[2362] | 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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[7163] | 25 | * Dominik Solenicki |
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[2362] | 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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[7163] | 31 | #include <vector> |
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| 32 | #include <climits> |
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| 33 | |
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| 34 | #include "util/Math.h" |
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[8757] | 35 | #include "util/Convert.h" |
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[2362] | 36 | #include "core/CoreIncludes.h" |
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[7163] | 37 | #include "core/XMLPort.h" |
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[7284] | 38 | #include "core/command/ConsoleCommand.h" |
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[5735] | 39 | #include "worldentities/ControllableEntity.h" |
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| 40 | #include "worldentities/pawns/Pawn.h" |
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| 41 | #include "worldentities/pawns/TeamBaseMatchBase.h" |
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[8736] | 42 | #include "worldentities/pawns/SpaceShip.h" |
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[5735] | 43 | #include "gametypes/TeamDeathmatch.h" |
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[7163] | 44 | #include "gametypes/Dynamicmatch.h" |
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[5735] | 45 | #include "controllers/WaypointPatrolController.h" |
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[7163] | 46 | #include "controllers/NewHumanController.h" |
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| 47 | #include "controllers/DroneController.h" |
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[8723] | 48 | #include "weaponsystem/WeaponMode.h" |
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| 49 | #include "weaponsystem/WeaponPack.h" |
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| 50 | #include "weaponsystem/Weapon.h" |
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[3049] | 51 | |
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[8736] | 52 | |
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[2362] | 53 | namespace orxonox |
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| 54 | { |
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[7284] | 55 | SetConsoleCommand("ArtificialController", "formationflight", &ArtificialController::formationflight); |
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| 56 | SetConsoleCommand("ArtificialController", "masteraction", &ArtificialController::masteraction); |
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| 57 | SetConsoleCommand("ArtificialController", "followme", &ArtificialController::followme); |
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| 58 | SetConsoleCommand("ArtificialController", "passivebehaviour", &ArtificialController::passivebehaviour); |
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| 59 | SetConsoleCommand("ArtificialController", "formationsize", &ArtificialController::formationsize); |
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[8723] | 60 | SetConsoleCommand("ArtificialController", "setbotlevel", &ArtificialController::setAllBotLevel); |
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[7163] | 61 | |
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| 62 | static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7; |
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| 63 | static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000; |
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| 64 | static const int FORMATION_LENGTH = 130; |
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| 65 | static const int FORMATION_WIDTH = 110; |
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| 66 | static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy |
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| 67 | static const float SPEED_MASTER = 0.6f; |
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| 68 | static const float ROTATEFACTOR_MASTER = 0.2f; |
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| 69 | static const float SPEED_FREE = 0.8f; |
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| 70 | static const float ROTATEFACTOR_FREE = 0.8f; |
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| 71 | |
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| 72 | |
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[2362] | 73 | ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator) |
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| 74 | { |
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| 75 | RegisterObject(ArtificialController); |
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| 76 | |
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| 77 | this->target_ = 0; |
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[7801] | 78 | this->formationFlight_ = false; |
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[7163] | 79 | this->passive_ = false; |
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| 80 | this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE; |
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| 81 | this->myMaster_ = 0; |
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| 82 | this->freedomCount_ = 0; |
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| 83 | this->team_ = -1; |
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| 84 | this->state_ = FREE; |
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| 85 | this->specificMasterAction_ = NONE; |
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| 86 | this->specificMasterActionHoldCount_ = 0; |
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[2362] | 87 | this->bShooting_ = false; |
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| 88 | this->bHasTargetPosition_ = false; |
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[7163] | 89 | this->speedCounter_ = 0.2f; |
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[2362] | 90 | this->targetPosition_ = Vector3::ZERO; |
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[6417] | 91 | |
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[5929] | 92 | this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this)); |
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[8723] | 93 | this->bSetupWorked = false; |
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| 94 | this->numberOfWeapons = 0; |
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[8735] | 95 | this->botlevel_ = 0.5f; |
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[8723] | 96 | this->mode_ = DEFAULT;////Vector-implementation: mode_.push_back(DEFAULT); |
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| 97 | this->timeout_=0; |
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[2362] | 98 | } |
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| 99 | |
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| 100 | ArtificialController::~ArtificialController() |
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| 101 | { |
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[7163] | 102 | if (this->isInitialized()) |
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[8723] | 103 | {//Vector-implementation: mode_.erase(mode_.begin(),mode_.end()); |
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[7163] | 104 | this->removeFromFormation(); |
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| 105 | |
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| 106 | for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it; ++it) |
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| 107 | { |
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| 108 | if (*it != this) |
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| 109 | { |
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| 110 | if (it->myMaster_ == this) |
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| 111 | { |
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| 112 | COUT(1) << "error: " << this << " is still master in " << (*it) << std::endl; |
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| 113 | it->myMaster_ = 0; |
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| 114 | } |
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| 115 | |
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| 116 | while (true) |
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| 117 | { |
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| 118 | std::vector<ArtificialController*>::iterator it2 = std::find(it->slaves_.begin(), it->slaves_.end(), this); |
