/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Gabriel Nadler * Co-authors: * ... * */ /** @file BasicProjectile.h @brief Implementation of the BasicProjectile class. */ #include "RocketController.h" #include "util/Math.h" #include "worldentities/pawns/Pawn.h" #include "projectiles/SimpleRocket.h" #include "weaponmodes/SimpleRocketFire.h" #include "core/CoreIncludes.h" namespace orxonox { RegisterClass(RocketController); /** @brief Constructor. */ RocketController::RocketController(Context* context) : Controller(context) { RegisterObject(RocketController); // orxout() << "RocketController constructed" << endl; // Create a rocket for the controller. this->rocket_ = new SimpleRocket(this->getContext()); this->rocket_->setController(this); this->setControllableEntity(orxonox_cast(this->rocket_)); } /** @brief The controlling happens here. This method defines what the controller has to do each tick. @param dt The duration of the tick. */ void RocketController::tick(float dt) { if (this->target_ && this->rocket_->hasFuel()) { this->updateTargetPosition(); this->moveToPosition(this->targetPosition_); } } RocketController::~RocketController() { // orxout() << "RocketController destroyed" << endl; } /** @brief Update the position of the target. */ void RocketController::updateTargetPosition() { this->targetPosition_ = this->target_->getWorldPosition(); //don't really note a difference in the rocket behaviour xD //this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getWorldPosition(),this->getControllableEntity()->getVelocity().length() , this->target_->getWorldPosition(), this->target_->getVelocity()); } void RocketController::moveToPosition(const Vector3& target) { if (!this->getControllableEntity()) return; Vector2 coord = get2DViewdirection(this->rocket_->getPosition(), this->rocket_->getOrientation() * WorldEntity::FRONT, this->rocket_->getOrientation() * WorldEntity::UP, target); float distance = (target - this->rocket_->getWorldPosition()).length(); if (distance > 1000 && this->rocket_->getVelocity().squaredLength()<160000) this->rocket_->setAcceleration(this->rocket_->getOrientation()*Vector3(-20,-20,-20)); if (distance < 1000) this->rocket_->setAcceleration(0,0,0); this->rocket_->rotateYaw(-sgn(coord.x)*coord.x*coord.x); this->rocket_->rotatePitch(sgn(coord.y)*coord.y*coord.y); } }