[10719] | 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 "SectionController.h" |
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| 30 | |
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| 31 | namespace orxonox |
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| 32 | { |
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| 33 | |
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| 34 | RegisterClass(SectionController); |
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| 35 | |
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[10826] | 36 | //Leaders share the fact that they have Wingmans |
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[10719] | 37 | SectionController::SectionController(Context* context) : LeaderController(context) |
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| 38 | { |
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| 39 | RegisterObject(SectionController); |
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[10759] | 40 | this->setFormationMode(FormationMode::FINGER4); |
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[10725] | 41 | |
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[10719] | 42 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&SectionController::action, this))); |
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[10725] | 43 | this->myWingman_ = 0; |
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| 44 | this->myDivisionLeader_ = 0; |
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[10759] | 45 | this->rank_ = Rank::SECTIONLEADER; |
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[10851] | 46 | this->bFirstAction_ = true; |
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[10826] | 47 | //orxout(internal_error) << this << "Was created" << endl; |
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[10719] | 48 | |
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| 49 | } |
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| 50 | |
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| 51 | SectionController::~SectionController() |
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| 52 | { |
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[10859] | 53 | // if (this->myWingman_) |
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| 54 | // { |
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| 55 | // this->myWingman_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); |
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| 56 | // } |
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[10854] | 57 | for (size_t i = 0; i < this->actionpoints_.size(); ++i) |
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| 58 | { |
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| 59 | if(this->actionpoints_[i]) |
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| 60 | this->actionpoints_[i]->destroy(); |
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| 61 | } |
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| 62 | this->parsedActionpoints_.clear(); |
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| 63 | this->actionpoints_.clear(); |
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[10725] | 64 | } |
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[10826] | 65 | void SectionController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 66 | { |
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| 67 | SUPER(SectionController, XMLPort, xmlelement, mode); |
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[10731] | 68 | |
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[10826] | 69 | //XMLPortParam(SectionController, "target_", setTarget, getTarget, xmlelement, mode).defaultValues(100.0f); |
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| 70 | } |
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| 71 | |
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| 72 | //----in tick, move (or look) and shoot---- |
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[10731] | 73 | void SectionController::tick(float dt) |
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| 74 | { |
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[10843] | 75 | if (!this->isActive()) |
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[10731] | 76 | return; |
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[10843] | 77 | |
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[10731] | 78 | |
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| 79 | SUPER(SectionController, tick, dt); |
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| 80 | } |
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| 81 | |
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| 82 | void SectionController::action() |
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| 83 | { |
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[10859] | 84 | if (!this || !this->getControllableEntity()) |
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| 85 | return; |
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[10851] | 86 | |
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[10826] | 87 | //----If no leader, find one---- |
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[10731] | 88 | if (!myDivisionLeader_) |
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| 89 | { |
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| 90 | LeaderController* newDivisionLeader = findNewDivisionLeader(); |
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| 91 | this->myDivisionLeader_ = newDivisionLeader; |
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[10826] | 92 | |
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[10731] | 93 | } |
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[10826] | 94 | //----If have leader---- |
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[10780] | 95 | else |
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[10805] | 96 | { |
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[10826] | 97 | } |
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[10851] | 98 | if (!myDivisionLeader_) |
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[10805] | 99 | { |
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[10861] | 100 | |
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[10864] | 101 | ActionpointController::action(); |
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[10861] | 102 | if (!this || !this->getControllableEntity()) |
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| 103 | return; |
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| 104 | if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty())) |
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| 105 | { |
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| 106 | if (this->myWingman_) |
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| 107 | { |
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| 108 | this->myWingman_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); |
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| 109 | } |
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| 110 | } |
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[10854] | 111 | } |
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| 112 | else if (myDivisionLeader_) |
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| 113 | { |
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| 114 | switch (myDivisionLeader_->getAction()) |
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[10805] | 115 | { |
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[10858] | 116 | case Action::FIGHT: |
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| 117 | { |
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| 118 | if (!this->hasTarget()) |
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| 119 | { |
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| 120 | this->chooseTarget(); |
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| 121 | } |
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| 122 | break; |
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| 123 | } |
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| 124 | case Action::FIGHTALL: |
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| 125 | { |
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| 126 | if (!this->hasTarget()) |
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| 127 | { |
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| 128 | this->chooseTarget(); |
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| 129 | } |
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| 130 | break; |
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| 131 | } |
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| 132 | case Action::ATTACK: |
