| 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 | *      Gani Aliguzhinov | 
|---|
| 24 | *   Co-authors: | 
|---|
| 25 | *      ... | 
|---|
| 26 | * | 
|---|
| 27 | */ | 
|---|
| 28 |  | 
|---|
| 29 | #include "SectionController.h" | 
|---|
| 30 |  | 
|---|
| 31 | namespace orxonox | 
|---|
| 32 | { | 
|---|
| 33 |  | 
|---|
| 34 | RegisterClass(SectionController); | 
|---|
| 35 |  | 
|---|
| 36 | //Leaders share the fact that they have Wingmans | 
|---|
| 37 | SectionController::SectionController(Context* context) : ActionpointController(context) | 
|---|
| 38 | { | 
|---|
| 39 | RegisterObject(SectionController); | 
|---|
| 40 | this->setFormationMode(FormationMode::FINGER4); | 
|---|
| 41 |  | 
|---|
| 42 | this->myWingman_ = nullptr; | 
|---|
| 43 | this->myDivisionLeader_ = nullptr; | 
|---|
| 44 | this->bFirstAction_ = true; | 
|---|
| 45 |  | 
|---|
| 46 | } | 
|---|
| 47 |  | 
|---|
| 48 | SectionController::~SectionController() | 
|---|
| 49 | { | 
|---|
| 50 | for (WorldEntity* actionpoint : this->actionpoints_) | 
|---|
| 51 | { | 
|---|
| 52 | if (actionpoint) | 
|---|
| 53 | actionpoint->destroy(); | 
|---|
| 54 | } | 
|---|
| 55 | this->parsedActionpoints_.clear(); | 
|---|
| 56 | this->actionpoints_.clear(); | 
|---|
| 57 | } | 
|---|
| 58 |  | 
|---|
| 59 | void SectionController::action() | 
|---|
| 60 | { | 
|---|
| 61 | if (!this->getControllableEntity() || !this->isActive()) | 
|---|
| 62 | return; | 
|---|
| 63 |  | 
|---|
| 64 | //----If no leader, find one---- | 
|---|
| 65 | if (!myDivisionLeader_) | 
|---|
| 66 | { | 
|---|
| 67 | ActionpointController* newDivisionLeader = findNewDivisionLeader(); | 
|---|
| 68 |  | 
|---|
| 69 | this->myDivisionLeader_ = newDivisionLeader; | 
|---|
| 70 | } | 
|---|
| 71 | //----If have leader---- | 
|---|
| 72 | else | 
|---|
| 73 | { | 
|---|
| 74 | } | 
|---|
| 75 | if (!myDivisionLeader_) | 
|---|
| 76 | { | 
|---|
| 77 | ActionpointController::action(); | 
|---|
| 78 | if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty())) | 
|---|
| 79 | { | 
|---|
| 80 | if (this->myWingman_) | 
|---|
| 81 | { | 
|---|
| 82 | this->myWingman_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); | 
|---|
| 83 | } | 
|---|
| 84 | } | 
|---|
| 85 | } | 
|---|
| 86 | else if (myDivisionLeader_) | 
|---|
| 87 | { | 
|---|
| 88 | if (this->myDivisionLeader_->bKeepFormation_ || !(this->myDivisionLeader_->getAction() == Action::FIGHT | 
|---|
| 89 | || this->myDivisionLeader_->getAction() == Action::FIGHTALL | 
|---|
| 90 | || this->myDivisionLeader_->getAction() == Action::ATTACK)) | 
|---|
| 91 | { | 
|---|
| 92 | this->keepFormation(); | 
|---|
| 93 | } | 
|---|
| 94 | else if (!this->myDivisionLeader_->bKeepFormation_) | 
|---|
| 95 | { | 
|---|
| 96 |  | 
|---|
| 97 | if (!this->hasTarget()) | 
|---|
| 98 | { | 
|---|
| 99 | this->chooseTarget(); | 
|---|
| 100 | } | 
|---|
| 101 |  | 
|---|
| 102 | } | 
|---|
| 103 | } | 
|---|
| 104 |  | 
|---|
| 105 | } | 
|---|
| 106 |  | 
|---|
| 107 |  | 
|---|
| 108 | //PRE: myDivisionLeader_ != 0 && myDivisionLeader_->action_ == Action::FIGHT | 
|---|
| 109 | //POST: this->target_ is set unless division leader doesn't have one | 
