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source: code/branches/network/src/orxonox/objects/NPC.h @ 1494

Last change on this file since 1494 was 1494, checked in by rgrieder, 16 years ago
  • set the svn:eol-style property to all files so, that where ever you check out, you'll get the right line endings (had to change every file with mixed endings to windows in order to set the property)
  • Property svn:eol-style set to native
File size: 2.3 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 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30  @file NPC.h
31  @brief AI using WorldEntity
32  @author Benjamin Knecht <beni_at_orxonox.net>
33 */
34
35#ifndef _NPC_H__
36#define _NPC_H__
37
38#include "OrxonoxPrereqs.h"
39
40#include "Model.h"
41
42namespace orxonox {
43
44  class _OrxonoxExport NPC : public Model
45  {
46    public:
47
48      NPC();
49      virtual ~NPC();
50      virtual void loadParams(TiXmlElement* xmlElem);
51      void tick(float dt);
52      void update();
53      void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable);
54      void registerAllVariables();
55      virtual bool create(){return Model::create();}
56
57    private:
58      float getDistance(WorldEntity* temp);
59      void calculateAcceleration();
60      Vector3 separation();
61      Vector3 alignment();
62      Vector3 cohesion();
63
64
65    private:
66      bool movable_;  // movability of the element, (false) gives the possiblity that an object can`t be moved by flocking but still gets into the calculation
67
68      // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed
69      static int const SEPERATIONDISTANCE = 300;  //detectionradius of seperation
70      static int const ALIGNMENTDISTANCE = 300;  //detectionradius of alignment
71      static int const COHESIONDISTANCE = 5000;  //detectionradius of cohesion
72      static int const NUMELEMENTS = 9;  //number of elements
73  };
74}
75#endif /* _NPC_H__ */
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