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source: code/branches/cpp11_v3/src/orxonox/controllers/WingmanController.cc @ 11065

Last change on this file since 11065 was 11065, checked in by landauf, 8 years ago

added c++11 features to code that was added in presentationHS15

  • Property svn:eol-style set to native
File size: 7.1 KB
Line 
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
32namespace 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->myLeader_ = nullptr;
42        this->bFirstAction_ = true;
43
44    }
45
46    WingmanController::~WingmanController()
47    {
48        for (WorldEntity* actionpoint : this->actionpoints_)
49        {
50            if (actionpoint)
51                actionpoint->destroy();
52        }
53        this->parsedActionpoints_.clear();
54        this->actionpoints_.clear();
55    }
56   
57    //----action for hard calculations----
58    void WingmanController::action()
59    {
60        if (!this || !this->getControllableEntity() || !this->isActive())
61            return;
62        //----If no leader, find one----
63        if (!this->myLeader_)
64        {
65            ActionpointController* newLeader = (findNewLeader());
66            if (!this || !this->getControllableEntity())
67                return;
68
69            this->myLeader_ = newLeader;
70            if (this->myLeader_)
71            {
72               
73            }
74        }
75        //----If have leader, he will deal with logic----
76        else
77        {
78
79        }
80        if (!this->myLeader_)
81        {
82            ActionpointController::action();
83        }
84        else if (this->myLeader_)
85        {
86            if (this->myLeader_->bKeepFormation_ || !(this->myLeader_->getAction() == Action::FIGHT
87                || this->myLeader_->getAction() == Action::FIGHTALL
88                || this->myLeader_->getAction() == Action::ATTACK))
89            {
90                this->keepFormation();
91            }
92            else if (!this->myLeader_->bKeepFormation_)
93            {
94                if (!this || !this->getControllableEntity())
95                    return;
96
97                if (!this->hasTarget())
98                {
99                    this->setTarget(this->myLeader_->getTarget());
100                }
101               
102            }
103        }
104    }
105     
106   
107    Vector3 WingmanController::getFormationPosition ()
108    {
109
110
111        this->setFormationMode( this->myLeader_->getFormationMode() );
112        Vector3* targetRelativePosition;
113        this->spread_ = this->myLeader_->getSpread();
114        if (this->myLeader_->getIdentifier()->getName() == "DivisionController")
115        {
116            switch (this->formationMode_){
117                case FormationMode::WALL:
118                {
119                    targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_);
120                    break;
121                }
122                case FormationMode::FINGER4: 
123                {
124                    targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
125                    break;
126                }
127                case FormationMode::DIAMOND: 
128                {
129                    targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
130                    break;
131                }
132            }
133        }
134        else
135        {
136            switch (this->formationMode_){
137                case FormationMode::WALL:
138                {
139                    targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_);
140                    break;
141                }
142                case FormationMode::FINGER4: 
143                {
144                    targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
145                    break;
146                }
147                case FormationMode::DIAMOND: 
148                {
149                    targetRelativePosition = new Vector3 (2.0f*this->spread_, -1.0f*this->spread_, 0 - 1.0f*this->tolerance_);
150                    break;
151                }
152            }
153        }
154        Vector3 result = *targetRelativePosition;
155        delete targetRelativePosition;
156        return result;
157    }
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    }
167    //----POST: closest leader that is ready to take a new wingman is returned----
168    ActionpointController* WingmanController::findNewLeader()
169    {
170
171        if (!this->getControllableEntity())
172            return nullptr;
173
174        //----vars for finding the closest leader----
175        ActionpointController* closestLeader = nullptr;
176        float minDistance =  std::numeric_limits<float>::infinity();
177        Gametype* gt = this->getGametype();
178
179        for (ActionpointController* controller : ObjectList<ActionpointController>())
180        {
181            //----0ptr or not a leader or dead?----
182            if (!controller ||
183                (controller->getIdentifier()->getName() != "SectionController" && controller->getIdentifier()->getName() != "DivisionController") ||
184                !(controller->getControllableEntity()))
185                continue;
186           
187            //----same team?----
188            if ( !CommonController::sameTeam (this->getControllableEntity(), controller->getControllableEntity(), gt) )
189                continue;
190           
191            //----check distance----
192            float distance = CommonController::distance (controller->getControllableEntity(), this->getControllableEntity());
193            if (distance < minDistance && !(controller->hasWingman()))
194            {
195                closestLeader = controller;
196                minDistance = distance;
197            }
198        }
199        if (closestLeader)
200        {
201            //----Racing conditions----
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*/
204            if (closestLeader->setWingman(orxonox_cast<ActionpointController*>(this)))
205            {
206                return closestLeader;
207            }
208        }
209        return nullptr;
210    }
211
212}
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