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| 119 | if (it2 != it->slaves_.end()) |
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| 120 | { |
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| 121 | COUT(1) << "error: " << this << " is still slave in " << (*it) << std::endl; |
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| 122 | it->slaves_.erase(it2); |
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| 123 | } |
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| 124 | else |
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| 125 | break; |
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| 126 | } |
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| 127 | } |
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| 128 | } |
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| 129 | } |
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[2362] | 130 | } |
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| 131 | |
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[7163] | 132 | void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 133 | { |
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| 134 | SUPER(ArtificialController, XMLPort, xmlelement, mode); |
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| 135 | |
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| 136 | XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1); |
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| 137 | XMLPortParam(ArtificialController, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false); |
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| 138 | XMLPortParam(ArtificialController, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE); |
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| 139 | XMLPortParam(ArtificialController, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false); |
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| 140 | } |
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| 141 | |
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| 142 | // Documentation only here to get a faster overview for creating a useful documentation... |
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| 143 | |
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| 144 | /** |
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| 145 | @brief Activates / deactivates formationflight behaviour |
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| 146 | @param form activate formflight if form is true |
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| 147 | */ |
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| 148 | void ArtificialController::formationflight(const bool form) |
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| 149 | { |
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| 150 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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| 151 | { |
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| 152 | Controller* controller = 0; |
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| 153 | |
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| 154 | if (it->getController()) |
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| 155 | controller = it->getController(); |
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| 156 | else if (it->getXMLController()) |
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| 157 | controller = it->getXMLController(); |
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| 158 | |
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| 159 | if (!controller) |
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| 160 | continue; |
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| 161 | |
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| 162 | ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller); |
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| 163 | |
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| 164 | if (aiController) |
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| 165 | { |
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| 166 | aiController->formationFlight_ = form; |
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| 167 | if (!form) |
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| 168 | { |
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| 169 | aiController->removeFromFormation(); |
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| 170 | } |
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| 171 | } |
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| 172 | } |
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| 173 | } |
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| 174 | |
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| 175 | /** |
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| 176 | @brief Get all masters to do a "specific master action" |
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| 177 | @param action which action to perform (integer, so it can be called with a console command (tmp solution)) |
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| 178 | */ |
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| 179 | void ArtificialController::masteraction(const int action) |
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| 180 | { |
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| 181 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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| 182 | { |
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| 183 | Controller* controller = 0; |
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| 184 | |
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| 185 | if (it->getController()) |
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| 186 | controller = it->getController(); |
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| 187 | else if (it->getXMLController()) |
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| 188 | controller = it->getXMLController(); |
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| 189 | |
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| 190 | if (!controller) |
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| 191 | continue; |
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| 192 | |
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| 193 | ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller); |
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| 194 | |
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| 195 | if(aiController && aiController->state_ == MASTER) |
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| 196 | { |
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| 197 | if (action == 1) |
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| 198 | aiController->spinInit(); |
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| 199 | if (action == 2) |
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| 200 | aiController->turn180Init(); |
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| 201 | } |
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| 202 | } |
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| 203 | } |
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| 204 | |
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| 205 | /** |
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| 206 | @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup). |
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| 207 | */ |
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| 208 | void ArtificialController::followme() |
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| 209 | { |
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| 210 | |
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| 211 | Pawn *humanPawn = NULL; |
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| 212 | NewHumanController *currentHumanController = NULL; |
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| 213 | std::vector<ArtificialController*> allMasters; |
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| 214 | |
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| 215 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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| 216 | { |
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| 217 | Controller* controller = 0; |
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| 218 | |
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| 219 | if (it->getController()) |
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| 220 | controller = it->getController(); |
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| 221 | else if (it->getXMLController()) |
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| 222 | controller = it->getXMLController(); |
