| 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 |  *      Fabian 'x3n' Landau | 
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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 "ArtificialController.h" | 
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| 30 |  | 
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| 31 | #include "core/CoreIncludes.h" | 
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| 32 | #include "core/XMLPort.h" | 
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| 33 | #include "worldentities/ControllableEntity.h" | 
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| 34 | #include "worldentities/pawns/Pawn.h" | 
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| 35 | #include "worldentities/pawns/TeamBaseMatchBase.h" | 
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| 36 | #include "gametypes/TeamDeathmatch.h" | 
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| 37 | #include "controllers/WaypointPatrolController.h" | 
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| 38 |  | 
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| 39 | namespace orxonox | 
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| 40 | { | 
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| 41 |     ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator) | 
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| 42 |     { | 
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| 43 |         RegisterObject(ArtificialController); | 
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| 44 |  | 
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| 45 |         this->target_ = 0; | 
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| 46 |         this->myMaster_ = 0; | 
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| 47 |         this->freedomCount_ = 0; | 
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| 48 |         this->team_ = -1; | 
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| 49 |         this->state_ = FREE; | 
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| 50 |         this->bShooting_ = false; | 
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| 51 |         this->bHasTargetPosition_ = false; | 
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| 52 |         this->targetPosition_ = Vector3::ZERO; | 
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| 53 |  | 
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| 54 |         this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this)); | 
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| 55 |     } | 
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| 56 |  | 
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| 57 |     ArtificialController::~ArtificialController() | 
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| 58 |     { | 
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| 59 |     } | 
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| 60 |  | 
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| 61 |     void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 62 |     { | 
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| 63 |         SUPER(ArtificialController, XMLPort, xmlelement, mode); | 
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| 64 |  | 
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| 65 |         XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(0); | 
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| 66 |     } | 
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| 67 |  | 
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| 68 | // gets called when Bot dies | 
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| 69 |     void ArtificialController::changedControllableEntity() | 
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| 70 |     { | 
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| 71 | COUT(0) << "~changedControllableEntity 0" << std::endl; | 
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| 72 |         if(!getControllableEntity())  | 
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| 73 |         { | 
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| 74 | COUT(0) << "~changedControllableEntity 1" << std::endl; | 
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| 75 |         if (this->state_ == SLAVE) unregisterSlave(); | 
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| 76 | COUT(0) << "~changedControllableEntity 2" << std::endl; | 
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| 77 |          if (this->state_ == MASTER) setNewMasterWithinFormation(); | 
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| 78 | COUT(0) << "~changedControllableEntity 3" << std::endl; | 
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| 79 |         this->slaves_.clear(); | 
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| 80 | COUT(0) << "~changedControllableEntity 4" << std::endl; | 
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| 81 |         this->state_ = FREE; | 
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| 82 | COUT(0) << "~changedControllableEntity 5" << std::endl; | 
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| 83 |         } | 
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| 84 |     } | 
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| 85 |  | 
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| 86 |     void ArtificialController::moveToPosition(const Vector3& target) | 
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| 87 |     { | 
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| 88 |         if (!this->getControllableEntity()) | 
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| 89 |             return; | 
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| 90 |  | 
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| 91 |         Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); | 
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| 92 |         float distance = (target - this->getControllableEntity()->getPosition()).length(); | 
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| 93 |  | 
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| 94 |         if (this->target_ || distance > 10) | 
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| 95 |         { | 
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| 96 |             // Multiply with rotateFactor to make them a bit slower | 
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| 97 |             float rotateFactor; | 
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| 98 |             if(this->state_ == SLAVE) rotateFactor = 1.0f; | 
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| 99 |             if(this->state_ == MASTER) rotateFactor = 0.4f; | 
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| 100 |             else rotateFactor = 0.8f; | 
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| 101 |  | 
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| 102 |             this->getControllableEntity()->rotateYaw(-1.0f * rotateFactor * sgn(coord.x) * coord.x*coord.x); | 
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| 103 |             this->getControllableEntity()->rotatePitch(rotateFactor * sgn(coord.y) * coord.y*coord.y); | 
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| 104 |  | 
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| 105 |  | 
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| 106 |  | 
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| 107 |         } | 
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| 108 |  | 
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| 109 |         if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) | 
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| 110 |         { | 
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| 111 |             if(this->state_ == SLAVE) this->getControllableEntity()->moveFrontBack(-0.8f); | 
