[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 "WingmanController.h" |
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| 30 | |
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| 31 | |
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| 32 | namespace orxonox |
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| 33 | { |
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| 34 | const float WingmanController::ACTION_INTERVAL = 1.0f; |
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| 35 | |
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| 36 | RegisterClass(WingmanController); |
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| 37 | |
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| 38 | WingmanController::WingmanController(Context* context) : SectionController(context) |
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| 39 | { |
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| 40 | RegisterObject(WingmanController); |
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| 41 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&WingmanController::action, this))); |
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| 42 | } |
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| 43 | |
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| 44 | WingmanController::~WingmanController() |
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| 45 | { |
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| 46 | } |
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| 47 | |
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| 48 | /* void WingmanController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 49 | { |
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| 50 | SUPER(WingmanController, XMLPort, xmlelement, mode); |
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| 51 | |
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| 52 | XMLPortParam(WingmanController, "accuracy", setAccuracy, getAccuracy, xmlelement, mode).defaultValues(100.0f); |
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| 53 | XMLPortObject(WingmanController, WorldEntity, "waypoints", addWaypoint, getWaypoint, xmlelement, mode); |
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| 54 | }*/ |
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| 55 | void WingmanController::action() |
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| 56 | { |
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[10682] | 57 | //--------------------------Cover Leader's rear-------------------------- |
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| 58 | //check for enemies in Leader's rear that can attack him and if they are visible, meaning there are no other Leader's between Leader and enemies. |
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| 59 | //if there are enemies, set target_ to the nearest one and set bFollowLeader_ to false, |
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| 60 | //otherwise set bFollowLeader_ to true and target_ to sectionTarget_ |
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| 61 | this->coverAllyRear(this->sectionLeader_); |
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[10678] | 62 | } |
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| 63 | |
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| 64 | void WingmanController::tick(float dt) |
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| 65 | { |
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[10682] | 66 | if (!this->isActive()) |
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| 67 | return; |
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| 68 | //--------------------------Stay in formation-------------------------- |
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| 69 | if (bFollowLeader_) |
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| 70 | { |
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| 71 | this->keepSectionTick(); |
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| 72 | /*keepSectionTick(){ |
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| 73 | if (this->sectionLeader_ && this->sectionLeader_->getControllableEntity() && desiredRelativePosition_){ |
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| 74 | Vector3 desiredAbsolutePosition = ((this->sectionLeader_->getControllableEntity()->getWorldPosition()) + |
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| 75 | (this->sectionLeader_->getControllableEntity()->getWorldOrientation()* (*desiredRelativePosition_))); |
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| 76 | this->moveToPosition (desiredAbsolutePosition); |
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| 77 | } |
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| 78 | } |
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| 79 | */ |
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| 80 | |
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| 81 | //--------------------------Attack same target as the Leader-------------------------- |
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| 82 | |
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| 83 | if (this->target_) |
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| 84 | { |
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| 85 | this->aimAtTarget(); |
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| 86 | this->doFire(); |
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| 87 | } |
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| 88 | } |
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| 89 | //--------------------------Protect Leader by killing target_-------------------------- |
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[10678] | 90 | |
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[10682] | 91 | else |
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| 92 | { |
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| 93 | if (this->target_) |
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| 94 | { |
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| 95 | //--------------------------Don't attack if not visible-------------------------- |
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| 96 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ |
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| 97 | { |
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| 98 | this->forgetTarget(); |
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| 99 | //this->bFollowLeader_ = true; |
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| 100 | } |
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| 101 | //--------------------------Otherwise destroy it-------------------------- |
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| 102 | else |
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| 103 | { |
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| 104 | this->aimAtTarget(); |
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| 105 | this->follow(); //If a bot is shooting a player, it shouldn't let him go away easily. |
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| 106 | } |
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| 107 | if (this->bHasTargetPosition_) |
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| 108 | { |
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| 109 | this->moveToTargetPosition(); |
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| 110 | } |
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| 111 | this->doFire(); |
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| 112 | } |
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| 113 | //--------------------------no target? do nothing until next action() -> either new target appears or bFollowLeader_ set to true-------------------------- |
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| 114 | else |
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| 115 | { |
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| 116 | |
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| 117 | } |
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| 118 | |
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| 119 | } |
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[10678] | 120 | SUPER(WingmanController, tick, dt); |
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| 121 | } |
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| 122 | //**********************************************NEW |
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[10681] | 123 | /*void WingmanController::defaultBehaviour(float maxrand) |
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[10678] | 124 | { |
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| 125 | |
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[10681] | 126 | }*/ |
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[10678] | 127 | |
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| 128 | } |
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