| 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 | #ifndef _ActionpointController_H__ | 
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| 30 | #define _ActionpointController_H__ | 
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| 31 |  | 
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| 32 | #include "controllers/FightingController.h" | 
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| 33 | #include "tools/Timer.h" | 
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| 34 | #include "tools/interfaces/Tickable.h" | 
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| 35 | #include <map> | 
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| 36 |  | 
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| 37 | namespace orxonox | 
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| 38 | { | 
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| 39 |     /** | 
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| 40 |     @brief | 
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| 41 |         ActionpointController is a state machine with states: | 
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| 42 |             1) NONE | 
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| 43 |             2) FLY: fly towards a point | 
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| 44 |             3) FIGHT: fight enemies that are in attackRange_ (see FightingController) | 
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| 45 |             4) PROTECT: follow this->protect_ | 
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| 46 |             5) FIGHTALL: fight all enemies on the map | 
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| 47 |             6) ATTACK: fight a specific spaceship | 
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| 48 |         This controller always executes an action that is in the back of the vector being used. | 
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| 49 |         After current this->action_ is completed, next action becomes the top action (one that will | 
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| 50 |         be returned by someVector.back()), and current action either will be removed (if not looping), | 
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| 51 |         or moved to the top (if looping). | 
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| 52 |  | 
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| 53 |         Every second action(), which is once in two seconds, this searches the area for enemies that are in attack range, if finds anyone, | 
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| 54 |         pushes Action::FIGHT to the stack. That makes spaceship fight enemies inside of a sphere, and when all enemies in range are dead, | 
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| 55 |         Action::FIGHT is removed from the stack, and spaceship resumes doing whatever action was being executed before. | 
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| 56 |  | 
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| 57 |         In XML one has to attack Actionpoints in order to achieve any complex behaviour, but in Controller all actionpoints are effectively  | 
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| 58 |         being stored in an array of type Point::Value. | 
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| 59 |     @note | 
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| 60 |         ActionpointController will not work, if there is no MasterController in the level! | 
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| 61 |         All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level. | 
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| 62 |     */ | 
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| 63 |     enum class Action | 
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| 64 |     {   | 
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| 65 |         NONE, FLY, FIGHT, PROTECT, FIGHTALL, ATTACK | 
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| 66 |     }; | 
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| 67 |      | 
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| 68 |     struct Point { | 
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| 69 |         Action action; | 
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| 70 |         std::string name; | 
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| 71 |         Vector3 position; | 
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| 72 |         bool inLoop; | 
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| 73 |     }; | 
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| 74 |  | 
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| 75 |     class _OrxonoxExport ActionpointController : public FightingController, public Tickable | 
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| 76 |     { | 
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| 77 |         public: | 
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| 78 |             | 
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| 79 |             ActionpointController(Context* context); | 
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| 80 |             virtual ~ActionpointController(); | 
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| 81 |             virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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| 82 |                 | 
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| 83 |             /** | 
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| 84 |             @brief | 
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| 85 |                 tick is called every tick by Game (?). | 
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| 86 |                 In tick ship flies and fires. | 
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| 87 |             */ | 
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| 88 |             virtual void tick(float dt) override; | 
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| 89 |             /** | 
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| 90 |             @brief | 
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| 91 |                 XML method, example XML usage: | 
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| 92 |  | 
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| 93 |                 @code | 
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| 94 |                 <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="ss2"> | 
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| 95 |                   <templates> | 
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| 96 |                     <Template link=spaceshipassff /> | 
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| 97 |                   </templates> | 
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| 98 |                   <controller> | 
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| 99 |                     <DivisionController team=0 formationMode="finger4"> | 
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| 100 |                       <actionpoints> | 
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| 101 |                         <Actionpoint position="0,0,0" action="FLY" />  | 
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| 102 |                         <Actionpoint position="-1000,750,-500" action="ATTACK" attack="attack" /> | 
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| 103 |                         <Actionpoint position="-1000,750,-500" action="PROTECt" protectMe=true /> | 
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| 104 |                         <Actionpoint position="-1000,750,-500" action="PROTECt" protect="protect" />  | 
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| 105 |                         <Actionpoint position="-1000,750,-500" action="FIGHTALL" /> | 
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| 106 |                        </actionpoints> | 
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| 107 |                     </DivisionController> | 
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| 108 |                   </controller> | 
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| 109 |                 </SpaceShip> | 
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| 110 |                 @endcode | 
