[12175] | 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 | * Gani Aliguzhinov |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "ActionpointController.h" |
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| 30 | |
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| 31 | #include "core/XMLPort.h" |
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| 32 | #include <algorithm> |
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| 33 | #include "worldentities/Actionpoint.h" |
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| 34 | namespace orxonox |
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| 35 | { |
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| 36 | |
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| 37 | RegisterClass(ActionpointController); |
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| 38 | |
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| 39 | ActionpointController::ActionpointController(Context* context) : FightingController(context) |
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| 40 | { |
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| 41 | this->ticks_ = 0; |
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| 42 | this->bPatrolling_ = false; |
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| 43 | this->bInLoop_ = false; |
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| 44 | this->bLoop_ = false; |
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| 45 | this->bEndLoop_ = false; |
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| 46 | loopActionpoints_.clear(); |
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| 47 | parsedActionpoints_.clear(); |
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| 48 | actionpoints_.clear(); |
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| 49 | this->bTakenOver_ = false; |
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| 50 | this->action_ = Action::NONE; |
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| 51 | this->squaredaccuracy_ = 2500; |
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| 52 | this->bStartedDodging_ = false; |
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| 53 | this->bDefaultPatrol_ = true; |
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| 54 | this->bDefaultFightAll_ = true; |
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| 55 | RegisterObject(ActionpointController); |
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| 56 | |
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| 57 | } |
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| 58 | void ActionpointController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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| 59 | { |
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| 60 | SUPER( ActionpointController, XMLPort, xmlelement, mode ); |
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| 61 | |
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| 62 | XMLPortObject(ActionpointController, WorldEntity, "actionpoints", addActionpoint, getActionpoint, xmlelement, mode); |
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| 63 | XMLPortParam(ActionpointController, "defaultFightAll", setDefaultFightAll, getDefaultFightAll, xmlelement, mode).defaultValues(true); |
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| 64 | XMLPortParam(ActionpointController, "defaultPatrol", setDefaultPatrol, getDefaultPatrol, xmlelement, mode).defaultValues(true); |
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| 65 | } |
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| 66 | |
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| 67 | ActionpointController::~ActionpointController() |
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| 68 | { |
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| 69 | loopActionpoints_.clear(); |
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| 70 | parsedActionpoints_.clear(); |
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| 71 | actionpoints_.clear(); |
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| 72 | |
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| 73 | } |
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| 74 | void ActionpointController::tick(float dt) |
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| 75 | { |
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| 76 | if (!this->getControllableEntity() || !this->isActive()) |
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| 77 | return; |
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| 78 | |
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| 79 | //count ticks, ticks_ is unsigned, so overflow is not a problem |
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| 80 | ++this->ticks_; |
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| 81 | if (this->ticks_ == 1) |
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| 82 | { |
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| 83 | //those vectors are in reversed order after being set by XML. |
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| 84 | std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); |
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| 85 | std::reverse(actionpoints_.begin(), actionpoints_.end()); |
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| 86 | } |
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| 87 | |
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| 88 | //fly |
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| 89 | if (this->bHasTargetPosition_) |
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| 90 | { |
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| 91 | this->moveToTargetPosition(dt); |
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| 92 | }//or just rotate |
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| 93 | else if (this->bLookAtTarget_) |
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| 94 | { |
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| 95 | this->lookAtTarget(dt); |
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| 96 | } |
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| 97 | |
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| 98 | //don't fire rocket each tick |
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| 99 | if (timeout_ <= 0) |
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| 100 | { |
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| 101 | this->bFiredRocket_ = false; |
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| 102 | } |
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| 103 | else if (this->bFiredRocket_) |
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| 104 | { |
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| 105 | --this->timeout_; |
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| 106 | } |
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| 107 | |
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| 108 | //sometimes dodge, sometimes attack |
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| 109 | if (this->ticks_ % 80 <= 10) |
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| 110 | { |
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| 111 | this->bDodge_ = false; |
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| 112 | } |
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| 113 | else |
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| 114 | { |
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| 115 | this->bDodge_ = true; |
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| 116 | } |
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| 117 | |
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| 118 | //fire if you can |
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| 119 | if (this->bShooting_) |
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| 120 | { |
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| 121 | this->doFire(); |
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| 122 | } |
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| 123 | SUPER(ActionpointController, tick, dt); |
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| 124 | } |
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| 125 | |
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| 126 | /** |
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| 127 | @brief |
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| 128 | action() manages the state machine. |
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| 129 | */ |
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| 130 | |
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| 131 | void ActionpointController::action() |
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| 132 | { |
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| 133 | if (!this->getControllableEntity() || !this->isActive()) |
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| 134 | return; |
