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source: code/branches/AI_HS15/src/orxonox/controllers/CommonController.cc @ 10725

Last change on this file since 10725 was 10725, checked in by gania, 8 years ago

fixed pointers

File size: 2.9 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 *      Dominik Solenicki
26 *
27 */
28#include "controllers/CommonController.h"
29
30namespace orxonox
31{
32
33    RegisterClass(CommonController);
34
35   
36    bool CommonController::setWingman (CommonController* wingman)
37    {
38        return false;
39    }
40    bool CommonController::isLeader ()
41    {
42        return false;
43    }
44    bool CommonController::hasWingman()
45    {
46        return true;
47    }
48
49    CommonController::CommonController(Context* context) : Controller(context)
50    {
51
52        RegisterObject(CommonController);
53        //this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&LeaderController::action, this)));
54    }
55
56
57    CommonController::~CommonController()
58    {
59    }
60
61    void CommonController::moveToPosition(const Vector3& target)
62    {
63        if (!this->getControllableEntity())
64            return;
65
66        Vector2 coord = get2DViewCoordinates(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
67        float distance = (target - this->getControllableEntity()->getPosition()).length();
68        float rotateX = clamp(coord.x * 10, -1.0f, 1.0f);
69        float rotateY = clamp(coord.y * 10, -1.0f, 1.0f);
70
71       
72        if (this->target_ || distance > 10)
73        {
74            this->getControllableEntity()->rotateYaw(-1.0f * 0.8f * rotateX);
75            this->getControllableEntity()->rotatePitch(0.8f * rotateY);
76        }
77
78        if (this->target_ && distance <  200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
79        {
80            this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance
81        } 
82        else if (distance > 100)
83            this->getControllableEntity()->moveFrontBack(0.8f);
84       
85
86
87        if (distance < 100)
88        {
89            this->positionReached();
90            bHasTargetOrientation_=false;
91        }
92    }
93 
94
95}
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