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 | |
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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 | |
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77 | |
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78 | /* if (this->target_) |
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79 | { |
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80 | if (CommonController::distance (this->getControllableEntity(), newTarget) < |
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81 | CommonController::distance (this->getControllableEntity(), target_)) |
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82 | { |
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83 | Actionpoint* ap = new Actionpoint(this->getContext()); |
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84 | ap->setPosition (0, 0, 0); |
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85 | ap->setActionXML ("FIGHT"); |
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86 | //ap->setEnemyXML(CommonController::getName(newTarget)); |
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87 | this->addActionpoint (ap); |
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88 | } |
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89 | |
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90 | }*/ |
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91 | //----Whatever ship is doing, if there are targets close to it and its own target is far away, fight them---- |
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92 | //analog to attack move |
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93 | if (this->action_ != Action::FIGHT && this->action_ != Action::FIGHTALL) |
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94 | { |
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95 | if ((this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_) || |
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96 | !this->target_) |
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97 | { |
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98 | ControllableEntity* newTarget = this->closestTarget(); |
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99 | if (newTarget && CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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100 | { |
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101 | this->backupAction(); |
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102 | this->setAction (Action::FIGHT, newTarget); |
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103 | } |
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104 | } |
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105 | } |
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106 | //action is NONE whenever ships finishes current action, |
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107 | //if it was fighting before because enemies were close, resume what it was doing |
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108 | //otherwise try to execute next action |
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109 | if (this->action_ == Action::NONE) |
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110 | { |
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111 | if (this->bBackuped_) |
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112 | { |
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113 | this->restoreAction(); |
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114 | } else if (!this->actionpoints_.empty()) |
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115 | { |
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116 | this->popAction(); |
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117 | } |
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118 | } |
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119 | if (this->action_ == Action::FIGHT || this->action_ == Action::FIGHTALL) |
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120 | { |
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121 | if (!this->hasTarget()) |
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122 | { |
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123 | //----find a target---- |
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124 | if (this->action_ == Action::FIGHT) |
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125 | { |
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126 | ControllableEntity* newTarget = this->closestTarget(); |
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127 | if (newTarget && CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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128 | { |
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129 | this->setAction (Action::FIGHT, newTarget); |
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130 | } |
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131 | else |
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132 | { |
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133 | this->setAction (Action::NONE); |
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134 | } |
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135 | } |
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136 | else if (this->action_ == Action::FIGHTALL) |
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137 | { |
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138 | this->setClosestTarget(); |
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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 | if (diffVector.length() > this->attackRange_) |
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147 | { |
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148 | this->setTargetPositionOfWingman(); |
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149 | this->setTargetPositionOfFollower(); |
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150 | } |
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151 | else |
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152 | { |
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153 | //----wingmans shall support the fire of their leaders---- |
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154 | if (this->myWingman_) |
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155 | { |
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156 | this->myWingman_->setAction (Action::FIGHT, this->target_); |
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157 | } |
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158 | if (this->myFollower_) |
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159 | { |
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160 | this->myFollower_->setAction (Action::FIGHT); |
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161 | } |
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162 | |
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163 | } |
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164 | |
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165 | } |
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166 | if (this->hasTarget()) |
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167 | { |
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168 | //----choose where to go---- |
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169 | this->maneuver(); |
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170 | //----fire if you can---- |
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171 | this->bShooting_ = this->canFire(); |
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172 | } |
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173 | |
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174 | } |
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175 | else if (this->action_ == Action::FLY) |
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176 | { |
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177 | this->setTargetPositionOfWingman(); |
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178 | this->setTargetPositionOfFollower(); |
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179 | } |
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180 | else if (this->action_ == Action::PROTECT) |
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181 | { |
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182 | if (!this->getProtect()) |
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183 | { |
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184 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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185 | { |
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186 | if ((*itP)->getName() == this->protectName_) |
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187 | { |
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188 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
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189 | } |
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190 | } |
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191 | if (!this->getProtect()) |
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192 | { |
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193 | this->setAction (Action::NONE); |
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194 | } |
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195 | } |
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196 | else |
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197 | { |
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198 | /* if (this->myWingman_) |
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199 | this->myWingman_->setAction (Action::PROTECT, this->getProtect()); |
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200 | if (this->myFollower_) |
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201 | this->myFollower_->setAction (Action::PROTECT, this->getProtect()); |
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202 | */ |
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203 | Vector3* targetRelativePosition; |
