| 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 | *      Gani Aliguzhinov | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #include "ActionpointController.h" | 
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| 30 |  | 
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| 31 | #include "core/XMLPort.h" | 
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| 32 | #include <algorithm> | 
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| 33 | #include "worldentities/Actionpoint.h" | 
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| 34 | namespace orxonox | 
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| 35 | { | 
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| 36 |  | 
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| 37 | RegisterClass(ActionpointController); | 
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| 38 |  | 
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| 39 | ActionpointController::ActionpointController(Context* context) : FightingController(context) | 
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| 40 | { | 
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| 41 | this->ticks_ = 0; | 
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| 42 | this->bPatrolling_ = false; | 
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| 43 | this->bInLoop_ = false; | 
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| 44 | this->bLoop_ = false; | 
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| 45 | this->bEndLoop_ = false; | 
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| 46 | loopActionpoints_.clear(); | 
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| 47 | parsedActionpoints_.clear(); | 
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| 48 | actionpoints_.clear(); | 
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| 49 | this->bTakenOver_ = false; | 
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| 50 | this->action_ = Action::NONE; | 
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| 51 | this->squaredaccuracy_ = 2500; | 
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| 52 | this->bStartedDodging_ = false; | 
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| 53 | this->bDefaultPatrol_ = true; | 
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| 54 | this->bDefaultFightAll_ = true; | 
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| 55 | RegisterObject(ActionpointController); | 
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| 56 |  | 
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| 57 | } | 
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| 58 | void ActionpointController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) | 
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| 59 | { | 
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| 60 | SUPER( ActionpointController, XMLPort, xmlelement, mode ); | 
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| 61 |  | 
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| 62 | XMLPortObject(ActionpointController, WorldEntity, "actionpoints", addActionpoint, getActionpoint,  xmlelement, mode); | 
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| 63 | XMLPortParam(ActionpointController, "defaultFightAll", setDefaultFightAll, getDefaultFightAll, xmlelement, mode).defaultValues(true); | 
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| 64 | XMLPortParam(ActionpointController, "defaultPatrol", setDefaultPatrol, getDefaultPatrol, xmlelement, mode).defaultValues(true); | 
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| 65 | } | 
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| 66 |  | 
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| 67 | ActionpointController::~ActionpointController() | 
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| 68 | { | 
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| 69 | loopActionpoints_.clear(); | 
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| 70 | parsedActionpoints_.clear(); | 
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| 71 | actionpoints_.clear(); | 
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| 72 |  | 
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| 73 | } | 
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| 74 | void ActionpointController::tick(float dt) | 
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| 75 | { | 
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| 76 | if (!this || !this->getControllableEntity() || !this->isActive()) | 
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| 77 | return; | 
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| 78 |  | 
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| 79 | //count ticks, ticks_ is unsigned, so overflow is not a problem | 
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| 80 | ++this->ticks_; | 
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| 81 | if (this->ticks_ == 1) | 
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| 82 | { | 
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| 83 | //those vectors are in reversed order after being set by XML. | 
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| 84 | std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); | 
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| 85 | std::reverse(actionpoints_.begin(), actionpoints_.end()); | 
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| 86 | } | 
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| 87 |  | 
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| 88 | if (!this || !this->getControllableEntity()) | 
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| 89 | return; | 
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| 90 | //fly | 
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| 91 | if (this->bHasTargetPosition_) | 
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| 92 | { | 
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| 93 | this->moveToTargetPosition(dt); | 
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| 94 | }//or just rotate | 
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| 95 | else if (this->bLookAtTarget_) | 
