| 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 | #include "ActionpointController.h" |
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| 30 | |
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| 31 | #include "core/XMLPort.h" |
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| 32 | #include <algorithm> |
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| 33 | |
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| 34 | |
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| 35 | namespace orxonox |
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| 36 | { |
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| 37 | |
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| 38 | RegisterClass(ActionpointController); |
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| 39 | |
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| 40 | //CommonController contains all common functionality of AI Controllers |
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| 41 | ActionpointController::ActionpointController(Context* context) : FightingController(context) |
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| 42 | { |
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| 43 | this->bInLoop_ = false; |
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| 44 | this->bLoop_ = false; |
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| 45 | this->bEndLoop_ = false; |
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| 46 | this->parsedActionpoints_.clear(); |
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| 47 | this->bTakenOver_ = false; |
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| 48 | this->action_ = Action::NONE; |
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| 49 | this->squaredaccuracy_ = 2500; |
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| 50 | |
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| 51 | |
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| 52 | RegisterObject(ActionpointController); |
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| 53 | |
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| 54 | } |
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| 55 | void ActionpointController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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| 56 | { |
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| 57 | SUPER( ActionpointController, XMLPort, xmlelement, mode ); |
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| 58 | XMLPortObject(ActionpointController, WorldEntity, "actionpoints", addActionpoint, getActionpoint, xmlelement, mode); |
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| 59 | } |
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| 60 | void ActionpointController::tick(float dt) |
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| 61 | { |
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| 62 | if (this->bHasTargetPosition_) |
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| 63 | { |
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| 64 | this->moveToTargetPosition(dt); |
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| 65 | } |
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| 66 | else if (this->bLookAtTarget_) |
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| 67 | { |
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| 68 | this->lookAtTarget(dt); |
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| 69 | } |
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| 70 | if (bShooting_) |
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| 71 | { |
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| 72 | this->doFire(); |
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| 73 | } |
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| 74 | if (this->bFirstTick_) |
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| 75 | { |
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| 76 | std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); |
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| 77 | std::reverse(actionpoints_.begin(), actionpoints_.end()); |
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| 78 | if (this->parsedActionpoints_.empty()) |
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| 79 | { |
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| 80 | this->action_ = Action::FIGHTALL; |
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| 81 | } |
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| 82 | } |
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| 83 | if (this->bFirstTick_) |
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| 84 | this->bFirstTick_ = false; |
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| 85 | SUPER(ActionpointController, tick, dt); |
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| 86 | } |
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| 87 | ActionpointController::~ActionpointController() |
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| 88 | { |
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| 89 | loopActionpoints_.clear(); |
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| 90 | parsedActionpoints_.clear(); |
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| 91 | actionpoints_.clear(); |
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| 92 | } |
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| 93 | void ActionpointController::setProtect (ControllableEntity* protect) |
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| 94 | { |
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| 95 | this->protect_ = protect; |
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| 96 | } |
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| 97 | ControllableEntity* ActionpointController::getProtect () |
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| 98 | { |
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| 99 | return this->protect_; |
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| 100 | } |
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| 101 | void ActionpointController::addActionpoint(WorldEntity* actionpoint) |
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| 102 | { |
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| 103 | std::string actionName; |
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| 104 | Vector3 position; |
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| 105 | std::string targetName; |
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| 106 | bool inLoop = false; |
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| 107 | Point p; |
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| 108 | if (static_cast<Actionpoint*> (actionpoint)) |
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| 109 | { |
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| 110 | Actionpoint* ap = static_cast<Actionpoint*> (actionpoint); |
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| 111 | actionName = ap->getActionXML(); |
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| 112 | targetName = ap->getName(); |
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| 113 | position = ap->getWorldPosition(); |
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| 114 | |
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| 115 | if (this->bEndLoop_) |
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| 116 | { |
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| 117 | this->bInLoop_ = false; |
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| 118 | } |
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| 119 | if (!this->bInLoop_ && ap->getLoopStart()) |
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| 120 | { |
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| 121 | this->bInLoop_ = true; |
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| 122 | } |
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| 123 | if (this->bInLoop_ && ap->getLoopEnd()) |
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| 124 | { |
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| 125 | this->bEndLoop_ = true; |
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| 126 | } |
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| 127 | inLoop = this->bInLoop_; |
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| 128 | |
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| 129 | Action::Value value; |
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| 130 | |
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| 131 | if ( actionName == "FIGHT" ) |
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| 132 | { value = Action::FIGHT; } |
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| 133 | else if ( actionName == "FLY" ) |
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| 134 | { value = Action::FLY; } |
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| 135 | else if ( actionName == "PROTECT" ) |
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| 136 | { value = Action::PROTECT; } |
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| 137 | else if ( actionName == "NONE" ) |
