| 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 "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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| 36 | //Leaders share the fact that they have Wingmans |
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| 37 | SectionController::SectionController(Context* context) : ActionpointController(context) |
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| 38 | { |
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| 39 | RegisterObject(SectionController); |
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| 40 | this->setFormationMode(FormationMode::FINGER4); |
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| 41 | |
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| 42 | this->myWingman_ = 0; |
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| 43 | this->myDivisionLeader_ = 0; |
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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 | SectionController::~SectionController() |
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| 49 | { |
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| 50 | for (size_t i = 0; i < this->actionpoints_.size(); ++i) |
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| 51 | { |
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| 52 | if(this->actionpoints_[i]) |
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| 53 | this->actionpoints_[i]->destroy(); |
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| 54 | } |
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| 55 | this->parsedActionpoints_.clear(); |
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| 56 | this->actionpoints_.clear(); |
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| 57 | } |
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| 58 | |
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| 59 | void SectionController::action() |
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| 60 | { |
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| 61 | if (!this || !this->getControllableEntity() || !this->isActive()) |
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| 62 | return; |
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| 63 | |
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| 64 | //----If no leader, find one---- |
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| 65 | if (!myDivisionLeader_) |
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| 66 | { |
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| 67 | ActionpointController* newDivisionLeader = findNewDivisionLeader(); |
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| 68 | if (!this || !this->getControllableEntity()) |
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| 69 | return; |
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| 70 | |
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| 71 | this->myDivisionLeader_ = newDivisionLeader; |
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| 72 | } |
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| 73 | //----If have leader---- |
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| 74 | else |
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| 75 | { |
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| 76 | } |
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| 77 | if (!myDivisionLeader_) |
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| 78 | { |
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| 79 | ActionpointController::action(); |
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| 80 | if (!this || !this->getControllableEntity()) |
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| 81 | return; |
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| 82 | if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty())) |
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| 83 | { |
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| 84 | if (this->myWingman_) |
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| 85 | { |
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| 86 | this->myWingman_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); |
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| 87 | } |
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| 88 | } |
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| 89 | } |
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| 90 | else if (myDivisionLeader_) |
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| 91 | { |
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| 92 | if (this->myDivisionLeader_->bKeepFormation_ || !(this->myDivisionLeader_->getAction() == Action::FIGHT |
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| 93 | || this->myDivisionLeader_->getAction() == Action::FIGHTALL |
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| 94 | || this->myDivisionLeader_->getAction() == Action::ATTACK)) |
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| 95 | { |
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| 96 | this->keepFormation(); |
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| 97 | } |
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| 98 | else if (!this->myDivisionLeader_->bKeepFormation_) |
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| 99 | { |
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| 100 | if (!this || !this->getControllableEntity()) |
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| 101 | return; |
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| 102 | |
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| 103 | if (!this->hasTarget()) |
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| 104 | { |
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| 105 | this->chooseTarget(); |
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| 106 | } |
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| 107 | |
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| 108 | } |
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| 109 | } |
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| 110 | |
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| 111 | } |
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| 112 | |
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| 113 | |
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| 114 | //PRE: myDivisionLeader_ != 0 && myDivisionLeader_->action_ == Action::FIGHT |
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| 115 | //POST: this->target_ is set unless division leader doesn't have one |
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| 116 | void SectionController::chooseTarget() |
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| 117 | { |
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| 118 | //----If division leader fights, cover him by fighting emenies close to his target---- |
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| 119 | Action::Value action = this->myDivisionLeader_->getAction(); |
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| 120 | |
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| 121 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
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| 122 | { |
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| 123 | Pawn* target; |
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| 124 | //----if he has a target---- |
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| 125 | if (this->myDivisionLeader_->hasTarget()) |
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| 126 | { |
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| 127 | //----try to find a new target if division leader has wingman (doing fine) and no good target already set---- |
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| 128 | if ( this->myDivisionLeader_->hasWingman() && |
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| 129 | !( this->hasTarget() && this->getTarget() != this->myDivisionLeader_->getTarget() ) ) |
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| 130 | { |
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| 131 | bool foundTarget = false; |
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| 132 | //----new target should be close to division's target---- |
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| 133 | Vector3 divisionTargetPosition = this->myDivisionLeader_->getTarget()->getWorldPosition(); |
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| 134 | Gametype* gt = this->getGametype(); |
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| 135 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>().begin(); itP; ++itP) |
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| 136 | { |
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| 137 | //----is enemy?---- |
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| 138 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) |
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| 139 | continue; |
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| 140 | //----in range?---- |
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| 141 | if (((*itP)->getWorldPosition() - divisionTargetPosition).length() < 3000 && |
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| 142 | (*itP) != this->myDivisionLeader_->getTarget()) |
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| 143 | { |
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| 144 | foundTarget = true; |
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| 145 | target = (*itP); |
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| 146 | break; |
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| 147 | } |
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| 148 | } |
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| 149 | //----no target? then attack same target as division leader---- |
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| 150 | if (!foundTarget) |
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| 151 | { |
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| 152 | target = orxonox_cast<Pawn*>(this->myDivisionLeader_->getTarget()); |
