/CoreIncludes.h" |
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| 5 | #include "BulletDynamics/Dynamics/btRigidBody.h" |
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| 6 | |
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| 7 | |
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| 8 | namespace orxonox{ |
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| 9 | |
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| 10 | RegisterClass(PacmanPink); |
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| 11 | |
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| 12 | PacmanPink::PacmanPink(Context* context) : PacmanGhost(context){ |
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| 13 | |
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| 14 | RegisterObject(PacmanPink); |
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[12319] | 15 | |
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| 16 | this->target_x=0; |
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| 17 | this->target_z=15; |
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| 18 | this->lastPlayerPassedPoint=Vector3(70,10,-135); |
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[12304] | 19 | |
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| 20 | } |
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| 21 | |
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| 22 | /** |
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| 23 | @brief |
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| 24 | Method for creating a ghost through XML. |
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| 25 | */ |
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| 26 | void PacmanPink::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 27 | { |
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| 28 | SUPER(PacmanPink, XMLPort, xmlelement, mode); |
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| 29 | } |
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| 30 | |
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| 31 | |
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| 32 | void PacmanPink::tick(float dt) |
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| 33 | { |
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| 34 | SUPER(PacmanGhost, tick, dt); |
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| 35 | |
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| 36 | this->actuelposition = this->getPosition(); |
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[12319] | 37 | |
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| 38 | |
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| 39 | for(int u=0; u < 67; u++){//always check if player passed a point |
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| 40 | if(jeanfindpos(this->getPlayerPos(), possibleposition[u])){ |
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| 41 | this->lastPlayerPassedPoint=possibleposition[u]; |
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| 42 | } |
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| 43 | } |
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| 44 | |
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[12304] | 45 | |
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| 46 | //Stop, if target arrived |
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| 47 | if((abs(this->actuelposition.x - this->target_x)<0.5) && (abs(this->actuelposition.z - this->target_z)<0.5)){ |
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| 48 | this->ismoving = false; |
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| 49 | } |
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| 50 | |
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| 51 | //Move, if ghost hasn't arrived yet |
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| 52 | if(this->ismoving){ |
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| 53 | if(!(abs(this->actuelposition.z-target_z)<0.5)) { |
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| 54 | velocity = Vector3(0,0,-sgn(this->actuelposition.z-this->target_z)); |
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| 55 | move(dt, actuelposition, velocity); |
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| 56 | } |
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| 57 | if(!(abs(this->actuelposition.x-target_x)<0.5)){ |
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| 58 | velocity = Vector3(-sgn(this->actuelposition.x-this->target_x),0,0); |
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| 59 | move(dt, actuelposition, velocity); |
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| 60 | } |
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| 61 | } |
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| 62 | //Check on which position the ghost has arrived and set new target |
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| 63 | else{ |
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| 64 | while(lockmove){}; |
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| 65 | lockmove = true; |
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| 66 | |
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[12319] | 67 | Vector3 pinkPos=Vector3(this->target_x, 10, this->target_z); |
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| 68 | |
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| 69 | int directionV = findPlayerTravDir (lastPlayerPassedPoint, this->getPlayerPos()); |
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| 70 | this->pointInFrontOfPlayer=getPointInFrontOfPacman(lastPlayerPassedPoint, directionV); |
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| 71 | |
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| 72 | |
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| 73 | nextMove(pinkPos, pointInFrontOfPlayer, lastPlayerPassedPoint); |
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| 74 | |
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| 75 | |
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| 76 | |
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| 77 | /*if(findPos(player.getPos(), player.lastPassedPoint)){ |
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[12304] | 78 | // if player is on a point, for simplicity go to it |
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| 79 | Vector3 nextMove = getShortestPath(this->actuelposition, player.lastPassedPoint); |
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| 80 | setNewTargetPink(nextMove); |
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| 81 | } |
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| 82 | |
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| 83 | else{ //if player is not on a point either go to next neighboor, or if no |
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| 84 | //neighboor in player direction available, go to last point passed by player. |
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| 85 | |
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| 86 | int dir=findPlayerTravDir(player.lastPassedPoint, player.getPos()); |
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| 87 | //not in other sense! |
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| 88 | |
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| 89 | Vector3[] neighboors; |
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| 90 | findNeighboor(player.lastPassedPoint, neighboors); |
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| 91 | //we need to create function that finds neighboors of player last point |
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| 92 | //We can use and even should use the part of the tick random function |
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| 93 | // that determines the neighboors. But array neighboor should be in form |
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| 94 | // south-west-north-east respectively to array index. |
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| 95 | |
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| 96 | for(int s=0; s < 4; s++){ |
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| 97 | //find next neighboor between player and player.lastPassedPoint |
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| 98 | if((neighboors[s]!=NULL)&&(s==dir)){ |
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| 99 | if(dir==0){ |
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| 100 | Vector3 nextMove=getShortestPath(this->actuelposition, neighboors[s]); |
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| 101 | setNewTargetPink(nextMove); |
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| 102 | } |
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| 103 | else if(dir==1){ |
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| 104 | Vector3 nextMove=getShortestPath(this->actuelposition, neighboors[s]); |
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| 105 | setNewTargetPink(nextMove); |
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| 106 | } |
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| 107 | else if(dir==2){ |
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| 108 | Vector3 nextMove=getShortestPath(this->actuelposition, neighboors[s]); |
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| 109 | setNewTargetPink(nextMove); |
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| 110 | } |
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| 111 | else{//last is default |
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| 112 | Vector3 nextMove=getShortestPath(this->actuelposition, neighboors[s]); |
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| 113 | setNewTargetPink(nextMove); |
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| 114 | } |
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| 115 | } |
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| 116 | else{//if no further point after last player point possible |
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| 117 | //then simply go to this last point. |
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| 118 | Vector3 nextMove=getShortestPath(this->actuelposition, player.lastPassedPoint); |
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| 119 | setNewTargetPink(nextMove); |
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| 120 | } |
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| 121 | |
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| 122 | } |
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| 123 | |
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[12319] | 124 | }*/ |
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| 125 | lockmove=false; |
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[12304] | 126 | |
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| 127 | } |
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| 128 | |
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| 129 | |
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| 130 | |
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| 131 | |
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[12319] | 132 | |
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[12304] | 133 | } |
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| 134 | |
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| 135 | |
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| 136 | |
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[12319] | 137 | void PacmanPink::nextMove( Vector3 pinkPosP, Vector3 playerPos, Vector3 pointToAvoidP11){ |
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| 138 | |
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| 139 | Vector3 nextTarget; |
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[12304] | 140 | |
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[12319] | 141 | nextTarget = getShortestPath(pinkPosP, playerPos, pointToAvoidP11); |
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| 142 | |
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| 143 | setNewTargetGhost(nextTarget); |
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| 144 | } |
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[12304] | 145 | |
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[12319] | 146 | } |
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[12304] | 147 | |
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| 148 | |
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| 149 | |
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| 150 | |
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