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| 112 |             else this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance | 
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| 113 |         } else { | 
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| 114 |             if(this->state_ == SLAVE) this->getControllableEntity()->moveFrontBack(2.5f); | 
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| 115 |             if(this->state_ == MASTER) this->getControllableEntity()->moveFrontBack(0.4f); | 
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| 116 |             else this->getControllableEntity()->moveFrontBack(0.8f); | 
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| 117 |         } | 
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| 118 |     } | 
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| 119 |  | 
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| 120 |     void ArtificialController::moveToTargetPosition() | 
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| 121 |     { | 
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| 122 |         this->moveToPosition(this->targetPosition_); | 
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| 123 |     } | 
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| 124 |  | 
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| 125 |     int ArtificialController::getState() | 
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| 126 |     { | 
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| 127 |         return this->state_; | 
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| 128 |     } | 
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| 129 |  | 
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| 130 |     void ArtificialController::unregisterSlave() { | 
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| 131 |         if(myMaster_) | 
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| 132 |         { | 
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| 133 |             myMaster_->slaves_.remove(this); | 
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| 134 | COUT(0) << "~unregister slave" << std::endl; | 
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| 135 |         } | 
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| 136 |     } | 
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| 137 |  | 
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| 138 |     void ArtificialController::searchNewMaster() | 
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| 139 |     { | 
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| 140 |  | 
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| 141 |         if (!this->getControllableEntity()) | 
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| 142 |             return; | 
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| 143 |  | 
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| 144 |         this->targetPosition_ = this->getControllableEntity()->getPosition(); | 
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| 145 |         this->forgetTarget(); | 
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| 146 |  | 
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| 147 |         //go through all pawns | 
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| 148 |         for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) | 
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| 149 |         { | 
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| 150 |  | 
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| 151 |             //same team? | 
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| 152 |             if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) | 
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| 153 |                 continue; | 
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| 154 |  | 
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| 155 |             //has it an ArtificialController and is it a master? | 
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| 156 |             if (!it->getController()) | 
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| 157 |                 continue; | 
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| 158 |  | 
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| 159 |             ArtificialController *newMaster = static_cast<ArtificialController*>(it->getController()); | 
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| 160 |  | 
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| 161 |             if (!newMaster || newMaster->getState() != MASTER) | 
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| 162 |                 continue; | 
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| 163 |  | 
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| 164 |             //is pawn oneself? && is pawn in range? | 
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| 165 |             if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) //&& it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) < 1000  | 
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| 166 |             { | 
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| 167 |                 if(newMaster->slaves_.size() > 6) continue; | 
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| 168 |  | 
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| 169 |                 //this->freeSlaves(); | 
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| 170 |  | 
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| 171 |                 for(std::list<ArtificialController*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++) | 
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| 172 |                 { | 
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| 173 |                     (*itSlave)->myMaster_ = newMaster; | 
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| 174 |                     newMaster->slaves_.push_back(*itSlave); | 
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| 175 |                 } | 
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| 176 |                 this->slaves_.clear(); | 
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| 177 |                 this->state_ = SLAVE; | 
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| 178 |  | 
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| 179 |                 this->myMaster_ = newMaster; | 
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| 180 |                 newMaster->slaves_.push_back(this); | 
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| 181 |  | 
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| 182 |                 break; | 
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| 183 |             } | 
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| 184 |         }//for | 
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| 185 |  | 
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| 186 |         //hasn't encountered any masters in range? -> become a master | 
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| 187 |         if (state_!=SLAVE) state_ = MASTER; // keep in mind: what happens when two masters encounter eache other? -> has to be evaluated in the for loop within master mode in AIcontroller... | 
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| 188 | COUT(0) << "~searcheNewMaster" << std::endl; | 
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| 189 |     } | 
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| 190 |  | 
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| 191 |     void ArtificialController::commandSlaves() { | 
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| 192 |  | 
