| 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 "DivisionController.h" |
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| 30 | #include "infos/PlayerInfo.h" |
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| 31 | |
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| 32 | namespace orxonox |
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| 33 | { |
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| 34 | |
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| 35 | RegisterClass(DivisionController); |
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| 36 | |
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| 37 | //Leaders share the fact that they have Wingmans |
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| 38 | DivisionController::DivisionController(Context* context) : LeaderController(context) |
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| 39 | { |
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| 40 | RegisterObject(DivisionController); |
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| 41 | |
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| 42 | this->setFormationMode(FormationMode::DIAMOND); |
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| 43 | this->target_ = 0; |
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| 44 | this->myFollower_ = 0; |
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| 45 | this->myWingman_ = 0; |
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| 46 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&DivisionController::action, this))); |
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| 47 | this->rank_ = Rank::DIVISIONLEADER; |
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| 48 | |
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| 49 | |
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| 50 | } |
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| 51 | |
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| 52 | DivisionController::~DivisionController() |
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| 53 | { |
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| 54 | } |
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| 55 | |
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| 56 | void DivisionController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 57 | { |
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| 58 | SUPER(DivisionController, XMLPort, xmlelement, mode); |
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| 59 | |
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| 60 | //XMLPortParam(DivisionController, "target_", setTarget, getTarget, xmlelement, mode).defaultValues(100.0f); |
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| 61 | } |
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| 62 | |
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| 63 | |
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| 64 | void DivisionController::tick(float dt) |
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| 65 | { |
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| 66 | |
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| 67 | if (!this->isActive()) |
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| 68 | return; |
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| 69 | |
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| 70 | |
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| 71 | SUPER(DivisionController, tick, dt); |
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| 72 | |
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| 73 | } |
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| 74 | void DivisionController::action() |
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| 75 | { |
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| 76 | //----Whatever ship is doing, if there are targets close to it and its own target is far away, fight them---- |
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| 77 | //analog to attack move |
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| 78 | if (this->action_ != Action::FIGHT && this->action_ != Action::FIGHTALL) |
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| 79 | { |
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| 80 | if ( (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_) |
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| 81 | || !this->target_ ) |
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| 82 | { |
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| 83 | Pawn* newTarget = this->closestTarget(); |
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| 84 | if ( newTarget && |
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| 85 | CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) |
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| 86 | <= this->attackRange_ ) |
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| 87 | { |
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| 88 | // this->backupAction(); |
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| 89 | // this->setAction (Action::FIGHT, newTarget); |
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| 90 | Point p = { Action::FIGHT, CommonController::getName(newTarget), Vector3::ZERO }; |
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| 91 | this->parsedActionpoints_.push_back(p); |
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| 92 | this->executeActionpoint(); |
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| 93 | } |
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| 94 | } |
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| 95 | } |
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| 96 | |
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| 97 | //action is NONE whenever ships finishes current action, |
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| 98 | //if it was fighting before because enemies were close, resume what it was doing |
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| 99 | //otherwise try to execute next action |
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| 100 | if (this->action_ == Action::NONE) |
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| 101 | { |
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| 102 | this->executeActionpoint(); |
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| 103 | } |
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| 104 | |
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| 105 | |
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| 106 | //this->action_ is what I am actually executing, this->target_ is what I am |
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| 107 | //actually attacking, etc. |
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| 108 | |
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| 109 | //after action is finished, .pop_back() is to be called. |
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| 110 | if (this->action_ == Action::FIGHT || this->action_ == Action::FIGHTALL) |
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| 111 | { |
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| 112 | if (!this->hasTarget()) |
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| 113 | { |
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| 114 | //----find a target---- |
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| 115 | ControllableEntity* newTarget = this->closestTarget(); |
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| 116 | if (this->action_ == Action::FIGHT) |
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| 117 | { |
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| 118 | if (newTarget && CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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| 119 | { |
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| 120 | this->setAction (Action::FIGHT, newTarget); |
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| 121 | } |
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| 122 | else |
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| 123 | { |
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| 124 | this->nextActionpoint(); |
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| 125 | return; |
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| 126 | } |
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| 127 | } |
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| 128 | else if (this->action_ == Action::FIGHTALL) |
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| 129 | { |
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| 130 | if (newTarget && newTarget->getController()) |
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| 131 | { |
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| 132 | this->setAction (Action::FIGHTALL, newTarget); |
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| 133 | } |
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| 134 | else |
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| 135 | { |
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| 136 | this->nextActionpoint(); |
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| 137 | return; |
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| 138 | } |
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| 139 | } |
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| 140 | |