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| 96 | { | 
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| 97 | this->lookAtTarget(dt); | 
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| 98 | } | 
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| 99 |  | 
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| 100 |  | 
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| 101 | if (!this || !this->getControllableEntity()) | 
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| 102 | return; | 
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| 103 | //don't fire rocket each tick | 
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| 104 | if (timeout_ <= 0) | 
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| 105 | { | 
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| 106 | this->bFiredRocket_ = false; | 
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| 107 | } | 
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| 108 | else if (this->bFiredRocket_) | 
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| 109 | { | 
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| 110 | --this->timeout_; | 
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| 111 | } | 
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| 112 |  | 
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| 113 | if (!this || !this->getControllableEntity()) | 
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| 114 | return; | 
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| 115 | //sometimes dodge, sometimes attack | 
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| 116 | if (this->ticks_ % 80 <= 10) | 
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| 117 | { | 
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| 118 | this->bDodge_ = false; | 
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| 119 | } | 
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| 120 | else | 
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| 121 | { | 
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| 122 | this->bDodge_ = true; | 
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| 123 | } | 
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| 124 |  | 
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| 125 | if (!this || !this->getControllableEntity()) | 
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| 126 | return; | 
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| 127 | //fire if you can | 
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| 128 | if (this->bShooting_) | 
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| 129 | { | 
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| 130 | this->doFire(); | 
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| 131 | } | 
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| 132 | SUPER(ActionpointController, tick, dt); | 
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| 133 | } | 
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| 134 |  | 
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| 135 | /** | 
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| 136 | @brief | 
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| 137 | action() manages the state machine. | 
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| 138 | */ | 
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| 139 |  | 
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| 140 | void ActionpointController::action() | 
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| 141 | { | 
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| 142 | if (!this || !this->getControllableEntity() || !this->isActive()) | 
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| 143 | return; | 
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| 144 |  | 
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| 145 | //deltaHp is used to know if this got attacked | 
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| 146 | this->deltaHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth() - this->previousHp; | 
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| 147 | this->previousHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth(); | 
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| 148 |  | 
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| 149 | //look out for enemies | 
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| 150 | if (this->bDefaultPatrol_ || (this->action_ != Action::FLY && this->action_ != Action::NONE)) | 
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| 151 | { | 
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| 152 | this->startAttackingEnemiesThatAreClose(); | 
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| 153 | } | 
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| 154 | if (!this || !this->getControllableEntity()) | 
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| 155 | return; | 
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| 156 |  | 
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| 157 | //No action -> pop one from stack | 
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| 158 | if (this->action_ == Action::NONE || this->bTakenOver_) | 
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| 159 | { | 
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| 160 | //if default behaviour is fighting all, push it onto the stack | 
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| 161 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty() && this->bDefaultFightAll_) | 
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| 162 | { | 
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| 163 | if (!this || !this->getControllableEntity()) | 
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| 164 | return; | 
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| 165 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; | 
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| 166 | this->parsedActionpoints_.push_back (p); | 
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| 167 | } | 
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| 168 | if (!this || !this->getControllableEntity()) | 
