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source: code/branches/ai/src/orxonox/controllers/ArtificialController.h @ 6986

Last change on this file since 6986 was 6986, checked in by solex, 15 years ago

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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"
[6978]38#include "controllers/NewHumanController.h"
[2362]39
40namespace orxonox
41{
[5929]42    class _OrxonoxExport ArtificialController : public Controller
[2362]43    {
44        public:
45            ArtificialController(BaseObject* creator);
46            virtual ~ArtificialController();
[6417]47
[6888]48            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
[6601]49
[5929]50            void abandonTarget(Pawn* target);
[2362]51
[6795]52            inline void setTeam(int team)
[6601]53                { this->team_ = team; }
54            inline int getTeam() const
55                { return this->team_; }
[6919]56            inline void setFormationFlight(bool formation)
57                { this->formationFlight_ = formation; }
58            inline bool getFormationFlight() const
59                { return this->formationFlight_; }
[6850]60            virtual void changedControllableEntity();
[6601]61
[6958]62            static void formationflight(bool form);
63            static void masteraction(int action);
[6978]64            static void followme();
[6986]65            static void passivebehaviour(bool passive);
66            static void formationsize(int size);
[6601]67
[5929]68        protected:
[6850]69
70            int team_;
[6919]71            bool formationFlight_;
[6986]72            bool passive_;
73            int maxFormationSize_;
[6850]74            int freedomCount_;
75            enum State {SLAVE, MASTER, FREE};
76            State state_;
[6888]77            std::vector<ArtificialController*> slaves_;
[6919]78            ArtificialController *myMaster_;
[6978]79            enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOWHUMAN};
[6919]80            SpecificMasterAction specificMasterAction_;
81            int specificMasterActionHoldCount_;
[6978]82            Pawn* humanToFollow_;
[6850]83
[5929]84            void targetDied();
[2362]85
[3049]86            void moveToPosition(const Vector3& target);
87            void moveToTargetPosition();
88
[6640]89            int getState();
[6850]90
[6695]91            void unregisterSlave();
[6640]92            void searchNewMaster();
[6683]93            void commandSlaves();
[6795]94            void setNewMasterWithinFormation();
[6978]95
[6850]96            void freeSlaves();
97            void forceFreeSlaves();
[6696]98            void loseMasterState();
[6850]99            void forceFreedom();
100            bool forcedFree();
[6978]101
[6919]102            void specificMasterActionHold();
103            void turn180();
104            void spin();
[6978]105            void followHuman(Pawn* humanController, bool always);
[6640]106
[3049]107            void setTargetPosition(const Vector3& target);
[2362]108            void searchRandomTargetPosition();
[3049]109
110            void setTarget(Pawn* target);
[2362]111            void searchNewTarget();
112            void forgetTarget();
113            void aimAtTarget();
114
115            bool isCloseAtTarget(float distance) const;
116            bool isLookingAtTarget(float angle) const;
117
[3049]118            static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
119
[2362]120            bool bHasTargetPosition_;
121            Vector3 targetPosition_;
[5929]122            WeakPtr<Pawn> target_;
[2362]123            bool bShooting_;
124
125        private:
126    };
127}
128
129#endif /* _ArtificialController_H__ */
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