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source: code/branches/AsteroidMining_HS17/src/orxonox/worldentities/pawns/AsteroidMinable.cc @ 11524

Last change on this file since 11524 was 11524, checked in by remartin, 7 years ago


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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 *      Simon Miescher
26 *
27 */
28
29/*
30*
31*
32* An asteroid which can be destroyed. Some smaller asteroids are created and a pickup
33* spawns.
34*
35*
36*
37
38*/
39
40
41#include "Pawn.h"
42#include "AsteroidMinable.h"
43
44
45#include <algorithm>
46
47#include "core/CoreIncludes.h"
48#include "core/GameMode.h"
49#include "core/XMLPort.h"
50#include "core/EventIncludes.h"
51#include "network/NetworkFunction.h"
52
53#include "infos/PlayerInfo.h"
54#include "controllers/Controller.h"
55#include "gametypes/Gametype.h"
56#include "graphics/ParticleSpawner.h"
57#include "worldentities/ExplosionChunk.h"
58#include "worldentities/ExplosionPart.h"
59#include "weaponsystem/WeaponSystem.h"
60#include "weaponsystem/WeaponSlot.h"
61#include "weaponsystem/WeaponPack.h"
62#include "weaponsystem/WeaponSet.h"
63#include "weaponsystem/Munition.h"
64#include "sound/WorldSound.h"
65#include "core/object/ObjectListIterator.h"
66
67#include "controllers/FormationController.h"
68#include "pickup/items/HealthPickup.h"
69#include "pickup/PickupSpawner.h"
70#include "pickup/Pickup.h"
71
72namespace orxonox
73{
74    RegisterClass(AsteroidMinable);
75
76    AsteroidMinable::AsteroidMinable(Context* context) : Pawn(context)
77    {
78        RegisterObject(AsteroidMinable);
79        this->setRadarObjectColour(ColourValue(1.0f, 1.0f, 0.0f, 1.0f));
80        this->setRadarObjectShape(RadarViewable::Shape::Dot);
81
82        this->generateSmaller = true;
83        this->size = 5;
84        this->context = context;
85
86
87
88        //      <Model position="0,-40,40" yaw="90" pitch="-90" roll="0" scale="4" mesh="ast6.mesh" />
89
90 
91    }
92
93    AsteroidMinable::~AsteroidMinable()
94    {
95
96    }
97
98    void AsteroidMinable::XMLPort(Element& xmlelement, XMLPort::Mode mode)
99    {
100        SUPER(AsteroidMinable, XMLPort, xmlelement, mode);
101        //        XMLPortParam(PickupSpawner, "pickup", setPickupTemplateName, getPickupTemplateName, xmlelement, mode);
102        XMLPortParam(AsteroidMinable, "size", setSize,getSize, xmlelement, mode);
103
104    }
105
106    void AsteroidMinable::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
107    {
108        SUPER(AsteroidMinable, XMLEventPort, xmlelement, mode);
109
110        //XMLPortEventState(AsteroidMinable, BaseObject, "vulnerability", setVulnerable, xmlelement, mode);
111    }
112
113    void AsteroidMinable::registerVariables()
114    {
115        registerVariable(this->bAlive_,            VariableDirection::ToClient);
116        registerVariable(this->bVulnerable_,       VariableDirection::ToClient);
117        registerVariable(this->health_,            VariableDirection::ToClient);
118        registerVariable(this->maxHealth_,         VariableDirection::ToClient);
119    }
120
121    void AsteroidMinable::tick(float dt)
122    {
123        SUPER(Pawn, tick, dt);
124
125    }
126
127    void AsteroidMinable::setSize(float s){
128        this->size = s;
129        this->health_ = 200*s;
130    }
131
132    float AsteroidMinable::getSize(){
133        return this->size;
134    }
135
136    void AsteroidMinable::death() //ueberschreiben
137    {
138        this->setHealth(1);
139
140
141
142        // Spawn Pickup
143        HealthPickup* hP = new HealthPickup(context);
144        //OFFEN: Add custom pickup 'resources'
145        PickupSpawner* thingy = new PickupSpawner(context);
146        thingy->createDroppedPickup(context, hP, nullptr, 10);
147//    /*static*/ PickupSpawner* PickupSpawner::createDroppedPickup(Context* context, Pickupable* pickup, PickupCarrier* carrier, float triggerDistance)
148   
149
150
151        if(this->generateSmaller){
152            this->spawnChildren();
153        }
154
155
156
157        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
158        {
159            // Set bAlive_ to false and wait for destroyLater() to do the destruction
160            this->bAlive_ = false;
161            this->destroyLater();
162
163            this->setDestroyWhenPlayerLeft(false);
164
165        }
166    }
167
168
169void AsteroidMinable::spawnChildren(){
170    // Spawn smaller Children
171    int massRem = this->size-1; //some mass is lost
172    int num = round(massRem*rand()); // random number of children
173    massRem = massRem-num;
174    int extra = 0;
175    for(int fisch=num; fisch>=1; fisch++){
176        // to distribute remaining mass
177        if(fisch==1){ 
178            extra = massRem;
179        }else{
180            extra = round(massRem*rand());
181            massRem = massRem-extra;
182        }
183        //Spawn this child
184        AsteroidMinable* child = new AsteroidMinable(context);
185        child->setSize(extra + 1);
186           
187        //OFFEN:Kollision der Kinder verhindern
188        //Relativ zu Elternteil automatisch?
189        //Typ position:rand()*Vektoriwas?
190        // pawn->getWorldPosition() + Vector3(30,0,-30);
191        child->setPosition(this->getCarrierPosition());
192    }
193}
194
195
196
197
198}
199
200
201
202
203
204/*
205    void DronePickup::changedUsed(void)
206    {
207        SUPER(DronePickup, changedUsed);
208
209        // If the pickup has transited to used.
210        if(this->isUsed())
211        {
212
213                Pawn* pawn = this->carrierToPawnHelper();
214                if(pawn == nullptr) // If the PickupCarrier is no Pawn, then this pickup is useless and therefore is destroyed.
215                    this->Pickupable::destroy();
216
217                //Attach to pawn
218                Drone* drone = new Drone(pawn->getContext()); // this is neccessary because the projectiles fired need a valid creator for the particlespawner (when colliding against something)
219                drone->addTemplate(this->getDroneTemplate());
220
221                Controller* controller = drone->getController();
222                DroneController* droneController = orxonox_cast<DroneController*>(controller);
223                if(droneController != nullptr)
224                {
225                    droneController->setOwner(pawn);
226                }
227
228                Vector3 spawnPosition = pawn->getWorldPosition() + Vector3(30,0,-30);
229                drone->setPosition(spawnPosition);
230
231                // The pickup has been used up.
232                this->setUsed(false);
233        }
234        else
235        {
236            // If either the pickup can only be used once or it is continuous and used up, it is destroyed upon setting it to unused.
237            if(this->isOnce() || (this->isContinuous() ))
238            {
239                this->Pickupable::destroy();
240            }
241        }
242    }
243*/
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