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source: code/branches/AI_HS15/src/orxonox/controllers/CommonController.h @ 10762

Last change on this file since 10762 was 10762, checked in by gania, 8 years ago

added a canFire() function

File size: 5.1 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#ifndef _CommonController_H__
30#define _CommonController_H__
31
32
33#include "controllers/Controller.h"
34#include "worldentities/ControllableEntity.h"
35#include "worldentities/pawns/Pawn.h"
36
37
38namespace orxonox
39{
40
41    namespace FormationMode
42    {
43        enum Value
44        {
45            VEE, FINGER4, DIAMOND, WALL
46        };
47    }
48    namespace Rank
49    {
50        enum Value
51        { 
52            NONE, SECTIONLEADER, DIVISIONLEADER, WINGMAN
53        };
54
55    }
56    //none for a formation flight without attacking, neutral when opponent and this have no
57    //advantage over each other, offensive when this spotted opponent first,
58    //defensive otherwise
59    namespace ManeuverType
60    {
61        enum Value
62        { 
63            NONE, NEUTRAL, OFFENSIVE, DEFENCIVE
64        };
65
66    }
67    //none for a formation flight
68    namespace Maneuver
69    {
70        enum Value
71        {
72            NONE, GUNSD, SCISSORS, COMBATSPREAD, DEFENSIVESPLIT, BREAK, BARRELROLL, SWOOP, IMMELMANN, 
73            WINGOVER, LOWYOYO, HIGHYOYO, LAGDISPLACEMENTROLL
74        };
75    }
76
77    class _OrxonoxExport CommonController : public Controller
78    {
79        public:
80
81            static const float ACTION_INTERVAL = 1.0f;
82
83
84            CommonController(Context* context);
85            virtual ~CommonController();
86
87
88
89
90
91            virtual void setFormationMode(FormationMode::Value val)
92                { this->formationMode_ = val; }
93            inline FormationMode::Value getFormationMode() const
94                { return this->formationMode_; }
95            virtual void setFormationModeXML(std::string val);
96            virtual std::string getFormationModeXML();
97
98            virtual void setRank(Rank::Value val)
99                { this->rank_ = val; }
100            inline Rank::Value getRank() const
101                { return this->rank_; }
102
103            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
104
105
106
107            virtual bool setWingman(CommonController* wingman);
108            virtual bool hasWingman();
109
110            void setTarget(ControllableEntity* target);
111
112            void setTargetOrientation(const Quaternion& orient);
113            void setTargetOrientation(ControllableEntity* target);
114            void setTargetPosition(const Vector3& target);
115
116            /*void spin();
117            void turn180();*/
118
119
120        protected:
121
122            void moveToPosition(const Vector3& target);
123            void moveToTargetPosition();
124            //enum Mode {ROCKET, ATTACK, MOVE, HOLD};//TODO; implement DEFENCE, MOVING modes
125
126            //Mode mode_;
127            void copyOrientation(const Quaternion& orient);
128            void copyTargetOrientation();
129
130            bool isCloseAtTarget(float distance) const;
131            void doFire();
132            void aimAtTarget();
133            bool isLookingAtTarget(float angle) const;
134
135            //checks if spaceship points at enemy and if there are allies inbetween
136            bool canFire();
137            std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons()
138            //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons()
139            float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
140            void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed.
141            bool bSetupWorked; //<! If false, setupWeapons() is called.
142            int getFiremode(std::string name);
143
144
145            bool bHasTargetPosition_;
146            Vector3 targetPosition_;
147            bool bHasTargetOrientation_;
148            Quaternion targetOrientation_;
149
150
151            bool bHasObjectivePosition_;
152            Vector3 objectivePosition_;
153            bool bHasObjectiveOrientation_;
154            Quaternion objectiveOrientation_;
155
156            WeakPtr<ControllableEntity> target_;
157            bool bShooting_;
158            WeakPtr<ControllableEntity> objectiveTarget_;
159
160
161
162            FormationMode::Value formationMode_;
163            Rank::Value rank_;
164            ManeuverType::Value maneuverType_;
165            Maneuver::Value maneuver_;
166         
167        private:
168           
169               
170    };
171}
172
173#endif /* _CommonController_H__ */
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