| 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 | * Gani Aliguzhinov |
|---|
| 24 | * Co-authors: |
|---|
| 25 | * ... |
|---|
| 26 | * |
|---|
| 27 | */ |
|---|
| 28 | |
|---|
| 29 | #include "WingmanController.h" |
|---|
| 30 | |
|---|
| 31 | |
|---|
| 32 | namespace orxonox |
|---|
| 33 | { |
|---|
| 34 | |
|---|
| 35 | RegisterClass(WingmanController); |
|---|
| 36 | |
|---|
| 37 | //ActionpointController contains all common functionality of AI Controllers |
|---|
| 38 | WingmanController::WingmanController(Context* context) : ActionpointController(context) |
|---|
| 39 | { |
|---|
| 40 | RegisterObject(WingmanController); |
|---|
| 41 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&WingmanController::action, this))); |
|---|
| 42 | this->myLeader_ = 0; |
|---|
| 43 | this->bFirstAction_ = true; |
|---|
| 44 | |
|---|
| 45 | } |
|---|
| 46 | |
|---|
| 47 | WingmanController::~WingmanController() |
|---|
| 48 | { |
|---|
| 49 | for (size_t i = 0; i < this->actionpoints_.size(); ++i) |
|---|
| 50 | { |
|---|
| 51 | if(this->actionpoints_[i]) |
|---|
| 52 | this->actionpoints_[i]->destroy(); |
|---|
| 53 | } |
|---|
| 54 | this->parsedActionpoints_.clear(); |
|---|
| 55 | this->actionpoints_.clear(); |
|---|
| 56 | } |
|---|
| 57 | |
|---|
| 58 | void WingmanController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
|---|
| 59 | { |
|---|
| 60 | SUPER(WingmanController, XMLPort, xmlelement, mode); |
|---|
| 61 | } |
|---|
| 62 | |
|---|
| 63 | //----in tick, move (or look) and shoot---- |
|---|
| 64 | void WingmanController::tick(float dt) |
|---|
| 65 | { |
|---|
| 66 | if (!this->isActive()) |
|---|
| 67 | return; |
|---|
| 68 | |
|---|
| 69 | SUPER(WingmanController, tick, dt); |
|---|
| 70 | } |
|---|
| 71 | |
|---|
| 72 | //----action for hard calculations---- |
|---|
| 73 | void WingmanController::action() |
|---|
| 74 | { |
|---|
| 75 | |
|---|
| 76 | //----If no leader, find one---- |
|---|
| 77 | if (!this->myLeader_) |
|---|
| 78 | { |
|---|
| 79 | ActionpointController* newLeader = (findNewLeader()); |
|---|
| 80 | this->myLeader_ = newLeader; |
|---|
| 81 | if (this->myLeader_) |
|---|
| 82 | { |
|---|
| 83 | //spread copyOrientation called equally among the division |
|---|
| 84 | if (this->myLeader_->getIdentifier()->getName() == "SectionController") |
|---|
| 85 | this->actionCounter_ = 1; |
|---|
| 86 | else |
|---|
| 87 | this->actionCounter_ = 4; |
|---|
| 88 | } |
|---|
| 89 | } |
|---|
| 90 | //----If have leader, he will deal with logic---- |
|---|
| 91 | else |
|---|
| 92 | { |
|---|
| 93 | |
|---|
| 94 | } |
|---|
| 95 | if (!this->myLeader_) |
|---|
| 96 | { |
|---|
| 97 | ActionpointController::action(); |
|---|
| 98 | } |
|---|
| 99 | else if (this->myLeader_) |
|---|
| 100 | { |
|---|
| 101 | if (this->myLeader_->bKeepFormation_ || !(this->myLeader_->getAction() == Action::FIGHT || this->myLeader_->getAction() == Action::FIGHTALL |
|---|
| 102 | || this->myLeader_->getAction() == Action::ATTACK)) |
|---|
| 103 | { |
|---|
| 104 | this->keepFormation(); |
|---|
| 105 | } |
|---|
| 106 | else if (!this->myLeader_->bKeepFormation_) |
|---|
| 107 | { |
|---|
| 108 | if (!this->hasTarget()) |
|---|
| 109 | { |
|---|
| 110 | this->setTarget(this->myLeader_->getTarget()); |
|---|
| 111 | } |
|---|
| 112 | if (this->hasTarget()) |
|---|
| 113 | { |
|---|
| 114 | this->maneuver(); |
|---|
| 115 | this->bShooting_ = this->canFire(); |
|---|
| 116 | // Vector3 healthPosition = bestHealthPickup((this->target_->getWorldPosition() - this->getControllableEntity()->getWorldPosition()).length()); |
|---|
| 117 | // if ((this->getControllableEntity()->getWorldPosition() - healthPosition).length() < this->tolerance_) |
|---|
| 118 | // { |
|---|
| 119 | // //----choose where to go---- |
|---|
| 120 | // this->maneuver(); |
|---|
| 121 | // } |
|---|
| 122 | // else |
|---|
| 123 | // { |
|---|
| 124 | // this->dodgeTowards(healthPosition); |
|---|
| 125 | // } |
|---|
| 126 | // //----fire if you can---- |
|---|
| 127 | // this->bShooting_ = this->canFire(); |
|---|
| 128 | } |
|---|
| 129 | } |
|---|
| 130 | } |
|---|
| 131 | this->actionCounter_ += this->actionCounter_ < 100000 ? 1 : -this->actionCounter_ ; |
|---|
| 132 | } |
|---|
| 133 | |
|---|
| 134 | |
|---|
| 135 | Vector3 WingmanController::getFormationPosition () |