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| 135 | |
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| 136 | //deltaHp is used to know if this got attacked |
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| 137 | this->deltaHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth() - this->previousHp; |
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| 138 | this->previousHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth(); |
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| 139 | |
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| 140 | //look out for enemies |
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| 141 | if (this->bDefaultPatrol_ || (this->action_ != Action::FLY && this->action_ != Action::NONE)) |
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| 142 | { |
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| 143 | this->startAttackingEnemiesThatAreClose(); |
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| 144 | } |
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| 145 | |
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| 146 | //No action -> pop one from stack |
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| 147 | if (this->action_ == Action::NONE || this->bTakenOver_) |
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| 148 | { |
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| 149 | //if default behaviour is fighting all, push it onto the stack |
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| 150 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty() && this->bDefaultFightAll_) |
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| 151 | { |
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| 152 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; |
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| 153 | this->parsedActionpoints_.push_back (p); |
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| 154 | } |
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| 155 | this->executeActionpoint(); |
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| 156 | this->bTakenOver_ = false; |
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| 157 | } |
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| 158 | |
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| 159 | //Action fightall -> fight till nobody alive |
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| 160 | if (this->action_ == Action::FIGHTALL) |
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| 161 | { |
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| 162 | |
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| 163 | if (!this->hasTarget()) |
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| 164 | { |
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| 165 | ControllableEntity* newTarget = this->closestTarget(); |
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| 166 | if (newTarget) |
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| 167 | { |
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| 168 | this->setAction (Action::FIGHTALL, newTarget); |
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| 169 | } |
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| 170 | else |
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| 171 | { |
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| 172 | this->nextActionpoint(); |
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| 173 | this->executeActionpoint(); |
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| 174 | |
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| 175 | } |
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| 176 | } |
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| 177 | } |
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| 178 | //Action fight -> fight as long as enemies in range |
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| 179 | else if (this->action_ == Action::FIGHT) |
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| 180 | { |
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| 181 | if (!this->hasTarget() ) |
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| 182 | { |
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| 183 | //----find a target---- |
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| 184 | ControllableEntity* newTarget = this->closestTarget(); |
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| 185 | if (newTarget && |
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| 186 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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| 187 | { |
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| 188 | this->setAction (Action::FIGHT, newTarget); |
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| 189 | } |
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| 190 | else |
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| 191 | { |
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| 192 | this->nextActionpoint(); |
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| 193 | this->executeActionpoint(); |
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| 194 | } |
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| 195 | } |
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| 196 | else if (this->hasTarget()) |
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| 197 | { |
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| 198 | //----fly in formation if far enough---- |
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| 199 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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| 200 | |
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| 201 | if (diffVector.length() > this->attackRange_) |
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| 202 | { |
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| 203 | ControllableEntity* newTarget = this->closestTarget(); |
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| 204 | if (newTarget && |
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| 205 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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| 206 | { |
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| 207 | this->setAction (Action::FIGHT, newTarget); |
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| 208 | } |
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| 209 | else |
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| 210 | { |
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| 211 | this->nextActionpoint(); |
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| 212 | this->executeActionpoint(); |
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| 213 | } |
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| 214 | } |
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| 215 | } |
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| 216 | } |
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| 217 | else if (this->action_ == Action::FLY) |
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| 218 | { |
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| 219 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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| 220 | { |
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| 221 | this->nextActionpoint(); |
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| 222 | this->executeActionpoint(); |
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| 223 | } |
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| 224 | } |
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| 225 | else if (this->action_ == Action::PROTECT) |
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| 226 | { |
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| 227 | if (!this->getProtect()) |
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| 228 | { |
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| 229 | this->nextActionpoint(); |
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| 230 | this->executeActionpoint(); |
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| 231 | } |
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| 232 | this->stayNearProtect(); |
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| 233 | } |
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| 234 | else if (this->action_ == Action::ATTACK) |
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| 235 | { |
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| 236 | if (!this->hasTarget()) |
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| 237 | { |
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| 238 | this->nextActionpoint(); |
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| 239 | this->executeActionpoint(); |
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| 240 | } |
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| 241 | } |
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| 242 | } |
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| 243 | /** |
