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source: code/branches/plehmannFS16/src/orxonox/controllers/ControllerDirector.cc @ 11172

Last change on this file since 11172 was 11172, checked in by plehmann, 8 years ago

updated some files so NewScriptController lua binds are created. added DebugTask to cmake.

  • Property svn:eol-style set to native
File size: 5.0 KB
RevLine 
[10016]1/*
[10046]2 * First try of a ControllerDirector. Target: An event occurs in the levelTry.oxw
3 * file, which is "heard" by an object of the type of this class. It then SHOULD
4 * (because it is not working) execute the party function.
[10016]5 */
6
[10024]7#include "ControllerDirector.h"
[11167]8#include "NewScriptController.h"
[10012]9#include "core/CoreIncludes.h"
10
[10024]11//#include "network/NetworkFunction.h"
12
13#include "infos/HumanPlayer.h"
14#include "interfaces/PlayerTrigger.h"
15#include "worldentities/pawns/Pawn.h"
[10035]16#include "core/LuaState.h"
[10024]17
[10026]18
[10016]19namespace orxonox
20{
[10024]21    RegisterClass(ControllerDirector);
[10012]22
[10024]23    ControllerDirector::ControllerDirector(Context* context) : ArtificialController(context)
[10016]24    {
[10046]25        // Register the object with the framework
[10024]26        RegisterObject(ControllerDirector);
[10046]27
28        // output a message to ensure we know the constructor was run
[10077]29        orxout(verbose)<<"hello universe constructor blablub"<< endl;
[10012]30
[10057]31
32
[10046]33        // Initialize member variables
[11071]34        this->player_ = nullptr;
35        this->entity_ = nullptr;
36        this->pTrigger_ = nullptr;
[10047]37        this->context_ = context;
[10016]38    }
[10012]39
[10024]40    void ControllerDirector::XMLPort(Element& xmlelement, XMLPort::Mode mode)
[10016]41    {
[10024]42        SUPER(ControllerDirector, XMLPort, xmlelement, mode);
[10622]43        XMLPortParam(ControllerDirector, "scriptname", setScriptName, getScriptName, xmlelement, mode).defaultValues("testscript");
[10012]44
[10077]45        orxout(verbose)<< "ControllerDirector::XMLPort " 
[10046]46          << "An instance of ControllerDirector has been created." << endl;
[10016]47    }
48
[10024]49    void ControllerDirector::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
[10012]50    {
[10046]51        // Call the xmleventport functions of the classes we derive from
[10024]52        SUPER(ControllerDirector, XMLEventPort, xmlelement, mode);
[10012]53
[10046]54        // Add an event sink for a "takeControl" event, which leads to the
55        // function takeControl() being called.
56        XMLPortEventSink(ControllerDirector, BaseObject, "takeControl", 
57          takeControl, xmlelement, mode);
[10024]58    }
59
60
61
62
[10046]63    void ControllerDirector::takeControl(Controller * controller, BaseObject * trigger) 
64    {
65       /* Output a message confirming that the function was called */
[11167]66       orxout()<<"test takecontrol."<< endl;
[10016]67
[10046]68       /* First, we set up a new controller to attach to the unit that
69        * triggered our event.
70        */
[10047]71       static int ctrlid = 1;
72       bool prepok = preparationToTakeControl(trigger);
73       if( prepok == true) 
74       {
75         /* Create a scriptcontroller object */
[11167]76         NewScriptController *newctrl = new NewScriptController(this->context_);
[10047]77
78         /* Make the player we were given its slave */
79         newctrl->setPlayer(this->player_);
80
81         /* Start controlling that object */
82         newctrl->takeControl(ctrlid);
83       }
84       else
85         return;
[10622]86
[10046]87       /* Set up a luastate to use for running the scripts */
88       LuaState * ls = new LuaState();
89       
90       /* Assemble a string to define a controller id variable in lua space */
91       std::stringstream tmp;
[10065]92       tmp << "newctrlid = " << ctrlid << endl;
[10046]93       std::string todo = tmp.str();
[10059]94       
[10046]95       /* Run the string using the luastate created earlier */
96       ls->doString(todo);
97
98       /* Now run the script on this controller. This will still have the above
99        * variable "newctrlid" defined, which means it can make use of it.
100        */
[10622]101       std::string scr = this->scriptname_ + ".lua";
102       ls->doFile(scr);
[10057]103
[10046]104       /* Increase the controller ID so we have a different one for
105        * the next time it is triggered */
106       ctrlid += 1;
[11172]107
108        orxout()<<"swag"<< endl;
[10024]109    } 
110
[10047]111    bool ControllerDirector::preparationToTakeControl(BaseObject * trigger) 
112    {
113        this->pTrigger_ = orxonox_cast<PlayerTrigger*>(trigger);
[11071]114        this->player_ = nullptr;
[10016]115
[11167]116        orxout() << "Preparation to take Control!" << endl; 
[10047]117
[10016]118        // Check whether it is a player trigger and extract pawn from it
[11071]119        if(this->pTrigger_ != nullptr)
[10016]120        {
[10047]121            // Get the object which triggered the event.
122            this->player_ = this->pTrigger_->getTriggeringPlayer(); 
123
124            // Check if there actually was a player returned.
[11172]125            if( this->player_ == nullptr) {
126            orxout()<<"swag control"<< endl;
127
128              return false;
129            }
[10016]130        }
131        else
132        {
[11167]133            orxout() << "ControllerDirector::preparationToTakeControl " 
[10047]134              << "Not a player trigger, can't extract pawn from it.." << endl;
[10016]135            return false;
136        }
137
[10215]138        this->entity_ = this->player_->getControllableEntity();
139        assert(this->entity_);
[10016]140
[10047]141        return true;
[10016]142    }
143
[10047]144    /* // Currently unused
[10024]145    void ControllerDirector::setNewController(Controller * controller) {
[10016]146
147
[10024]148        orxout() << "New Controller is going to be set!" << endl;
[10016]149
[10024]150        this->entity_->setDestroyWhenPlayerLeft(false);
151        this->player_->pauseControl();
152        this->entity_->setController(controller);
[10047]153        this->player_->startControl(this->entity_);
154        //this->setControllableEntity(this->entity_);
[10024]155    }
[10047]156    */
[10016]157       
[10012]158   
159
[10024]160}
[10016]161
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