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source: code/branches/AI_HS15/src/orxonox/controllers/CommonController.h @ 10780

Last change on this file since 10780 was 10780, checked in by gania, 8 years ago

fixed firing direction

File size: 5.2 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#include "core/ClassTreeMask.h"
37
38
39namespace orxonox
40{
41
42    namespace FormationMode
43    {
44        enum Value
45        {
46            VEE, FINGER4, DIAMOND, WALL
47        };
48    }
49    namespace Rank
50    {
51        enum Value
52        { 
53            NONE, SECTIONLEADER, DIVISIONLEADER, WINGMAN
54        };
55
56    }
57    //none for a formation flight without attacking, neutral when opponent and this have no
58    //advantage over each other, offensive when this spotted opponent first,
59    //defensive otherwise
60    namespace ManeuverType
61    {
62        enum Value
63        { 
64            NONE, NEUTRAL, OFFENSIVE, DEFENCIVE
65        };
66
67    }
68    //none for a formation flight
69    namespace Maneuver
70    {
71        enum Value
72        {
73            NONE, GUNSD, SCISSORS, COMBATSPREAD, DEFENSIVESPLIT, BREAK, BARRELROLL, SWOOP, IMMELMANN, 
74            WINGOVER, LOWYOYO, HIGHYOYO, LAGDISPLACEMENTROLL
75        };
76    }
77
78    class _OrxonoxExport CommonController : public Controller
79    {
80        public:
81
82            static const float ACTION_INTERVAL = 1.0f;
83
84
85            CommonController(Context* context);
86            virtual ~CommonController();
87
88
89
90
91
92            virtual void setFormationMode(FormationMode::Value val)
93                { this->formationMode_ = val; }
94            inline FormationMode::Value getFormationMode() const
95                { return this->formationMode_; }
96            virtual void setFormationModeXML(std::string val);
97            virtual std::string getFormationModeXML();
98
99            virtual void setRank(Rank::Value val)
100                { this->rank_ = val; }
101            inline Rank::Value getRank() const
102                { return this->rank_; }
103
104            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
105
106
107
108            virtual bool setWingman(CommonController* wingman);
109            virtual bool hasWingman();
110
111            void setTarget(ControllableEntity* target);
112           
113            void setTargetOrientation(const Quaternion& orient);
114            void setTargetOrientation(ControllableEntity* target);
115            void setTargetPosition(const Vector3& target);
116
117            /*void spin();
118            void turn180();*/
119
120
121        protected:
122
123            void moveToPosition(const Vector3& target);
124            void moveToTargetPosition();
125            //enum Mode {ROCKET, ATTACK, MOVE, HOLD};//TODO; implement DEFENCE, MOVING modes
126
127            //Mode mode_;
128            void copyOrientation(const Quaternion& orient);
129            void copyTargetOrientation();
130
131            bool isCloseAtTarget(float distance) const;
132            void doFire();
133            void aimAtTarget();
134            bool isLookingAtTarget(float angle) const;
135
136            //checks if spaceship points at enemy and if there are allies inbetween
137            bool canFire();
138            std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons()
139            //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons()
140            float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
141            void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed.
142            bool bSetupWorked; //<! If false, setupWeapons() is called.
143            int getFiremode(std::string name);
144
145
146            bool bHasTargetPosition_;
147            Vector3 targetPosition_;
148            bool bHasTargetOrientation_;
149            Quaternion targetOrientation_;
150
151
152            bool bHasObjectivePosition_;
153            Vector3 objectivePosition_;
154            bool bHasObjectiveOrientation_;
155            Quaternion objectiveOrientation_;
156
157            WeakPtr<ControllableEntity> target_;
158            bool bShooting_;
159            WeakPtr<ControllableEntity> objectiveTarget_;
160
161
162
163            FormationMode::Value formationMode_;
164            Rank::Value rank_;
165            ManeuverType::Value maneuverType_;
166            Maneuver::Value maneuver_;
167
168            ClassTreeMask               targetMask_;
169
170         
171        private:
172           
173               
174    };
175}
176
177#endif /* _CommonController_H__ */
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