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| 223 | |
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| 224 | if (!controller) |
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| 225 | continue; |
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| 226 | |
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| 227 | currentHumanController = orxonox_cast<NewHumanController*>(controller); |
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| 228 | |
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| 229 | if(currentHumanController) humanPawn = *it; |
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| 230 | |
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| 231 | ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller); |
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| 232 | |
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| 233 | if(aiController && aiController->state_ == MASTER) |
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| 234 | allMasters.push_back(aiController); |
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| 235 | |
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| 236 | } |
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| 237 | |
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| 238 | if((humanPawn != NULL) && (allMasters.size() != 0)) |
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| 239 | { |
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| 240 | float posHuman = humanPawn->getPosition().length(); |
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| 241 | float distance = 0.0f; |
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| 242 | float minDistance = FLT_MAX; |
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| 243 | int index = 0; |
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| 244 | int i = 0; |
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| 245 | |
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| 246 | for(std::vector<ArtificialController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++) |
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| 247 | { |
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| 248 | if (!ArtificialController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue; |
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| 249 | distance = posHuman - (*it)->getControllableEntity()->getPosition().length(); |
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| 250 | if(distance < minDistance) index = i; |
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| 251 | } |
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| 252 | allMasters[index]->followInit(humanPawn); |
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| 253 | } |
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| 254 | |
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| 255 | } |
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| 256 | |
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| 257 | /** |
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| 258 | @brief Sets shooting behaviour of pawns. |
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| 259 | @param passive if true, bots won't shoot. |
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| 260 | */ |
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| 261 | void ArtificialController::passivebehaviour(const bool passive) |
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| 262 | { |
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| 263 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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| 264 | { |
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| 265 | Controller* controller = 0; |
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| 266 | |
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| 267 | if (it->getController()) |
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| 268 | controller = it->getController(); |
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| 269 | else if (it->getXMLController()) |
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| 270 | controller = it->getXMLController(); |
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| 271 | |
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| 272 | if (!controller) |
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| 273 | continue; |
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| 274 | |
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| 275 | ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller); |
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| 276 | |
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| 277 | if(aiController) |
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| 278 | { |
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| 279 | aiController->passive_ = passive; |
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| 280 | } |
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| 281 | } |
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| 282 | } |
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| 283 | |
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| 284 | |
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| 285 | /** |
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| 286 | @brief Sets maximal formation size |
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| 287 | @param size maximal formation size. |
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| 288 | */ |
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| 289 | void ArtificialController::formationsize(const int size) |
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| 290 | { |
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| 291 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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| 292 | { |
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| 293 | Controller* controller = 0; |
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| 294 | |
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| 295 | if (it->getController()) |
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| 296 | controller = it->getController(); |
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| 297 | else if (it->getXMLController()) |
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| 298 | controller = it->getXMLController(); |
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| 299 | |
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| 300 | if (!controller) |
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| 301 | continue; |
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| 302 | |
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| 303 | ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller); |
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| 304 | |
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| 305 | if(aiController) |
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| 306 | { |
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| 307 | aiController->maxFormationSize_ = size; |
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| 308 | } |
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| 309 | } |
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| 310 | } |
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| 311 | |
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| 312 | /** |
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| 313 | @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies. |
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| 314 | */ |
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| 315 | void ArtificialController::changedControllableEntity() |
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| 316 | { |
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| 317 | if (!this->getControllableEntity()) |
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| 318 | this->removeFromFormation(); |
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[8758] | 319 | this->bSetupWorked = false; // reset weapon information |
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| 320 | this->numberOfWeapons = 0; |
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| 321 | COUT(0)<<"ArtificialController::changedControllableEntity()"<<endl; //why is this function called more than once ?? |
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[7163] | 322 | } |
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| 323 | |
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| 324 | void ArtificialController::removeFromFormation() |
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| 325 | { |
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| 326 | if (this->state_ == SLAVE || this->myMaster_) // slaves can also be temporary free, so check if myMaster_ is set |
