| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * Dominik Solenicki |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #ifndef _ArtificialController_H__ |
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| 30 | #define _ArtificialController_H__ |
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| 31 | |
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| 32 | #include "OrxonoxPrereqs.h" |
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| 33 | |
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| 34 | #include <map> |
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| 35 | |
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| 36 | #include "util/Math.h" |
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| 37 | #include "Controller.h" |
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| 38 | #include "controllers/NewHumanController.h" |
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| 39 | #include "weaponsystem/WeaponSystem.h" |
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| 40 | |
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| 41 | namespace orxonox |
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| 42 | { |
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| 43 | class _OrxonoxExport ArtificialController : public Controller |
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| 44 | { |
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| 45 | public: |
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| 46 | ArtificialController(BaseObject* creator); |
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| 47 | virtual ~ArtificialController(); |
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| 48 | |
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| 49 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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| 50 | |
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| 51 | void abandonTarget(Pawn* target); |
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| 52 | |
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| 53 | inline void setTeam(int team) |
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| 54 | { this->team_ = team; } |
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| 55 | inline int getTeam() const |
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| 56 | { return this->team_; } |
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| 57 | |
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| 58 | inline void setFormationFlight(bool formation) |
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| 59 | { this->formationFlight_ = formation; } |
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| 60 | inline bool getFormationFlight() const |
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| 61 | { return this->formationFlight_; } |
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| 62 | |
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| 63 | inline void setFormationSize(int size) |
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| 64 | { this->maxFormationSize_ = size; } |
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| 65 | inline int getFormationSize() const |
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| 66 | { return this->maxFormationSize_; } |
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| 67 | |
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| 68 | inline void setPassive(bool passive) |
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| 69 | { this->passive_ = passive; } |
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| 70 | inline bool getPassive() const |
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| 71 | { return this->passive_; } |
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| 72 | |
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| 73 | virtual void changedControllableEntity(); |
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| 74 | |
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| 75 | static void formationflight(const bool form); |
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| 76 | static void masteraction(const int action); |
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| 77 | static void followme(); |
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| 78 | static void passivebehaviour(const bool passive); |
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| 79 | static void formationsize(const int size); |
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| 80 | |
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| 81 | virtual void doFire(); |
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| 82 | void setBotLevel(float level=1.0f); |
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| 83 | inline float getBotLevel() const |
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| 84 | { return this->botlevel_; } |
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| 85 | static void setAllBotLevel(float level); |
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| 86 | //WAYPOINT FUNCTIONS |
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| 87 | void addWaypoint(WorldEntity* waypoint); |
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| 88 | WorldEntity* getWaypoint(unsigned int index) const; |
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| 89 | |
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| 90 | inline void setAccuracy(float accuracy) |
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| 91 | { this->squaredaccuracy_ = accuracy*accuracy; } |
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| 92 | inline float getAccuracy() const |
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| 93 | { return sqrt(this->squaredaccuracy_); } |
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| 94 | void updatePointsOfInterest(std::string name, float distance); |
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| 95 | void manageWaypoints(); |
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| 96 | |
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| 97 | protected: |
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| 98 | |
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| 99 | int team_; |
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| 100 | bool formationFlight_; |
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| 101 | bool passive_; |
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| 102 | unsigned int maxFormationSize_; |
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| 103 | int freedomCount_; |
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| 104 | enum State {SLAVE, MASTER, FREE}; |
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| 105 | State state_; |
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| 106 | std::vector<ArtificialController*> slaves_; |
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| 107 | ArtificialController *myMaster_; |
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| 108 | enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW}; |
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| 109 | SpecificMasterAction specificMasterAction_; |
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| 110 | int specificMasterActionHoldCount_; |
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| 111 | float speedCounter_; //for speed adjustment when following |
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| 112 | |
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| 113 | void moveToPosition(const Vector3& target); |
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| 114 | void moveToTargetPosition(); |
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| 115 | |
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| 116 | virtual void positionReached() {} |
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| 117 | |
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| 118 | void removeFromFormation(); |
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| 119 | void unregisterSlave(); |
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| 120 | void searchNewMaster(); |
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| 121 | void commandSlaves(); |
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| 122 | void setNewMasterWithinFormation(); |
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| 123 | |
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| 124 | void freeSlaves(); |
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| 125 | void forceFreeSlaves(); |
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| 126 | void loseMasterState(); |
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| 127 | void forceFreedom(); |
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| 128 | bool forcedFree(); |
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| 129 | |
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| 130 | void specificMasterActionHold(); |
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| 131 | void turn180Init(); |
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| 132 | void turn180(); |
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| 133 | void spinInit(); |
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| 134 | void spin(); |
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| 135 | void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100); |
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| 136 | void followRandomHumanInit(); |
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| 137 | void follow(); |
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| 138 | void followForSlaves(const Vector3& target); |
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| 139 | |
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| 140 | void setTargetPosition(const Vector3& target); |
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| 141 | void searchRandomTargetPosition(); |
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| 142 | |
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| 143 | void setTarget(Pawn* target); |
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| 144 | void searchNewTarget(); |
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| 145 | void forgetTarget(); |
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| 146 | void aimAtTarget(); |
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| 147 | |
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| 148 | bool isCloseAtTarget(float distance) const; |
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| 149 | bool isLookingAtTarget(float angle) const; |
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| 150 | |
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| 151 | void targetDied(); |
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| 152 | |
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| 153 | static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack |
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| 154 | void boostControl(); //<! Sets and resets the boost parameter of the spaceship. Bots alternate between boosting and saving boost. |
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| 155 | |
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| 156 | bool bHasTargetPosition_; |
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| 157 | Vector3 targetPosition_; |
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| 158 | WeakPtr<Pawn> target_; |
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| 159 | bool bShooting_; |
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| 160 | |
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| 161 | float botlevel_; //<! Makes the level of a bot configurable. |
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| 162 | enum Mode {DEFAULT, ROCKET, DEFENCE, MOVING};//TODO; implement DEFENCE, MOVING modes |
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| 163 | Mode mode_; //TODO: replace single value with stack-like implementation: std::vector<Mode> mode_; |
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| 164 | void setPreviousMode(); |
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| 165 | |
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| 166 | //WEAPONSYSTEM DATA |
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| 167 | std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode- managed by setupWeapons() |
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| 168 | //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons() |
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| 169 | float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.) |
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| 170 | void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed. |
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| 171 | bool bSetupWorked; //<! If false, setupWeapons() is called. |
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| 172 | int getFiremode(std::string name); |
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| 173 | |
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| 174 | //WAYPOINT DATA |
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| 175 | std::vector<WeakPtr<WorldEntity> > waypoints_; |
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| 176 | size_t currentWaypoint_; |
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| 177 | float squaredaccuracy_; |
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| 178 | WorldEntity* defaultWaypoint_; |
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| 179 | }; |
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| 180 | } |
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| 181 | |
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| 182 | #endif /* _ArtificialController_H__ */ |
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