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| 138 | { value = Action::NONE; } |
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| 139 | else if ( actionName == "FIGHTALL" ) |
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| 140 | { value = Action::FIGHTALL; } |
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| 141 | else if ( actionName == "ATTACK" ) |
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| 142 | { value = Action::ATTACK; } |
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| 143 | else |
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| 144 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); |
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| 145 | p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; |
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| 146 | } |
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| 147 | else |
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| 148 | { |
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| 149 | p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; |
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| 150 | } |
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| 151 | parsedActionpoints_.push_back(p); |
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| 152 | this->actionpoints_.push_back(actionpoint); |
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| 153 | } |
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| 154 | WorldEntity* ActionpointController::getActionpoint(unsigned int index) const |
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| 155 | { |
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| 156 | if (index < this->actionpoints_.size()) |
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| 157 | return this->actionpoints_[index]; |
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| 158 | else |
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| 159 | return 0; |
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| 160 | } |
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| 161 | |
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| 162 | Action::Value ActionpointController::getAction () |
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| 163 | { |
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| 164 | return this->action_; |
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| 165 | } |
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| 166 | std::string ActionpointController::getActionName() |
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| 167 | { |
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| 168 | switch ( this->action_ ) |
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| 169 | { |
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| 170 | case Action::FIGHT: |
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| 171 | { return "FIGHT"; break; } |
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| 172 | case Action::FLY: |
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| 173 | { return "FLY"; break; } |
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| 174 | case Action::PROTECT: |
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| 175 | { return "PROTECT"; break; } |
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| 176 | case Action::NONE: |
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| 177 | { return "NONE"; break; } |
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| 178 | case Action::FIGHTALL: |
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| 179 | { return "FIGHTALL"; break; } |
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| 180 | case Action::ATTACK: |
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| 181 | { return "ATTACK"; break; } |
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| 182 | default: |
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| 183 | return "NONE"; |
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| 184 | break; |
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| 185 | } |
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| 186 | } |
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| 187 | void ActionpointController::setAction (Action::Value action) |
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| 188 | { |
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| 189 | this->action_ = action; |
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| 190 | } |
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| 191 | void ActionpointController::setAction (Action::Value action, ControllableEntity* target) |
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| 192 | { |
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| 193 | this->action_ = action; |
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| 194 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
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| 195 | { |
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| 196 | if (target) |
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| 197 | this->setTarget (target); |
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| 198 | } |
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| 199 | else if (action == Action::PROTECT) |
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| 200 | { |
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| 201 | if (target) |
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| 202 | this->setProtect (target); |
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| 203 | } |
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| 204 | } |
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| 205 | void ActionpointController::setAction (Action::Value action, const Vector3& target) |
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| 206 | { |
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| 207 | this->action_ = action; |
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| 208 | if (action == Action::FLY) |
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| 209 | { |
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| 210 | this->setTargetPosition (target); |
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| 211 | } |
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| 212 | } |
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| 213 | void ActionpointController::setAction (Action::Value action, const Vector3& target, const Quaternion& orient ) |
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| 214 | { |
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| 215 | this->action_ = action; |
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| 216 | if (action == Action::FLY) |
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| 217 | { |
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| 218 | this->setTargetPosition (target); |
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| 219 | this->setTargetOrientation (orient); |
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| 220 | } |
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| 221 | } |
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| 222 | |
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| 223 | //------------------------------------------------------------------------------ |
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| 224 | //------------------------------Actionpoint methods----------------------------- |
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| 225 | //------------------------------------------------------------------------------ |
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| 226 | |
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| 227 | //POST: this starts doing what was asked by the last element of parsedActionpoints_, |
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| 228 | //if last element was failed to be parsed, next element will be executed. |
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| 229 | void ActionpointController::executeActionpoint() |
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| 230 | { |
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| 231 | Point p; |
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| 232 | if (this->bLoop_ && !loopActionpoints_.empty()) |
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| 233 | { |
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| 234 | p = loopActionpoints_.back(); |
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| 235 | } |
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| 236 | else if (this->bLoop_) |
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| 237 | { |
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| 238 | this->bLoop_ = false; |
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| 239 | return; |
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| 240 | } |
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| 241 | else if (!this->bLoop_ && !parsedActionpoints_.empty()) |
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| 242 | { |
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| 243 | p = parsedActionpoints_.back(); |