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| 244 | @brief |
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| 245 | if action is protect, this follows protect_ and fights enemies that are close |
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| 246 | */ |
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| 247 | void ActionpointController::setProtect (ControllableEntity* protect) |
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| 248 | { |
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| 249 | this->protect_ = protect; |
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| 250 | } |
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| 251 | ControllableEntity* ActionpointController::getProtect () |
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| 252 | { |
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| 253 | return this->protect_; |
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| 254 | } |
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| 255 | //XML method |
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| 256 | void ActionpointController::addActionpoint(WorldEntity* actionpoint) |
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| 257 | { |
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| 258 | std::string actionName; |
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| 259 | Vector3 position; |
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| 260 | std::string targetName; |
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| 261 | bool inLoop = false; |
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| 262 | Point p; |
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| 263 | if (actionpoint->getIdentifier()->getName() == "Actionpoint") |
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| 264 | { |
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| 265 | Actionpoint* ap = orxonox_cast<Actionpoint*> (actionpoint); |
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| 266 | actionName = ap->getActionXML(); |
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| 267 | targetName = ap->getName(); |
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| 268 | position = ap->getWorldPosition(); |
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| 269 | |
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| 270 | if (this->bEndLoop_) |
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| 271 | { |
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| 272 | this->bInLoop_ = false; |
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| 273 | } |
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| 274 | if (!this->bInLoop_ && ap->getLoopStart()) |
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| 275 | { |
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| 276 | this->bInLoop_ = true; |
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| 277 | } |
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| 278 | if (this->bInLoop_ && ap->getLoopEnd()) |
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| 279 | { |
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| 280 | this->bEndLoop_ = true; |
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| 281 | } |
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| 282 | inLoop = this->bInLoop_; |
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| 283 | |
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| 284 | Action value; |
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| 285 | |
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| 286 | if ( actionName == "FIGHT" ) |
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| 287 | { value = Action::FIGHT; } |
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| 288 | else if ( actionName == "FLY" ) |
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| 289 | { value = Action::FLY; } |
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| 290 | else if ( actionName == "PROTECT" ) |
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| 291 | { value = Action::PROTECT; } |
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| 292 | else if ( actionName == "NONE" ) |
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| 293 | { value = Action::NONE; } |
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| 294 | else if ( actionName == "FIGHTALL" ) |
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| 295 | { value = Action::FIGHTALL; } |
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| 296 | else if ( actionName == "ATTACK" ) |
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| 297 | { value = Action::ATTACK; } |
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| 298 | else |
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| 299 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); |
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| 300 | p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; |
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| 301 | } |
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| 302 | else |
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| 303 | { |
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| 304 | inLoop = true; |
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| 305 | p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; |
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| 306 | } |
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| 307 | parsedActionpoints_.push_back(p); |
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| 308 | this->actionpoints_.push_back(actionpoint); |
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| 309 | } |
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| 310 | //XML method |
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| 311 | WorldEntity* ActionpointController::getActionpoint(unsigned int index) const |
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| 312 | { |
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| 313 | if (index < this->actionpoints_.size()) |
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| 314 | return this->actionpoints_[index]; |
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| 315 | else |
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| 316 | return nullptr; |
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| 317 | } |
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| 318 | //XML method |
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| 319 | Action ActionpointController::getAction () |
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| 320 | { |
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| 321 | return this->action_; |
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| 322 | } |
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| 323 | //XML method |
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| 324 | std::string ActionpointController::getActionName() |
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| 325 | { |
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| 326 | switch ( this->action_ ) |
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| 327 | { |
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| 328 | case Action::FIGHT: |
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| 329 | { return "FIGHT"; } |
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| 330 | case Action::FLY: |
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| 331 | { return "FLY"; } |
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| 332 | case Action::PROTECT: |
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| 333 | { return "PROTECT"; } |
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| 334 | case Action::NONE: |
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| 335 | { return "NONE"; } |
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| 336 | case Action::FIGHTALL: |
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| 337 | { return "FIGHTALL"; } |
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| 338 | case Action::ATTACK: |
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| 339 | { return "ATTACK"; } |
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| 340 | default: |
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| 341 | return "NONE"; |
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| 342 | break; |
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| 343 | } |
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| 344 | } |
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| 345 | //XML method |
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| 346 | void ActionpointController::setAction (Action action) |
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| 347 | { |
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| 348 | this->action_ = action; |
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| 349 | } |
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| 350 | //set action and target/protect |
