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 | * Gani Aliguzhinov |
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24 | * Co-authors: |
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25 | * ... |
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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 | #include "worldentities/Actionpoint.h" |
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34 | |
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35 | |
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36 | namespace orxonox |
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37 | { |
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38 | |
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39 | RegisterClass(ActionpointController); |
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40 | |
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41 | ActionpointController::ActionpointController(Context* context) : FightingController(context) |
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42 | { |
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43 | this->actionCounter_ = 0; |
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44 | this->bInLoop_ = false; |
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45 | this->bLoop_ = false; |
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46 | this->bEndLoop_ = false; |
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47 | this->parsedActionpoints_.clear(); |
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48 | this->bTakenOver_ = false; |
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49 | this->action_ = Action::NONE; |
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50 | this->squaredaccuracy_ = 2500; |
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51 | this->bFirstTick_ = true; |
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52 | |
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53 | RegisterObject(ActionpointController); |
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54 | |
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55 | } |
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56 | void ActionpointController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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57 | { |
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58 | SUPER( ActionpointController, XMLPort, xmlelement, mode ); |
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59 | XMLPortObject(ActionpointController, WorldEntity, "actionpoints", addActionpoint, getActionpoint, xmlelement, mode); |
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60 | } |
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61 | ActionpointController::~ActionpointController() |
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62 | { |
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63 | loopActionpoints_.clear(); |
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64 | parsedActionpoints_.clear(); |
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65 | actionpoints_.clear(); |
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66 | } |
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67 | void ActionpointController::tick(float dt) |
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68 | { |
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69 | |
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70 | if (this->timeout_ > 0 && this->bFiredRocket_) |
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71 | { |
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72 | this->timeout_ -= dt; |
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73 | } |
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74 | if (timeout_ <= 0) |
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75 | this->bFiredRocket_ = false; |
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76 | |
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77 | if (this->bHasTargetPosition_) |
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78 | { |
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79 | this->moveToTargetPosition(dt); |
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80 | } |
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81 | else if (this->bLookAtTarget_) |
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82 | { |
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83 | this->lookAtTarget(dt); |
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84 | } |
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85 | if (this->bShooting_) |
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86 | { |
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87 | this->doFire(); |
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88 | } |
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89 | if (this->bFirstTick_) |
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90 | { |
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91 | std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); |
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92 | std::reverse(actionpoints_.begin(), actionpoints_.end()); |
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93 | if (this->parsedActionpoints_.empty()) |
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94 | { |
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95 | this->action_ = Action::FIGHTALL; |
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96 | } |
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97 | } |
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98 | if (this->bFirstTick_) |
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99 | { |
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100 | this->bFirstTick_ = false; |
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101 | } |
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102 | |
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103 | SUPER(ActionpointController, tick, dt); |
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104 | } |
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105 | void ActionpointController::action() |
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106 | { |
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107 | if (!this || !this->getControllableEntity()) |
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108 | return; |
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109 | if (!this->getControllableEntity() || !orxonox_cast<Pawn*> (this->getControllableEntity())) |
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110 | return; |
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111 | this->deltaHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth() - this->previousHp; |
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112 | this->previousHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth(); |
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113 | if (this->actionCounter_ % 2 == 0) |
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114 | this->startAttackingEnemiesThatAreClose(); |
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115 | //No action -> pop one from stack |
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116 | if (this->action_ == Action::NONE || this->bTakenOver_) |
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117 | { |
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118 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty()) |
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119 | { |
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120 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; |
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121 | this->parsedActionpoints_.push_back (p); |
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122 | } |
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123 | this->executeActionpoint(); |
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124 | this->bTakenOver_ = false; |
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125 | this->action(); |
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126 | } |
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127 | //Action fightall -> fight till nobody alive |
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128 | if (this->action_ == Action::FIGHTALL) |
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129 | { |
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130 | if (!this->hasTarget()) |
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131 | { |
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132 | ControllableEntity* newTarget = this->closestTarget(); |
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133 | if (newTarget) |
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134 | { |
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135 | this->setAction (Action::FIGHTALL, newTarget); |
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136 | this->action(); |
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137 | } |