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| 244 | } |
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| 245 | else |
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| 246 | { |
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| 247 | this->setTarget(0); |
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| 248 | this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); |
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| 249 | this->action_ = Action::NONE; |
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| 250 | return; |
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| 251 | } |
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| 252 | if (!this->bLoop_ && this->parsedActionpoints_.back().inLoop) |
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| 253 | { |
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| 254 | //MOVES all points that are in loop to a loop vector |
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| 255 | this->fillLoop(); |
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| 256 | this->bLoop_ = true; |
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| 257 | executeActionpoint(); |
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| 258 | return; |
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| 259 | } |
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| 260 | this->action_ = p.action; |
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| 261 | switch ( this->action_ ) |
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| 262 | { |
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| 263 | case Action::FIGHT: |
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| 264 | { |
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| 265 | std::string targetName = p.name; |
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| 266 | if (targetName == "") |
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| 267 | { |
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| 268 | break; |
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| 269 | } |
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| 270 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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| 271 | { |
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| 272 | if (CommonController::getName(*itP) == targetName) |
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| 273 | { |
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| 274 | this->setTarget (static_cast<ControllableEntity*>(*itP)); |
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| 275 | } |
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| 276 | } |
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| 277 | break; |
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| 278 | } |
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| 279 | case Action::FLY: |
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| 280 | { |
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| 281 | this->setTargetPosition( p.position ); |
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| 282 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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| 283 | { |
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| 284 | this->nextActionpoint(); |
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| 285 | this->executeActionpoint(); |
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| 286 | } |
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| 287 | break; |
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| 288 | } |
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| 289 | case Action::PROTECT: |
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| 290 | { |
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| 291 | |
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| 292 | std::string protectName = p.name; |
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| 293 | if (protectName == "reservedKeyword:human") |
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| 294 | { |
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| 295 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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| 296 | { |
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| 297 | if (orxonox_cast<ControllableEntity*>(*itP) && ((*itP)->getController()) && ((*itP)->getController()->getIdentifier()->getName() == "NewHumanController")) |
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| 298 | { |
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| 299 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
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| 300 | } |
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| 301 | } |
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| 302 | } |
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| 303 | else |
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| 304 | { |
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| 305 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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| 306 | { |
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| 307 | if (CommonController::getName(*itP) == protectName) |
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| 308 | { |
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| 309 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
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| 310 | } |
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| 311 | } |
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| 312 | } |
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| 313 | if (!this->getProtect()) |
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| 314 | { |
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| 315 | this->nextActionpoint(); |
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| 316 | this->executeActionpoint(); |
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| 317 | } |
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| 318 | break; |
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| 319 | } |
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| 320 | case Action::NONE: |
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| 321 | { |
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| 322 | break; |
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| 323 | } |
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| 324 | case Action::FIGHTALL: |
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| 325 | { |
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| 326 | break; |
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| 327 | } |
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| 328 | case Action::ATTACK: |
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| 329 | { |
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| 330 | std::string targetName = p.name; |
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| 331 | |
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| 332 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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| 333 | { |
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| 334 | if (CommonController::getName(*itP) == targetName) |
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| 335 | { |
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| 336 | this->setTarget (static_cast<ControllableEntity*>(*itP)); |
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| 337 | } |
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| 338 | } |
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| 339 | if (!this->hasTarget()) |
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| 340 | { |
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| 341 | this->nextActionpoint(); |
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| 342 | this->executeActionpoint(); |
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| 343 | } |
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| 344 | break; |
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| 345 | } |
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| 346 | default: |
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| 347 | break; |
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| 348 | } |
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| 349 | |
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| 350 | } |
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| 351 | |
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| 352 | |
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| 353 | void ActionpointController::stayNearProtect() |
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| 354 | { |
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| 355 | Vector3* targetRelativePosition; |
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| 356 | targetRelativePosition = new Vector3 (0, 300, 300); |
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| 357 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
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| 358 | (this->getProtect()->getWorldOrientation()* (*targetRelativePosition))); |