|---|
| 110 | void SectionController::chooseTarget() | 
|---|
| 111 | { | 
|---|
| 112 | //----If division leader fights, cover him by fighting emenies close to his target---- | 
|---|
| 113 | Action action = this->myDivisionLeader_->getAction(); | 
|---|
| 114 |  | 
|---|
| 115 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) | 
|---|
| 116 | { | 
|---|
| 117 | Pawn* target = nullptr; | 
|---|
| 118 | //----if he has a target---- | 
|---|
| 119 | if (this->myDivisionLeader_->hasTarget()) | 
|---|
| 120 | { | 
|---|
| 121 | //----try to find a new target if division leader has wingman (doing fine) and no good target already set---- | 
|---|
| 122 | if ( this->myDivisionLeader_->hasWingman() && | 
|---|
| 123 | !( this->hasTarget() && this->getTarget() != this->myDivisionLeader_->getTarget() ) ) | 
|---|
| 124 | { | 
|---|
| 125 | bool foundTarget = false; | 
|---|
| 126 | //----new target should be close to division's target---- | 
|---|
| 127 | Vector3 divisionTargetPosition = this->myDivisionLeader_->getTarget()->getWorldPosition(); | 
|---|
| 128 | Gametype* gt = this->getGametype(); | 
|---|
| 129 | for (Pawn* pawn : ObjectList<Pawn>()) | 
|---|
| 130 | { | 
|---|
| 131 | //----is enemy?---- | 
|---|
| 132 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(pawn), gt) ) | 
|---|
| 133 | continue; | 
|---|
| 134 | //----in range?---- | 
|---|
| 135 | if ((pawn->getWorldPosition() - divisionTargetPosition).length() < 3000 && | 
|---|
| 136 | pawn != this->myDivisionLeader_->getTarget()) | 
|---|
| 137 | { | 
|---|
| 138 | foundTarget = true; | 
|---|
| 139 | target = pawn; | 
|---|
| 140 | break; | 
|---|
| 141 | } | 
|---|
| 142 | } | 
|---|
| 143 | //----no target? then attack same target as division leader---- | 
|---|
| 144 | if (!foundTarget) | 
|---|
| 145 | { | 
|---|
| 146 | target = orxonox_cast<Pawn*>(this->myDivisionLeader_->getTarget()); | 
|---|
| 147 | } | 
|---|
| 148 | } | 
|---|
| 149 | //----if division leader doesn't have a wingman, support his fire---- | 
|---|
| 150 | else | 
|---|
| 151 | { | 
|---|
| 152 | target = orxonox_cast<Pawn*>(this->myDivisionLeader_->getTarget()); | 
|---|
| 153 | } | 
|---|
| 154 | } | 
|---|
| 155 | //----If he fights but doesn't have a target, wait for him to get one---- | 
|---|
| 156 | else | 
|---|
| 157 | { | 
|---|
| 158 |  | 
|---|
| 159 | } | 
|---|
| 160 | this->setTarget (orxonox_cast<ControllableEntity*>(target)); | 
|---|
| 161 | } | 
|---|
| 162 | else | 
|---|
| 163 | { | 
|---|
| 164 | } | 
|---|
| 165 | } | 
|---|
| 166 | Vector3 SectionController::getFormationPosition () | 
|---|
| 167 | { | 
|---|
| 168 | this->setFormationMode( this->myDivisionLeader_->getFormationMode() ); | 
|---|
| 169 | this->spread_ = this->myDivisionLeader_->getSpread(); | 
|---|
| 170 | switch (this->formationMode_){ | 
|---|
| 171 | case FormationMode::WALL: | 
|---|
| 172 | return Vector3 (-2.0f*this->spread_, 0, 0); | 
|---|
| 173 |  | 
|---|
| 174 | case FormationMode::FINGER4: | 
|---|
| 175 | return Vector3 (-2.0f*this->spread_, 0, 1.0f*this->spread_); | 
|---|
| 176 |  | 
|---|
| 177 | case FormationMode::DIAMOND: | 
|---|
