| 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 "ActionpointController.h" |
|---|
| 30 | |
|---|
| 31 | #include "core/XMLPort.h" |
|---|
| 32 | #include <algorithm> |
|---|
| 33 | #include "worldentities/Actionpoint.h" |
|---|
| 34 | namespace orxonox |
|---|
| 35 | { |
|---|
| 36 | |
|---|
| 37 | RegisterClass(ActionpointController); |
|---|
| 38 | |
|---|
| 39 | ActionpointController::ActionpointController(Context* context) : FightingController(context) |
|---|
| 40 | { |
|---|
| 41 | this->ticks_ = 0; |
|---|
| 42 | this->bPatrolling_ = false; |
|---|
| 43 | this->bInLoop_ = false; |
|---|
| 44 | this->bLoop_ = false; |
|---|
| 45 | this->bEndLoop_ = false; |
|---|
| 46 | loopActionpoints_.clear(); |
|---|
| 47 | parsedActionpoints_.clear(); |
|---|
| 48 | actionpoints_.clear(); |
|---|
| 49 | this->bTakenOver_ = false; |
|---|
| 50 | this->action_ = Action::NONE; |
|---|
| 51 | this->squaredaccuracy_ = 2500; |
|---|
| 52 | this->bStartedDodging_ = false; |
|---|
| 53 | this->bDefaultPatrol_ = true; |
|---|
| 54 | this->bDefaultFightAll_ = true; |
|---|
| 55 | this->stop_ = false; |
|---|
| 56 | RegisterObject(ActionpointController); |
|---|
| 57 | |
|---|
| 58 | } |
|---|
| 59 | void ActionpointController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
|---|
| 60 | { |
|---|
| 61 | SUPER( ActionpointController, XMLPort, xmlelement, mode ); |
|---|
| 62 | |
|---|
| 63 | XMLPortObject(ActionpointController, WorldEntity, "actionpoints", addActionpoint, getActionpoint, xmlelement, mode); |
|---|
| 64 | XMLPortParam(ActionpointController, "defaultFightAll", setDefaultFightAll, getDefaultFightAll, xmlelement, mode).defaultValues(true); |
|---|
| 65 | XMLPortParam(ActionpointController, "defaultPatrol", setDefaultPatrol, getDefaultPatrol, xmlelement, mode).defaultValues(true); |
|---|
| 66 | } |
|---|
| 67 | |
|---|
| 68 | ActionpointController::~ActionpointController() |
|---|
| 69 | { |
|---|
| 70 | loopActionpoints_.clear(); |
|---|
| 71 | parsedActionpoints_.clear(); |
|---|
| 72 | actionpoints_.clear(); |
|---|
| 73 | |
|---|
| 74 | } |
|---|
| 75 | void ActionpointController::tick(float dt) |
|---|
| 76 | { |
|---|
| 77 | if (!this || !this->getControllableEntity() || !this->isActive() || this->stop_) |
|---|
| 78 | return; |
|---|
| 79 | |
|---|
| 80 | //count ticks, ticks_ is unsigned, so overflow is not a problem |
|---|
| 81 | ++this->ticks_; |
|---|
| 82 | if (this->ticks_ == 1) |
|---|
| 83 | { |
|---|
| 84 | //those vectors are in reversed order after being set by XML. |
|---|
| 85 | std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); |
|---|
| 86 | std::reverse(actionpoints_.begin(), actionpoints_.end()); |
|---|
| 87 | } |
|---|
| 88 | |
|---|
| 89 | if (!this || !this->getControllableEntity()) |
|---|
| 90 | return; |
|---|
| 91 | //fly |
|---|
| 92 | if (this->bHasTargetPosition_) |
|---|
| 93 | { |
|---|
| 94 | this->moveToTargetPosition(dt); |
|---|
| 95 | }//or just rotate |
|---|
| 96 | else if (this->bLookAtTarget_) |
|---|
| 97 | { |
|---|
| 98 | this->lookAtTarget(dt); |
|---|
| 99 | } |
|---|
| 100 | |
|---|
| 101 | |
|---|
| 102 | if (!this || !this->getControllableEntity()) |
|---|
| 103 | return; |
|---|
| 104 | //don't fire rocket each tick |
|---|
| 105 | if (timeout_ <= 0) |
|---|
| 106 | { |
|---|
| 107 | this->bFiredRocket_ = false; |
