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source: code/branches/campaignHS15/src/orxonox/controllers/WingmanController.cc @ 10843

Last change on this file since 10843 was 10843, checked in by gania, 8 years ago

gani check in before a major change

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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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      Dominik Solenicki
26 *
27 */
28
29#include "WingmanController.h"
30
31
32namespace orxonox
33{
34
35    RegisterClass(WingmanController);
36   
37    //CommonController contains all common functionality of AI Controllers
38    WingmanController::WingmanController(Context* context) : CommonController(context)
39    {
40        RegisterObject(WingmanController);
41        this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&WingmanController::action, this)));
42        this->myLeader_ = 0;
43        this->rank_ = Rank::WINGMAN;
44    }
45
46    WingmanController::~WingmanController()
47    {
48
49    }
50 
51    void WingmanController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
52    {
53        SUPER(WingmanController, XMLPort, xmlelement, mode);
54
55        //XMLPortParam(SectionController, "target_", setTarget, getTarget, xmlelement, mode).defaultValues(100.0f);
56    }
57   
58    //----in tick, move (or look) and shoot----
59    void WingmanController::tick(float dt)
60    {   
61        if (!this->isActive())
62            return;
63       
64       
65        SUPER(WingmanController, tick, dt);
66    }
67   
68    //----action for hard calculations----
69    void WingmanController::action()
70    {
71        //----If no leader, find one----
72        if (!this->myLeader_)
73        {
74            CommonController* newLeader = findNewLeader();
75            this->myLeader_ = newLeader;
76           
77        }
78        //----If have leader, he will deal with logic----
79        else
80        {
81            this->action_ = this->myLeader_->getAction();
82        }
83
84
85        //----action was set to fight----
86        if (this->action_ == Action::FIGHT)
87        {
88            //----If no leader found, attack someone----
89            if (!this->hasTarget() && !this->myLeader_)
90            {
91                this->setClosestTarget(); 
92            }
93            if (this->hasTarget())
94            {
95                //----choose where to go----
96                this->maneuver();
97                //----fire if you can----
98                this->bShooting_ = this->canFire();               
99            }
100        }
101        //----action was set to fly, leader handles the logic----
102        else if (this->action_ == Action::FLY)
103        {
104
105        }
106        //----gani-TODO: implement protect----
107        else if (this->action_ == Action::PROTECT)
108        {
109
110        }
111         
112    }
113     
114   
115   
116    //----POST: closest leader that is ready to take a new wingman is returned----
117    CommonController* WingmanController::findNewLeader()
118    {
119
120        if (!this->getControllableEntity())
121            return 0;
122
123        //----vars for finding the closest leader----
124        CommonController* closestLeader = 0;
125        float minDistance =  std::numeric_limits<float>::infinity();
126        Gametype* gt = this->getGametype();
127        for (ObjectList<CommonController>::iterator it = ObjectList<CommonController>::begin(); it; ++it)
128        {
129            //----0ptr or not a leader or dead?----
130            if (!it || 
131                (it->getRank() != Rank::SECTIONLEADER && it->getRank() != Rank::DIVISIONLEADER) || 
132                !(it->getControllableEntity()))
133                continue;
134           
135            //----same team?----
136            if ( !CommonController::sameTeam (this->getControllableEntity(), (it)->getControllableEntity(), gt) )
137                continue;
138           
139            //----check distance----
140            float distance = CommonController::distance (it->getControllableEntity(), this->getControllableEntity());
141            if (distance < minDistance && !(it->hasWingman()))
142            {
143                closestLeader = *it;
144                minDistance = distance;
145            }
146           
147        }
148        if (closestLeader)
149        {
150            //----Racing conditions----
151            if (closestLeader->setWingman(this))
152                return closestLeader;
153        }
154        return 0;
155    }
156
157
158
159
160}
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