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| 327 | this->unregisterSlave(); |
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| 328 | else if (this->state_ == MASTER) |
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| 329 | this->setNewMasterWithinFormation(); |
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| 330 | } |
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| 331 | |
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[3049] | 332 | void ArtificialController::moveToPosition(const Vector3& target) |
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[2362] | 333 | { |
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| 334 | if (!this->getControllableEntity()) |
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| 335 | return; |
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| 336 | |
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[7163] | 337 | // Slave uses special movement if its master is in FOLLOW mode |
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| 338 | if(this->state_ == SLAVE && this->myMaster_ && this->myMaster_->specificMasterAction_ == FOLLOW) |
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| 339 | { |
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| 340 | // this->followForSlaves(target); |
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| 341 | // return; |
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| 342 | } |
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| 343 | |
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[3049] | 344 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); |
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| 345 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
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[2362] | 346 | |
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[7163] | 347 | |
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| 348 | if(this->state_ == FREE) |
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[2362] | 349 | { |
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[7163] | 350 | if (this->target_ || distance > 10) |
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| 351 | { |
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| 352 | // Multiply with ROTATEFACTOR_FREE to make them a bit slower |
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| 353 | this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x); |
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| 354 | this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y); |
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| 355 | } |
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| 356 | |
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| 357 | if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) |
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| 358 | { |
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| 359 | this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance |
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| 360 | } else this->getControllableEntity()->moveFrontBack(SPEED_FREE); |
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[2362] | 361 | } |
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| 362 | |
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[7163] | 363 | |
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| 364 | |
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| 365 | if(this->state_ == MASTER) |
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| 366 | { |
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| 367 | if (this->target_ || distance > 10) |
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| 368 | { |
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| 369 | this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x); |
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| 370 | this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y); |
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| 371 | } |
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| 372 | |
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| 373 | if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) |
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| 374 | { |
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| 375 | this->getControllableEntity()->moveFrontBack(-0.05f); |
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| 376 | } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER); |
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| 377 | } |
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| 378 | |
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| 379 | |
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| 380 | |
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| 381 | if(this->state_ == SLAVE) |
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| 382 | { |
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| 383 | |
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| 384 | this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x); |
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| 385 | this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y); |
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| 386 | |
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| 387 | if (distance < 300) |
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| 388 | { |
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| 389 | if (distance < 40) |
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| 390 | { |
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| 391 | this->getControllableEntity()->moveFrontBack(0.8f*SPEED_MASTER); |
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| 392 | } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER); |
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| 393 | |
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| 394 | } else { |
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| 395 | this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f); |
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| 396 | } |
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| 397 | } |
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[8706] | 398 | |
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| 399 | if (distance < 10) |
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| 400 | { |
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| 401 | this->positionReached(); |
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| 402 | } |
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[2362] | 403 | } |
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| 404 | |
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[3049] | 405 | void ArtificialController::moveToTargetPosition() |
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| 406 | { |
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| 407 | this->moveToPosition(this->targetPosition_); |
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| 408 | } |
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| 409 | |
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[7163] | 410 | /** |
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| 411 | @brief Unregisters a slave from its master. Initiated by a slave. |
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| 412 | */ |
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| 413 | void ArtificialController::unregisterSlave() |
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| 414 | { |
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| 415 | if (this->myMaster_) |
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| 416 | { |
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| 417 | std::vector<ArtificialController*>::iterator it = std::find(this->myMaster_->slaves_.begin(), this->myMaster_->slaves_.end(), this); |
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| 418 | if (it != this->myMaster_->slaves_.end()) |
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| 419 | this->myMaster_->slaves_.erase(it); |
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| 420 | } |
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| 421 | |
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| 422 | this->myMaster_ = 0; |
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| 423 | this->state_ = FREE; |
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| 424 | } |
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| 425 | |
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| 426 | void ArtificialController::searchNewMaster() |
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| 427 | { |
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| 428 | |