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| 111 |                  | 
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| 112 |                 Full description: | 
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| 113 |                 Adds an Actionpoint to this->actionpoints_. Actionpoint can take arguments like action="attack" attack="name". | 
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| 114 |                 For documentation on Actionpoint XML arguments, check out Actionpoint.h class | 
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| 115 |                 If any WorldEntity that is not Actionpoint or its child being sent to actionpoints through XML, | 
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| 116 |                 action would be assumed to be Action::FLY and target position to be position of the entity. Also, if not Actionpoint | 
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| 117 |                 is passed, it is assumed to be in a loop. How it works is: in \<actionpoints\> first all Actionpoints between  | 
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| 118 |                 first Actionpoint with loopStart=true and first following Actionpoint with loopEnd=true are included in a single loop. | 
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| 119 |                 If they are adjacent (in the input array) with WorldEntity, then WorldEntity is also in a loop. | 
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| 120 |                 All the Worldentities are assumed to be in loop.  | 
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| 121 |                 | 
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| 122 |                 Loop example: | 
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| 123 |  | 
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| 124 |                 @code | 
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| 125 |                 <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="ss1"> | 
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| 126 |                   <templates> | 
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| 127 |                     <Template link=spaceshipassff /> | 
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| 128 |                   </templates> | 
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| 129 |                   <controller> | 
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| 130 |                     <DivisionController team=0 formationMode="wall"> | 
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| 131 |                       <actionpoints> | 
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| 132 |                         <Actionpoint position="  0,2000,-600" action="FLY" loopStart=true/> | 
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| 133 |                         <Actionpoint position="  0,2000,-1000" action="FLY"  /> | 
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| 134 |                         <Actionpoint position="400,2000,-1000" action="FLY" /> | 
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| 135 |                         <Actionpoint position="400,2000,-600" action="FLY" loopEnd=true /> | 
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| 136 |                       </actionpoints> | 
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| 137 |                     </DivisionController> | 
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| 138 |                   </controller> | 
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| 139 |                 </SpaceShip> | 
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| 140 |                 @endcode | 
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| 141 |                 | 
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| 142 |                 other loop example: | 
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| 143 |  | 
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| 144 |                 @code | 
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| 145 |                 <SpaceShip position="-1500, -1500, -1500" lookat="0,0,0" team=0 name="ss1"> | 
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| 146 |                   <templates> | 
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| 147 |                     <Template link=spaceshipassff /> | 
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| 148 |                   </templates> | 
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| 149 |                   <controller> | 
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| 150 |                     <DivisionController team=0 formationMode="diamond"> | 
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| 151 |                       <actionpoints> | 
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| 152 |                         <Model mesh="cube.mesh" scale=8 position="  0,2000,-600" /> | 
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| 153 |                         <Model mesh="cube.mesh" scale=8 position="  0,2000,-1000" /> | 
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| 154 |                         <Model mesh="cube.mesh" scale=8 position="400,2000,-1000" /> | 
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| 155 |                         <Model mesh="cube.mesh" scale=8 position="400,2000,-600" /> | 
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| 156 |                       </actionpoints> | 
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| 157 |                     </DivisionController> | 
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| 158 |                   </controller> | 
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| 159 |                 </SpaceShip> | 
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| 160 |                 @endcode | 
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| 161 |  | 
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| 162 |             @note | 
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| 163 |                 Don't use several loops, and don't use WorldEntities as input to \<actionpoints\> as I didn't test it well, but you | 
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| 164 |                 can try if feeling lucky.   | 
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| 165 |             */ | 
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| 166 |             void addActionpoint(WorldEntity* actionpoint);  | 
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| 167 |             WorldEntity* getActionpoint(unsigned int index) const;     | 
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| 168 |             void setDefaultFightAll(bool value) | 
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| 169 |                 { this->bDefaultFightAll_ = value; } | 
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| 170 |             bool getDefaultFightAll () | 
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| 171 |                 { return this->bDefaultFightAll_; } | 
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| 172 |             void setDefaultPatrol(bool value) | 
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| 173 |                 { this->bDefaultPatrol_ = value; } | 
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| 174 |             bool getDefaultPatrol () | 
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| 175 |                 { return this->bDefaultPatrol_; } | 
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| 176 |                 | 
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| 177 |  | 
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| 178 |             virtual void stayNearProtect(); | 
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| 179 |             virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour. Only gets called by MasterController | 
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| 180 |             virtual void takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b); | 
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| 181 |  | 
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| 182 |             virtual Action getAction (); | 
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| 183 |             virtual std::string getActionName(); | 
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| 184 |  | 
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| 185 |             void setAction (Action action); | 