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138 | else |
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139 | { |
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140 | this->nextActionpoint(); |
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141 | if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty())) |
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142 | { |
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143 | this->action(); |
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144 | } |
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145 | } |
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146 | } |
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147 | } |
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148 | //Action fight -> fight as long as enemies in range |
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149 | else if (this->action_ == Action::FIGHT) |
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150 | { |
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151 | if (!this->hasTarget()) |
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152 | { |
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153 | //----find a target---- |
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154 | ControllableEntity* newTarget = this->closestTarget(); |
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155 | if (newTarget && |
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156 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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157 | { |
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158 | this->setAction (Action::FIGHT, newTarget); |
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159 | this->action(); |
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160 | } |
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161 | else |
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162 | { |
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163 | this->nextActionpoint(); |
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164 | this->action(); |
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165 | } |
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166 | } |
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167 | else if (this->hasTarget()) |
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168 | { |
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169 | //----fly in formation if far enough---- |
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170 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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171 | |
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172 | if (diffVector.length() > this->attackRange_) |
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173 | { |
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174 | ControllableEntity* newTarget = this->closestTarget(); |
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175 | |
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176 | if (newTarget && |
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177 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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178 | { |
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179 | this->setAction (Action::FIGHT, newTarget); |
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180 | } |
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181 | else |
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182 | { |
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183 | this->nextActionpoint(); |
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184 | this->action(); |
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185 | } |
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186 | } |
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187 | } |
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188 | } |
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189 | else if (this->action_ == Action::FLY) |
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190 | { |
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191 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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192 | { |
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193 | this->nextActionpoint(); |
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194 | this->action(); |
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195 | } |
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196 | } |
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197 | else if (this->action_ == Action::PROTECT) |
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198 | { |
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199 | if (!this->getProtect()) |
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200 | { |
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201 | this->nextActionpoint(); |
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202 | this->action(); |
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203 | } |
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204 | this->stayNearProtect(); |
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205 | } |
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206 | else if (this->action_ == Action::ATTACK) |
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207 | { |
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208 | if (!this->hasTarget()) |
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209 | { |
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210 | this->nextActionpoint(); |
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211 | this->action(); |
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212 | } |
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213 | } |
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214 | if (this->hasTarget()) |
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215 | { |
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216 | //----choose where to go---- |
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217 | this->maneuver(); |
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218 | //----fire if you can---- |
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219 | this->bShooting_ = this->canFire(); |
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220 | } |
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221 | this->actionCounter_ += this->actionCounter_ < 100000 ? 1 : -this->actionCounter_ ; |
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222 | } |
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223 | void ActionpointController::setProtect (ControllableEntity* protect) |
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224 | { |
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225 | this->protect_ = protect; |
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226 | } |
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227 | ControllableEntity* ActionpointController::getProtect () |
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228 | { |
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229 | return this->protect_; |
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230 | } |
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231 | void ActionpointController::addActionpoint(WorldEntity* actionpoint) |
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232 | { |
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233 | std::string actionName; |
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234 | Vector3 position; |
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235 | std::string targetName; |
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236 | bool inLoop = false; |
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237 | Point p; |
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238 | if (static_cast<Actionpoint*> (actionpoint)) |
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239 | { |
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240 | Actionpoint* ap = static_cast<Actionpoint*> (actionpoint); |
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241 | actionName = ap->getActionXML(); |
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242 | targetName = ap->getName(); |
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243 | position = ap->getWorldPosition(); |
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244 | |
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245 | if (this->bEndLoop_) |
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246 | { |
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247 | this->bInLoop_ = false; |
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248 | } |
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249 | if (!this->bInLoop_ && ap->getLoopStart()) |
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250 | { |
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251 | this->bInLoop_ = true; |