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| 359 | this->setTargetPosition(targetAbsolutePosition); |
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| 360 | } |
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| 361 | void ActionpointController::nextActionpoint() |
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| 362 | { |
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| 363 | if (!this || !this->getControllableEntity()) |
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| 364 | return; |
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| 365 | if (this->bLoop_) |
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| 366 | { |
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| 367 | if (!this->loopActionpoints_.empty()) |
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| 368 | { |
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| 369 | this->moveBackToTop(); |
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| 370 | } |
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| 371 | } |
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| 372 | else |
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| 373 | { |
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| 374 | if (!this->parsedActionpoints_.empty()) |
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| 375 | { |
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| 376 | this->parsedActionpoints_.pop_back(); |
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| 377 | } |
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| 378 | } |
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| 379 | this->setAction(Action::NONE); |
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| 380 | } |
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| 381 | void ActionpointController::moveBackToTop() |
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| 382 | { |
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| 383 | Point temp = loopActionpoints_.back(); |
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| 384 | loopActionpoints_.pop_back(); |
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| 385 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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| 386 | loopActionpoints_.push_back(temp); |
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| 387 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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| 388 | } |
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| 389 | void ActionpointController::fillLoop() |
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| 390 | { |
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| 391 | loopActionpoints_.clear(); |
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| 392 | fillLoopReversed(); |
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| 393 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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| 394 | } |
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| 395 | void ActionpointController::fillLoopReversed() |
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| 396 | { |
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| 397 | if (parsedActionpoints_.back().inLoop) |
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| 398 | { |
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| 399 | loopActionpoints_.push_back(parsedActionpoints_.back()); |
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| 400 | parsedActionpoints_.pop_back(); |
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| 401 | } |
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| 402 | if (parsedActionpoints_.back().inLoop) |
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| 403 | { |
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| 404 | fillLoopReversed(); |
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| 405 | } |
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| 406 | } |
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| 407 | void ActionpointController::action() |
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| 408 | { |
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| 409 | if (!this || !this->getControllableEntity()) |
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| 410 | return; |
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| 411 | // orxout (internal_error) << "Size of actions is " << this->parsedActionpoints_.size() << endl; |
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| 412 | this->startAttackingEnemiesThatAreClose(); |
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| 413 | //No action -> pop one from stack |
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| 414 | if (this->action_ == Action::NONE || this->bTakenOver_) |
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| 415 | { |
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| 416 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty()) |
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| 417 | { |
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| 418 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; |
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| 419 | this->parsedActionpoints_.push_back (p); |
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| 420 | } |
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| 421 | this->executeActionpoint(); |
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| 422 | this->bTakenOver_ = false; |
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| 423 | } |
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| 424 | //Action fightall -> fight till nobody alive |
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| 425 | if (this->action_ == Action::FIGHTALL) |
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| 426 | { |
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| 427 | if (!this->hasTarget()) |
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| 428 | { |
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| 429 | //----find a target---- |
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| 430 | ControllableEntity* newTarget = this->closestTarget(); |
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| 431 | if (newTarget) |
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| 432 | { |
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| 433 | this->setAction (Action::FIGHTALL, newTarget); |
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| 434 | } |
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| 435 | else |
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| 436 | { |
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| 437 | this->nextActionpoint(); |
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| 438 | return; |
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| 439 | } |
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| 440 | } |
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| 441 | else if (this->hasTarget()) |
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| 442 | { |
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| 443 | |
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| 444 | } |
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| 445 | } |
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| 446 | //Action fight -> fight as long as enemies in range |
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| 447 | else if (this->action_ == Action::FIGHT) |
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| 448 | { |
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| 449 | if (!this->hasTarget()) |
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| 450 | { |
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| 451 | //----find a target---- |
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| 452 | ControllableEntity* newTarget = this->closestTarget(); |
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| 453 | if (newTarget && |
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| 454 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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| 455 | { |
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| 456 | this->setAction (Action::FIGHT, newTarget); |
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| 457 | } |
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| 458 | else |
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| 459 | { |
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| 460 | this->nextActionpoint(); |
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| 461 | return; |
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| 462 | } |
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| 463 | } |
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| 464 | else if (this->hasTarget()) |
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| 465 | { |
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| 466 | //----fly in formation if far enough---- |
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| 467 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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| 468 | |
