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source: code/branches/AI_HS15/src/orxonox/controllers/FleetController.cc @ 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: 4.6 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 *      Dominik Solenicki
26 *
27 */
28
29#include "FleetController.h"
30
31
32namespace orxonox
33{
34
35    RegisterClass(FleetController);
36
37    FleetController::FleetController(Context* context) : Controller(context)
38    {
39        RegisterObject(FleetController);
40       
41        this->gameGoal_ = DOMINATE;
42        this->goalPosition_ = NULL;
43      /*  this->goalTarget_ = NULL;
44        this->goalProtect_ = NULL;*/
45       
46        this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&FleetController::action, this)));
47    }
48
49    FleetController::~FleetController()
50    {
51        if (this->isInitialized())
52        {
53           
54        }
55    }
56    void FleetController::action()
57    {
58        this->divisions_.clear();
59       
60        for (ObjectList<DivisionController>::iterator it = ObjectList<DivisionController>::begin(); it; ++it)
61        {
62            if ((this->getControllableEntity()->getTeam() == (it)->getControllableEntity()->getTeam()))
63            {
64                this->divisions_.push_back(*(it));
65            } 
66        }
67        /*for(std::vector<WeakPtr<DivisionController> >::iterator it2 = divisions_.begin(); it2 != divisions_.end(); ++it2)
68        {
69            (*it2)->setTargetPosition(this->getControllableEntity()->getWorldPosition());   
70        }*/ 
71        /*for (ObjectList<Controller>::iterator it = ObjectList<Controller>::begin(); it; ++it)
72        {
73            if ((this->getControllableEntity()->getTeam() != (it)->getControllableEntity()->getTeam()) && (it)->getControllableEntity()->getTeam() == 0)
74            {
75                for(std::vector<WeakPtr<DivisionController> >::iterator it2 = divisions_.begin(); it2 != divisions_.end(); ++it2) {
76                    (*it2)->setTarget(it->getControllableEntity());   
77                    (*it2)->setTargetPosition(it->getControllableEntity()->getWorldPosition());
78                }               
79                break;
80            }
81        }*/
82        for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP)
83        {
84            if (this->getControllableEntity()->getTeam() == static_cast<ControllableEntity*>(*itP)->getTeam())
85                continue;           
86
87            for(std::vector<WeakPtr<DivisionController> >::iterator it = divisions_.begin(); it != divisions_.end(); ++it) 
88            {
89                if (static_cast<ControllableEntity*>(*itP) != (*it)->getControllableEntity() && !(*it)->hasTarget()
90                    && ((*itP)->getWorldPosition() - (*it)->getControllableEntity()->getWorldPosition()).length() < 10000)
91                {
92                    (*it)->setAction(Action::FIGHT, *itP);
93                }
94               
95            }   
96           
97        }
98        /*for(std::vector<WeakPtr<DivisionController> >::iterator it = divisions_.begin(); it != divisions_.end(); ++it)
99        {
100            Vector3* target = new Vector3 (0, 0, 2000);
101            (*it)->setAction (Action::FLY, *target);           
102        }   
103*/
104    }
105    void FleetController::tick(float dt)
106    {
107
108        SUPER(FleetController, tick, dt);
109
110    }
111    void FleetController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
112    {
113        SUPER(FleetController, XMLPort, xmlelement, mode);
114
115        //XMLPortObject(FleetController, GameGoal, "gameGoal", setGameGoal, getGameGoal, xmlelement, mode).defaultValues(DOMINATE);
116        //XMLPortParam(FleetController, "goalPosition", setGoalPosition, getGoalPosition, xmlelement, mode).defaultValues(NULL);
117        //XMLPortParam(FleetController, "goalTarget", setGoalTarget, getGoalTarget, xmlelement, mode).defaultValues(NULL);
118        //XMLPortParam(FleetController, "goalProtect", setGoalProtect, getGoalProtect, xmlelement, mode).defaultValues(NULL);
119
120    }
121
122   
123   
124
125}
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