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252 | } |
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253 | if (this->bInLoop_ && ap->getLoopEnd()) |
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254 | { |
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255 | this->bEndLoop_ = true; |
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256 | } |
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257 | inLoop = this->bInLoop_; |
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258 | |
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259 | Action::Value value; |
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260 | |
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261 | if ( actionName == "FIGHT" ) |
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262 | { value = Action::FIGHT; } |
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263 | else if ( actionName == "FLY" ) |
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264 | { value = Action::FLY; } |
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265 | else if ( actionName == "PROTECT" ) |
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266 | { value = Action::PROTECT; } |
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267 | else if ( actionName == "NONE" ) |
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268 | { value = Action::NONE; } |
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269 | else if ( actionName == "FIGHTALL" ) |
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270 | { value = Action::FIGHTALL; } |
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271 | else if ( actionName == "ATTACK" ) |
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272 | { value = Action::ATTACK; } |
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273 | else |
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274 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); |
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275 | p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; |
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276 | } |
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277 | else |
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278 | { |
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279 | p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; |
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280 | } |
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281 | parsedActionpoints_.push_back(p); |
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282 | this->actionpoints_.push_back(actionpoint); |
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283 | } |
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284 | WorldEntity* ActionpointController::getActionpoint(unsigned int index) const |
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285 | { |
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286 | if (index < this->actionpoints_.size()) |
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287 | return this->actionpoints_[index]; |
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288 | else |
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289 | return 0; |
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290 | } |
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291 | |
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292 | Action::Value ActionpointController::getAction () |
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293 | { |
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294 | return this->action_; |
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295 | } |
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296 | std::string ActionpointController::getActionName() |
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297 | { |
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298 | switch ( this->action_ ) |
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299 | { |
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300 | case Action::FIGHT: |
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301 | { return "FIGHT"; break; } |
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302 | case Action::FLY: |
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303 | { return "FLY"; break; } |
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304 | case Action::PROTECT: |
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305 | { return "PROTECT"; break; } |
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306 | case Action::NONE: |
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307 | { return "NONE"; break; } |
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308 | case Action::FIGHTALL: |
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309 | { return "FIGHTALL"; break; } |
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310 | case Action::ATTACK: |
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311 | { return "ATTACK"; break; } |
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312 | default: |
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313 | return "NONE"; |
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314 | break; |
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315 | } |
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316 | } |
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317 | void ActionpointController::setAction (Action::Value action) |
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318 | { |
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319 | this->action_ = action; |
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320 | } |
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321 | void ActionpointController::setAction (Action::Value action, ControllableEntity* target) |
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322 | { |
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323 | this->action_ = action; |
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324 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
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325 | { |
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326 | if (target) |
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327 | this->setTarget (target); |
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328 | } |
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329 | else if (action == Action::PROTECT) |
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330 | { |
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331 | if (target) |
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332 | this->setProtect (target); |
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333 | } |
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334 | } |
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335 | void ActionpointController::setAction (Action::Value action, const Vector3& target) |
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336 | { |
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337 | this->action_ = action; |
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338 | if (action == Action::FLY) |
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339 | { |
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340 | this->setTargetPosition (target); |
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341 | } |
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342 | } |
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343 | void ActionpointController::setAction (Action::Value action, const Vector3& target, const Quaternion& orient ) |
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344 | { |
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345 | this->action_ = action; |
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346 | if (action == Action::FLY) |
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347 | { |
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348 | this->setTargetPosition (target); |
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349 | this->setTargetOrientation (orient); |
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350 | } |
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351 | } |
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352 | |
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353 | //------------------------------------------------------------------------------ |
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354 | //------------------------------Actionpoint methods----------------------------- |
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355 | //------------------------------------------------------------------------------ |
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356 | |
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357 | //POST: this starts doing what was asked by the last element of parsedActionpoints_, |
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358 | //if last element was failed to be parsed, next element will be executed. |
