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source: code/branches/AI_HS15/src/orxonox/controllers/CommonController.h @ 10805

Last change on this file since 10805 was 10805, checked in by gania, 8 years ago

Finished groundwork: AI fights enemies like I want it to. TODO implement all the functionality of old AI, like Waypoints, XMLPort

File size: 6.8 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    namespace Action
69    { 
70        enum Value
71        {
72            FLY, FIGHT, PROTECT
73        };
74    }
75    //none for a formation flight
76    namespace Maneuver
77    {
78        enum Value
79        {
80            NONE, GUNSD, SCISSORS, COMBATSPREAD, DEFENSIVESPLIT, BREAK, BARRELROLL, SWOOP, IMMELMANN, 
81            WINGOVER, LOWYOYO, HIGHYOYO, LAGDISPLACEMENTROLL
82        };
83    }
84
85
86    class _OrxonoxExport CommonController : public Controller
87    {
88
89        public:
90            static const float hardcoded_projectile_speed = 750;
91
92            static const float ACTION_INTERVAL = 1.0f;
93
94
95            CommonController(Context* context);
96            virtual ~CommonController();
97
98
99
100
101
102            virtual void setFormationMode(FormationMode::Value val)
103                { this->formationMode_ = val; }
104            inline FormationMode::Value getFormationMode() const
105                { return this->formationMode_; }
106            virtual void setFormationModeXML(std::string val);
107            virtual std::string getFormationModeXML();
108
109            virtual void setRank(Rank::Value val)
110                { this->rank_ = val; }
111            inline Rank::Value getRank() const
112                { return this->rank_; }
113
114            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
115
116
117
118            virtual bool setWingman(CommonController* wingman);
119            virtual bool hasWingman();
120
121            void setTarget(ControllableEntity* target);
122            bool hasTarget();
123            ControllableEntity* getTarget();
124            void setTargetOrientation(const Quaternion& orient);
125            void setTargetOrientation(ControllableEntity* target);
126            void setTargetPosition(const Vector3& target);
127
128            /*void spin();
129            void turn180();*/
130            Action::Value getAction ();
131            void setAction (Action::Value action, ControllableEntity* target);
132            void setAction (Action::Value action, const Vector3& target);
133            void setAction (Action::Value action, const Vector3& target,  const Quaternion& orient );
134
135        protected:
136            void dodge(Vector3& thisPosition, Vector3& diffUnit);
137            int counter;
138            void moveToPoint(const Vector3& relativeTargetPosition, float angleRoll);
139            bool moveAndRoll(float dt);
140
141            void moveToPosition(const Vector3& target, float dt);
142            void moveToTargetPosition(float dt);
143            //enum Mode {ROCKET, ATTACK, MOVE, HOLD};//TODO; implement DEFENCE, MOVING modes
144
145            //Mode mode_;
146            void copyOrientation(const Quaternion& orient, float dt);
147            void copyTargetOrientation(float dt);
148
149            float squaredDistanceToTarget() const;
150            void doFire();
151            void aimAtTarget();
152            bool isLookingAtTarget(float angle) const;
153            bool isLooking( ControllableEntity* entityThatLooks, ControllableEntity* entityBeingLookedAt, float angle )const;
154
155            //checks if spaceship points at enemy and if there are allies inbetween
156            bool canFire();
157            std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons()
158            //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons()
159            float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
160            void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed.
161            bool bSetupWorked; //<! If false, setupWeapons() is called.
162            int getFiremode(std::string name);
163
164            float randomInRange(float a, float b);
165            bool bHasTargetPosition_;
166            Vector3 targetPosition_;
167            bool bHasTargetOrientation_;
168            Quaternion targetOrientation_;
169
170            Vector3 destination_;
171            bool bHasDestination;
172
173
174            void stopMoving();
175            void setPositionOfTarget(const Vector3& target);
176            void setOrientationOfTarget(const Quaternion& orient);
177            bool bHasPositionOfTarget_;
178            Vector3 positionOfTarget_;
179            bool bHasOrientationOfTarget_;
180            Quaternion orientationOfTarget_;
181
182
183            WeakPtr<ControllableEntity> target_;
184            //WeakPtr<ControllableEntity> thisEntity_;
185
186           
187
188            Action::Value action_;
189            bool bEngaging_;
190            bool bShooting_;
191            WeakPtr<ControllableEntity> objectiveTarget_;
192
193            void lookAtTarget(float dt);
194            void stopLookingAtTarget();
195            void startLookingAtTarget();
196            bool bLookAtTarget_;
197            void maneuver();
198            void chooseManeuverType();
199            void gunsD();
200            void attack();
201            void scissors();
202            FormationMode::Value formationMode_;
203            Rank::Value rank_;
204            ManeuverType::Value maneuverType_;
205            Maneuver::Value maneuver_;
206
207            bool executingManeuver_;
208            bool executingMoveToPoint_;
209         
210        private:
211           
212               
213    };
214}
215
216#endif /* _CommonController_H__ */
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