|---|
| 136 | { |
|---|
| 137 | this->setFormationMode( this->myLeader_->getFormationMode() ); |
|---|
| 138 | Vector3* targetRelativePosition; |
|---|
| 139 | this->spread_ = this->myLeader_->getSpread(); |
|---|
| 140 | if (this->myLeader_->getIdentifier()->getName() == "DivisionController") |
|---|
| 141 | { |
|---|
| 142 | switch (this->formationMode_){ |
|---|
| 143 | case FormationMode::WALL: |
|---|
| 144 | { |
|---|
| 145 | targetRelativePosition = new Vector3 (2*this->spread_, 0, 0 - this->tolerance_); |
|---|
| 146 | break; |
|---|
| 147 | } |
|---|
| 148 | case FormationMode::FINGER4: |
|---|
| 149 | { |
|---|
| 150 | targetRelativePosition = new Vector3 (2*this->spread_, 0, this->spread_ - this->tolerance_); |
|---|
| 151 | break; |
|---|
| 152 | } |
|---|
| 153 | case FormationMode::DIAMOND: |
|---|
| 154 | { |
|---|
| 155 | targetRelativePosition = new Vector3 (2*this->spread_, 0, this->spread_ - this->tolerance_); |
|---|
| 156 | break; |
|---|
| 157 | } |
|---|
| 158 | } |
|---|
| 159 | } |
|---|
| 160 | else |
|---|
| 161 | { |
|---|
| 162 | |
|---|
| 163 | switch (this->formationMode_){ |
|---|
| 164 | case FormationMode::WALL: |
|---|
| 165 | { |
|---|
| 166 | targetRelativePosition = new Vector3 (-2*this->spread_, 0, 0 - this->tolerance_); |
|---|
| 167 | break; |
|---|
| 168 | } |
|---|
| 169 | case FormationMode::FINGER4: |
|---|
| 170 | { |
|---|
| 171 | targetRelativePosition = new Vector3 (-2*this->spread_, 0, this->spread_ - this->tolerance_); |
|---|
| 172 | break; |
|---|
| 173 | } |
|---|
| 174 | case FormationMode::DIAMOND: |
|---|
| 175 | { |
|---|
| 176 | targetRelativePosition = new Vector3 (2*this->spread_, -this->spread_, 0 - this->tolerance_); |
|---|
| 177 | break; |
|---|
| 178 | } |
|---|
| 179 | } |
|---|
| 180 | } |
|---|
| 181 | Vector3 result = *targetRelativePosition; |
|---|
| 182 | delete targetRelativePosition; |
|---|
| 183 | return result; |
|---|
| 184 | } |
|---|
| 185 | void WingmanController::keepFormation() |
|---|
| 186 | { |
|---|
| 187 | this->bKeepFormation_ = true; |
|---|
| 188 | ControllableEntity* leaderEntity = this->myLeader_->getControllableEntity(); |
|---|
| 189 | Vector3 targetRelativePosition = this->getFormationPosition(); |
|---|
| 190 | if (!leaderEntity) |
|---|
| 191 | return; |
|---|
| 192 | FlyingController::keepFormation (leaderEntity, targetRelativePosition); |
|---|
| 193 | } |
|---|
| 194 | //----POST: closest leader that is ready to take a new wingman is returned---- |
|---|
| 195 | ActionpointController* WingmanController::findNewLeader() |
|---|
| 196 | { |
|---|
| 197 | |
|---|
| 198 | if (!this->getControllableEntity()) |
|---|
| 199 | return 0; |
|---|
| 200 | |
|---|
| 201 | //----vars for finding the closest leader---- |
|---|
| 202 | ActionpointController* closestLeader = 0; |
|---|
| 203 | float minDistance = std::numeric_limits<float>::infinity(); |
|---|
| 204 | Gametype* gt = this->getGametype(); |
|---|
| 205 | |
|---|
| 206 | for (ObjectList<ActionpointController>::iterator it = ObjectList<ActionpointController>::begin(); it; ++it) |
|---|
| 207 | { |
|---|
| 208 | //----0ptr or not a leader or dead?---- |
|---|
| 209 | if (!it || |
|---|
| 210 | (it->getIdentifier()->getName() != "SectionController" && it->getIdentifier()->getName() != "DivisionController") || |
|---|
| 211 | !(it->getControllableEntity())) |
|---|
| 212 | continue; |
|---|
| 213 | |
|---|
| 214 | //----same team?---- |
|---|
| 215 | if ( !CommonController::sameTeam (this->getControllableEntity(), (it)->getControllableEntity(), gt) ) |
|---|
| 216 | continue; |
|---|
| 217 | |
|---|
| 218 | //----check distance---- |
|---|
| 219 | float distance = CommonController::distance (it->getControllableEntity(), this->getControllableEntity()); |
|---|
| 220 | if (distance < minDistance && !(it->hasWingman())) |
|---|
| 221 | { |
|---|
| 222 | closestLeader = *it; |
|---|
| 223 | minDistance = distance; |
|---|
| 224 | } |
|---|
| 225 | } |
|---|
| 226 | if (closestLeader) |
|---|
| 227 | { |
|---|
| 228 | //----Racing conditions---- |
|---|
| 229 | if (closestLeader->setWingman(orxonox_cast<ActionpointController*>(this))) |
|---|
| 230 | { |
|---|
| 231 | return closestLeader; |
|---|
| 232 | } |
|---|
| 233 | } |
|---|
| 234 | return 0; |
|---|
| 235 | } |
|---|
| 236 | |
|---|
| 237 | } |
|---|