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source: code/branches/ai/src/orxonox/controllers/DroneController.cc~ @ 6832

Last change on this file since 6832 was 6832, checked in by gasserlu, 14 years ago

dronecontroller upload

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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 *      Oli Scheuss
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "DroneController.h"
30#include "worldentities/Drone.h"
31#include "util/Math.h"
32
33#include "core/CoreIncludes.h"
34#include "core/Executor.h"
35#include "worldentities/ControllableEntity.h"
36
37namespace orxonox
38{
39    /**
40    @brief
41        Constructor.
42    */
43    CreateFactory(DroneController);
44
45    static const float ACTION_INTERVAL = 1.0f;
46
47    DroneController::DroneController(BaseObject* creator) : ArtificialController(creator)
48    {
49    /*    // Place your code here:
50        // - make sure to register the object in the factory
51        // - do any kind of initialisation
52        RegisterObject(DroneController);
53
54        // this checks that our creator really is a drone
55        // and saves the pointer to the drone for the controlling commands
56        assert(dynamic_cast<Drone*>(creator)!=0);
57        this->setControllableEntity(dynamic_cast<Drone*>(creator));
58    */
59        RegisterObject(DroneController);
60
61        this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&DroneController::action, this)));
62    }
63
64    DroneController::~DroneController()
65    {
66    }
67
68    void DroneController::setPawn(Pawn* pawn){
69        pawnpointer_ = pawn;
70    }
71   
72    const Pawn* DroneController::getPawn(unsigned int index) const
73    {
74    if(index == 0) return pawnpointer_;
75    return NULL;
76    }
77
78    void DroneController::action()
79    {
80        float random;
81        float maxrand = 100.0f / ACTION_INTERVAL;
82
83        // search enemy
84        random = rnd(maxrand);
85        if (random < 15 && (!this->target_))
86            this->searchNewTarget();
87
88        // forget enemy
89        random = rnd(maxrand);
90        if (random < 5 && (this->target_))
91            this->forgetTarget();
92
93        // next enemy
94        random = rnd(maxrand);
95        if (random < 10 && (this->target_))
96            this->searchNewTarget();
97
98        //fly somewhere
99        random = rnd(maxrand);
100        if (random < 50 && (!this->bHasTargetPosition_ && !this->target_))
101            this->searchRandomTargetPosition();
102 
103        // stop flying
104        random = rnd(maxrand);
105        if (random < 10 && (this->bHasTargetPosition_ && !this->target_))
106            this->bHasTargetPosition_ = false;
107
108        // fly somewhere else
109        random = rnd(maxrand);
110        if (random < 30 && (this->bHasTargetPosition_ && !this->target_))
111            this->searchRandomTargetPosition();
112
113     /*   // shoot
114        random = rnd(maxrand);
115        if (random < 75 && (this->target_ && !this->bShooting_))
116            this->bShooting_ = true;
117
118        // stop shooting
119        random = rnd(maxrand);
120        if (random < 25 && (this->bShooting_)) */
121            this->bShooting_ = false;
122    }
123
124
125    /**
126    @brief
127        The controlling happens here. This method defines what the controller has to do each tick.
128    @param dt
129        The duration of the tick.
130    */
131    void DroneController::tick(float dt)
132    {
133        // Place your code here:
134        // - steering commands
135       
136
137        Drone *myDrone = static_cast<Drone*>(this->getControllableEntity());
138
139        if(myDrone != NULL) {
140       
141        setTargetPosition(this->getControllableEntity()->getPosition());
142/*
143        myDrone->setRotationThrust(25);
144        myDrone->setAuxilaryThrust(30);
145        myDrone->rotateYaw(10*dt); */
146        }
147
148        SUPER(AIController, tick, dt);
149
150        // you can use the following commands for steering
151        // - moveFrontBack, moveRightLeft, moveUpDown
152        // - rotatePitch, rotateYaw, rotateRoll
153        // - apply the to myDrone (e.g. myDrone->rotateYaw(..) )
154
155    }
156}
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