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| 169 | return; | 
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| 170 | this->executeActionpoint(); | 
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| 171 | if (!this || !this->getControllableEntity()) | 
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| 172 | return; | 
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| 173 | this->bTakenOver_ = false; | 
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| 174 | } | 
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| 175 | if (!this || !this->getControllableEntity()) | 
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| 176 | return; | 
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| 177 |  | 
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| 178 | //Action fightall -> fight till nobody alive | 
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| 179 | if (this->action_ == Action::FIGHTALL) | 
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| 180 | { | 
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| 181 |  | 
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| 182 | if (!this->hasTarget()) | 
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| 183 | { | 
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| 184 | ControllableEntity* newTarget = this->closestTarget(); | 
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| 185 | if (newTarget) | 
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| 186 | { | 
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| 187 | if (!this || !this->getControllableEntity()) | 
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| 188 | return; | 
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| 189 | this->setAction (Action::FIGHTALL, newTarget); | 
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| 190 | } | 
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| 191 | else | 
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| 192 | { | 
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| 193 | if (!this || !this->getControllableEntity()) | 
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| 194 | return; | 
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| 195 | this->nextActionpoint(); | 
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| 196 | if (!this || !this->getControllableEntity()) | 
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| 197 | return; | 
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| 198 | this->executeActionpoint(); | 
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| 199 |  | 
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| 200 | } | 
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| 201 | } | 
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| 202 | } | 
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| 203 | //Action fight -> fight as long as enemies in range | 
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| 204 | else if (this->action_ == Action::FIGHT) | 
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| 205 | { | 
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| 206 | if (!this->hasTarget() ) | 
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| 207 | { | 
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| 208 | //----find a target---- | 
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| 209 | ControllableEntity* newTarget = this->closestTarget(); | 
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| 210 | if (!this || !this->getControllableEntity()) | 
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| 211 | return; | 
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| 212 | if (newTarget && | 
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| 213 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) | 
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| 214 | { | 
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| 215 | if (!this || !this->getControllableEntity()) | 
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| 216 | return; | 
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| 217 | this->setAction (Action::FIGHT, newTarget); | 
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| 218 | } | 
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| 219 | else | 
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| 220 | { | 
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| 221 | if (!this || !this->getControllableEntity()) | 
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| 222 | return; | 
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| 223 | this->nextActionpoint(); | 
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| 224 | if (!this || !this->getControllableEntity()) | 
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| 225 | return; | 
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| 226 | this->executeActionpoint(); | 
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| 227 | } | 
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| 228 | } | 
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| 229 | else if (this->hasTarget()) | 
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| 230 | { | 
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| 231 | //----fly in formation if far enough---- | 
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| 232 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); | 
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| 233 |  | 
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| 234 | if (diffVector.length() > this->attackRange_) | 
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| 235 | { | 
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| 236 | ControllableEntity* newTarget = this->closestTarget(); | 
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| 237 | if (!this || !this->getControllableEntity()) | 
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| 238 | return; | 
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| 239 | if (newTarget && | 
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| 240 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) | 