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| 133 | { |
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| 134 | if (!this->hasTarget()) |
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| 135 | { |
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| 136 | this->chooseTarget(); |
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| 137 | } |
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| 138 | break; |
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| 139 | } |
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[10854] | 140 | default: |
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[10805] | 141 | { |
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[10854] | 142 | ControllableEntity* myEntity = this->getControllableEntity(); |
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| 143 | Vector3 myPosition = myEntity->getWorldPosition(); |
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| 144 | if (!this->myDivisionLeader_) |
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[10851] | 145 | { |
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[10854] | 146 | return; |
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[10851] | 147 | } |
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[10854] | 148 | ControllableEntity* leaderEntity = this->myDivisionLeader_->getControllableEntity(); |
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| 149 | Quaternion orient = leaderEntity->getWorldOrientation(); |
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| 150 | Vector3 leaderPosition = leaderEntity->getWorldPosition(); |
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| 151 | |
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| 152 | Vector3 targetRelativePosition = getFormationPosition(); |
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| 153 | if (!this->myDivisionLeader_) |
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[10851] | 154 | { |
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[10854] | 155 | return; |
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[10851] | 156 | } |
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[10854] | 157 | Vector3 targetAbsolutePosition = |
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| 158 | (leaderPosition + (orient*WorldEntity::FRONT) * (leaderEntity->getVelocity().length()/5) |
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| 159 | + (orient* (targetRelativePosition))); |
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| 160 | |
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| 161 | this->setAction (Action::FLY, targetAbsolutePosition, orient); |
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| 162 | if ((targetAbsolutePosition - myPosition).length() > this->tolerance_ * 1.5f) |
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[10851] | 163 | { |
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[10854] | 164 | this->boostControl(); |
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[10851] | 165 | } |
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| 166 | else |
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| 167 | { |
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[10854] | 168 | this->getControllableEntity()->boost(false); |
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[10851] | 169 | } |
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| 170 | } |
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[10832] | 171 | } |
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[10858] | 172 | if (this->hasTarget()) |
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| 173 | { |
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| 174 | //----choose where to go---- |
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| 175 | this->maneuver(); |
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| 176 | //----fire if you can---- |
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| 177 | this->bShooting_ = this->canFire(); |
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| 178 | } |
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[10854] | 179 | } |
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[10851] | 180 | |
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[10854] | 181 | } |
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[10851] | 182 | |
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[10856] | 183 | |
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[10832] | 184 | //PRE: myDivisionLeader_ != 0 && myDivisionLeader_->action_ == Action::FIGHT |
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[10826] | 185 | //POST: this->target_ is set unless division leader doesn't have one |
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| 186 | void SectionController::chooseTarget() |
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| 187 | { |
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| 188 | //----If division leader fights, cover him by fighting emenies close to his target---- |
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[10854] | 189 | Action::Value action = this->myDivisionLeader_->getAction(); |
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| 190 | |
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| 191 | Pawn* target; |
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| 192 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
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[10826] | 193 | { |
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| 194 | //----if he has a target---- |
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| 195 | if (this->myDivisionLeader_->hasTarget()) |
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| 196 | { |
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| 197 | //----try to find a new target if division leader has wingman (doing fine) and no good target already set---- |
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| 198 | if ( this->myDivisionLeader_->hasWingman() && |
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| 199 | !( this->hasTarget() && this->getTarget() != this->myDivisionLeader_->getTarget() ) ) |
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| 200 | { |
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| 201 | |
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| 202 | bool foundTarget = false; |
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| 203 | //----new target should be close to division's target---- |
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| 204 | Vector3 divisionTargetPosition = this->myDivisionLeader_->getTarget()->getWorldPosition(); |
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[10838] | 205 | Gametype* gt = this->getGametype(); |
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[10826] | 206 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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| 207 | { |
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| 208 | //----is enemy?---- |
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[10838] | 209 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) |
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[10826] | 210 | continue; |
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| 211 | //----in range?---- |
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| 212 | if (((*itP)->getWorldPosition() - divisionTargetPosition).length() < 3000 && |
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| 213 | (*itP) != this->myDivisionLeader_->getTarget()) |
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| 214 | { |
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| 215 | foundTarget = true; |
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[10854] | 216 | target = (*itP); |
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[10826] | 217 | //orxout(internal_error) << "Found target" << endl; |
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| 218 | break; |
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| 219 | } |
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| 220 | } |
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| 221 | //----no target? then attack same target as division leader---- |
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| 222 | if (!foundTarget) |
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| 223 | { |
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[10854] | 224 | target = orxonox_cast<Pawn*>(this->myDivisionLeader_->getTarget()); |
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[10826] | 225 | } |
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| 226 | } |
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| 227 | //----if division leader doesn't have a wingman, support his fire---- |
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| 228 | else |