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| 429 | if (!this->getControllableEntity()) |
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| 430 | return; |
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| 431 | |
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| 432 | this->targetPosition_ = this->getControllableEntity()->getPosition(); |
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| 433 | this->forgetTarget(); |
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| 434 | int teamSize = 0; |
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| 435 | //go through all pawns |
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| 436 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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| 437 | { |
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| 438 | //same team? |
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| 439 | if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) |
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| 440 | continue; |
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| 441 | |
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| 442 | //has it an ArtificialController? |
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| 443 | Controller* controller = 0; |
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| 444 | |
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| 445 | if (it->getController()) |
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| 446 | controller = it->getController(); |
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| 447 | else if (it->getXMLController()) |
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| 448 | controller = it->getXMLController(); |
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| 449 | |
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| 450 | if (!controller) |
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| 451 | continue; |
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| 452 | |
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| 453 | //is pawn oneself? |
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| 454 | if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity()) |
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| 455 | continue; |
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| 456 | |
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| 457 | teamSize++; |
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| 458 | |
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| 459 | ArtificialController *newMaster = orxonox_cast<ArtificialController*>(controller); |
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| 460 | |
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| 461 | //is it a master? |
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| 462 | if (!newMaster || newMaster->state_ != MASTER) |
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| 463 | continue; |
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| 464 | |
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| 465 | float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length(); |
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| 466 | |
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| 467 | // is pawn in range? |
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| 468 | if (distance < RADIUS_TO_SEARCH_FOR_MASTERS) |
---|
| 469 | { |
---|
| 470 | if(newMaster->slaves_.size() > this->maxFormationSize_) continue; |
---|
| 471 | |
---|
| 472 | for(std::vector<ArtificialController*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++) |
---|
| 473 | { |
---|
| 474 | (*itSlave)->myMaster_ = newMaster; |
---|
| 475 | newMaster->slaves_.push_back(*itSlave); |
---|
| 476 | } |
---|
| 477 | this->slaves_.clear(); |
---|
| 478 | this->state_ = SLAVE; |
---|
| 479 | |
---|
| 480 | this->myMaster_ = newMaster; |
---|
| 481 | newMaster->slaves_.push_back(this); |
---|
| 482 | |
---|
| 483 | break; |
---|
| 484 | } |
---|
| 485 | } |
---|
| 486 | |
---|
| 487 | if (this->state_ != SLAVE && teamSize != 0) |
---|
| 488 | { |
---|
| 489 | this->state_ = MASTER; |
---|
| 490 | this->myMaster_ = 0; |
---|
| 491 | } |
---|
| 492 | } |
---|
| 493 | |
---|
| 494 | /** |
---|
| 495 | @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master. |
---|
| 496 | */ |
---|
| 497 | void ArtificialController::commandSlaves() |
---|
| 498 | { |
---|
| 499 | if(this->state_ != MASTER) return; |
---|
| 500 | |
---|
| 501 | Quaternion orient = this->getControllableEntity()->getOrientation(); |
---|
| 502 | Vector3 dest = this->getControllableEntity()->getPosition(); |
---|
| 503 | |
---|
| 504 | // 1 slave: follow |
---|
| 505 | if (this->slaves_.size() == 1) |
---|
| 506 | { |
---|
| 507 | dest += 4*orient*WorldEntity::BACK; |
---|
| 508 | this->slaves_.front()->setTargetPosition(dest); |
---|
| 509 | } |
---|
| 510 | else |
---|
| 511 | { |
---|
| 512 | dest += 1.0f*orient*WorldEntity::BACK; |
---|
| 513 | Vector3 pos = Vector3::ZERO; |
---|
| 514 | int i = 1; |
---|
| 515 | |
---|
| 516 | for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) |
---|
| 517 | { |
---|
| 518 | pos = Vector3::ZERO; |
---|
[7183] | 519 | if (i <= 1) pos += dest + (float)FORMATION_WIDTH*(orient*WorldEntity::LEFT); |
---|
| 520 | if (i == 2) pos += dest + (float)FORMATION_WIDTH*(orient*WorldEntity::RIGHT); |
---|
| 521 | if (i == 3) pos += dest + (float)FORMATION_WIDTH*(orient*WorldEntity::UP); |
---|
[7163] | 522 | if (i >= 4) |
---|
| 523 | { |
---|
[7183] | 524 | pos += dest + (float)FORMATION_WIDTH*(orient*WorldEntity::DOWN); |
---|
[7163] | 525 | i = 1; |
---|
[7183] | 526 | dest += (float)FORMATION_LENGTH*(orient*WorldEntity::BACK); |
---|
[7163] | 527 | (*it)->setTargetPosition(pos); |
---|
| 528 | continue; |
---|
| 529 | } |
---|
| 530 | i++; |
---|
| 531 | (*it)->setTargetPosition(pos); |
---|
| 532 | } |
---|
| 533 | } |
---|
| 534 | } |
---|
| 535 | |
---|
| 536 | /** |
---|
| 537 | @brief Sets a new master within the formation. Called by a master. |
---|
| 538 | */ |
---|
| 539 | void ArtificialController::setNewMasterWithinFormation() |
---|
| 540 | { |
---|
| 541 | if(this->state_ != MASTER) return; |
---|
| 542 | |
---|
| 543 | if (!this->slaves_.empty()) |
---|
| 544 | { |
---|
| 545 | ArtificialController *newMaster = this->slaves_.back(); |
---|
| 546 | this->slaves_.pop_back(); |
---|
| 547 | |
---|
| 548 | newMaster->state_ = MASTER; |
---|
| 549 | newMaster->slaves_ = this->slaves_; |
---|
| 550 | newMaster->myMaster_ = 0; |
---|
| 551 | |
---|
| 552 | for(std::vector<ArtificialController*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++) |
---|
| 553 | { |
---|
| 554 | (*it)->myMaster_ = newMaster; |
---|
| 555 | } |
---|
| 556 | } |
---|
| 557 | |
---|
| 558 | this->slaves_.clear(); |
---|
| 559 | this->specificMasterAction_ = NONE; |
---|
| 560 | this->state_ = FREE; |
---|
| 561 | } |
---|
| 562 | |
---|
| 563 | /** |
---|
| 564 | @brief Frees all slaves form a master. Initiated by a master. |
---|
| 565 | */ |
---|
| 566 | void ArtificialController::freeSlaves() |
---|
| 567 | { |
---|
| 568 | if(this->state_ != MASTER) return; |
---|
| 569 | |
---|
| 570 | for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) |
---|
| 571 | { |
---|
| 572 | (*it)->state_ = FREE; |
---|
| 573 | (*it)->myMaster_ = 0; |
---|
| 574 | } |
---|
| 575 | this->slaves_.clear(); |
---|
| 576 | } |
---|
| 577 | |
---|
| 578 | /** |
---|
[7401] | 579 | @brief Master sets its slaves free for @ref FREEDOM_COUNT seconds. |
---|
[7163] | 580 | */ |
---|
| 581 | void ArtificialController::forceFreeSlaves() |
---|
| 582 | { |
---|
| 583 | if(this->state_ != MASTER) return; |
---|
| 584 | |
---|
| 585 | for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) |
---|
| 586 | { |
---|
| 587 | (*it)->state_ = FREE; |
---|
| 588 | (*it)->forceFreedom(); |
---|
| 589 | (*it)->targetPosition_ = this->targetPosition_; |
---|
| 590 | (*it)->bShooting_ = true; |
---|
| 591 | // (*it)->getControllableEntity()->fire(0);// fire once for fun |
---|
| 592 | } |
---|
| 593 | } |
---|
| 594 | |
---|
| 595 | void ArtificialController::loseMasterState() |
---|
| 596 | { |
---|
| 597 | this->freeSlaves(); |
---|
| 598 | this->state_ = FREE; |
---|
| 599 | } |
---|
| 600 | |
---|
| 601 | |
---|
| 602 | void ArtificialController::forceFreedom() |
---|
| 603 | { |
---|
| 604 | this->freedomCount_ = FREEDOM_COUNT; |
---|
| 605 | } |
---|
| 606 | |
---|
| 607 | /** |
---|
| 608 | @brief Checks wether caller has been forced free, decrements time to stay forced free. |
---|
| 609 | @return true if forced free. |
---|
| 610 | */ |
---|
| 611 | bool ArtificialController::forcedFree() |
---|
| 612 | { |
---|
| 613 | if(this->freedomCount_ > 0) |
---|
| 614 | { |
---|
| 615 | this->freedomCount_--; |
---|
| 616 | return true; |
---|
| 617 | } else return false; |
---|
| 618 | } |
---|
| 619 | |
---|