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| 241 | { | 
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| 242 | if (!this || !this->getControllableEntity()) | 
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| 243 | return; | 
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| 244 | this->setAction (Action::FIGHT, newTarget); | 
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| 245 | } | 
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| 246 | else | 
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| 247 | { | 
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| 248 | if (!this || !this->getControllableEntity()) | 
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| 249 | return; | 
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| 250 | this->nextActionpoint(); | 
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| 251 | if (!this || !this->getControllableEntity()) | 
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| 252 | return; | 
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| 253 | this->executeActionpoint(); | 
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| 254 | } | 
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| 255 | } | 
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| 256 | } | 
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| 257 | } | 
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| 258 | else if (this->action_ == Action::FLY) | 
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| 259 | { | 
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| 260 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) | 
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| 261 | { | 
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| 262 | if (!this || !this->getControllableEntity()) | 
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| 263 | return; | 
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| 264 | this->nextActionpoint(); | 
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| 265 | if (!this || !this->getControllableEntity()) | 
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| 266 | return; | 
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| 267 | this->executeActionpoint(); | 
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| 268 | } | 
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| 269 | } | 
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| 270 | else if (this->action_ == Action::PROTECT) | 
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| 271 | { | 
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| 272 | if (!this->getProtect()) | 
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| 273 | { | 
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| 274 | if (!this || !this->getControllableEntity()) | 
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| 275 | return; | 
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| 276 | this->nextActionpoint(); | 
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| 277 | if (!this || !this->getControllableEntity()) | 
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| 278 | return; | 
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| 279 | this->executeActionpoint(); | 
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| 280 | } | 
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| 281 | if (!this || !this->getControllableEntity()) | 
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| 282 | return; | 
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| 283 | this->stayNearProtect(); | 
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| 284 | } | 
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| 285 | else if (this->action_ == Action::ATTACK) | 
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| 286 | { | 
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| 287 | if (!this || !this->getControllableEntity()) | 
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| 288 | return; | 
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| 289 | if (!this->hasTarget()) | 
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| 290 | { | 
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| 291 | if (!this || !this->getControllableEntity()) | 
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| 292 | return; | 
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| 293 | this->nextActionpoint(); | 
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| 294 | if (!this || !this->getControllableEntity()) | 
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| 295 | return; | 
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| 296 | this->executeActionpoint(); | 
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| 297 | } | 
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| 298 | } | 
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| 299 | } | 
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| 300 | /** | 
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| 301 | @brief | 
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| 302 | if action is protect, this follows protect_ and fights enemies that are close | 
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| 303 | */ | 
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| 304 | void ActionpointController::setProtect (ControllableEntity* protect) | 
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| 305 | { | 
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| 306 | this->protect_ = protect; | 
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| 307 | } | 
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| 308 | ControllableEntity* ActionpointController::getProtect () | 
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| 309 | { | 
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| 310 | return this->protect_; | 
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| 311 | } | 
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| 312 | //XML method | 
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| 313 | void ActionpointController::addActionpoint(WorldEntity* actionpoint) | 
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| 314 | { | 