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359 | void ActionpointController::executeActionpoint() |
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360 | { |
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361 | Point p; |
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362 | if (this->bLoop_ && !loopActionpoints_.empty()) |
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363 | { |
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364 | p = loopActionpoints_.back(); |
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365 | } |
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366 | else if (this->bLoop_) |
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367 | { |
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368 | this->bLoop_ = false; |
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369 | return; |
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370 | } |
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371 | else if (!this->bLoop_ && !parsedActionpoints_.empty()) |
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372 | { |
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373 | p = parsedActionpoints_.back(); |
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374 | } |
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375 | else |
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376 | { |
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377 | this->setTarget(0); |
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378 | this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); |
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379 | this->action_ = Action::NONE; |
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380 | return; |
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381 | } |
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382 | if (!this->bLoop_ && this->parsedActionpoints_.back().inLoop) |
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383 | { |
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384 | //MOVES all points that are in loop to a loop vector |
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385 | this->fillLoop(); |
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386 | this->bLoop_ = true; |
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387 | executeActionpoint(); |
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388 | return; |
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389 | } |
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390 | this->setAction (p.action); |
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391 | switch (this->action_) |
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392 | { |
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393 | case Action::FIGHT: |
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394 | { |
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395 | std::string targetName = p.name; |
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396 | if (targetName == "") |
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397 | break; |
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398 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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399 | { |
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400 | if (CommonController::getName(*itP) == targetName) |
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401 | { |
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402 | this->setTarget (static_cast<ControllableEntity*>(*itP)); |
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403 | } |
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404 | } |
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405 | break; |
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406 | } |
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407 | case Action::FLY: |
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408 | { |
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409 | this->setTargetPosition( p.position ); |
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410 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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411 | { |
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412 | this->nextActionpoint(); |
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413 | this->executeActionpoint(); |
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414 | } |
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415 | break; |
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416 | } |
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417 | case Action::PROTECT: |
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418 | { |
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419 | |
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420 | std::string protectName = p.name; |
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421 | if (protectName == "reservedKeyword:human") |
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422 | { |
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423 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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424 | { |
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425 | if (orxonox_cast<ControllableEntity*>(*itP) && ((*itP)->getController()) && ((*itP)->getController()->getIdentifier()->getName() == "NewHumanController")) |
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426 | { |
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427 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
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428 | } |
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429 | } |
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430 | } |
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431 | else |
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432 | { |
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433 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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434 | { |
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435 | if (CommonController::getName(*itP) == protectName) |
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436 | { |
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437 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
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438 | } |
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439 | } |
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440 | } |
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441 | if (!this->getProtect()) |
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442 | { |
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443 | this->nextActionpoint(); |
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444 | this->executeActionpoint(); |
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445 | } |
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446 | break; |
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447 | } |
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448 | case Action::NONE: |
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449 | { |
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450 | break; |
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451 | } |
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452 | case Action::FIGHTALL: |
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453 | { |
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454 | break; |
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455 | } |
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456 | case Action::ATTACK: |
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457 | { |
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458 | std::string targetName = p.name; |
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459 | |
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460 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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461 | { |
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462 | if (CommonController::getName(*itP) == targetName) |
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463 | { |
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464 | this->setTarget (static_cast<ControllableEntity*>(*itP)); |
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465 | } |
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466 | } |
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467 | if (!this->hasTarget()) |
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468 | { |
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469 | this->nextActionpoint(); |
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470 | this->executeActionpoint(); |
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471 | } |
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472 | break; |
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473 | } |