| 620 | /** |
---|
| 621 | @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after. |
---|
| 622 | */ |
---|
| 623 | void ArtificialController::specificMasterActionHold() |
---|
| 624 | { |
---|
| 625 | if(this->state_ != MASTER) return; |
---|
| 626 | |
---|
| 627 | if (specificMasterActionHoldCount_ == 0) |
---|
| 628 | { |
---|
| 629 | this->specificMasterAction_ = NONE; |
---|
| 630 | this->searchNewTarget(); |
---|
| 631 | } |
---|
| 632 | else specificMasterActionHoldCount_--; |
---|
| 633 | } |
---|
| 634 | |
---|
| 635 | /** |
---|
| 636 | @brief Master initializes a 180 degree turn. Leads to a "specific master action". |
---|
| 637 | */ |
---|
| 638 | void ArtificialController::turn180Init() |
---|
| 639 | { |
---|
| 640 | if(this->state_ != MASTER) return; |
---|
| 641 | |
---|
| 642 | Quaternion orient = this->getControllableEntity()->getOrientation(); |
---|
| 643 | |
---|
| 644 | this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK); |
---|
| 645 | |
---|
| 646 | this->specificMasterActionHoldCount_ = 4; |
---|
| 647 | |
---|
| 648 | this->specificMasterAction_ = TURN180; |
---|
| 649 | } |
---|
| 650 | |
---|
| 651 | /** |
---|
| 652 | @brief Execute the 180 degree turn. Called within tick. |
---|
| 653 | */ |
---|
| 654 | void ArtificialController::turn180() |
---|
| 655 | { |
---|
| 656 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_); |
---|
| 657 | |
---|
| 658 | this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x); |
---|
| 659 | this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y); |
---|
| 660 | |
---|
| 661 | this->getControllableEntity()->moveFrontBack(SPEED_MASTER); |
---|
| 662 | } |
---|
| 663 | |
---|
| 664 | /** |
---|
| 665 | @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action". |
---|
| 666 | */ |
---|
| 667 | void ArtificialController::spinInit() |
---|
| 668 | { |
---|
| 669 | if(this->state_ != MASTER) return; |
---|
| 670 | this->specificMasterAction_ = SPIN; |
---|
| 671 | this->specificMasterActionHoldCount_ = 10; |
---|
| 672 | } |
---|
| 673 | |
---|
| 674 | /** |
---|
| 675 | @brief Execute the spin. Called within tick. |
---|
| 676 | */ |
---|
| 677 | void ArtificialController::spin() |
---|
| 678 | { |
---|
| 679 | this->moveToTargetPosition(); |
---|
| 680 | this->getControllableEntity()->rotateRoll(0.8f); |
---|
| 681 | } |
---|
| 682 | |
---|
| 683 | /** |
---|
| 684 | @brief Master begins to follow a pawn. Is a "specific master action". |
---|
| 685 | @param pawn pawn to follow. |
---|
[7401] | 686 | @param always follows pawn forever if true (false if omitted). |
---|
[7163] | 687 | @param secondsToFollow seconds to follow the pawn if always is false. Will follow pawn 100 seconds if omitted (set in header). |
---|
| 688 | */ |
---|
| 689 | void ArtificialController::followInit(Pawn* pawn, const bool always, const int secondsToFollow) |
---|
| 690 | { |
---|
| 691 | if (pawn == NULL || this->state_ != MASTER) |
---|
| 692 | return; |
---|
| 693 | this->specificMasterAction_ = FOLLOW; |
---|
| 694 | |
---|
| 695 | this->setTarget(pawn); |
---|
| 696 | if (!always) |
---|
| 697 | this->specificMasterActionHoldCount_ = secondsToFollow; |
---|
| 698 | else |
---|
| 699 | this->specificMasterActionHoldCount_ = INT_MAX; //for now... |
---|
| 700 | |
---|
| 701 | } |
---|
| 702 | |
---|
| 703 | |
---|
| 704 | /** |
---|
| 705 | @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action". |
---|
| 706 | */ |
---|
| 707 | void ArtificialController::followRandomHumanInit() |
---|
| 708 | { |
---|
| 709 | |
---|
| 710 | Pawn *humanPawn = NULL; |
---|
| 711 | NewHumanController *currentHumanController = NULL; |
---|
| 712 | |
---|
| 713 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
---|
| 714 | { |
---|
| 715 | if (!it->getController()) |
---|
| 716 | continue; |
---|
| 717 | |
---|
| 718 | currentHumanController = orxonox_cast<NewHumanController*>(it->getController()); |
---|
| 719 | if(currentHumanController) |
---|
| 720 | { |
---|
| 721 | if (!ArtificialController::sameTeam(this->getControllableEntity(), *it, this->getGametype())) continue; |
---|
| 722 | humanPawn = *it; |
---|
| 723 | break; |
---|
| 724 | } |
---|
| 725 | } |
---|
| 726 | |
---|
| 727 | if((humanPawn != NULL)) |
---|
| 728 | this->followInit(humanPawn); |
---|
| 729 | } |
---|
| 730 | |
---|
| 731 | /** |
---|
| 732 | @brief Master follows target with adjusted speed. Called within tick. |
---|
| 733 | */ |
---|
| 734 | void ArtificialController::follow() |
---|
| 735 | { |
---|
| 736 | if (this->target_) |
---|
| 737 | this->moveToPosition(this->target_->getPosition()); |
---|
| 738 | else |
---|
| 739 | this->specificMasterActionHoldCount_ = 0; |
---|
| 740 | /* |
---|
| 741 | if (!this->getControllableEntity()) |
---|
| 742 | return; |
---|
| 743 | |
---|
| 744 | float distance = (this->target_->getPosition() - this->getControllableEntity()->getPosition()).length(); |
---|
| 745 | |
---|
| 746 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->target_->getPosition()); |
---|
| 747 | |
---|
| 748 | |
---|
| 749 | this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x); |
---|
| 750 | this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y); |
---|
| 751 | |
---|
| 752 | float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->target_->getVelocity().squaredLength(); |
---|
| 753 | |
---|
| 754 | COUT(0) << "~follow distance: " << distance << "SpeedCounter: " << this->speedCounter_ << "~speedDiv: " << speedDiv << std::endl; |
---|
| 755 | if (distance < 800) |
---|
| 756 | { |
---|
| 757 | if (distance < 200) |
---|
| 758 | { |
---|
| 759 | this->speedCounter_ -= 0.5f; |
---|
| 760 | if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f; |
---|
| 761 | this->getControllableEntity()->moveFrontBack(speedCounter_); |
---|
| 762 | } else { |
---|
| 763 | if(speedDiv < 0) |
---|
| 764 | this->speedCounter_ += 0.01f; |
---|
| 765 | else |
---|
| 766 | this->speedCounter_ -= 0.05f; |
---|
| 767 | this->getControllableEntity()->moveFrontBack(speedCounter_); |
---|
| 768 | } |
---|
| 769 | |
---|
| 770 | } else { |
---|
| 771 | this->speedCounter_ += 0.05f; |
---|
| 772 | this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f); |
---|
| 773 | } |
---|
| 774 | // if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0; |
---|
| 775 | |
---|
| 776 | */ |
---|
| 777 | } |
---|
| 778 | |
---|
| 779 | |
---|
| 780 | /** |
---|
| 781 | @brief Slave moving behaviour when master is following a pawn, gets redirected from moveToPosition(const Vector3& target)). Called within tick. |
---|
| 782 | */ |
---|
| 783 | void ArtificialController::followForSlaves(const Vector3& target) |
---|
| 784 | { |
---|
| 785 | |
---|
| 786 | /* |
---|
| 787 | if (!this->getControllableEntity() && !this->myMaster_ && this->myMaster_->state_ != FOLLOW && !this->myMaster_->target_) |
---|
| 788 | return; |
---|
| 789 | |
---|
| 790 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
---|
| 791 | |
---|
| 792 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); |
---|
| 793 | |
---|
| 794 | |
---|
| 795 | this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x); |
---|
| 796 | this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y); |
---|
| 797 | |
---|
| 798 | |
---|
| 799 | float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->myMaster_->target_->getVelocity().squaredLength(); |
---|
| 800 | |
---|
| 801 | |
---|
| 802 | if (distance < 800) |
---|
| 803 | { |
---|
| 804 | if (distance < 200) |
---|
| 805 | { |
---|
| 806 | this->speedCounter_ -= 5.0f; |
---|
| 807 | if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f; |
---|
| 808 | this->getControllableEntity()->moveFrontBack(speedCounter_); |
---|
| 809 | } else { |
---|
| 810 | if(speedDiv < 0) |
---|
| 811 | this->speedCounter_ += 0.01f; |
---|
| 812 | else |
---|
| 813 | this->speedCounter_ -= 0.05f; |
---|
| 814 | this->getControllableEntity()->moveFrontBack(speedCounter_); |
---|
| 815 | } |
---|
| 816 | |
---|
| 817 | } else { |
---|
| 818 | this->speedCounter_ += 0.05f; |
---|
| 819 | this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f); |
---|
| 820 | } |
---|
| 821 | // if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0; |
---|
| 822 | */ |
---|
| 823 | } |
---|
| 824 | |
---|
| 825 | |
---|
[3049] | 826 | void ArtificialController::setTargetPosition(const Vector3& target) |
---|
| 827 | { |
---|
| 828 | this->targetPosition_ = target; |
---|
| 829 | this->bHasTargetPosition_ = true; |
---|
| 830 | } |
---|
| 831 | |
---|
[2362] | 832 | void ArtificialController::searchRandomTargetPosition() |
---|
| 833 | { |
---|
[2493] | 834 | this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000)); |
---|
[2362] | 835 | this->bHasTargetPosition_ = true; |
---|
| 836 | } |
---|
| 837 | |
---|
[3049] | 838 | void ArtificialController::setTarget(Pawn* target) |
---|
| 839 | { |
---|
| 840 | this->target_ = target; |
---|
| 841 | |