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| 469 | if (diffVector.length() > this->attackRange_) |
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| 470 | { |
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| 471 | ControllableEntity* newTarget = this->closestTarget(); |
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| 472 | |
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| 473 | if (newTarget && |
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| 474 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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| 475 | { |
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| 476 | this->setAction (Action::FIGHT, newTarget); |
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| 477 | } |
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| 478 | else |
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| 479 | { |
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| 480 | this->nextActionpoint(); |
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| 481 | return; |
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| 482 | } |
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| 483 | } |
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| 484 | } |
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| 485 | } |
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| 486 | else if (this->action_ == Action::FLY) |
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| 487 | { |
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| 488 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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| 489 | { |
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| 490 | this->nextActionpoint(); |
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| 491 | return; |
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| 492 | } |
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| 493 | } |
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| 494 | else if (this->action_ == Action::PROTECT) |
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| 495 | { |
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| 496 | if (!this->getProtect()) |
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| 497 | { |
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| 498 | this->nextActionpoint(); |
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| 499 | return; |
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| 500 | } |
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| 501 | this->stayNearProtect(); |
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| 502 | } |
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| 503 | else if (this->action_ == Action::ATTACK) |
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| 504 | { |
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| 505 | if (!this->hasTarget()) |
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| 506 | { |
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| 507 | this->nextActionpoint(); |
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| 508 | return; |
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| 509 | } |
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| 510 | } |
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| 511 | if (this->hasTarget()) |
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| 512 | { |
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| 513 | //----choose where to go---- |
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| 514 | this->maneuver(); |
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| 515 | //----fire if you can---- |
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| 516 | this->bShooting_ = this->canFire(); |
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| 517 | } |
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| 518 | } |
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| 519 | void ActionpointController::takeActionpoints (std::vector<Point > vector, std::vector<Point > loop, bool b) |
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| 520 | { |
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| 521 | this->parsedActionpoints_ = vector; |
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| 522 | this->loopActionpoints_ = loop; |
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| 523 | this->bLoop_ = b; |
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| 524 | this->bTakenOver_ = true; |
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| 525 | // orxout(internal_error) << "Top action is " << this->parsedActionpoints_.back().action << endl; |
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| 526 | } |
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| 527 | void ActionpointController::setClosestTarget() |
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| 528 | { |
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| 529 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
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| 530 | } |
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| 531 | Pawn* ActionpointController::closestTarget() |
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| 532 | { |
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| 533 | if (!this->getControllableEntity()) |
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| 534 | return 0; |
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| 535 | |
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| 536 | Pawn* closestTarget = 0; |
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| 537 | float minDistance = std::numeric_limits<float>::infinity(); |
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| 538 | Gametype* gt = this->getGametype(); |
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| 539 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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| 540 | { |
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| 541 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) |
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| 542 | continue; |
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| 543 | |
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| 544 | float distance = CommonController::distance (*itP, this->getControllableEntity()); |
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| 545 | if (distance < minDistance) |
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| 546 | { |
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| 547 | closestTarget = *itP; |
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| 548 | minDistance = distance; |
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| 549 | } |
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| 550 | } |
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| 551 | if (closestTarget) |
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| 552 | { |
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| 553 | return closestTarget; |
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| 554 | } |
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| 555 | return 0; |
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| 556 | } |
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| 557 | void ActionpointController::startAttackingEnemiesThatAreClose() |
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| 558 | { |
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| 559 | if (this->action_ != Action::FIGHT && this->action_ != Action::FIGHTALL) |
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| 560 | { |
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| 561 | if ( (this->target_ && this->distance (this->getControllableEntity(), this->target_) > this->attackRange_) |
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| 562 | || !this->target_ ) |
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| 563 | { |
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| 564 | Pawn* newTarget = this->closestTarget(); |
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| 565 | if ( newTarget && |
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| 566 | this->distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) |
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| 567 | <= this->attackRange_ ) |
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| 568 | { |
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| 569 | Point p = { Action::FIGHT, this->getName(newTarget), Vector3::ZERO, false }; |
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| 570 | this->parsedActionpoints_.push_back(p); |
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| 571 | this->executeActionpoint(); |
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| 572 | } |
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| 573 | } |
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| 574 | } |
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| 575 | } |
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| 576 | } |
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