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204 | |
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205 | targetRelativePosition = new Vector3 (0, 0, 500); |
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206 | |
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207 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
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208 | (this->getProtect()->getWorldOrientation()* (*targetRelativePosition))); |
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209 | this->setTargetPosition(targetAbsolutePosition); |
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210 | |
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211 | this->setTargetPositionOfWingman(); |
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212 | this->setTargetPositionOfFollower(); |
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213 | } |
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214 | |
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215 | } |
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216 | |
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217 | } |
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218 | |
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219 | |
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220 | |
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221 | void DivisionController::setTargetPositionOfWingman() |
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222 | { |
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223 | if (!this->myWingman_) |
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224 | return; |
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225 | Vector3* targetRelativePositionOfWingman; |
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226 | switch (this->formationMode_){ |
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227 | case FormationMode::WALL: |
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228 | { |
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229 | targetRelativePositionOfWingman = new Vector3 (400, 0, 0); |
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230 | break; |
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231 | } |
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232 | case FormationMode::FINGER4: |
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233 | { |
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234 | targetRelativePositionOfWingman = new Vector3 (400, 0, 200); |
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235 | break; |
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236 | } |
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237 | |
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238 | case FormationMode::DIAMOND: |
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239 | { |
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240 | targetRelativePositionOfWingman = new Vector3 (400, 0, 200); |
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241 | break; |
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242 | } |
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243 | } |
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244 | Quaternion orient = this->getControllableEntity()->getWorldOrientation(); |
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245 | |
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246 | Vector3 targetAbsolutePositionOfWingman = ((this->getControllableEntity()->getWorldPosition()) + |
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247 | (this->getControllableEntity()->getWorldOrientation()* (*targetRelativePositionOfWingman))); |
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248 | |
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249 | myWingman_->setAction( Action::FLY, targetAbsolutePositionOfWingman, orient); |
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250 | |
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251 | } |
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252 | void DivisionController::setTargetPositionOfFollower() |
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253 | { |
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254 | if (!this->myFollower_) |
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255 | return; |
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256 | this->myFollower_->setFormationMode(this->formationMode_); |
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257 | |
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258 | Vector3* targetRelativePositionOfFollower; |
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259 | switch (this->formationMode_){ |
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260 | case FormationMode::WALL: |
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261 | { |
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262 | targetRelativePositionOfFollower = new Vector3 (-400, 0, 0); |
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263 | break; |
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264 | } |
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265 | case FormationMode::FINGER4: |
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266 | { |
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267 | targetRelativePositionOfFollower = new Vector3 (-400, 0, 200); |
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268 | break; |
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269 | } |
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270 | |
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271 | case FormationMode::DIAMOND: |
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272 | { |
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273 | targetRelativePositionOfFollower = 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 | Quaternion orient = this->getControllableEntity()->getWorldOrientation(); |
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278 | |
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279 | Vector3 targetAbsolutePositionOfFollower = ((this->getControllableEntity()->getWorldPosition()) + |
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280 | (this->getControllableEntity()->getWorldOrientation()* (*targetRelativePositionOfFollower))); |
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281 | |
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282 | myFollower_->setAction ( Action::FLY, targetAbsolutePositionOfFollower, orient ); |
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283 | } |
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284 | |
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285 | |
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286 | bool DivisionController::setWingman(CommonController* cwingman) |
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287 | { |
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288 | |
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289 | WeakPtr<WingmanController> wingman = orxonox_cast<WingmanController*>(cwingman); |
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290 | if (!this->myWingman_) |
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291 | { |
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292 | this->myWingman_ = wingman; |
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293 | return true; |
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294 | } |
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295 | else |
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296 | { |
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297 | return false; |
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298 | } |
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299 | |
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300 | } |
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301 | bool DivisionController::setFollower(LeaderController* myFollower) |
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302 | { |
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303 | if (!this->myFollower_) |
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304 | { |
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305 | this->myFollower_ = myFollower; |
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306 | return true; |
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307 | } |
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308 | else |
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309 | { |
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310 | return false; |
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311 | } |
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312 | } |
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313 | bool DivisionController::hasWingman() |
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314 | { |
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315 | if (this->myWingman_) |
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316 | return true; |
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317 | else |
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318 | return false; |
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319 | } |
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320 | bool DivisionController::hasFollower() |
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321 | { |
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322 | if (this->myFollower_) |
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323 | return true; |
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324 | else |
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325 | return false; |
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326 | } |
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327 | |
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328 | |
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329 | |
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330 | |
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331 | |
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332 | } |
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