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| 193 |         for(std::list<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) | 
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| 194 |         { | 
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| 195 |             (*it)->setTargetPosition(this->getControllableEntity()->getPosition()); | 
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| 196 |         } | 
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| 197 |     } | 
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| 198 |  | 
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| 199 |     // binds slaves to new Master within formation | 
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| 200 |     void ArtificialController::setNewMasterWithinFormation() | 
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| 201 |     { | 
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| 202 | COUT(0) << "~setNewMasterWithinFormation 1" << std::endl; | 
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| 203 |         if (this->slaves_.empty()) | 
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| 204 |             return; | 
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| 205 | COUT(0) << "~setNewMasterWithinFormation 1b" << std::endl; | 
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| 206 |  | 
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| 207 |         ArtificialController *newMaster = this->slaves_.back(); | 
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| 208 | COUT(0) << "~setNewMasterWithinFormation 2" << std::endl; | 
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| 209 |         this->slaves_.pop_back(); | 
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| 210 | COUT(0) << "~setNewMasterWithinFormation 3" << std::endl; | 
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| 211 |         if(!newMaster) return; | 
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| 212 | COUT(0) << "~setNewMasterWithinFormation 4" << std::endl; | 
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| 213 |         newMaster->state_ = MASTER; | 
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| 214 |         newMaster->slaves_ = this->slaves_; | 
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| 215 |         this->slaves_.clear(); | 
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| 216 |  | 
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| 217 |         this->state_ = SLAVE; | 
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| 218 |         this->myMaster_ = newMaster; | 
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| 219 |  | 
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| 220 | COUT(0) << "~setNewMasterWithinFormation 5" << std::endl; | 
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| 221 |         for(std::list<ArtificialController*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++) | 
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| 222 |         { | 
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| 223 | COUT(0) << "~setNewMasterWithinFormation 6" << std::endl; | 
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| 224 |             (*it)->myMaster_ = newMaster; | 
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| 225 |         } | 
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| 226 | COUT(0) << "~setNewMasterWithinFormation 7" << std::endl; | 
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| 227 |  | 
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| 228 |     } | 
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| 229 |  | 
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| 230 |     void ArtificialController::freeSlaves() | 
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| 231 |     { | 
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| 232 |         for(std::list<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) | 
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| 233 |         { | 
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| 234 |             (*it)->state_ = FREE; | 
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| 235 |         } | 
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| 236 |         this->slaves_.clear(); | 
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| 237 |     } | 
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| 238 |  | 
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| 239 |     void ArtificialController::forceFreeSlaves() | 
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| 240 |     { | 
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| 241 |         for(std::list<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) | 
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| 242 |         { | 
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| 243 |             (*it)->state_ = FREE; | 
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| 244 |             (*it)->forceFreedom(); | 
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| 245 |             (*it)->targetPosition_ = this->targetPosition_; | 
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| 246 |             (*it)->bShooting_ = true; | 
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| 247 |             (*it)->getControllableEntity()->fire(0); | 
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| 248 |         } | 
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| 249 |     } | 
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| 250 |  | 
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| 251 |     void ArtificialController::loseMasterState() | 
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| 252 |     { | 
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| 253 |         this->freeSlaves(); | 
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| 254 |         this->state_ = FREE; | 
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| 255 |     } | 
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| 256 |  | 
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| 257 |     void ArtificialController::forceFreedom() | 
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| 258 |     { | 
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| 259 |         this->freedomCount_ = 5; | 
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| 260 |     } | 
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| 261 |  | 
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| 262 |     bool ArtificialController::forcedFree() | 
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| 263 |     { | 
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| 264 |         if(this->freedomCount_ > 0)  | 
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| 265 |         { | 
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| 266 |             this->freedomCount_--; | 
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| 267 |             return true; | 
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| 268 |         } else return false; | 
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| 269 |     } | 
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| 270 |  | 
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| 271 |     void ArtificialController::setTargetPosition(const Vector3& target) | 
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| 272 |     { | 
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| 273 |         this->targetPosition_ = target; | 
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| 274 |         this->bHasTargetPosition_ = true; | 
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| 275 |     } | 
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| 276 |  | 
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| 277 |     void ArtificialController::searchRandomTargetPosition() | 
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| 278 |     { | 