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| 315 | std::string actionName; | 
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| 316 | Vector3 position; | 
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| 317 | std::string targetName; | 
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| 318 | bool inLoop = false; | 
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| 319 | Point p; | 
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| 320 | if (actionpoint->getIdentifier()->getName() == "Actionpoint") | 
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| 321 | { | 
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| 322 | Actionpoint* ap = orxonox_cast<Actionpoint*> (actionpoint); | 
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| 323 | actionName = ap->getActionXML(); | 
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| 324 | targetName = ap->getName(); | 
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| 325 | position = ap->getWorldPosition(); | 
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| 326 |  | 
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| 327 | if (this->bEndLoop_) | 
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| 328 | { | 
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| 329 | this->bInLoop_ = false; | 
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| 330 | } | 
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| 331 | if (!this->bInLoop_ && ap->getLoopStart()) | 
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| 332 | { | 
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| 333 | this->bInLoop_ = true; | 
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| 334 | } | 
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| 335 | if (this->bInLoop_ && ap->getLoopEnd()) | 
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| 336 | { | 
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| 337 | this->bEndLoop_ = true; | 
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| 338 | } | 
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| 339 | inLoop = this->bInLoop_; | 
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| 340 |  | 
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| 341 | Action::Value value; | 
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| 342 |  | 
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| 343 | if ( actionName == "FIGHT" ) | 
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| 344 | { value = Action::FIGHT; } | 
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| 345 | else if ( actionName == "FLY" ) | 
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| 346 | { value = Action::FLY; } | 
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| 347 | else if ( actionName == "PROTECT" ) | 
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| 348 | { value = Action::PROTECT; } | 
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| 349 | else if ( actionName == "NONE" ) | 
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| 350 | { value = Action::NONE; } | 
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| 351 | else if ( actionName == "FIGHTALL" ) | 
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| 352 | { value = Action::FIGHTALL; } | 
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| 353 | else if ( actionName == "ATTACK" ) | 
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| 354 | { value = Action::ATTACK; } | 
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| 355 | else | 
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| 356 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); | 
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| 357 | p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; | 
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| 358 | } | 
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| 359 | else | 
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| 360 | { | 
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| 361 | inLoop = true; | 
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| 362 | p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; | 
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| 363 | } | 
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| 364 | parsedActionpoints_.push_back(p); | 
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| 365 | this->actionpoints_.push_back(actionpoint); | 
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| 366 | } | 
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| 367 | //XML method | 
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| 368 | WorldEntity* ActionpointController::getActionpoint(unsigned int index) const | 
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| 369 | { | 
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| 370 | if (index < this->actionpoints_.size()) | 
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| 371 | return this->actionpoints_[index]; | 
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| 372 | else | 
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| 373 | return 0; | 
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| 374 | } | 
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| 375 | //XML method | 
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| 376 | Action::Value ActionpointController::getAction () | 
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| 377 | { | 
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| 378 | return this->action_; | 
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| 379 | } | 
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| 380 | //XML method | 
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| 381 | std::string ActionpointController::getActionName() | 
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| 382 | { | 
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| 383 | switch ( this->action_ ) | 
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| 384 | { | 
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| 385 | case Action::FIGHT: | 
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| 386 | { return "FIGHT"; } | 
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| 387 | case Action::FLY: | 