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| 141 | } |
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| 142 | else if (this->hasTarget()) |
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| 143 | { |
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| 144 | //----fly in formation if far enough---- |
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| 145 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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| 146 | |
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| 147 | |
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| 148 | if (diffVector.length() > this->attackRange_) |
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| 149 | { |
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| 150 | if (this->action_ == Action::FIGHT) |
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| 151 | { |
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| 152 | this->nextActionpoint(); |
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| 153 | return; |
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| 154 | } |
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| 155 | else |
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| 156 | { |
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| 157 | this->setTargetPositionOfWingman(); |
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| 158 | this->setTargetPositionOfFollower(); |
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| 159 | } |
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| 160 | |
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| 161 | } |
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| 162 | else |
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| 163 | { |
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| 164 | //----wingmans shall support the fire of their leaders---- |
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| 165 | if (this->myWingman_) |
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| 166 | { |
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| 167 | this->myWingman_->setAction (this->action_, this->target_); |
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| 168 | } |
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| 169 | if (this->myFollower_) |
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| 170 | { |
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| 171 | this->myFollower_->setAction (this->action_); |
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| 172 | } |
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| 173 | |
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| 174 | } |
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| 175 | |
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| 176 | } |
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| 177 | if (this->hasTarget()) |
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| 178 | { |
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| 179 | //----choose where to go---- |
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| 180 | this->maneuver(); |
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| 181 | //----fire if you can---- |
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| 182 | this->bShooting_ = this->canFire(); |
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| 183 | } |
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| 184 | |
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| 185 | } |
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| 186 | else if (this->action_ == Action::FLY) |
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| 187 | { |
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| 188 | |
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| 189 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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| 190 | { |
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| 191 | orxout(internal_error) << "arrived"; |
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| 192 | this->nextActionpoint(); |
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| 193 | return; |
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| 194 | } |
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| 195 | this->setTargetPositionOfWingman(); |
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| 196 | this->setTargetPositionOfFollower(); |
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| 197 | } |
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| 198 | else if (this->action_ == Action::PROTECT) |
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| 199 | { |
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| 200 | if (!this->getProtect()) |
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| 201 | { |
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| 202 | this->nextActionpoint(); |
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| 203 | return; |
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| 204 | } |
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| 205 | /* if (this->myWingman_) |
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| 206 | this->myWingman_->setAction (Action::PROTECT, this->getProtect()); |
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| 207 | if (this->myFollower_) |
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| 208 | this->myFollower_->setAction (Action::PROTECT, this->getProtect()); |
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| 209 | */ |
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| 210 | Vector3* targetRelativePosition; |
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| 211 | |
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| 212 | targetRelativePosition = new Vector3 (0, 0, 500); |
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| 213 | |
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| 214 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
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| 215 | (this->getProtect()->getWorldOrientation()* (*targetRelativePosition))); |
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| 216 | this->setTargetPosition(targetAbsolutePosition); |
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| 217 | |
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| 218 | this->setTargetPositionOfWingman(); |
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| 219 | this->setTargetPositionOfFollower(); |
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| 220 | |
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| 221 | } |
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| 222 | else if (this->action_ == Action::ATTACK) |
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| 223 | { |
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| 224 | if (!this->hasTarget()) |
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| 225 | { |
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| 226 | this->nextActionpoint(); |
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| 227 | return; |
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| 228 | } |
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| 229 | //----fly in formation if far enough---- |
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| 230 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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| 231 | if (diffVector.length() > this->attackRange_) |
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| 232 | { |
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| 233 | this->setTargetPositionOfWingman(); |
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| 234 | this->setTargetPositionOfFollower(); |
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| 235 | } |
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| 236 | else |
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| 237 | { |
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| 238 | //----wingmans shall support the fire of their leaders---- |
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| 239 | if (this->myWingman_) |
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| 240 | { |
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| 241 | this->myWingman_->setAction (this->action_, this->target_); |
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| 242 | } |
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| 243 | if (this->myFollower_) |
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| 244 | { |
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| 245 | this->myFollower_->setAction (this->action_); |
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| 246 | } |
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| 247 | |
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| 248 | } |
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| 249 | |
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| 250 | //----choose where to go---- |
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| 251 | this->maneuver(); |
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| 252 | //----fire if you can---- |
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| 253 | this->bShooting_ = this->canFire(); |
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| 254 | } |
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| 255 | |
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| 256 | } |
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| 257 | |
