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source: code/branches/ai/src/orxonox/controllers/ArtificialController.h @ 6919

Last change on this file since 6919 was 6919, checked in by solex, 15 years ago

finally some decent formation flying!

  • Property svn:eol-style set to native
File size: 3.5 KB
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[2362]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _ArtificialController_H__
30#define _ArtificialController_H__
31
32#include "OrxonoxPrereqs.h"
33
[6888]34#include <vector>
35
[3196]36#include "util/Math.h"
[2362]37#include "Controller.h"
38
39namespace orxonox
40{
[5929]41    class _OrxonoxExport ArtificialController : public Controller
[2362]42    {
43        public:
44            ArtificialController(BaseObject* creator);
45            virtual ~ArtificialController();
[6417]46
[6888]47            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
[6601]48
[5929]49            void abandonTarget(Pawn* target);
[2362]50
[6795]51            inline void setTeam(int team)
[6601]52                { this->team_ = team; }
53            inline int getTeam() const
54                { return this->team_; }
[6919]55            inline void setFormationFlight(bool formation)
56                { this->formationFlight_ = formation; }
57            inline bool getFormationFlight() const
58                { return this->formationFlight_; }
[6850]59            virtual void changedControllableEntity();
[6601]60
61
[5929]62        protected:
[6850]63
64            int team_;
[6919]65            bool formationFlight_;
[6850]66            int freedomCount_;
67            enum State {SLAVE, MASTER, FREE};
68            State state_;
[6888]69            std::vector<ArtificialController*> slaves_;
[6919]70            ArtificialController *myMaster_;
71            enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180};
72            SpecificMasterAction specificMasterAction_;
73            int specificMasterActionHoldCount_;
[6850]74
[5929]75            void targetDied();
[2362]76
[3049]77            void moveToPosition(const Vector3& target);
78            void moveToTargetPosition();
79
[6640]80            int getState();
[6850]81
[6695]82            void unregisterSlave();
[6640]83            void searchNewMaster();
[6683]84            void commandSlaves();
[6795]85            void setNewMasterWithinFormation();
[6850]86            void freeSlaves();
87            void forceFreeSlaves();
[6696]88            void loseMasterState();
[6850]89            void forceFreedom();
90            bool forcedFree();
[6919]91            void specificMasterActionHold();
92            void turn180();
93            void spin();
[6640]94
[3049]95            void setTargetPosition(const Vector3& target);
[2362]96            void searchRandomTargetPosition();
[3049]97
98            void setTarget(Pawn* target);
[2362]99            void searchNewTarget();
100            void forgetTarget();
101            void aimAtTarget();
102
103            bool isCloseAtTarget(float distance) const;
104            bool isLookingAtTarget(float angle) const;
105
[3049]106            static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
107
[2362]108            bool bHasTargetPosition_;
109            Vector3 targetPosition_;
[5929]110            WeakPtr<Pawn> target_;
[2362]111            bool bShooting_;
112
113        private:
114    };
115}
116
117#endif /* _ArtificialController_H__ */
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