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| 388 | { return "FLY"; } | 
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| 389 | case Action::PROTECT: | 
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| 390 | { return "PROTECT"; } | 
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| 391 | case Action::NONE: | 
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| 392 | { return "NONE"; } | 
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| 393 | case Action::FIGHTALL: | 
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| 394 | { return "FIGHTALL"; } | 
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| 395 | case Action::ATTACK: | 
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| 396 | { return "ATTACK"; } | 
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| 397 | default: | 
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| 398 | return "NONE"; | 
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| 399 | break; | 
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| 400 | } | 
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| 401 | } | 
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| 402 | //XML method | 
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| 403 | void ActionpointController::setAction (Action::Value action) | 
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| 404 | { | 
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| 405 | this->action_ = action; | 
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| 406 | } | 
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| 407 | //set action and target/protect | 
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| 408 | void ActionpointController::setAction (Action::Value action, ControllableEntity* target) | 
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| 409 | { | 
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| 410 | if (!this || !this->getControllableEntity()) | 
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| 411 | return; | 
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| 412 | this->action_ = action; | 
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| 413 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) | 
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| 414 | { | 
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| 415 | if (target) | 
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| 416 | this->setTarget (target); | 
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| 417 | } | 
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| 418 | else if (action == Action::PROTECT) | 
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| 419 | { | 
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| 420 | if (target) | 
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| 421 | this->setProtect (target); | 
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| 422 | } | 
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| 423 | } | 
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| 424 | //set action and target position | 
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| 425 | void ActionpointController::setAction (Action::Value action, const Vector3& target) | 
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| 426 | { | 
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| 427 | if (!this || !this->getControllableEntity()) | 
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| 428 | return; | 
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| 429 | this->action_ = action; | 
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| 430 | if (action == Action::FLY) | 
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| 431 | { | 
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| 432 | this->setTargetPosition (target); | 
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| 433 | } | 
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| 434 | } | 
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| 435 | //set action and target position and orientation | 
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| 436 | void ActionpointController::setAction (Action::Value action, const Vector3& target,  const Quaternion& orient ) | 
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| 437 | { | 
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| 438 | if (!this || !this->getControllableEntity()) | 
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| 439 | return; | 
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| 440 | this->action_ = action; | 
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| 441 | if (action == Action::FLY) | 
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| 442 | { | 
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| 443 | this->setTargetPosition (target); | 
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| 444 | this->setTargetOrientation (orient); | 
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| 445 | } | 
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| 446 | } | 
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| 447 |  | 
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| 448 | //------------------------------------------------------------------------------ | 
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| 449 | //------------------------------Actionpoint methods----------------------------- | 
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| 450 | //------------------------------------------------------------------------------ | 
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| 451 |  | 
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| 452 | //POST: this starts doing what was asked by the last element of parsedActionpoints_, | 
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| 453 | //if last element was failed to be parsed, next element will be executed. | 
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| 454 | void ActionpointController::executeActionpoint() | 
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| 455 | { | 
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| 456 | if (!this || !this->getControllableEntity()) | 