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| 279 |         this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000)); | 
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| 280 |         this->bHasTargetPosition_ = true; | 
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| 281 |     } | 
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| 282 |  | 
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| 283 |     void ArtificialController::setTarget(Pawn* target) | 
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| 284 |     { | 
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| 285 |         this->target_ = target; | 
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| 286 |  | 
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| 287 |         if (target) | 
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| 288 |             this->targetPosition_ = target->getPosition(); | 
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| 289 |     } | 
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| 290 |  | 
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| 291 |     void ArtificialController::searchNewTarget() | 
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| 292 |     { | 
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| 293 |         if (!this->getControllableEntity()) | 
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| 294 |             return; | 
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| 295 |  | 
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| 296 |         this->targetPosition_ = this->getControllableEntity()->getPosition(); | 
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| 297 |         this->forgetTarget(); | 
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| 298 |  | 
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| 299 |         for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) | 
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| 300 |         { | 
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| 301 |             if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) | 
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| 302 |                 continue; | 
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| 303 |  | 
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| 304 |             if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) | 
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| 305 |             { | 
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| 306 |                 float speed = this->getControllableEntity()->getVelocity().length(); | 
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| 307 |                 Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); | 
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| 308 |                 Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); | 
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| 309 |                 if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * Ogre::Math::PI)) | 
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| 310 |                         < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * Ogre::Math::PI)) + rnd(-250, 250)) | 
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| 311 |                 { | 
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| 312 |                     this->target_ = (*it); | 
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| 313 |                     this->targetPosition_ = it->getPosition(); | 
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| 314 |                 } | 
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| 315 |             } | 
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| 316 |         } | 
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| 317 |     } | 
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| 318 |  | 
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| 319 |     void ArtificialController::forgetTarget() | 
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| 320 |     { | 
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| 321 |         this->target_ = 0; | 
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| 322 |         this->bShooting_ = false; | 
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| 323 |     } | 
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| 324 |  | 
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| 325 |     void ArtificialController::aimAtTarget() | 
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| 326 |     { | 
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| 327 |         if (!this->target_ || !this->getControllableEntity()) | 
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| 328 |             return; | 
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| 329 |  | 
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| 330 |         static const float hardcoded_projectile_speed = 1250; | 
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| 331 |  | 
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| 332 |         this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); | 
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| 333 |         this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); | 
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| 334 |  | 
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| 335 |         Pawn* pawn = dynamic_cast<Pawn*>(this->getControllableEntity()); | 
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| 336 |         if (pawn) | 
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| 337 |             pawn->setAimPosition(this->targetPosition_); | 
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| 338 |     } | 
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| 339 |  | 
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| 340 |     bool ArtificialController::isCloseAtTarget(float distance) const | 
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| 341 |     { | 
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| 342 |         if (!this->getControllableEntity()) | 
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| 343 |             return false; | 
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| 344 |  | 
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| 345 |         if (!this->target_) | 
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| 346 |             return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); | 
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| 347 |         else | 
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| 348 |             return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); | 
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| 349 |     } | 
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| 350 |  | 
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| 351 |     bool ArtificialController::isLookingAtTarget(float angle) const | 
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| 352 |     { | 
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| 353 |         if (!this->getControllableEntity()) | 
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| 354 |             return false; | 
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| 355 |  | 
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| 356 |         return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); | 
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| 357 |     } | 
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| 358 |  | 
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| 359 |     void ArtificialController::abandonTarget(Pawn* target) | 
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| 360 |     { | 
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| 361 |         if (target == this->target_) | 
