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 "WingmanController.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(WingmanController); |
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36 | |
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37 | //CommonController contains all common functionality of AI Controllers |
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38 | WingmanController::WingmanController(Context* context) : CommonController(context) |
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39 | { |
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40 | RegisterObject(WingmanController); |
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41 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&WingmanController::action, this))); |
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42 | this->myLeader_ = 0; |
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43 | this->rank_ = Rank::WINGMAN; |
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44 | this->bFirstAction_ = true; |
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45 | |
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46 | } |
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47 | |
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48 | WingmanController::~WingmanController() |
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49 | { |
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50 | |
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51 | } |
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52 | |
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53 | void WingmanController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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54 | { |
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55 | SUPER(WingmanController, XMLPort, xmlelement, mode); |
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56 | |
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57 | //XMLPortParam(SectionController, "target_", setTarget, getTarget, xmlelement, mode).defaultValues(100.0f); |
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58 | } |
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59 | |
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60 | //----in tick, move (or look) and shoot---- |
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61 | void WingmanController::tick(float dt) |
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62 | { |
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63 | if (!this->isActive()) |
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64 | return; |
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65 | |
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66 | |
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67 | SUPER(WingmanController, tick, dt); |
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68 | } |
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69 | |
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70 | //----action for hard calculations---- |
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71 | void WingmanController::action() |
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72 | { |
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73 | |
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74 | //----If no leader, find one---- |
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75 | if (!this->myLeader_) |
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76 | { |
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77 | CommonController* newLeader = findNewLeader(); |
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78 | this->myLeader_ = newLeader; |
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79 | |
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80 | } |
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81 | //----If have leader, he will deal with logic---- |
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82 | else |
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83 | { |
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84 | |
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85 | } |
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86 | if (!this->myLeader_) |
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87 | { |
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88 | bool b = this->startAttackingEnemiesThatAreClose(); |
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89 | |
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90 | if (this->action_ == Action::NONE) |
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91 | { |
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92 | this->executeActionpoint(); |
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93 | } |
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94 | if (this->action_ == Action::FIGHT || this->action_ == Action::FIGHTALL) |
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95 | { |
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96 | if (!this->hasTarget()) |
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97 | { |
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98 | //----find a target---- |
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99 | ControllableEntity* newTarget = this->closestTarget(); |
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100 | if (this->action_ == Action::FIGHT) |
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101 | { |
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102 | if (newTarget && |
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103 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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104 | { |
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105 | this->setAction (Action::FIGHT, newTarget); |
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106 | } |
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107 | else |
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108 | { |
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109 | this->nextActionpoint(); |
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110 | return; |
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111 | } |
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112 | } |
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113 | else if (this->action_ == Action::FIGHTALL) |
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114 | { |
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115 | if (newTarget && newTarget->getController()) |
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116 | { |
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117 | this->setAction (Action::FIGHTALL, newTarget); |
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118 | } |
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119 | else |
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120 | { |
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121 | this->nextActionpoint(); |
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122 | return; |
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123 | } |
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124 | } |
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125 | |
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126 | } |
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127 | else if (this->hasTarget()) |
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128 | { |
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129 | //----fly in formation if far enough---- |
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130 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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131 | |
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132 | if (diffVector.length() > this->attackRange_) |
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133 | { |
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134 | if (this->action_ == Action::FIGHT) |
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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->action_ == Action::FLY) |
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143 | { |
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144 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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145 | { |
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146 | this->nextActionpoint(); |
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147 | return; |
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148 | } |
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149 | } |
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150 | else if (this->action_ == Action::PROTECT) |
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151 | { |
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152 | if (!this->getProtect()) |
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153 | { |
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154 | this->nextActionpoint(); |
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155 | return; |
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156 | } |
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157 | |
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158 | Vector3* targetRelativePosition; |
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159 | |
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160 | targetRelativePosition = new Vector3 (0, 300, 300); |
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161 | |
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162 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
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163 | (this->getProtect()->getWorldOrientation()* (*targetRelativePosition))); |
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164 | this->setTargetPosition(targetAbsolutePosition); |
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165 | |
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166 | |
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167 | } |
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168 | else if (this->action_ == Action::ATTACK) |
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169 | { |
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170 | if (!this->hasTarget()) |
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171 | { |
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172 | this->nextActionpoint(); |
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173 | return; |
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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 | else |
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186 | { |
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187 | //----action was set to fight---- |
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188 | if (this->action_ == Action::FIGHT) |
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189 | { |
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190 | //----If no leader found, attack someone---- |
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191 | if (!this->hasTarget()) |
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192 | { |
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193 | this->setClosestTarget(); |
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194 | } |
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195 | if (this->hasTarget()) |
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196 | { |
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197 | //----choose where to go---- |
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198 | this->maneuver(); |
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199 | //----fire if you can---- |
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200 | this->bShooting_ = this->canFire(); |
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201 | } |
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202 | } |
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203 | //----action was set to fly, leader handles the logic---- |
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204 | else if (this->action_ == Action::FLY) |
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205 | { |
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206 | |
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207 | } |
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208 | } |
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209 | if (this->bFirstAction_ && this->myLeader_) |
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210 | { |
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211 | this->parsedActionpoints_ = this->myLeader_->parsedActionpoints_; |
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212 | this->bFirstAction_ = false; |
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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 | //----POST: closest leader that is ready to take a new wingman is returned---- |
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219 | CommonController* WingmanController::findNewLeader() |
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220 | { |
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221 | |
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222 | if (!this->getControllableEntity()) |
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223 | return 0; |
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224 | |
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225 | //----vars for finding the closest leader---- |
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226 | CommonController* closestLeader = 0; |
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227 | float minDistance = std::numeric_limits<float>::infinity(); |
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228 | Gametype* gt = this->getGametype(); |
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229 | for (ObjectList<CommonController>::iterator it = ObjectList<CommonController>::begin(); it; ++it) |
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230 | { |
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231 | //----0ptr or not a leader or dead?---- |
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232 | if (!it || |
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233 | (it->getRank() != Rank::SECTIONLEADER && it->getRank() != Rank::DIVISIONLEADER) || |
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234 | !(it->getControllableEntity())) |
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235 | continue; |
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236 | |
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237 | //----same team?---- |
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238 | if ( !CommonController::sameTeam (this->getControllableEntity(), (it)->getControllableEntity(), gt) ) |
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239 | continue; |
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240 | |
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241 | //----check distance---- |
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242 | float distance = CommonController::distance (it->getControllableEntity(), this->getControllableEntity()); |
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243 | if (distance < minDistance && !(it->hasWingman())) |
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244 | { |
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245 | closestLeader = *it; |
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246 | minDistance = distance; |
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247 | } |
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248 | |
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249 | } |
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250 | if (closestLeader) |
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251 | { |
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252 | //----Racing conditions---- |
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253 | if (closestLeader->setWingman(this)) |
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254 | return closestLeader; |
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255 | } |
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256 | return 0; |
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257 | } |
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258 | |
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259 | |
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260 | |
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261 | |
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262 | } |
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