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| 457 | return; | 
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| 458 |  | 
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| 459 | Point p; | 
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| 460 | if (this->bLoop_ && !loopActionpoints_.empty()) | 
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| 461 | { | 
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| 462 | p = loopActionpoints_.back(); | 
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| 463 | } | 
|---|
| 464 | else if (this->bLoop_) | 
|---|
| 465 | { | 
|---|
| 466 | this->bLoop_ = false; | 
|---|
| 467 | return; | 
|---|
| 468 | } | 
|---|
| 469 | else if (!this->bLoop_ && !parsedActionpoints_.empty()) | 
|---|
| 470 | { | 
|---|
| 471 | p = parsedActionpoints_.back(); | 
|---|
| 472 | } | 
|---|
| 473 | else | 
|---|
| 474 | { | 
|---|
| 475 | if (!this || !this->getControllableEntity()) | 
|---|
| 476 | return; | 
|---|
| 477 |  | 
|---|
| 478 | this->setTarget(0); | 
|---|
| 479 | this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); | 
|---|
| 480 | this->action_ = Action::NONE; | 
|---|
| 481 | return; | 
|---|
| 482 | } | 
|---|
| 483 | if (!this || !this->getControllableEntity()) | 
|---|
| 484 | return; | 
|---|
| 485 | if (!this->bLoop_ && this->parsedActionpoints_.back().inLoop) | 
|---|
| 486 | { | 
|---|
| 487 | //MOVES all points that are in loop to a loop vector | 
|---|
| 488 | this->fillLoop(); | 
|---|
| 489 | if (!this || !this->getControllableEntity()) | 
|---|
| 490 | return; | 
|---|
| 491 | this->bLoop_ = true; | 
|---|
| 492 | executeActionpoint(); | 
|---|
| 493 | return; | 
|---|
| 494 | } | 
|---|
| 495 | if (!this || !this->getControllableEntity()) | 
|---|
| 496 | return; | 
|---|
| 497 | this->setAction (p.action); | 
|---|
| 498 | if (!this || !this->getControllableEntity()) | 
|---|
| 499 | return; | 
|---|
| 500 |  | 
|---|
| 501 | switch (this->action_) | 
|---|
| 502 | { | 
|---|
| 503 | case Action::FIGHT: | 
|---|
| 504 | { | 
|---|
| 505 | std::string targetName = p.name; | 
|---|
| 506 | if (targetName == "") | 
|---|
| 507 | break; | 
|---|
| 508 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>().begin(); itP; ++itP) | 
|---|
| 509 | { | 
|---|
| 510 | if (!this || !this->getControllableEntity()) | 
|---|
| 511 | return; | 
|---|
| 512 | if (CommonController::getName(*itP) == targetName) | 
|---|
| 513 | { | 
|---|
| 514 | this->setTarget (static_cast<ControllableEntity*>(*itP)); | 
|---|
| 515 | } | 
|---|
| 516 | } | 
|---|
| 517 | break; | 
|---|
| 518 | } | 
|---|
| 519 | case Action::FLY: | 
|---|
| 520 | { | 
|---|
| 521 | this->setTargetPosition( p.position ); | 
|---|
| 522 | if (!this || !this->getControllableEntity()) | 
|---|
| 523 | return; | 
|---|
| 524 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) | 
|---|
| 525 | { | 
|---|
| 526 | if (!this || !this->getControllableEntity()) | 
|---|
| 527 | return; | 
|---|
| 528 | this->nextActionpoint(); | 
|---|
| 529 | if (!this || !this->getControllableEntity()) | 
|---|
| 530 | return; | 
|---|
| 531 | this->executeActionpoint(); | 
|---|
| 532 | } | 
|---|
| 533 | break; | 
|---|
| 534 | } | 
|---|
| 535 | case Action::PROTECT: | 
|---|
| 536 | { | 
|---|
| 537 | if (!this || !this->getControllableEntity()) | 
|---|
| 538 | return; | 
|---|
| 539 |  | 
|---|
| 540 | std::string protectName = p.name; | 
|---|
| 541 | if (protectName == "reservedKeyword:human") | 
|---|
| 542 | { | 
|---|
| 543 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>().begin(); itP; ++itP) | 
|---|
| 544 | { | 
|---|
| 545 | if (orxonox_cast<ControllableEntity*>(*itP) && ((*itP)->getController()) && ((*itP)->getController()->getIdentifier()->getName() == "NewHumanController")) | 
|---|
| 546 | { | 
|---|
| 547 | this->setProtect (static_cast<ControllableEntity*>(*itP)); | 
|---|
| 548 | } | 
|---|
| 549 | } | 
|---|
| 550 | } | 
|---|
| 551 | else | 
|---|
| 552 | { | 
|---|
| 553 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>().begin(); itP; ++itP) | 
|---|
| 554 | { | 
|---|
| 555 | if (CommonController::getName(*itP) == protectName) | 
|---|
| 556 | { | 
|---|
| 557 | this->setProtect (static_cast<ControllableEntity*>(*itP)); | 
|---|
| 558 | } | 
|---|
| 559 | } | 
|---|
| 560 | } | 
|---|
| 561 | if (!this->getProtect()) | 
|---|
| 562 | { | 
|---|
| 563 | this->nextActionpoint(); | 
|---|
| 564 | this->executeActionpoint(); | 
|---|
| 565 | } | 
|---|
| 566 | break; | 
|---|
| 567 | } | 
|---|
| 568 | case Action::NONE: | 
|---|
| 569 | { | 
|---|
| 570 | break; | 
|---|
| 571 | } | 
|---|
| 572 | case Action::FIGHTALL: | 
|---|
| 573 | { | 
|---|
| 574 | break; | 
|---|
| 575 | } | 
|---|
| 576 | case Action::ATTACK: | 
|---|
| 577 | { | 
|---|
| 578 | std::string targetName = p.name; | 
|---|
| 579 |  | 
|---|
| 580 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>().begin(); itP; ++itP) | 
|---|
| 581 | { | 
|---|
| 582 | if (CommonController::getName(*itP) == targetName) | 
|---|
| 583 | { | 
|---|
| 584 | if (!this || !this->getControllableEntity()) | 
|---|
| 585 | return; | 
|---|
| 586 | this->setTarget (static_cast<ControllableEntity*>(*itP)); | 
|---|
| 587 | } | 
|---|
| 588 | } | 
|---|
| 589 | if (!this->hasTarget()) | 
|---|
| 590 | { | 
|---|
| 591 | this->nextActionpoint(); | 
|---|
| 592 | if (!this || !this->getControllableEntity()) | 
|---|
| 593 | return; | 
|---|
| 594 | this->executeActionpoint(); | 
|---|
| 595 | } | 
|---|
| 596 | break; | 
|---|
| 597 | } | 
|---|
| 598 | default: | 
|---|
| 599 | break; | 
|---|
| 600 | } | 
|---|
| 601 | } | 
|---|
| 602 |  | 
|---|
| 603 | //calculate where in world coordinates this ship has to be, so that it keeps distance to protect_, and fly there | 
|---|
| 604 | void ActionpointController::stayNearProtect() | 
|---|
| 605 | { | 
|---|
| 606 | if (!this || !this->getControllableEntity()) | 
|---|
| 607 | return; | 
|---|
| 608 |  | 
|---|
| 609 | Vector3 targetRelativePosition(0, 300, 300); | 
|---|
| 610 | if (!this->getProtect()) | 
|---|
| 611 | { | 
|---|
| 612 | this->nextActionpoint(); | 
|---|
| 613 | return; | 
|---|
| 614 | } | 
|---|
