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source: code/branches/ppspickups4/src/orxonox/controllers/AIController.cc @ 7068

Last change on this file since 7068 was 7068, checked in by ebeier, 14 years ago

bot's won't shoot invisible players anymore!

  • Property svn:eol-style set to native
  • Property svn:mergeinfo set to (toggle deleted branches)
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    /code/branches/rocket/src/orxonox/controllers/AIController.ccmergedeligible
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    /code/branches/buildsystem/src/orxonox/controllers/AIController.cc1874-2276,​2278-2400
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    /code/branches/ceguilua/src/orxonox/controllers/AIController.cc1802-1808
    /code/branches/console/src/orxonox/controllers/AIController.cc5941-6104
    /code/branches/core3/src/orxonox/controllers/AIController.cc1572-1739
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    /code/branches/core5/src/orxonox/controllers/AIController.cc5768-5928,​6009
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    /code/branches/particles/src/orxonox/controllers/AIController.cc2829-3085
    /code/branches/particles2/src/orxonox/controllers/AIController.cc6050-6106,​6109
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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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "AIController.h"
30
31#include "util/Math.h"
32#include "core/CoreIncludes.h"
33#include "core/Executor.h"
34#include "worldentities/ControllableEntity.h"
35#include "worldentities/pawns/Pawn.h"
36
37namespace orxonox
38{
39    static const float ACTION_INTERVAL = 1.0f;
40
41    CreateFactory(AIController);
42
43    AIController::AIController(BaseObject* creator) : ArtificialController(creator)
44    {
45        RegisterObject(AIController);
46
47        this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this)));
48    }
49
50    AIController::~AIController()
51    {
52    }
53
54    void AIController::action()
55    {
56        float random;
57        float maxrand = 100.0f / ACTION_INTERVAL;
58
59        // search enemy
60        random = rnd(maxrand);
61        if (random < 15 && (!this->target_))
62            this->searchNewTarget();
63
64        // forget enemy
65        random = rnd(maxrand);
66        if (random < 5 && (this->target_))
67            this->forgetTarget();
68
69        // next enemy
70        random = rnd(maxrand);
71        if (random < 10 && (this->target_))
72            this->searchNewTarget();
73
74        // fly somewhere
75        random = rnd(maxrand);
76        if (random < 50 && (!this->bHasTargetPosition_ && !this->target_))
77            this->searchRandomTargetPosition();
78
79        // stop flying
80        random = rnd(maxrand);
81        if (random < 10 && (this->bHasTargetPosition_ && !this->target_))
82            this->bHasTargetPosition_ = false;
83
84        // fly somewhere else
85        random = rnd(maxrand);
86        if (random < 30 && (this->bHasTargetPosition_ && !this->target_))
87            this->searchRandomTargetPosition();
88
89        // shoot
90        random = rnd(maxrand);
91        if (random < 75 && (this->target_ && !this->bShooting_))
92            this->bShooting_ = true;
93
94        // stop shooting
95        random = rnd(maxrand);
96        if (random < 25 && (this->bShooting_))
97            this->bShooting_ = false;
98    }
99
100    void AIController::tick(float dt)
101    {
102        if (!this->isActive())
103            return;
104
105        if (this->target_)
106            if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */
107                this->forgetTarget();
108            this->aimAtTarget();
109
110        if (this->bHasTargetPosition_)
111            this->moveToTargetPosition();
112
113        if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f))
114            this->getControllableEntity()->fire(0);
115
116        SUPER(AIController, tick, dt);
117    }
118
119}
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