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source: code/branches/AI_HS15/src/orxonox/controllers/CommonController.h @ 10793

Last change on this file since 10793 was 10793, checked in by gania, 8 years ago

added choose maneuver type functionality

File size: 5.6 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
79    class _OrxonoxExport CommonController : public Controller
80    {
81        public:
82
83            static const float ACTION_INTERVAL = 1.0f;
84
85
86            CommonController(Context* context);
87            virtual ~CommonController();
88
89
90
91
92
93            virtual void setFormationMode(FormationMode::Value val)
94                { this->formationMode_ = val; }
95            inline FormationMode::Value getFormationMode() const
96                { return this->formationMode_; }
97            virtual void setFormationModeXML(std::string val);
98            virtual std::string getFormationModeXML();
99
100            virtual void setRank(Rank::Value val)
101                { this->rank_ = val; }
102            inline Rank::Value getRank() const
103                { return this->rank_; }
104
105            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
106
107
108
109            virtual bool setWingman(CommonController* wingman);
110            virtual bool hasWingman();
111
112            void setTarget(ControllableEntity* target);
113            bool hasTarget();
114            void setTargetOrientation(const Quaternion& orient);
115            void setTargetOrientation(ControllableEntity* target);
116            void setTargetPosition(const Vector3& target);
117
118            /*void spin();
119            void turn180();*/
120
121
122        protected:
123
124            void moveToPoint(const Vector3& relativeTargetPosition, float angleRoll);
125            bool moveAndRoll(float dt);
126
127            void moveToPosition(const Vector3& target, float dt);
128            void moveToTargetPosition(float dt);
129            //enum Mode {ROCKET, ATTACK, MOVE, HOLD};//TODO; implement DEFENCE, MOVING modes
130
131            //Mode mode_;
132            void copyOrientation(const Quaternion& orient, float dt);
133            void copyTargetOrientation(float dt);
134
135            float squaredDistanceToTarget() const;
136            void doFire();
137            void aimAtTarget();
138            bool isLookingAtTarget(float angle) const;
139
140            //checks if spaceship points at enemy and if there are allies inbetween
141            bool canFire();
142            std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons()
143            //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons()
144            float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
145            void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed.
146            bool bSetupWorked; //<! If false, setupWeapons() is called.
147            int getFiremode(std::string name);
148
149
150            bool bHasTargetPosition_;
151            Vector3 targetPosition_;
152            bool bHasTargetOrientation_;
153            Quaternion targetOrientation_;
154
155            void setPositionOfTarget(const Vector3& target);
156            void setOrientationOfTarget(const Quaternion& orient);
157            bool bHasPositionOfTarget_;
158            Vector3 positionOfTarget_;
159            bool bHasOrientationOfTarget_;
160            Quaternion orientationOfTarget_;
161
162
163            WeakPtr<ControllableEntity> target_;
164            bool bShooting_;
165            WeakPtr<ControllableEntity> objectiveTarget_;
166
167
168            void chooseManeuverType();
169
170            FormationMode::Value formationMode_;
171            Rank::Value rank_;
172            ManeuverType::Value maneuverType_;
173            Maneuver::Value maneuver_;
174
175            bool executingManeuver_;
176            bool executingMoveToPoint_;
177         
178        private:
179           
180               
181    };
182}
183
184#endif /* _CommonController_H__ */
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