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| 351 | void ActionpointController::setAction (Action action, ControllableEntity* target) |
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| 352 | { |
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| 353 | if (!this->getControllableEntity()) |
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| 354 | return; |
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| 355 | this->action_ = action; |
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| 356 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
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| 357 | { |
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| 358 | if (target) |
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| 359 | this->setTarget (target); |
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| 360 | } |
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| 361 | else if (action == Action::PROTECT) |
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| 362 | { |
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| 363 | if (target) |
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| 364 | this->setProtect (target); |
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| 365 | } |
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| 366 | } |
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| 367 | //set action and target position |
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| 368 | void ActionpointController::setAction (Action action, const Vector3& target) |
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| 369 | { |
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| 370 | if (!this->getControllableEntity()) |
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| 371 | return; |
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| 372 | this->action_ = action; |
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| 373 | if (action == Action::FLY) |
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| 374 | { |
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| 375 | this->setTargetPosition (target); |
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| 376 | } |
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| 377 | } |
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| 378 | //set action and target position and orientation |
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| 379 | void ActionpointController::setAction (Action action, const Vector3& target, const Quaternion& orient ) |
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| 380 | { |
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| 381 | if (!this->getControllableEntity()) |
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| 382 | return; |
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| 383 | this->action_ = action; |
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| 384 | if (action == Action::FLY) |
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| 385 | { |
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| 386 | this->setTargetPosition (target); |
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| 387 | this->setTargetOrientation (orient); |
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| 388 | } |
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| 389 | } |
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| 390 | |
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| 391 | //------------------------------------------------------------------------------ |
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| 392 | //------------------------------Actionpoint methods----------------------------- |
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| 393 | //------------------------------------------------------------------------------ |
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| 394 | |
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| 395 | //POST: this starts doing what was asked by the last element of parsedActionpoints_, |
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| 396 | //if last element was failed to be parsed, next element will be executed. |
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| 397 | void ActionpointController::executeActionpoint() |
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| 398 | { |
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| 399 | if (!this->getControllableEntity()) |
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| 400 | return; |
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| 401 | |
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| 402 | Point p; |
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| 403 | if (this->bLoop_ && !loopActionpoints_.empty()) |
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| 404 | { |
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| 405 | p = loopActionpoints_.back(); |
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| 406 | } |
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| 407 | else if (this->bLoop_) |
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| 408 | { |
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| 409 | this->bLoop_ = false; |
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| 410 | return; |
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| 411 | } |
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| 412 | else if (!this->bLoop_ && !parsedActionpoints_.empty()) |
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| 413 | { |
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| 414 | p = parsedActionpoints_.back(); |
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| 415 | } |
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| 416 | else |
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| 417 | { |
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| 418 | this->setTarget(nullptr); |
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| 419 | this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); |
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| 420 | this->action_ = Action::NONE; |
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| 421 | return; |
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| 422 | } |
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| 423 | if (!this->bLoop_ && this->parsedActionpoints_.back().inLoop) |
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| 424 | { |
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| 425 | //MOVES all points that are in loop to a loop vector |
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| 426 | this->fillLoop(); |
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| 427 | this->bLoop_ = true; |
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| 428 | executeActionpoint(); |
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| 429 | return; |
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| 430 | } |
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| 431 | this->setAction (p.action); |
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| 432 | |
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| 433 | switch (this->action_) |
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| 434 | { |
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| 435 | case Action::FIGHT: |
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| 436 | { |
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| 437 | std::string targetName = p.name; |
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| 438 | if (targetName == "") |
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| 439 | break; |
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| 440 | for (Pawn* pawn : ObjectList<Pawn>()) |
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| 441 | { |
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| 442 | if (CommonController::getName(pawn) == targetName) |
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| 443 | { |
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| 444 | this->setTarget (static_cast<ControllableEntity*>(pawn)); |
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| 445 | } |
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| 446 | } |
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| 447 | break; |
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| 448 | } |
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| 449 | case Action::FLY: |
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| 450 | { |
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| 451 | this->setTargetPosition( p.position ); |
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| 452 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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| 453 | { |
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| 454 | this->nextActionpoint(); |
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| 455 | this->executeActionpoint(); |
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| 456 | } |
