/* * 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: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "WaypointPatrolController.h" #include "util/Math.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { RegisterClass(WaypointPatrolController); WaypointPatrolController::WaypointPatrolController(Context* context) : WaypointController(context) { RegisterObject(WaypointPatrolController); this->alertnessradius_ = 500.0f; this->attackradius_ = 1000.0f; this->patrolTimer_.setTimer(rnd(), true, createExecutor(createFunctor(&WaypointPatrolController::searchEnemy, this))); } void WaypointPatrolController::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WaypointPatrolController, XMLPort, xmlelement, mode); XMLPortParam(WaypointPatrolController, "alertnessradius", setAlertnessRadius, getAlertnessRadius, xmlelement, mode).defaultValues(500.0f); XMLPortParam(WaypointPatrolController, "attackradius", setAttackRadius, getAttackRadius, xmlelement, mode).defaultValues(1000.0f); } void WaypointPatrolController::tick(float dt) { if (!this->isActive()) return; if (this->target_) //if there is a target, follow it and shoot it, if it is close enough { this->aimAtTarget(); if (this->bHasTargetPosition_) this->moveToTargetPosition(); if (this->getControllableEntity() && this->isCloseAtTarget(this->attackradius_) && this->isLookingAtTarget(math::pi / 20.0f)) this->getControllableEntity()->fire(0); } else { SUPER(WaypointPatrolController, tick, dt); } } void WaypointPatrolController::searchEnemy() { this->patrolTimer_.setInterval(rnd()); if (!this->getControllableEntity()) return; Vector3 myposition = this->getControllableEntity()->getPosition(); float shortestsqdistance = (float)static_cast(-1); for (Pawn* pawn : ObjectList()) { if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast(pawn), this->getGametype())) continue; float sqdistance = pawn->getPosition().squaredDistance(myposition); if (sqdistance < shortestsqdistance) { shortestsqdistance = sqdistance; this->target_ = pawn; } } if (shortestsqdistance > (this->alertnessradius_ * this->alertnessradius_)) this->target_ = nullptr; } }