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source: code/branches/campaignHS15/src/orxonox/controllers/ActionpointController.h @ 10934

Last change on this file since 10934 was 10934, checked in by gania, 8 years ago

fixed bugs that are not supposed to even exist by initializing a variable in the constructor

File size: 12.6 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Gani Aliguzhinov
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _ActionpointController_H__
30#define _ActionpointController_H__
31
32#include "controllers/FightingController.h"
33#include "tools/Timer.h"
34#include "tools/interfaces/Tickable.h"
35#include "../modules/pickup/PickupSpawner.h"
36#include <map>
37
38
39namespace orxonox
40{
41    /**
42    @brief
43        ActionpointController is a state machine with states:
44            1) NONE
45            2) FLY: fly towards a point
46            3) FIGHT: fight enemies that are in attackRange_ (see FightingController)
47            4) PROTECT: follow this->protect_
48            5) FIGHTALL: fight all enemies on the map
49            6) ATTACK: fight a specific spaceship
50        This controller always executes an action that is in the back of the vector being used.
51        After current this->action_ is completed, next action becomes the top action (one that will
52        be returned by someVector.back()), and current action either will be removed (if not looping),
53        or moved to the top (if looping).
54
55        Every second action(), which is once in two seconds, this searches the area for enemies that are in attack range, if finds anyone,
56        pushes Action::FIGHT to the stack. That makes spaceship fight enemies inside of a sphere, and when all enemies in range are dead,
57        Action::FIGHT is removed from the stack, and spaceship resumes doing whatever action was being executed before.
58
59        In XML one has to attack Actionpoints in order to achieve any complex behaviour, but in Controller all actionpoints are effectively
60        being stored in an array of type Point::Value.
61    */
62    namespace Action
63    { 
64        enum Value
65        {
66            NONE, FLY, FIGHT, PROTECT, FIGHTALL, ATTACK
67        };
68       
69    }
70   
71    struct Point {
72        Action::Value action;
73        std::string name;
74        Vector3 position;
75        bool inLoop;
76    } ;
77    namespace PickupType
78    {
79        enum Value
80        { 
81            NONE, DAMAGE, HEALTH, SPEED, PORTAL
82        };
83    }
84
85    class _OrxonoxExport ActionpointController : public FightingController, public Tickable
86    {
87        public:
88           
89            ActionpointController(Context* context);
90            virtual ~ActionpointController();
91            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);         
92               
93            virtual void tick(float dt);
94            /**
95            @brief
96                XML method, example XML usage:
97                <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="ss2">
98                  <templates>
99                    <Template link=spaceshipassff />
100                  </templates>
101                  <controller>
102                    <DivisionController team=0 formationMode="finger4">
103                      <actionpoints>
104                        <Actionpoint position="0,0,0" action="FLY" />
105                        <Actionpoint position="-1000,750,-500" action="ATTACK" attack="attack" />
106                        <Actionpoint position="-1000,750,-500" action="PROTECt" protectMe=true />
107                        <Actionpoint position="-1000,750,-500" action="PROTECt" protect="protect" />
108                        <Actionpoint position="-1000,750,-500" action="FIGHTALL" />
109                       </actionpoints>
110                    </DivisionController>
111                  </controller>
112                </SpaceShip>
113               
114                Full description:
115                Adds an Actionpoint to this->actionpoints_. Actionpoint can take arguments like action="attack" attack="name".
116                For documentation on Actionpoint XML arguments, check out Actionpoint.h class
117                If any WorldEntity that is not Actionpoint or its child being sent to actionpoints through XML,
118                action would be assumed to be Action::FLY and target position to be position of the entity. Also, if not Actionpoint
119                is passed, it is assumed to be in a loop. How it works is: in <actionpoints> first all Actionpoints between
120                first Actionpoint with loopStart=true and first following Actionpoint with loopEnd=true are included in a single loop.
121                If they are adjacent (in the input array) with WorldEntity, then WorldEntity is also in a loop.
122                All the Worldentities are assumed to be in loop.
123               
124                Loop example:
125                <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="ss1">
126                  <templates>
127                    <Template link=spaceshipassff />
128                  </templates>
129                  <controller>
130                    <DivisionController team=0 formationMode="wall">
131                      <actionpoints>
132                        <Actionpoint position="  0,2000,-600" action="FLY" loopStart=true/>
133                        <Actionpoint position="  0,2000,-1000" action="FLY"  />
134                        <Actionpoint position="400,2000,-1000" action="FLY" />
135                        <Actionpoint position="400,2000,-600" action="FLY" loopEnd=true />
136                      </actionpoints>
137                    </DivisionController>
138                  </controller>
139                </SpaceShip>
140               
141                other loop example:
142                <SpaceShip position="-1500, -1500, -1500" lookat="0,0,0" team=0 name="ss1">
143                  <templates>
144                    <Template link=spaceshipassff />
145                  </templates>
146                  <controller>
147                    <DivisionController team=0 formationMode="diamond">
148                      <actionpoints>
149                        <Model mesh="cube.mesh" scale=8 position="  0,2000,-600" />
150                        <Model mesh="cube.mesh" scale=8 position="  0,2000,-1000" />