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| 153 | } |
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| 154 | } |
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| 155 | //----if division leader doesn't have a wingman, support his fire---- |
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| 156 | else |
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| 157 | { |
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| 158 | target = orxonox_cast<Pawn*>(this->myDivisionLeader_->getTarget()); |
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| 159 | } |
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| 160 | } |
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| 161 | //----If he fights but doesn't have a target, wait for him to get one---- |
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| 162 | else |
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| 163 | { |
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| 164 | |
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| 165 | } |
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| 166 | this->setTarget (orxonox_cast<ControllableEntity*>(target)); |
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| 167 | } |
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| 168 | else |
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| 169 | { |
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| 170 | } |
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| 171 | } |
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| 172 | Vector3 SectionController::getFormationPosition () |
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| 173 | { |
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| 174 | this->setFormationMode( this->myDivisionLeader_->getFormationMode() ); |
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| 175 | this->spread_ = this->myDivisionLeader_->getSpread(); |
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| 176 | Vector3* targetRelativePosition; |
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| 177 | switch (this->formationMode_){ |
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| 178 | case FormationMode::WALL: |
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| 179 | { |
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| 180 | targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, 0); |
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| 181 | break; |
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| 182 | } |
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| 183 | case FormationMode::FINGER4: |
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| 184 | { |
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| 185 | targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, 1.0f*this->spread_); |
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| 186 | break; |
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| 187 | } |
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| 188 | |
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| 189 | case FormationMode::DIAMOND: |
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| 190 | { |
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| 191 | targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, 1.0f*this->spread_); |
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| 192 | break; |
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| 193 | } |
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| 194 | } |
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| 195 | Vector3 result = *targetRelativePosition; |
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| 196 | delete targetRelativePosition; |
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| 197 | return result; |
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| 198 | } |
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| 199 | |
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| 200 | void SectionController::keepFormation() |
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| 201 | { |
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| 202 | this->bKeepFormation_ = true; |
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| 203 | ControllableEntity* leaderEntity = this->myDivisionLeader_->getControllableEntity(); |
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| 204 | Vector3 targetRelativePosition = this->getFormationPosition(); |
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| 205 | if (!leaderEntity) |
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| 206 | return; |
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| 207 | FlyingController::keepFormation(leaderEntity, targetRelativePosition); |
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| 208 | } |
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| 209 | |
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| 210 | ActionpointController* SectionController::findNewDivisionLeader() |
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| 211 | { |
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| 212 | |
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| 213 | if (!this->getControllableEntity()) |
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| 214 | return 0; |
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| 215 | |
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| 216 | ActionpointController* closestLeader = 0; |
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| 217 | float minDistance = std::numeric_limits<float>::infinity(); |
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| 218 | //go through all pawns |
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| 219 | for (ObjectList<ActionpointController>::iterator it = ObjectList<ActionpointController>().begin(); it; ++it) |
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| 220 | { |
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| 221 | //0ptr or not DivisionController? |
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| 222 | if (!(it) || !((it)->getIdentifier()->getName() == "DivisionController") || !(it->getControllableEntity())) |
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| 223 | continue; |
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| 224 | //same team? |
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| 225 | if ((this->getControllableEntity()->getTeam() != (it)->getControllableEntity()->getTeam())) |
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| 226 | continue; |
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| 227 | |
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| 228 | //is equal to this? |
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| 229 | if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity()) |
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| 230 | continue; |
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| 231 | |
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| 232 | float distance = CommonController::distance (it->getControllableEntity(), this->getControllableEntity()); |
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| 233 | |
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| 234 | if (distance < minDistance && !(it->hasFollower())) |
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| 235 | { |
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| 236 | closestLeader = *it; |
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| 237 | minDistance = distance; |
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| 238 | } |
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| 239 | |
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| 240 | } |
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| 241 | if (closestLeader) |
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| 242 | { |
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| 243 | if (closestLeader->setFollower(this)) |
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| 244 | return closestLeader; |
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| 245 | } |
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| 246 | return 0; |
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| 247 | } |
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| 248 | |
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| 249 | bool SectionController::setWingman(ActionpointController* newWingman) |
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| 250 | { |
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| 251 | |
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| 252 | if (!this->myWingman_) |
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| 253 | { |
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| 254 | this->myWingman_ = newWingman; |
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| 255 | newWingman->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); |
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| 256 | return true; |
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| 257 | } |
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| 258 | else |
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| 259 | { |
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| 260 | return false; |
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| 261 | } |
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| 262 | } |
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| 263 | |
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| 264 | bool SectionController::hasWingman() |
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| 265 | { |
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| 266 | if (this->myWingman_) |
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| 267 | return true; |
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| 268 | else |
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| 269 | return false; |
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| 270 | } |
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| 271 | } |
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