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| 457 | break; |
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| 458 | } |
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| 459 | case Action::PROTECT: |
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| 460 | { |
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| 461 | |
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| 462 | std::string protectName = p.name; |
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| 463 | if (protectName == "reservedKeyword:human") |
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| 464 | { |
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| 465 | for (Pawn* pawn : ObjectList<Pawn>()) |
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| 466 | { |
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| 467 | if (orxonox_cast<ControllableEntity*>(pawn) && (pawn->getController()) && (pawn->getController()->getIdentifier()->getName() == "NewHumanController")) |
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| 468 | { |
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| 469 | this->setProtect (static_cast<ControllableEntity*>(pawn)); |
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| 470 | } |
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| 471 | } |
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| 472 | } |
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| 473 | else |
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| 474 | { |
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| 475 | for (Pawn* pawn : ObjectList<Pawn>()) |
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| 476 | { |
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| 477 | if (CommonController::getName(pawn) == protectName) |
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| 478 | { |
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| 479 | this->setProtect (static_cast<ControllableEntity*>(pawn)); |
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| 480 | } |
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| 481 | } |
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| 482 | } |
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| 483 | if (!this->getProtect()) |
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| 484 | { |
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| 485 | this->nextActionpoint(); |
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| 486 | this->executeActionpoint(); |
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| 487 | } |
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| 488 | break; |
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| 489 | } |
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| 490 | case Action::NONE: |
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| 491 | { |
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| 492 | break; |
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| 493 | } |
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| 494 | case Action::FIGHTALL: |
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| 495 | { |
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| 496 | break; |
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| 497 | } |
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| 498 | case Action::ATTACK: |
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| 499 | { |
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| 500 | std::string targetName = p.name; |
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| 501 | |
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| 502 | for (Pawn* pawn : ObjectList<Pawn>()) |
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| 503 | { |
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| 504 | if (CommonController::getName(pawn) == targetName) |
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| 505 | { |
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| 506 | this->setTarget (static_cast<ControllableEntity*>(pawn)); |
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| 507 | } |
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| 508 | } |
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| 509 | if (!this->hasTarget()) |
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| 510 | { |
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| 511 | this->nextActionpoint(); |
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| 512 | this->executeActionpoint(); |
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| 513 | } |
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| 514 | break; |
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| 515 | } |
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| 516 | default: |
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| 517 | break; |
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| 518 | } |
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| 519 | } |
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| 520 | |
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| 521 | //calculate where in world coordinates this ship has to be, so that it keeps distance to protect_, and fly there |
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| 522 | void ActionpointController::stayNearProtect() |
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| 523 | { |
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| 524 | if (!this->getControllableEntity()) |
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| 525 | return; |
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| 526 | |
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| 527 | Vector3 targetRelativePosition(0, 300, 300); |
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| 528 | if (!this->getProtect()) |
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| 529 | { |
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| 530 | this->nextActionpoint(); |
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| 531 | return; |
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| 532 | } |
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| 533 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
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| 534 | (this->getProtect()->getWorldOrientation()* (targetRelativePosition))); |
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| 535 | this->setTargetPosition(targetAbsolutePosition); |
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| 536 | if (!this->getProtect()) |
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| 537 | { |
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| 538 | this->nextActionpoint(); |
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| 539 | return; |
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| 540 | } |
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| 541 | this->setTargetOrientation(this->getProtect()->getWorldOrientation()); |
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| 542 | } |
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| 543 | //remove current point from the stack |
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| 544 | void ActionpointController::nextActionpoint() |
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| 545 | { |
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| 546 | if (this->bLoop_) |
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| 547 | { |
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| 548 | if (this->bPatrolling_) |
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| 549 | { |
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| 550 | this->loopActionpoints_.pop_back(); |
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| 551 | this->bPatrolling_ = false; |
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| 552 | } |
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| 553 | else if (!this->loopActionpoints_.empty()) |
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| 554 | { |
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| 555 | this->moveBackToTop(); |
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| 556 | } |
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| 557 | } |
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| 558 | else |
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| 559 | { |
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| 560 | if (!this->parsedActionpoints_.empty()) |
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| 561 | { |
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| 562 | this->parsedActionpoints_.pop_back(); |
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| 563 | } |
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| 564 | } |
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| 565 | this->setAction(Action::NONE); |
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| 566 | this->bHasTargetPosition_ = false; |
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| 567 | } |
