/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "AIController.h" #include "util/Math.h" #include "core/CoreIncludes.h" #include "core/Executor.h" #include "worldentities/ControllableEntity.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { static const float ACTION_INTERVAL = 1.0f; CreateFactory(AIController); AIController::AIController(BaseObject* creator) : ArtificialController(creator) { RegisterObject(AIController); this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this))); } AIController::~AIController() { } void AIController::action() { float random; float maxrand = 100.0f / ACTION_INTERVAL; // search enemy random = rnd(maxrand); if (random < 15 && (!this->target_)) this->searchNewTarget(); // forget enemy random = rnd(maxrand); if (random < 5 && (this->target_)) this->forgetTarget(); // next enemy random = rnd(maxrand); if (random < 10 && (this->target_)) this->searchNewTarget(); // fly somewhere random = rnd(maxrand); if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) this->searchRandomTargetPosition(); // stop flying random = rnd(maxrand); if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) this->bHasTargetPosition_ = false; // fly somewhere else random = rnd(maxrand); if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) this->searchRandomTargetPosition(); // shoot random = rnd(maxrand); if (random < 75 && (this->target_ && !this->bShooting_)) this->bShooting_ = true; // stop shooting random = rnd(maxrand); if (random < 25 && (this->bShooting_)) this->bShooting_ = false; } void AIController::tick(float dt) { if (!this->isActive()) return; if (this->target_) if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ this->forgetTarget(); this->aimAtTarget(); if (this->bHasTargetPosition_) this->moveToTargetPosition(); if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f)) this->getControllableEntity()->fire(0); SUPER(AIController, tick, dt); } }