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| 362 |             this->targetDied(); | 
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| 363 |     } | 
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| 364 |  | 
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| 365 |     void ArtificialController::targetDied() | 
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| 366 |     { | 
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| 367 |         this->forgetTarget(); | 
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| 368 |         this->searchRandomTargetPosition(); | 
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| 369 |     } | 
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| 370 |  | 
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| 371 |     bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) | 
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| 372 |     { | 
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| 373 |         if (entity1 == entity2) | 
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| 374 |             return true; | 
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| 375 |  | 
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| 376 |         int team1 = -1; | 
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| 377 |         int team2 = -1; | 
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| 378 |  | 
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| 379 |         Controller* controller = 0; | 
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| 380 |         if (entity1->getController()) | 
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| 381 |             controller = entity1->getController(); | 
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| 382 |         else | 
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| 383 |             controller = entity1->getXMLController(); | 
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| 384 |         if (controller) | 
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| 385 |         { | 
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| 386 |             ArtificialController* ac = orxonox_cast<ArtificialController*>(controller); | 
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| 387 |             if (ac) | 
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| 388 |                 team1 = ac->getTeam(); | 
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| 389 |         } | 
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| 390 |  | 
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| 391 |         if (entity1->getController()) | 
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| 392 |             controller = entity1->getController(); | 
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| 393 |         else | 
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| 394 |             controller = entity1->getXMLController(); | 
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| 395 |         if (controller) | 
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| 396 |         { | 
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| 397 |             ArtificialController* ac = orxonox_cast<ArtificialController*>(controller); | 
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| 398 |             if (ac) | 
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| 399 |                 team2 = ac->getTeam(); | 
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| 400 |         } | 
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| 401 |  | 
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| 402 |         TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype); | 
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| 403 |         if (tdm) | 
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| 404 |         { | 
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| 405 |             if (entity1->getPlayer()) | 
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| 406 |                 team1 = tdm->getTeam(entity1->getPlayer()); | 
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| 407 |  | 
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| 408 |             if (entity2->getPlayer()) | 
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| 409 |                 team2 = tdm->getTeam(entity2->getPlayer()); | 
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| 410 |         } | 
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| 411 |  | 
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| 412 |         TeamBaseMatchBase* base = 0; | 
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| 413 |         base = orxonox_cast<TeamBaseMatchBase*>(entity1); | 
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| 414 |         if (base) | 
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| 415 |         { | 
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| 416 |             switch (base->getState()) | 
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| 417 |             { | 
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| 418 |                 case BaseState::ControlTeam1: | 
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| 419 |                     team1 = 0; | 
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| 420 |                     break; | 
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| 421 |                 case BaseState::ControlTeam2: | 
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| 422 |                     team1 = 1; | 
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| 423 |                     break; | 
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| 424 |                 case BaseState::Uncontrolled: | 
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| 425 |                 default: | 
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| 426 |                     team1 = -1; | 
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| 427 |             } | 
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| 428 |         } | 
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| 429 |         base = orxonox_cast<TeamBaseMatchBase*>(entity2); | 
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| 430 |         if (base) | 
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| 431 |         { | 
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| 432 |             switch (base->getState()) | 
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| 433 |             { | 
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| 434 |                 case BaseState::ControlTeam1: | 
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| 435 |                     team2 = 0; | 
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| 436 |                     break; | 
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| 437 |                 case BaseState::ControlTeam2: | 
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| 438 |                     team2 = 1; | 
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| 439 |                     break; | 
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| 440 |                 case BaseState::Uncontrolled: | 
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| 441 |                 default: | 
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| 442 |                     team2 = -1; | 
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| 443 |             } | 
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| 444 |         } | 
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| 445 |  | 
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| 446 |         return (team1 == team2 && team1 != -1); | 
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| 447 |     } | 
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| 448 | } | 
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