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| 568 | //if looping, instead of erasing point, move it to the top (back is what gets executed, so it's kinda reversed stack) |
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| 569 | void ActionpointController::moveBackToTop() |
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| 570 | { |
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| 571 | if (!this->getControllableEntity()) |
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| 572 | return; |
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| 573 | |
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| 574 | Point temp = loopActionpoints_.back(); |
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| 575 | loopActionpoints_.pop_back(); |
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| 576 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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| 577 | loopActionpoints_.push_back(temp); |
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| 578 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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| 579 | } |
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| 580 | //POST: moves all consecutive points that are in loop to the loop stack |
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| 581 | void ActionpointController::fillLoop() |
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| 582 | { |
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| 583 | loopActionpoints_.clear(); |
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| 584 | fillLoopReversed(); |
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| 585 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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| 586 | } |
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| 587 | void ActionpointController::fillLoopReversed() |
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| 588 | { |
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| 589 | if (parsedActionpoints_.back().inLoop) |
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| 590 | { |
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| 591 | loopActionpoints_.push_back(parsedActionpoints_.back()); |
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| 592 | parsedActionpoints_.pop_back(); |
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| 593 | } |
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| 594 | if (parsedActionpoints_.back().inLoop) |
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| 595 | { |
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| 596 | fillLoopReversed(); |
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| 597 | } |
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| 598 | } |
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| 599 | //copy other ship's stacks so that if it dies, this can finish that ship's actions |
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| 600 | void ActionpointController::takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b) |
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| 601 | { |
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| 602 | if (!this->getControllableEntity()) |
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| 603 | return; |
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| 604 | this->parsedActionpoints_ = vector; |
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| 605 | this->loopActionpoints_ = loop; |
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| 606 | this->bLoop_ = b; |
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| 607 | this->bTakenOver_ = true; |
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| 608 | } |
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| 609 | //attack closest target |
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| 610 | void ActionpointController::setClosestTarget() |
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| 611 | { |
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| 612 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
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| 613 | } |
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| 614 | //find closest target |
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| 615 | Pawn* ActionpointController::closestTarget() |
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| 616 | { |
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| 617 | if (!this->getControllableEntity()) |
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| 618 | return nullptr; |
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| 619 | |
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| 620 | Pawn* closestTarget = nullptr; |
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| 621 | float minDistance = std::numeric_limits<float>::infinity(); |
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| 622 | Gametype* gt = this->getGametype(); |
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| 623 | for (Pawn* pawn : ObjectList<Pawn>()) |
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| 624 | { |
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| 625 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(pawn), gt) ) |
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| 626 | continue; |
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| 627 | |
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| 628 | float distance = CommonController::distance (pawn, this->getControllableEntity()); |
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| 629 | if (distance < minDistance) |
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| 630 | { |
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| 631 | closestTarget = pawn; |
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| 632 | minDistance = distance; |
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| 633 | } |
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| 634 | } |
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| 635 | if (closestTarget) |
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| 636 | { |
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| 637 | return closestTarget; |
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| 638 | } |
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| 639 | return nullptr; |
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| 640 | } |
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| 641 | //push action FIGHT to the stack and set target to the closest enemy |
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| 642 | void ActionpointController::startAttackingEnemiesThatAreClose() |
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| 643 | { |
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| 644 | if (!this->getControllableEntity()) |
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| 645 | return; |
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| 646 | |
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| 647 | if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_)) |
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| 648 | { |
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| 649 | Pawn* newTarget = this->closestTarget(); |
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| 650 | if ( newTarget && |
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| 651 | CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) |
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| 652 | <= this->attackRange_ ) |
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| 653 | { |
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| 654 | this->setTarget(newTarget); |
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| 655 | if (this->bLoop_ && !this->bPatrolling_) |
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| 656 | { |
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| 657 | Point p = { Action::FIGHT, "", Vector3::ZERO, true }; |
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| 658 | this->loopActionpoints_.push_back(p); |
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| 659 | } |
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| 660 | else if (!this->bPatrolling_) |
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| 661 | { |
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| 662 | Point p = { Action::FIGHT, "", Vector3::ZERO, false }; |
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| 663 | this->parsedActionpoints_.push_back(p); |
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| 664 | } |
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| 665 | this->bPatrolling_ = true; |
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| 666 | this->executeActionpoint(); |
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| 667 | } |
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| 668 | } |
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| 669 | } |
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| 670 | } |
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