---|
| 842 | if (target) |
---|
| 843 | this->targetPosition_ = target->getPosition(); |
---|
| 844 | } |
---|
| 845 | |
---|
[2362] | 846 | void ArtificialController::searchNewTarget() |
---|
| 847 | { |
---|
| 848 | if (!this->getControllableEntity()) |
---|
| 849 | return; |
---|
| 850 | |
---|
| 851 | this->targetPosition_ = this->getControllableEntity()->getPosition(); |
---|
| 852 | this->forgetTarget(); |
---|
| 853 | |
---|
| 854 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
---|
| 855 | { |
---|
[3049] | 856 | if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) |
---|
| 857 | continue; |
---|
| 858 | |
---|
[7163] | 859 | /* So AI won't choose invisible Spaceships as target */ |
---|
| 860 | if (!it->getRadarVisibility()) |
---|
| 861 | continue; |
---|
| 862 | |
---|
[2506] | 863 | if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) |
---|
[2362] | 864 | { |
---|
| 865 | float speed = this->getControllableEntity()->getVelocity().length(); |
---|
| 866 | Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); |
---|
| 867 | Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); |
---|
[8351] | 868 | if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / math::twoPi) |
---|
| 869 | < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / math::twoPi) + rnd(-250, 250)) |
---|
[2362] | 870 | { |
---|
| 871 | this->target_ = (*it); |
---|
| 872 | this->targetPosition_ = it->getPosition(); |
---|
| 873 | } |
---|
| 874 | } |
---|
| 875 | } |
---|
| 876 | } |
---|
| 877 | |
---|
| 878 | void ArtificialController::forgetTarget() |
---|
| 879 | { |
---|
| 880 | this->target_ = 0; |
---|
| 881 | this->bShooting_ = false; |
---|
| 882 | } |
---|
| 883 | |
---|
| 884 | void ArtificialController::aimAtTarget() |
---|
| 885 | { |
---|
| 886 | if (!this->target_ || !this->getControllableEntity()) |
---|
| 887 | return; |
---|
| 888 | |
---|
[2493] | 889 | static const float hardcoded_projectile_speed = 1250; |
---|
[2362] | 890 | |
---|
[2493] | 891 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); |
---|
[2362] | 892 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); |
---|
[6417] | 893 | |
---|
[7163] | 894 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); |
---|
[6417] | 895 | if (pawn) |
---|
| 896 | pawn->setAimPosition(this->targetPosition_); |
---|
[2362] | 897 | } |
---|
| 898 | |
---|
| 899 | bool ArtificialController::isCloseAtTarget(float distance) const |
---|
| 900 | { |
---|
| 901 | if (!this->getControllableEntity()) |
---|
| 902 | return false; |
---|
| 903 | |
---|
| 904 | if (!this->target_) |
---|
| 905 | return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
---|
| 906 | else |
---|
| 907 | return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); |
---|
| 908 | } |
---|
| 909 | |
---|
| 910 | bool ArtificialController::isLookingAtTarget(float angle) const |
---|
| 911 | { |
---|
| 912 | if (!this->getControllableEntity()) |
---|
| 913 | return false; |
---|
| 914 | |
---|
| 915 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); |
---|
| 916 | } |
---|
| 917 | |
---|
[5929] | 918 | void ArtificialController::abandonTarget(Pawn* target) |
---|
[2362] | 919 | { |
---|
[5929] | 920 | if (target == this->target_) |
---|
| 921 | this->targetDied(); |
---|
[2362] | 922 | } |
---|
[3049] | 923 | |
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[5929] | 924 | void ArtificialController::targetDied() |
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| 925 | { |
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| 926 | this->forgetTarget(); |
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| 927 | this->searchRandomTargetPosition(); |
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| 928 | } |
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| 929 | |
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[3049] | 930 | bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) |
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| 931 | { |
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| 932 | if (entity1 == entity2) |
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| 933 | return true; |
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| 934 | |
---|
| 935 | int team1 = -1; |
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| 936 | int team2 = -1; |
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| 937 | |
---|
[7163] | 938 | Controller* controller = 0; |
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| 939 | if (entity1->getController()) |
---|
| 940 | controller = entity1->getController(); |
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| 941 | else |
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| 942 | controller = entity1->getXMLController(); |
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| 943 | if (controller) |
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[3049] | 944 | { |
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[7163] | 945 | ArtificialController* ac = orxonox_cast<ArtificialController*>(controller); |
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| 946 | if (ac) |
---|
| 947 | team1 = ac->getTeam(); |
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[3049] | 948 | } |
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[7163] | 949 | |
---|
| 950 | if (entity2->getController()) |
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| 951 | controller = entity2->getController(); |
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| 952 | else |
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| 953 | controller = entity2->getXMLController(); |
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| 954 | if (controller) |
---|
[3049] | 955 | { |
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[7163] | 956 | ArtificialController* ac = orxonox_cast<ArtificialController*>(controller); |
---|
| 957 | if (ac) |
---|
| 958 | team2 = ac->getTeam(); |
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[3049] | 959 | } |
---|
| 960 | |
---|
[3325] | 961 | TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype); |
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[3049] | 962 | if (tdm) |
---|
| 963 | { |
---|
| 964 | if (entity1->getPlayer()) |
---|
| 965 | team1 = tdm->getTeam(entity1->getPlayer()); |
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| 966 | |
---|
| 967 | if (entity2->getPlayer()) |
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| 968 | team2 = tdm->getTeam(entity2->getPlayer()); |
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| 969 | } |
---|
| 970 | |
---|
[3086] | 971 | TeamBaseMatchBase* base = 0; |
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[3325] | 972 | base = orxonox_cast<TeamBaseMatchBase*>(entity1); |
---|
[3086] | 973 | if (base) |
---|
| 974 | { |
---|
| 975 | switch (base->getState()) |
---|
| 976 | { |
---|
[3280] | 977 | case BaseState::ControlTeam1: |
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[3086] | 978 | team1 = 0; |
---|
| 979 | break; |
---|
[3280] | 980 | case BaseState::ControlTeam2: |
---|
[3086] | 981 | team1 = 1; |
---|
| 982 | break; |
---|
[3280] | 983 | case BaseState::Uncontrolled: |
---|
[3086] | 984 | default: |
---|
| 985 | team1 = -1; |
---|
| 986 | } |
---|
| 987 | } |
---|
[3325] | 988 | base = orxonox_cast<TeamBaseMatchBase*>(entity2); |
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[3086] | 989 | if (base) |
---|
| 990 | { |
---|
| 991 | switch (base->getState()) |
---|
| 992 | { |
---|
[3280] | 993 | case BaseState::ControlTeam1: |
---|
[3086] | 994 | team2 = 0; |
---|
| 995 | break; |
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[3280] | 996 | case BaseState::ControlTeam2: |
---|
[3086] | 997 | team2 = 1; |
---|
| 998 | break; |
---|
[3280] | 999 | case BaseState::Uncontrolled: |
---|
[3086] | 1000 | default: |
---|
| 1001 | team2 = -1; |
---|
| 1002 | } |
---|
| 1003 | } |
---|
| 1004 | |
---|
[7163] | 1005 | DroneController* droneController = 0; |
---|
| 1006 | droneController = orxonox_cast<DroneController*>(entity1->getController()); |
---|
| 1007 | if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity2) |
---|
| 1008 | return true; |
---|
| 1009 | droneController = orxonox_cast<DroneController*>(entity2->getController()); |
---|
| 1010 | if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity1) |
---|
| 1011 | return true; |
---|
| 1012 | DroneController* droneController1 = orxonox_cast<DroneController*>(entity1->getController()); |
---|
| 1013 | DroneController* droneController2 = orxonox_cast<DroneController*>(entity2->getController()); |
---|
| 1014 | if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner()) |
---|
| 1015 | return true; |
---|
| 1016 | |
---|
| 1017 | Dynamicmatch* dynamic = orxonox_cast<Dynamicmatch*>(gametype); |
---|
| 1018 | if (dynamic) |
---|
| 1019 | { |
---|
| 1020 | if (dynamic->notEnoughPigs||dynamic->notEnoughKillers||dynamic->notEnoughChasers) {return false;} |