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| 229 | { |
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[10854] | 230 | target = orxonox_cast<Pawn*>(this->myDivisionLeader_->getTarget()); |
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[10826] | 231 | } |
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| 232 | } |
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| 233 | //----If he fights but doesn't have a target, wait for him to get one---- |
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| 234 | else |
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| 235 | { |
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| 236 | |
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| 237 | } |
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[10858] | 238 | this->setTarget (orxonox_cast<ControllableEntity*>(target)); |
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[10854] | 239 | } |
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| 240 | else |
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| 241 | { |
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[10826] | 242 | } |
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| 243 | } |
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[10854] | 244 | Vector3 SectionController::getFormationPosition () |
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| 245 | { |
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| 246 | this->setFormationMode( this->myDivisionLeader_->getFormationMode() ); |
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| 247 | Vector3* targetRelativePosition; |
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| 248 | switch (this->formationMode_){ |
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| 249 | case FormationMode::WALL: |
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| 250 | { |
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| 251 | targetRelativePosition = new Vector3 (-400, 0, 0); |
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| 252 | break; |
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| 253 | } |
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| 254 | case FormationMode::FINGER4: |
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| 255 | { |
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| 256 | targetRelativePosition = new Vector3 (-400, 0, 200); |
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| 257 | break; |
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| 258 | } |
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| 259 | |
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| 260 | case FormationMode::DIAMOND: |
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| 261 | { |
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| 262 | targetRelativePosition = new Vector3 (-400, 0, 200); |
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| 263 | break; |
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| 264 | } |
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| 265 | } |
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| 266 | return *targetRelativePosition; |
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| 267 | } |
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[10826] | 268 | |
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[10856] | 269 | |
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[10826] | 270 | |
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[10722] | 271 | LeaderController* SectionController::findNewDivisionLeader() |
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[10719] | 272 | { |
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| 273 | |
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| 274 | if (!this->getControllableEntity()) |
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[10722] | 275 | return 0; |
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[10719] | 276 | |
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[10722] | 277 | LeaderController* closestLeader = 0; |
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| 278 | float minDistance = std::numeric_limits<float>::infinity(); |
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[10719] | 279 | //go through all pawns |
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| 280 | for (ObjectList<LeaderController>::iterator it = ObjectList<LeaderController>::begin(); it; ++it) |
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| 281 | { |
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[10722] | 282 | //0ptr or not DivisionController? |
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[10759] | 283 | if (!(it) || !((it)->getRank() == Rank::DIVISIONLEADER) || !(it->getControllableEntity())) |
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[10722] | 284 | continue; |
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[10719] | 285 | //same team? |
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| 286 | if ((this->getControllableEntity()->getTeam() != (it)->getControllableEntity()->getTeam())) |
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| 287 | continue; |
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| 288 | |
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| 289 | //is equal to this? |
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| 290 | if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity()) |
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| 291 | continue; |
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| 292 | |
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[10826] | 293 | float distance = CommonController::distance (it->getControllableEntity(), this->getControllableEntity()); |
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[10722] | 294 | |
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| 295 | if (distance < minDistance && !(it->hasFollower())) |
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| 296 | { |
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| 297 | closestLeader = *it; |
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| 298 | minDistance = distance; |
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| 299 | } |
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[10729] | 300 | |
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[10719] | 301 | } |
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[10722] | 302 | if (closestLeader) |
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| 303 | { |
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| 304 | if (closestLeader->setFollower(this)) |
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| 305 | return closestLeader; |
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| 306 | } |
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| 307 | return 0; |
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[10719] | 308 | } |
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[10864] | 309 | bool SectionController::setWingman(ActionpointController* cwingman) |
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[10731] | 310 | { |
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| 311 | WeakPtr<WingmanController> wingman = orxonox_cast<WingmanController*>(cwingman); |
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[10719] | 312 | |
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[10731] | 313 | if (!this->myWingman_) |
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[10719] | 314 | { |
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[10731] | 315 | this->myWingman_ = wingman; |
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| 316 | return true; |
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[10719] | 317 | } |
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[10731] | 318 | else |
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| 319 | { |
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| 320 | return false; |
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| 321 | } |
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[10729] | 322 | } |
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| 323 | |
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[10731] | 324 | bool SectionController::hasWingman() |
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[10725] | 325 | { |
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[10731] | 326 | if (this->myWingman_) |
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| 327 | return true; |
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| 328 | else |
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| 329 | return false; |
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[10719] | 330 | } |
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| 331 | } |
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