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| 258 | |
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| 259 | |
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| 260 | void DivisionController::setTargetPositionOfWingman() |
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| 261 | { |
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| 262 | if (!this->myWingman_) |
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| 263 | return; |
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| 264 | Vector3* targetRelativePositionOfWingman; |
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| 265 | switch (this->formationMode_){ |
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| 266 | case FormationMode::WALL: |
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| 267 | { |
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| 268 | targetRelativePositionOfWingman = new Vector3 (400, 0, 0); |
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| 269 | break; |
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| 270 | } |
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| 271 | case FormationMode::FINGER4: |
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| 272 | { |
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| 273 | targetRelativePositionOfWingman = new Vector3 (400, 0, 200); |
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| 274 | break; |
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| 275 | } |
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| 276 | |
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| 277 | case FormationMode::DIAMOND: |
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| 278 | { |
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| 279 | targetRelativePositionOfWingman = new Vector3 (400, 0, 200); |
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| 280 | break; |
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| 281 | } |
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| 282 | } |
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| 283 | Quaternion orient = this->getControllableEntity()->getWorldOrientation(); |
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| 284 | |
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| 285 | Vector3 targetAbsolutePositionOfWingman = ((this->getControllableEntity()->getWorldPosition()) + |
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| 286 | (this->getControllableEntity()->getWorldOrientation()* (*targetRelativePositionOfWingman))); |
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| 287 | |
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| 288 | myWingman_->setAction( Action::FLY, targetAbsolutePositionOfWingman, orient); |
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| 289 | |
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| 290 | } |
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| 291 | void DivisionController::setTargetPositionOfFollower() |
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| 292 | { |
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| 293 | if (!this->myFollower_) |
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| 294 | return; |
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| 295 | this->myFollower_->setFormationMode(this->formationMode_); |
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| 296 | |
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| 297 | Vector3* targetRelativePositionOfFollower; |
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| 298 | switch (this->formationMode_){ |
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| 299 | case FormationMode::WALL: |
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| 300 | { |
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| 301 | targetRelativePositionOfFollower = new Vector3 (-400, 0, 0); |
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| 302 | break; |
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| 303 | } |
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| 304 | case FormationMode::FINGER4: |
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| 305 | { |
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| 306 | targetRelativePositionOfFollower = new Vector3 (-400, 0, 200); |
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| 307 | break; |
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| 308 | } |
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| 309 | |
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| 310 | case FormationMode::DIAMOND: |
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| 311 | { |
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| 312 | targetRelativePositionOfFollower = new Vector3 (-400, 0, 200); |
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| 313 | break; |
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| 314 | } |
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| 315 | } |
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| 316 | Quaternion orient = this->getControllableEntity()->getWorldOrientation(); |
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| 317 | |
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| 318 | Vector3 targetAbsolutePositionOfFollower = ((this->getControllableEntity()->getWorldPosition()) + |
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| 319 | (this->getControllableEntity()->getWorldOrientation()* (*targetRelativePositionOfFollower))); |
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| 320 | |
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| 321 | myFollower_->setAction ( Action::FLY, targetAbsolutePositionOfFollower, orient ); |
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| 322 | } |
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| 323 | |
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| 324 | |
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| 325 | bool DivisionController::setWingman(CommonController* cwingman) |
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| 326 | { |
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| 327 | |
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| 328 | WeakPtr<WingmanController> wingman = orxonox_cast<WingmanController*>(cwingman); |
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| 329 | if (!this->myWingman_) |
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| 330 | { |
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| 331 | this->myWingman_ = wingman; |
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| 332 | return true; |
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| 333 | } |
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| 334 | else |
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| 335 | { |
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| 336 | return false; |
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| 337 | } |
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| 338 | |
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| 339 | } |
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| 340 | bool DivisionController::setFollower(LeaderController* myFollower) |
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| 341 | { |
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| 342 | if (!this->myFollower_) |
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| 343 | { |
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| 344 | this->myFollower_ = myFollower; |
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| 345 | return true; |
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| 346 | } |
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| 347 | else |
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| 348 | { |
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| 349 | return false; |
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| 350 | } |
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| 351 | } |
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| 352 | bool DivisionController::hasWingman() |
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| 353 | { |
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| 354 | if (this->myWingman_) |
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| 355 | return true; |
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| 356 | else |
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| 357 | return false; |
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| 358 | } |
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| 359 | bool DivisionController::hasFollower() |
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| 360 | { |
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| 361 | if (this->myFollower_) |
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| 362 | return true; |
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| 363 | else |
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| 364 | return false; |
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| 365 | } |
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| 366 | |
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| 367 | |
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| 368 | |
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| 369 | |
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| 370 | |
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| 371 | } |
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