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474 | default: |
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475 | break; |
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476 | } |
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477 | } |
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478 | |
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479 | |
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480 | void ActionpointController::stayNearProtect() |
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481 | { |
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482 | Vector3 targetRelativePosition(0, 300, 300); |
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483 | if (!this->getProtect()) |
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484 | { |
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485 | this->nextActionpoint(); |
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486 | return; |
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487 | } |
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488 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
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489 | (this->getProtect()->getWorldOrientation()* (targetRelativePosition))); |
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490 | this->setTargetPosition(targetAbsolutePosition); |
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491 | if (!this->getProtect()) |
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492 | { |
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493 | this->nextActionpoint(); |
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494 | return; |
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495 | } |
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496 | if (this->actionCounter_ % 3 == 0) |
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497 | this->setTargetOrientation(this->getProtect()->getWorldOrientation()); |
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498 | } |
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499 | void ActionpointController::nextActionpoint() |
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500 | { |
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501 | if (!this || !this->getControllableEntity()) |
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502 | return; |
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503 | if (this->bLoop_) |
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504 | { |
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505 | if (!this->loopActionpoints_.empty()) |
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506 | { |
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507 | this->moveBackToTop(); |
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508 | } |
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509 | } |
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510 | else |
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511 | { |
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512 | if (!this->parsedActionpoints_.empty()) |
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513 | { |
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514 | this->parsedActionpoints_.pop_back(); |
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515 | } |
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516 | } |
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517 | this->setAction(Action::NONE); |
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518 | this->bHasTargetPosition_ = false; |
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519 | } |
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520 | void ActionpointController::moveBackToTop() |
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521 | { |
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522 | Point temp = loopActionpoints_.back(); |
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523 | loopActionpoints_.pop_back(); |
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524 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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525 | loopActionpoints_.push_back(temp); |
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526 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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527 | } |
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528 | void ActionpointController::fillLoop() |
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529 | { |
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530 | loopActionpoints_.clear(); |
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531 | fillLoopReversed(); |
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532 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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533 | } |
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534 | void ActionpointController::fillLoopReversed() |
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535 | { |
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536 | if (parsedActionpoints_.back().inLoop) |
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537 | { |
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538 | loopActionpoints_.push_back(parsedActionpoints_.back()); |
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539 | parsedActionpoints_.pop_back(); |
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540 | } |
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541 | if (parsedActionpoints_.back().inLoop) |
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542 | { |
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543 | fillLoopReversed(); |
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544 | } |
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545 | } |
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546 | |
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547 | void ActionpointController::takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b) |
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548 | { |
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549 | this->parsedActionpoints_ = vector; |
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550 | this->loopActionpoints_ = loop; |
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551 | this->bLoop_ = b; |
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552 | this->bTakenOver_ = true; |
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553 | } |
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554 | void ActionpointController::setClosestTarget() |
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555 | { |
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556 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
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557 | } |
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558 | Pawn* ActionpointController::closestTarget() |
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559 | { |
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560 | if (!this->getControllableEntity()) |
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561 | return 0; |
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562 | |
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563 | Pawn* closestTarget = 0; |
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564 | float minDistance = std::numeric_limits<float>::infinity(); |
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565 | Gametype* gt = this->getGametype(); |
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566 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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567 | { |
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568 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) |
---|
569 | continue; |
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570 | |
---|
571 | float distance = CommonController::distance (*itP, this->getControllableEntity()); |
---|
572 | if (distance < minDistance) |
---|
573 | { |
---|
574 | closestTarget = *itP; |
---|
575 | minDistance = distance; |
---|
576 | } |
---|
577 | } |
---|
578 | if (closestTarget) |
---|
579 | { |
---|
580 | return closestTarget; |
---|
581 | } |
---|
582 | return 0; |
---|
583 | } |
---|
584 | void ActionpointController::startAttackingEnemiesThatAreClose() |
---|
585 | { |
---|
586 | if (this->action_ != Action::FIGHT && this->action_ != Action::FIGHTALL) |
---|
587 | { |
---|
588 | if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_)) |
---|
589 | { |
---|
590 | Pawn* newTarget = this->closestTarget(); |
---|
591 | if ( newTarget && |
---|
592 | CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) |
---|
593 | <= this->attackRange_ ) |
---|
594 | { |
---|
595 | Point p = { Action::FIGHT, CommonController::getName(newTarget), Vector3::ZERO, false }; |
---|
596 | this->parsedActionpoints_.push_back(p); |
---|
597 | this->executeActionpoint(); |
---|
598 | } |
---|
599 | } |
---|
600 | } |
---|
601 | } |
---|
602 | } |
---|