[10678] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * Dominik Solenicki |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "LeaderController.h" |
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[10718] | 30 | #include "core/CoreIncludes.h" |
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[10678] | 31 | |
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[10718] | 32 | #include "core/XMLPort.h" |
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| 33 | #include "core/command/ConsoleCommandIncludes.h" |
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[10678] | 34 | |
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[10718] | 35 | #include "worldentities/ControllableEntity.h" |
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| 36 | #include "worldentities/pawns/Pawn.h" |
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| 37 | |
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[10678] | 38 | namespace orxonox |
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| 39 | { |
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| 40 | |
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| 41 | RegisterClass(LeaderController); |
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| 42 | |
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[10717] | 43 | static const int RADIUS_TO_SEARCH_FOR_LEADER = 3000; |
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| 44 | |
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| 45 | LeaderController::LeaderController(Context* context) : CommonController(context) |
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[10678] | 46 | { |
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[10709] | 47 | |
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[10678] | 48 | RegisterObject(LeaderController); |
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[10717] | 49 | bIsDivisionLeader_ = false; |
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| 50 | |
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[10709] | 51 | //this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&LeaderController::action, this))); |
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[10678] | 52 | } |
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| 53 | |
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[10709] | 54 | |
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[10678] | 55 | LeaderController::~LeaderController() |
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| 56 | { |
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| 57 | } |
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| 58 | |
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[10717] | 59 | LeaderController* LeaderController::findNewDivisionLeader() |
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| 60 | { |
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| 61 | |
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| 62 | if (!this->getControllableEntity()) |
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| 63 | return NULL; |
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| 64 | |
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| 65 | |
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| 66 | //go through all pawns |
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| 67 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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| 68 | { |
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| 69 | |
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| 70 | //same team? |
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| 71 | if (!(this->getControllableEntity()->getTeam() != static_cast<ControllableEntity*>(*it)->getTeam())) |
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| 72 | continue; |
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| 73 | |
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| 74 | //Does it have a Controller? |
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| 75 | Controller* controller = 0; |
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| 76 | |
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| 77 | if (it->getController()) |
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| 78 | controller = it->getController(); |
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| 79 | else if (it->getXMLController()) |
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| 80 | controller = it->getXMLController(); |
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| 81 | |
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| 82 | if (!controller) |
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| 83 | continue; |
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| 84 | |
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| 85 | //is equal to this? |
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| 86 | if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity()) |
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| 87 | continue; |
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| 88 | |
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| 89 | |
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| 90 | LeaderController* newLeader = orxonox_cast<LeaderController*>(controller); |
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| 91 | |
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| 92 | //nullptr or not DivisionController? |
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| 93 | if (!newLeader || !newLeader->bIsDivisionLeader_) |
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| 94 | continue; |
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| 95 | |
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| 96 | float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length(); |
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| 97 | |
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| 98 | // is pawn in range? |
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| 99 | if (distance < RADIUS_TO_SEARCH_FOR_LEADER) |
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| 100 | { |
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| 101 | |
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| 102 | if (newLeader->setFollower(this)) |
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| 103 | return newLeader; |
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| 104 | } |
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| 105 | } |
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| 106 | return NULL; |
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| 107 | |
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| 108 | } |
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[10678] | 109 | void LeaderController::action() |
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| 110 | { |
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[10709] | 111 | //this->target_ = this->sectionTarget_; |
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[10717] | 112 | if (!myDivisionLeader_) |
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| 113 | { |
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| 114 | LeaderController* newDivisionLeader = findNewDivisionLeader(); |
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| 115 | myDivisionLeader_ = newDivisionLeader; |
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| 116 | orxout(internal_error) << "new DivisionLeader set" << endl; |
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| 117 | } |
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[10678] | 118 | } |
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[10682] | 119 | /* |
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| 120 | Wingmen and Leaders attack target_, which is a member variable of their classes. |
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| 121 | Wingmen's target_ is set to sectionTarget_, which is a member variable of SectionController class, unless |
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| 122 | Wingman covers Leader's rear. |
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| 123 | Leader's target_ must always equal sectionTarget_. |
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| 124 | if section has a target, its Leader shoots at it, but doesn't follow. |
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| 125 | Every section is a part of division. Division consisting of one Section is still a division. |
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| 126 | Division's leader's target_ must always equal divisionTarget_, which is a member variable of DivisionController. |
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| 127 | Division leader ONLY can follow target_ while in formation flight. |
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| 128 | If Division doesn't have a target, Division Leader stays in place, unless it has a waypoint. |
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| 129 | Division Leader's sectionTarget_ must equal divisionTarget_, |
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| 130 | but the other section, that is not a leading section, can attack any target that is near divisonTarget_ |
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[10678] | 131 | |
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[10682] | 132 | */ |
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[10678] | 133 | void LeaderController::tick(float dt) |
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[10709] | 134 | {/* |
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[10682] | 135 | if (!this->isActive()) |
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| 136 | return; |
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| 137 | |
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| 138 | //--------------------------Stay in division-------------------------- |
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[10709] | 139 | this->keepDivisionTick();*/ |
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[10682] | 140 | /*keepDivisionTick(){ |
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| 141 | if (this->divisionLeader_ && this->divisionLeader_->getControllableEntity() && desiredRelativePosition_){ |
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| 142 | Vector3 desiredAbsolutePosition = ((this->divisionLeader_->getControllableEntity()->getWorldPosition()) + |
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| 143 | (this->divisionLeader_->getControllableEntity()->getWorldOrientation()* (*desiredRelativePosition_))); |
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| 144 | this->moveToPosition (desiredAbsolutePosition); |
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| 145 | } |
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| 146 | } |
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| 147 | */ |
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[10709] | 148 | /*//If ordered to attack -> follow target and shoot |
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[10682] | 149 | if (this->bAttackOrder_) |
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| 150 | { |
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[10709] | 151 | |
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[10682] | 152 | } |
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| 153 | //If ordered to move -> move to a target Point |
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[10709] | 154 | |
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[10682] | 155 | //No orders -> Don't move, but shoot at whatever is close, unless Boss is shooting at it. |
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| 156 | //(Section shoots same target, Boss's section shoots another target) |
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| 157 | { |
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| 158 | |
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[10709] | 159 | }*/ |
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[10682] | 160 | |
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[10717] | 161 | orxout(internal_error) << "my Wingman is " << this->myWingman_ << endl; |
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[10709] | 162 | |
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[10678] | 163 | SUPER(LeaderController, tick, dt); |
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| 164 | } |
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[10717] | 165 | bool LeaderController::setWingman(WingmanController* wingman) |
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[10709] | 166 | { |
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[10717] | 167 | if (!this->myWingman_) |
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| 168 | { |
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| 169 | this->myWingman_ = wingman; |
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| 170 | return true; |
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| 171 | } |
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| 172 | else |
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| 173 | { |
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| 174 | return false; |
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| 175 | } |
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[10709] | 176 | } |
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[10717] | 177 | bool LeaderController::isLeader() |
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| 178 | { |
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| 179 | return true; |
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| 180 | } |
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[10678] | 181 | //**********************************************NEW |
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[10681] | 182 | /* void LeaderController::defaultBehaviour(float maxrand) |
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[10678] | 183 | { |
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| 184 | |
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[10681] | 185 | }*/ |
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[10678] | 186 | |
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| 187 | } |
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