151                        <Model mesh="cube.mesh" scale=8 position="400,2000,-1000" />
152                        <Model mesh="cube.mesh" scale=8 position="400,2000,-600" />
153                      </actionpoints>
154                    </DivisionController>
155                  </controller>
156                </SpaceShip>
157
158            @note
159                Don't use several loops, and don't use WorldEntities as input to <actionpoints> as I didn't test it well, but you
160                can try if feeling lucky. 
161            */
162            void addActionpoint(WorldEntity* actionpoint); 
163            WorldEntity* getActionpoint(unsigned int index) const;   
164            void setDefaultFightAll(bool value)
165                { this->bDefaultFightAll_ = value; }
166            bool getDefaultFightAll ()
167                { return this->bDefaultFightAll_; }
168            void setDefaultPatrol(bool value)
169                { this->bDefaultPatrol_ = value; }
170            bool getDefaultPatrol ()
171                { return this->bDefaultPatrol_; }
172                 // Trigger interface
173            // bool stop(bool bTriggered, BaseObject* trigger);
174            // bool go(bool bTriggered, BaseObject* trigger);
175            // virtual void XMLEventPort(Element& xmlelement, XMLPort::Mode mode);
176
177            virtual void stayNearProtect();
178            virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour.
179            virtual void takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b);
180
181            virtual Action::Value getAction ();
182            virtual std::string getActionName();
183
184            void setAction (Action::Value action);
185            void setAction (Action::Value action, ControllableEntity* target);
186            void setAction (Action::Value action, const Vector3& target);
187            void setAction (Action::Value action, const Vector3& target,  const Quaternion& orient );
188
189            virtual bool setWingman(ActionpointController* wingman)
190                { return false; }
191            virtual bool hasWingman()
192                { return true; }
193            virtual bool setFollower(ActionpointController* myFollower)
194                { return false; }
195            virtual bool hasFollower()
196                { return true; }
197
198
199        protected:
200                void startAttackingEnemiesThatAreClose();
201                WeakPtr<ActionpointController> myWingman_;
202                WeakPtr<ActionpointController> myFollower_;
203                WeakPtr<ActionpointController> myDivisionLeader_;
204            //----[Actionpoint information]----
205                Action::Value action_;
206                std::string protectName_;
207                std::string targetName_;
208                std::vector<WeakPtr<WorldEntity> > actionpoints_;
209                float squaredaccuracy_;
210                std::vector<Point > parsedActionpoints_;//<! actionpoints as they are stored here after being parsed from XML
211                std::vector<Point > loopActionpoints_;  //<! actionpoints that are to be looped
212                bool bInLoop_;
213                bool bLoop_;                            //<! is state machine looping?
214                bool bEndLoop_;                   
215                bool bTakenOver_;                       //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint
216                                                        //<! is to be executed for the state machine to start working
217            //----[/Actionpoint information]----
218                void setProtect (ControllableEntity* protect);
219                ControllableEntity* getProtect (); 
220                WeakPtr<ControllableEntity> protect_;   //<! entity that is to be protected if this->action_ == Action::PROTECT
221                void fillLoop();                        //<! moves actionpoints that are should be in loop from parsedActionpoints_ to loopActionpoints_
222                void fillLoopReversed();
223                void moveBackToTop();                   //<! analog of removing back actionpoint for loopActionpoints_: instead of removing it,
224                                                        //<! move it to the top, so that it will be executed later on.
225                void setClosestTarget();
226                Pawn* closestTarget();
227            //----[Actionpoint methods]----
228                /**
229                @brief
230                    Sets this->target_, this->targetPosition_, this->protect_ and this->action_ depending
231                    on the current actionpoint in the vector parsedActionpoints_ if not looping or
232                    loopActionpoints_ if looping.
233                @note
234                */
235                void executeActionpoint(); 
236                /**
237                @brief
238                    If this->bLoop_, move back action to top (back is the current one, top is the last),
239                    otherwise remove back actionpoint.
240                @note
241                    actionpoints_ is only used for XML, real state stacks are parsedActionpoints_ and loopActionpoints_
242                */           
243                void nextActionpoint();                 
244            //----[Actionpoint methods]----         
245                bool bFirstTick_; 
246
247              /*  void setSpawners();
248                Vector3 bestHealthPickup (float searchRadius);
249                // Point closestPickup(PickupType::Value pickupType);
250                std::multimap <int, std::pair<PickupSpawner*, bool> > healthSpawners_;
251                std::multimap <int, std::pair<PickupSpawner*, bool> > damageSpawners_;
252                std::multimap <int, std::pair<PickupSpawner*, bool> > speedSpawners_;
253*/
254                bool bActionCalled_;
255                bool bManeuverCalled_;
256                bool bDefaultFightAll_;
257
258                bool bActive_;
259                bool bPatrolling_;
260                bool bDefaultPatrol_;
261                bool stop_;
262                static int sTicks_;
263                static int nextActionpointControllerId_;
264                int actionpointControllerId_;
265                int ticks_;
266
267
268        private:
269           
270    };
271}
272
273#endif /* _ActionpointController_H__ */
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