| 615 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + | 
|---|
| 616 | (this->getProtect()->getWorldOrientation()* (targetRelativePosition))); | 
|---|
| 617 | this->setTargetPosition(targetAbsolutePosition); | 
|---|
| 618 | if (!this->getProtect()) | 
|---|
| 619 | { | 
|---|
| 620 | this->nextActionpoint(); | 
|---|
| 621 | return; | 
|---|
| 622 | } | 
|---|
| 623 | this->setTargetOrientation(this->getProtect()->getWorldOrientation()); | 
|---|
| 624 | } | 
|---|
| 625 | //remove current point from the stack | 
|---|
| 626 | void ActionpointController::nextActionpoint() | 
|---|
| 627 | { | 
|---|
| 628 | if (!this || !this->getControllableEntity()) | 
|---|
| 629 | return; | 
|---|
| 630 | if (this->bLoop_) | 
|---|
| 631 | { | 
|---|
| 632 | if (this->bPatrolling_) | 
|---|
| 633 | { | 
|---|
| 634 | this->loopActionpoints_.pop_back(); | 
|---|
| 635 | this->bPatrolling_ = false; | 
|---|
| 636 | } | 
|---|
| 637 | else if (!this->loopActionpoints_.empty()) | 
|---|
| 638 | { | 
|---|
| 639 | this->moveBackToTop(); | 
|---|
| 640 | } | 
|---|
| 641 | } | 
|---|
| 642 | else | 
|---|
| 643 | { | 
|---|
| 644 | if (!this->parsedActionpoints_.empty()) | 
|---|
| 645 | { | 
|---|
| 646 | this->parsedActionpoints_.pop_back(); | 
|---|
| 647 | } | 
|---|
| 648 | } | 
|---|
| 649 | this->setAction(Action::NONE); | 
|---|
| 650 | this->bHasTargetPosition_ = false; | 
|---|
| 651 | } | 
|---|
| 652 | //if looping, instead of erasing point, move it to the top (back is what gets executed, so it's kinda reversed stack) | 
|---|
| 653 | void ActionpointController::moveBackToTop() | 
|---|
| 654 | { | 
|---|
| 655 | if (!this || !this->getControllableEntity()) | 
|---|
| 656 | return; | 
|---|
| 657 |  | 
|---|
| 658 | Point temp = loopActionpoints_.back(); | 
|---|
| 659 | loopActionpoints_.pop_back(); | 
|---|
| 660 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); | 
|---|
| 661 | loopActionpoints_.push_back(temp); | 
|---|
| 662 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); | 
|---|
| 663 | } | 
|---|
| 664 | //POST: moves all consecutive points that are in loop to the loop stack | 
|---|
| 665 | void ActionpointController::fillLoop() | 
|---|
| 666 | { | 
|---|
| 667 | loopActionpoints_.clear(); | 
|---|
| 668 | fillLoopReversed(); | 
|---|
| 669 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); | 
|---|
| 670 | } | 
|---|
| 671 | void ActionpointController::fillLoopReversed() | 
|---|
| 672 | { | 
|---|
| 673 | if (parsedActionpoints_.back().inLoop) | 
|---|
| 674 | { | 
|---|
| 675 | loopActionpoints_.push_back(parsedActionpoints_.back()); | 
|---|
| 676 | parsedActionpoints_.pop_back(); | 
|---|
| 677 | } | 
|---|
| 678 | if (parsedActionpoints_.back().inLoop) | 
|---|
| 679 | { | 
|---|
| 680 | fillLoopReversed(); | 
|---|
| 681 | } | 
|---|
| 682 | } | 
|---|
| 683 | //copy other ship's stacks so that if it dies, this can finish that ship's actions | 
|---|
| 684 | void ActionpointController::takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b) | 
|---|
| 685 | { | 
|---|
| 686 | if (!this || !this->getControllableEntity()) | 
|---|
| 687 | return; | 
|---|
| 688 | this->parsedActionpoints_ = vector; | 
|---|
| 689 | if (!this || !this->getControllableEntity()) | 
|---|
| 690 | return; | 
|---|
| 691 | this->loopActionpoints_ = loop; | 
|---|
| 692 | this->bLoop_ = b; | 
|---|
| 693 | this->bTakenOver_ = true; | 
|---|
| 694 | } | 
|---|
| 695 | //attack closest target | 
|---|
| 696 | void ActionpointController::setClosestTarget() | 
|---|
| 697 | { | 
|---|
| 698 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); | 
|---|
| 699 | } | 
|---|
| 700 | //find closest target | 
|---|
| 701 | Pawn* ActionpointController::closestTarget() | 
|---|
| 702 | { | 
|---|
| 703 | if (!this || !this->getControllableEntity()) | 
|---|
| 704 | return 0; | 
|---|
| 705 |  | 
|---|
| 706 | Pawn* closestTarget = 0; | 
|---|
| 707 | float minDistance =  std::numeric_limits<float>::infinity(); | 
|---|
| 708 | Gametype* gt = this->getGametype(); | 
|---|
| 709 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>().begin(); itP; ++itP) | 
|---|
| 710 | { | 
|---|
| 711 | if (!this || !this->getControllableEntity()) | 
|---|
| 712 | return 0; | 
|---|
| 713 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) | 
|---|
| 714 | continue; | 
|---|
| 715 |  | 
|---|
| 716 | float distance = CommonController::distance (*itP, this->getControllableEntity()); | 
|---|
| 717 | if (distance < minDistance) | 
|---|
| 718 | { | 
|---|
| 719 | closestTarget = *itP; | 
|---|
| 720 | minDistance = distance; | 
|---|
| 721 | } | 
|---|
| 722 | } | 
|---|
| 723 | if (closestTarget) | 
|---|
| 724 | { | 
|---|
| 725 | return closestTarget; | 
|---|
| 726 | } | 
|---|
| 727 | return 0; | 
|---|
| 728 | } | 
|---|
| 729 | //push action FIGHT to the stack and set target to the closest enemy | 
|---|
| 730 | void ActionpointController::startAttackingEnemiesThatAreClose() | 
|---|
| 731 | { | 
|---|
| 732 | if (!this || !this->getControllableEntity()) | 
|---|
| 733 | return; | 
|---|
| 734 |  | 
|---|
| 735 | if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_)) | 
|---|
| 736 | { | 
|---|
| 737 | if (!this || !this->getControllableEntity()) | 
|---|
| 738 | return; | 
|---|
| 739 | Pawn* newTarget = this->closestTarget(); | 
|---|
| 740 | if ( newTarget && | 
|---|
| 741 | CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) | 
|---|
| 742 | <= this->attackRange_ ) | 
|---|
| 743 | { | 
|---|
| 744 | if (!this || !this->getControllableEntity()) | 
|---|
| 745 | return; | 
|---|
| 746 | this->setTarget(newTarget); | 
|---|
| 747 | if (this->bLoop_ && !this->bPatrolling_) | 
|---|
| 748 | { | 
|---|
| 749 | Point p = { Action::FIGHT, "", Vector3::ZERO, true }; | 
|---|
| 750 | this->loopActionpoints_.push_back(p); | 
|---|
| 751 | } | 
|---|
| 752 | else if (!this->bPatrolling_) | 
|---|
| 753 | { | 
|---|
| 754 | Point p = { Action::FIGHT, "", Vector3::ZERO, false }; | 
|---|
| 755 | this->parsedActionpoints_.push_back(p); | 
|---|
| 756 | } | 
|---|
| 757 | this->bPatrolling_ = true; | 
|---|
| 758 | this->executeActionpoint(); | 
|---|
| 759 | } | 
|---|
| 760 | } | 
|---|
| 761 | } | 
|---|
| 762 | } | 
|---|