---|
| 1021 | |
---|
| 1022 | if (entity1->getPlayer()) |
---|
| 1023 | team1 = dynamic->getParty(entity1->getPlayer()); |
---|
| 1024 | |
---|
| 1025 | if (entity2->getPlayer()) |
---|
| 1026 | team2 = dynamic->getParty(entity2->getPlayer()); |
---|
| 1027 | |
---|
| 1028 | if (team1 ==-1 ||team2 ==-1 ) {return false;} |
---|
| 1029 | else if (team1 == dynamic->chaser && team2 != dynamic->chaser) {return false;} |
---|
| 1030 | else if (team1 == dynamic->piggy && team2 == dynamic->chaser) {return false;} |
---|
| 1031 | else if (team1 == dynamic->killer && team2 == dynamic->chaser) {return false;} |
---|
| 1032 | else return true; |
---|
| 1033 | } |
---|
| 1034 | |
---|
[3049] | 1035 | return (team1 == team2 && team1 != -1); |
---|
| 1036 | } |
---|
[8723] | 1037 | |
---|
| 1038 | /** |
---|
| 1039 | @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all. |
---|
| 1040 | */ |
---|
| 1041 | void ArtificialController::doFire() |
---|
| 1042 | { |
---|
| 1043 | if(!bSetupWorked)//setup: find out which weapons are active ! hard coded: laser is "0", lens flare is "1", ... |
---|
| 1044 | { |
---|
| 1045 | this->setupWeapons(); |
---|
[8736] | 1046 | if(numberOfWeapons > 0) |
---|
| 1047 | bSetupWorked = true; |
---|
[8723] | 1048 | } |
---|
[8736] | 1049 | else if(this->getControllableEntity() && (numberOfWeapons>0)&&this->bShooting_ && this->isCloseAtTarget((1 + 2*botlevel_)*1000) && this->isLookingAtTarget(math::pi / 20.0f)) |
---|
[8723] | 1050 | { |
---|
[8736] | 1051 | float random = rnd(1);// |
---|
| 1052 | if (this->isCloseAtTarget(130) && weapons[1] ) |
---|
[8757] | 1053 | {//LENSFLARE: short range weapon |
---|
[8723] | 1054 | this->getControllableEntity()->fire(1); //ai uses lens flare if they're close enough to the target |
---|
| 1055 | } |
---|
[8736] | 1056 | else if(weapons[3] && this->isCloseAtTarget(400) && (projectiles[3] > 0) && (random < this->botlevel_) ) |
---|
[8723] | 1057 | {//ROCKET: mid range weapon |
---|
[8736] | 1058 | this->mode_ = ROCKET; //Vector-implementation: mode_.push_back(ROCKET); |
---|
| 1059 | this->getControllableEntity()->fire(3); //launch rocket |
---|
| 1060 | if(this->getControllableEntity() && this->target_) //after fire(3) is called, getControllableEntity() refers to the rocket! |
---|
[8723] | 1061 | { |
---|
| 1062 | float speed = this->getControllableEntity()->getVelocity().length() - target_->getVelocity().length(); |
---|
| 1063 | if(!speed) speed = 0.1f; |
---|
| 1064 | float distance = target_->getPosition().length() - this->getControllableEntity()->getPosition().length(); |
---|
[8736] | 1065 | this->timeout_= distance/speed*sgn(speed*distance) + 1.8f; //predicted time of target hit (+ tolerance) |
---|
[8723] | 1066 | } |
---|
| 1067 | else |
---|
[8736] | 1068 | this->timeout_ = 4.0f; //TODO: find better default value |
---|
| 1069 | this->projectiles[3] -= 1; //decrease ammo |
---|
[8723] | 1070 | } |
---|
[8735] | 1071 | else if (weapons[0])//LASER: default weapon |
---|
[8723] | 1072 | this->getControllableEntity()->fire(0); |
---|
| 1073 | } |
---|
| 1074 | } |
---|
| 1075 | |
---|
| 1076 | /** |
---|
| 1077 | @brief Information gathering: Which weapons are ready to use? |
---|
| 1078 | */ |
---|
| 1079 | void ArtificialController::setupWeapons() //TODO: Make this function generic!! (at the moment is is based on conventions) |
---|
| 1080 | { |
---|
| 1081 | if(this->getControllableEntity()) |
---|
| 1082 | { |
---|
| 1083 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); |
---|
| 1084 | if(pawn) |
---|
| 1085 | { |
---|
[8757] | 1086 | this->analyseWeapons(pawn); |
---|
[8736] | 1087 | for(unsigned int i=0; i < WeaponSystem::MAX_WEAPON_MODES; i++) |
---|
[8723] | 1088 | { |
---|
[8757] | 1089 | //const std::string wpn = getWeaponname(i, 0, pawn); COUT(0)<<wpn<< std::endl;//Temporary debug info. |
---|
[8736] | 1090 | /*if(wpn=="") //future, more generic implementation; until now, only LaserMunition works. Is this a bug?? |
---|
[8735] | 1091 | weapons[i]=false; |
---|
[8723] | 1092 | else if(wpn=="LaserMunition")//other munitiontypes are not defined yet :-( |
---|
[8735] | 1093 | weapons[0]=true; |
---|
[8723] | 1094 | else if(wpn=="FusionMunition") |
---|
[8735] | 1095 | weapons[1]=true; |
---|
[8723] | 1096 | else if(wpn=="TargetSeeking Rockets") |
---|
[8735] | 1097 | weapons[2]=true; |
---|
| 1098 | else if(wpn=="RocketMunition") |
---|
| 1099 | weapons[3]=true; |
---|
| 1100 | else |
---|
| 1101 | COUT(1)<< wpn << + << " has to be added in ArtificialController.cc as new weapon." << std::endl; |
---|
[8723] | 1102 | */ |
---|
| 1103 | if(pawn->getWeaponSet(i)) //main part: find which weapons a pawn can use; hard coded at the moment! |
---|
| 1104 | { |
---|
[8736] | 1105 | weapons[i] = true; |
---|
| 1106 | projectiles[i] = 10; //TODO: how to get data?? getWeaponmode(i)->getMunition()->getNumMunition(WeaponMode* user) |
---|
[8723] | 1107 | numberOfWeapons++; |
---|
| 1108 | } |
---|
| 1109 | else |
---|
[8736] | 1110 | weapons[i] = false; |
---|
[8723] | 1111 | } |
---|
| 1112 | //pawn->weaponSystem_->getMunition(SubclassIdentifier< Munition > *identifier)->getNumMunition (WeaponMode *user); |
---|
| 1113 | } |
---|
| 1114 | } |
---|
| 1115 | } |
---|
| 1116 | |
---|
[8757] | 1117 | const std::string ArtificialController::getWeaponname(int i, int u, Pawn* pawn)//Search through all wPacks, |
---|
[8723] | 1118 | {//is there a way to minimize this long if-return structure, without triggering nullpointer exceptions? |
---|
[8757] | 1119 | if(!pawn) return "a"; |
---|
| 1120 | WeaponPack* wPack = pawn->getWeaponPack(u); |
---|
| 1121 | if(!wPack) return "b"; |
---|
[8723] | 1122 | Weapon* wpn = wPack->getWeapon(i); |
---|
[8757] | 1123 | if(!wpn && u<10 && i>0) |
---|
| 1124 | { |
---|
| 1125 | return this->getWeaponname(i, u+1, pawn); |
---|
| 1126 | } |
---|
| 1127 | else if(!wpn) |
---|
| 1128 | return "c"; |
---|
| 1129 | //return wpn->getName(); |
---|
| 1130 | WeaponMode* wMode = wpn->getWeaponmode(0); |
---|
| 1131 | if(!wMode) return "d"; |
---|
| 1132 | return wMode->getMunitionName();//getName(); |
---|
[8723] | 1133 | }//pawn->getWeaponpack(i)->getWeapon(i)->getWeaponmode(i)->getMunitionName() |
---|
[8757] | 1134 | /** |
---|
| 1135 | @brief Display how a spaceship is equiped with weapons. TODO: why are only 3 out of 8 weapons displayed?? |
---|
| 1136 | */ |
---|
| 1137 | void ArtificialController::analyseWeapons(Pawn* pawn) |
---|
| 1138 | { |
---|
| 1139 | int max=10, i=0, j=0, k=0; |
---|
[8758] | 1140 | if(!pawn) return; |
---|
[8757] | 1141 | while(i<max) |
---|
| 1142 | { |
---|
| 1143 | WeaponPack* wPack = pawn->getWeaponPack(i); //WeaponSet* wSet = pawn->getWeaponSet(i); |
---|
| 1144 | i++; |
---|
| 1145 | if(wPack==NULL) continue; |
---|
| 1146 | while(j<max) |
---|
| 1147 | { |
---|
| 1148 | Weapon* wpn = wPack->getWeapon(j); |
---|
| 1149 | j++; |
---|
| 1150 | if(wpn==NULL) continue; |
---|
| 1151 | while(k<max) |
---|
| 1152 | { |
---|
| 1153 | WeaponMode* wMode = wpn->getWeaponmode(k); |
---|
| 1154 | k++; |
---|
| 1155 | if(wMode==NULL) continue; |
---|
[8758] | 1156 | COUT(0)<<wMode->getIdentifier()->getName()<<": weaponpack "+multi_cast<std::string>(i-1)<<", weapon "<<multi_cast<std::string>(j-1)<<", weaponmode "<<multi_cast<std::string>(k-1)<<std::endl; |
---|
[8757] | 1157 | } |
---|
| 1158 | } |
---|
| 1159 | } |
---|
| 1160 | } |
---|
[8723] | 1161 | |
---|
[8757] | 1162 | |
---|
[8723] | 1163 | void ArtificialController::setBotLevel(float level) |
---|
| 1164 | { |
---|
| 1165 | if (level < 0.0f) |
---|
[8757] | 1166 | this->botlevel_ = 0.0f; |
---|
[8723] | 1167 | else if (level > 1.0f) |
---|
| 1168 | this->botlevel_ = 1.0f; |
---|
| 1169 | else |
---|
| 1170 | this->botlevel_ = level; |
---|
| 1171 | } |
---|
[8757] | 1172 | |
---|
[8723] | 1173 | void ArtificialController::setAllBotLevel(float level) |
---|
| 1174 | { |
---|
| 1175 | for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it != ObjectList<ArtificialController>::end(); ++it) |
---|
| 1176 | it->setBotLevel(level); |
---|
| 1177 | } |
---|
| 1178 | |
---|
| 1179 | void ArtificialController::setPreviousMode() |
---|
| 1180 | { |
---|
| 1181 | this->mode_ = DEFAULT; //Vector-implementation: mode_.pop_back(); |
---|
| 1182 | } |
---|
[8757] | 1183 | |
---|
[8736] | 1184 | void ArtificialController::boostControl() |
---|
| 1185 | { |
---|
| 1186 | SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity()); |
---|
| 1187 | if(ship == NULL) return; |
---|
| 1188 | if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() )//upper limit ->boost |
---|
| 1189 | this->getControllableEntity()->boost(true); |
---|
| 1190 | else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower())//lower limit ->do not boost |
---|
| 1191 | this->getControllableEntity()->boost(false); |
---|
| 1192 | } |
---|
| 1193 | |
---|
[2362] | 1194 | } |
---|