| 178 | return Vector3 (-2.0f*this->spread_, 0, 1.0f*this->spread_); | 
|---|
| 179 |  | 
|---|
| 180 | default: | 
|---|
| 181 | return Vector3::ZERO; | 
|---|
| 182 | } | 
|---|
| 183 | } | 
|---|
| 184 |  | 
|---|
| 185 | void SectionController::keepFormation() | 
|---|
| 186 | { | 
|---|
| 187 | this->bKeepFormation_ = true; | 
|---|
| 188 | ControllableEntity* leaderEntity = this->myDivisionLeader_->getControllableEntity(); | 
|---|
| 189 | Vector3 targetRelativePosition = this->getFormationPosition(); | 
|---|
| 190 | if (!leaderEntity) | 
|---|
| 191 | return; | 
|---|
| 192 | FlyingController::keepFormation(leaderEntity, targetRelativePosition); | 
|---|
| 193 | } | 
|---|
| 194 |  | 
|---|
| 195 | ActionpointController* SectionController::findNewDivisionLeader() | 
|---|
| 196 | { | 
|---|
| 197 |  | 
|---|
| 198 | if (!this->getControllableEntity()) | 
|---|
| 199 | return nullptr; | 
|---|
| 200 |  | 
|---|
| 201 | ActionpointController* closestLeader = nullptr; | 
|---|
| 202 | float minDistance =  std::numeric_limits<float>::infinity(); | 
|---|
| 203 | //go through all pawns | 
|---|
| 204 | for (ActionpointController* controller : ObjectList<ActionpointController>()) | 
|---|
| 205 | { | 
|---|
| 206 | //0ptr or not DivisionController? | 
|---|
| 207 | if (!controller || !(controller->getIdentifier()->getName() == "DivisionController") || !(controller->getControllableEntity())) | 
|---|
| 208 | continue; | 
|---|
| 209 | //same team? | 
|---|
| 210 | if ((this->getControllableEntity()->getTeam() != controller->getControllableEntity()->getTeam())) | 
|---|
| 211 | continue; | 
|---|
| 212 |  | 
|---|
| 213 | //is equal to this? | 
|---|
| 214 | if (orxonox_cast<ControllableEntity*>(controller) == this->getControllableEntity()) | 
|---|
| 215 | continue; | 
|---|
| 216 |  | 
|---|
| 217 | float distance = CommonController::distance (controller->getControllableEntity(), this->getControllableEntity()); | 
|---|
| 218 |  | 
|---|
| 219 | if (distance < minDistance && !(controller->hasFollower())) | 
|---|
| 220 | { | 
|---|
| 221 | closestLeader = controller; | 
|---|
| 222 | minDistance = distance; | 
|---|
| 223 | } | 
|---|
| 224 |  | 
|---|
| 225 | } | 
|---|
| 226 | if (closestLeader) | 
|---|
| 227 | { | 
|---|
| 228 | if (closestLeader->setFollower(this)) | 
|---|
| 229 | return closestLeader; | 
|---|
| 230 | } | 
|---|
| 231 | return nullptr; | 
|---|
| 232 | } | 
|---|
| 233 |  | 
|---|
| 234 | bool SectionController::setWingman(ActionpointController* newWingman) | 
|---|
| 235 | { | 
|---|
| 236 |  | 
|---|
| 237 | if (!this->myWingman_) | 
|---|
| 238 | { | 
|---|
| 239 | this->myWingman_ = newWingman; | 
|---|
| 240 | newWingman->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); | 
|---|
| 241 | return true; | 
|---|
| 242 | } | 
|---|
| 243 | else | 
|---|
| 244 | { | 
|---|
| 245 | return false; | 
|---|
| 246 | } | 
|---|
| 247 | } | 
|---|
| 248 |  | 
|---|
| 249 | bool SectionController::hasWingman() | 
|---|
| 250 | { | 
|---|
| 251 | if (this->myWingman_) | 
|---|
| 252 | return true; | 
|---|
| 253 | else | 
|---|
| 254 | return false; | 
|---|
| 255 | } | 
|---|
| 256 | } | 
|---|