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| 186 |             void setAction (Action action, ControllableEntity* target); | 
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| 187 |             void setAction (Action action, const Vector3& target); | 
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| 188 |             void setAction (Action action, const Vector3& target,  const Quaternion& orient ); | 
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| 189 |  | 
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| 190 |             virtual bool setWingman(ActionpointController* wingman) | 
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| 191 |                 { return false; } | 
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| 192 |             virtual bool hasWingman() | 
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| 193 |                 { return true; } | 
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| 194 |             virtual bool setFollower(ActionpointController* myFollower) | 
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| 195 |                 { return false; } | 
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| 196 |             virtual bool hasFollower() | 
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| 197 |                 { return true; } | 
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| 198 |  | 
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| 199 |  | 
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| 200 |         protected: | 
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| 201 |                 void startAttackingEnemiesThatAreClose(); | 
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| 202 |                 WeakPtr<ActionpointController> myWingman_; | 
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| 203 |                 WeakPtr<ActionpointController> myFollower_; | 
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| 204 |                 WeakPtr<ActionpointController> myDivisionLeader_; | 
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| 205 |             //----[Actionpoint information]---- | 
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| 206 |                 Action action_; | 
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| 207 |                 std::string protectName_; | 
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| 208 |                 std::string targetName_; | 
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| 209 |                 std::vector<WeakPtr<WorldEntity>> actionpoints_; | 
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| 210 |                 float squaredaccuracy_; | 
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| 211 |                 std::vector<Point> parsedActionpoints_; //<! actionpoints as they are stored here after being parsed from XML | 
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| 212 |                 std::vector<Point> loopActionpoints_;   //<! actionpoints that are to be looped | 
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| 213 |                 bool bInLoop_;                          //<! variable for addActionpoint method | 
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| 214 |                 bool bLoop_;                            //<! is state machine looping? | 
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| 215 |                 bool bEndLoop_;                         //<! variable for addActionpoint method | 
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| 216 |                 bool bTakenOver_;                       //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint  | 
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| 217 |                                                         //<! is to be executed for the state machine to start working | 
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| 218 |             //----[/Actionpoint information]---- | 
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| 219 |                 void setProtect (ControllableEntity* protect); | 
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| 220 |                 ControllableEntity* getProtect ();  | 
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| 221 |                 WeakPtr<ControllableEntity> protect_;   //<! entity that is to be protected if this->action_ == Action::PROTECT | 
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| 222 |                 void fillLoop();                        //<! moves actionpoints that are should be in loop from parsedActionpoints_ to loopActionpoints_ | 
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| 223 |                 void fillLoopReversed(); | 
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| 224 |                 void moveBackToTop();                   //<! analog of removing back actionpoint for loopActionpoints_: instead of removing it,  | 
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| 225 |                                                         //<! move it to the top, so that it will be executed later on. | 
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| 226 |                 void setClosestTarget(); | 
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| 227 |                 Pawn* closestTarget(); | 
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| 228 |             //----[Actionpoint methods]---- | 
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| 229 |                 /** | 
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| 230 |                 @brief | 
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| 231 |                     Sets this->target_, this->targetPosition_, this->protect_ and this->action_ depending | 
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| 232 |                     on the current actionpoint in the vector parsedActionpoints_ if not looping or | 
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| 233 |                     loopActionpoints_ if looping. | 
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| 234 |                 @note | 
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| 235 |                 */ | 
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| 236 |                 void executeActionpoint();   | 
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| 237 |                 /** | 
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| 238 |                 @brief | 
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| 239 |                     If this->bLoop_, move back action to top (back is the current one, top is the last), | 
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| 240 |                     otherwise remove back actionpoint. | 
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| 241 |                 @note | 
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| 242 |                     actionpoints_ is only used for XML, real state stacks are parsedActionpoints_ and loopActionpoints_ | 
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| 243 |                 */             | 
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| 244 |                 void nextActionpoint();                  | 
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| 245 |             //----[Actionpoint methods]----           | 
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| 246 |  | 
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| 247 |                 bool bDefaultFightAll_;     //<! if true, when no action set, this will fight all | 
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| 248 |  | 
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| 249 |                 bool bPatrolling_;        //<! true if current action_ is FIGHT because this found enemies that are close, need this to correctly go back to looping if was looping | 
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| 250 |                 bool bDefaultPatrol_;       //<! if true, this will look out for enemies that are close if this is just flying or doing nothing | 
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| 251 |                 unsigned int ticks_;     //<! local tick counter             | 
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| 252 |     }; | 
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| 253 | } | 
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| 254 |  | 
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| 255 | #endif /* _ActionpointController_H__ */ | 
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