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source: code/branches/cpp11_v3/src/orxonox/controllers/WingmanController.cc @ 11058

Last change on this file since 11058 was 11058, checked in by landauf, 8 years ago

removed empty tick functions

  • Property svn:eol-style set to native
File size: 7.1 KB
RevLine 
[10678]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:
[10885]23 *      Gani Aliguzhinov
[10678]24 *   Co-authors:
[10885]25 *      ...
[10678]26 *
27 */
28
29#include "WingmanController.h"
30
31
32namespace orxonox
33{
34
35    RegisterClass(WingmanController);
[10729]36   
[10864]37    //ActionpointController contains all common functionality of AI Controllers
38    WingmanController::WingmanController(Context* context) : ActionpointController(context)
[10678]39    {
40        RegisterObject(WingmanController);
[10725]41        this->myLeader_ = 0;
[10851]42        this->bFirstAction_ = true;
43
[10678]44    }
45
46    WingmanController::~WingmanController()
47    {
[10854]48        for (size_t i = 0; i < this->actionpoints_.size(); ++i)
49        {
50            if(this->actionpoints_[i])
51                this->actionpoints_[i]->destroy();
52        }
53        this->parsedActionpoints_.clear();
54        this->actionpoints_.clear();
[10678]55    }
[10731]56   
[10826]57    //----action for hard calculations----
[10731]58    void WingmanController::action()
59    {
[10946]60        if (!this || !this->getControllableEntity() || !this->isActive())
[10923]61            return;
[10826]62        //----If no leader, find one----
[10731]63        if (!this->myLeader_)
64        {
[10877]65            ActionpointController* newLeader = (findNewLeader());
[10925]66            if (!this || !this->getControllableEntity())
67                return;
68
[10731]69            this->myLeader_ = newLeader;
[10879]70            if (this->myLeader_)
71            {
[10923]72               
[10879]73            }
[10731]74        }
[10826]75        //----If have leader, he will deal with logic----
[10731]76        else
77        {
[10851]78
[10731]79        }
[10851]80        if (!this->myLeader_)
81        {
[10953]82            ActionpointController::action();
[10805]83        }
[10854]84        else if (this->myLeader_)
[10805]85        {
[10974]86            if (this->myLeader_->bKeepFormation_ || !(this->myLeader_->getAction() == Action::FIGHT
87                || this->myLeader_->getAction() == Action::FIGHTALL
[10883]88                || this->myLeader_->getAction() == Action::ATTACK))
[10856]89            {
[10886]90                this->keepFormation();
[10879]91            }
[10886]92            else if (!this->myLeader_->bKeepFormation_)
[10879]93            {
[10925]94                if (!this || !this->getControllableEntity())
95                    return;
96
[10886]97                if (!this->hasTarget())
[10883]98                {
[10886]99                    this->setTarget(this->myLeader_->getTarget());
[10856]100                }
[10935]101               
[10856]102            }
[10805]103        }
[10731]104    }
105     
106   
[10856]107    Vector3 WingmanController::getFormationPosition ()
108    {
[10925]109
110
[10856]111        this->setFormationMode( this->myLeader_->getFormationMode() );
112        Vector3* targetRelativePosition;
[10883]113        this->spread_ = this->myLeader_->getSpread();
[10869]114        if (this->myLeader_->getIdentifier()->getName() == "DivisionController")
[10856]115        {
116            switch (this->formationMode_){
117                case FormationMode::WALL:
118                {
[11030]119                    targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_);
[10856]120                    break;
121                }
122                case FormationMode::FINGER4: 
123                {
[11030]124                    targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
[10856]125                    break;
126                }
127                case FormationMode::DIAMOND: 
128                {
[11030]129                    targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
[10856]130                    break;
131                }
132            }
133        }
134        else
135        {
136            switch (this->formationMode_){
137                case FormationMode::WALL:
138                {
[11030]139                    targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_);
[10856]140                    break;
141                }
142                case FormationMode::FINGER4: 
143                {
[11030]144                    targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
[10856]145                    break;
146                }
147                case FormationMode::DIAMOND: 
148                {
[11030]149                    targetRelativePosition = new Vector3 (2.0f*this->spread_, -1.0f*this->spread_, 0 - 1.0f*this->tolerance_);
[10856]150                    break;
151                }
152            }
153        }
[10880]154        Vector3 result = *targetRelativePosition;
155        delete targetRelativePosition;
156        return result;
[10856]157    }
[10886]158    void WingmanController::keepFormation()
159    {
160        this->bKeepFormation_ = true;
161        ControllableEntity* leaderEntity = this->myLeader_->getControllableEntity();
162        Vector3 targetRelativePosition = this->getFormationPosition();
163        if (!leaderEntity)
164            return;
165        FlyingController::keepFormation (leaderEntity, targetRelativePosition);
166    }
[10826]167    //----POST: closest leader that is ready to take a new wingman is returned----
[10877]168    ActionpointController* WingmanController::findNewLeader()
[10717]169    {
170
171        if (!this->getControllableEntity())
[10722]172            return 0;
[10717]173
[10826]174        //----vars for finding the closest leader----
[10877]175        ActionpointController* closestLeader = 0;
[10722]176        float minDistance =  std::numeric_limits<float>::infinity();
[10838]177        Gametype* gt = this->getGametype();
[10877]178
[11054]179        for (ObjectList<ActionpointController>::iterator it = ObjectList<ActionpointController>().begin(); it; ++it)
[10717]180        {
[10826]181            //----0ptr or not a leader or dead?----
[10731]182            if (!it || 
[10869]183                (it->getIdentifier()->getName() != "SectionController" && it->getIdentifier()->getName() != "DivisionController") || 
[10731]184                !(it->getControllableEntity()))
[10722]185                continue;
[10826]186           
187            //----same team?----
[10838]188            if ( !CommonController::sameTeam (this->getControllableEntity(), (it)->getControllableEntity(), gt) )
[10717]189                continue;
[10826]190           
191            //----check distance----
192            float distance = CommonController::distance (it->getControllableEntity(), this->getControllableEntity());
[10722]193            if (distance < minDistance && !(it->hasWingman()))
194            {
195                closestLeader = *it;
196                minDistance = distance;
197            }
[10717]198        }
[10722]199        if (closestLeader)
200        {
[10826]201            //----Racing conditions----
[10974]202            /*TODO: racing condition check is wrong and redundant, as there is no multithreading here, ticks get called one after another,
203            so it can be simplified to a check of whether leader got a wingman*/
[10877]204            if (closestLeader->setWingman(orxonox_cast<ActionpointController*>(this)))
205            {
[10722]206                return closestLeader;
[10877]207            }
[10722]208        }
209        return 0;
[10717]210    }
[10722]211
[10678]212}
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