|---|
| 108 | } |
|---|
| 109 | else if (this->bFiredRocket_) |
|---|
| 110 | { |
|---|
| 111 | --this->timeout_; |
|---|
| 112 | } |
|---|
| 113 | |
|---|
| 114 | if (!this || !this->getControllableEntity()) |
|---|
| 115 | return; |
|---|
| 116 | //sometimes dodge, sometimes attack |
|---|
| 117 | if (this->ticks_ % 80 <= 10) |
|---|
| 118 | { |
|---|
| 119 | this->bDodge_ = false; |
|---|
| 120 | } |
|---|
| 121 | else |
|---|
| 122 | { |
|---|
| 123 | this->bDodge_ = true; |
|---|
| 124 | } |
|---|
| 125 | |
|---|
| 126 | if (!this || !this->getControllableEntity()) |
|---|
| 127 | return; |
|---|
| 128 | //fire if you can |
|---|
| 129 | if (this->bShooting_) |
|---|
| 130 | { |
|---|
| 131 | this->doFire(); |
|---|
| 132 | } |
|---|
| 133 | SUPER(ActionpointController, tick, dt); |
|---|
| 134 | } |
|---|
| 135 | |
|---|
| 136 | /** |
|---|
| 137 | @brief |
|---|
| 138 | action() manages the state machine. |
|---|
| 139 | */ |
|---|
| 140 | |
|---|
| 141 | void ActionpointController::action() |
|---|
| 142 | { |
|---|
| 143 | if (!this || !this->getControllableEntity() || !this->isActive()) |
|---|
| 144 | return; |
|---|
| 145 | |
|---|
| 146 | //deltaHp is used to know if this got attacked |
|---|
| 147 | this->deltaHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth() - this->previousHp; |
|---|
| 148 | this->previousHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth(); |
|---|
| 149 | |
|---|
| 150 | //look out for enemies |
|---|
| 151 | if (this->bDefaultPatrol_ || (this->action_ != Action::FLY && this->action_ != Action::NONE)) |
|---|
| 152 | { |
|---|
| 153 | this->startAttackingEnemiesThatAreClose(); |
|---|
| 154 | } |
|---|
| 155 | if (!this || !this->getControllableEntity()) |
|---|
| 156 | return; |
|---|
| 157 | |
|---|
| 158 | //No action -> pop one from stack |
|---|
| 159 | if (this->action_ == Action::NONE || this->bTakenOver_) |
|---|
| 160 | { |
|---|
| 161 | //if default behaviour is fighting all, push it onto the stack |
|---|
| 162 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty() && this->bDefaultFightAll_) |
|---|
| 163 | { |
|---|
| 164 | if (!this || !this->getControllableEntity()) |
|---|
| 165 | return; |
|---|
| 166 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; |
|---|
| 167 | this->parsedActionpoints_.push_back (p); |
|---|
| 168 | } |
|---|
| 169 | if (!this || !this->getControllableEntity()) |
|---|
| 170 | return; |
|---|
| 171 | this->executeActionpoint(); |
|---|
| 172 | if (!this || !this->getControllableEntity()) |
|---|
| 173 | return; |
|---|
| 174 | this->bTakenOver_ = false; |
|---|
| 175 | } |
|---|
| 176 | if (!this || !this->getControllableEntity()) |
|---|
| 177 | return; |
|---|
| 178 | |
|---|
| 179 | //Action fightall -> fight till nobody alive |
|---|
| 180 | if (this->action_ == Action::FIGHTALL) |
|---|
| 181 | { |
|---|
| 182 | |
|---|
| 183 | if (!this->hasTarget()) |
|---|
| 184 | { |
|---|
| 185 | ControllableEntity* newTarget = this->closestTarget(); |
|---|
| 186 | if (newTarget) |
|---|
| 187 | { |
|---|
| 188 | if (!this || !this->getControllableEntity()) |
|---|
| 189 | return; |
|---|
| 190 | this->setAction (Action::FIGHTALL, newTarget); |
|---|
| 191 | } |
|---|
| 192 | else |
|---|
| 193 | { |
|---|
| 194 | if (!this || !this->getControllableEntity()) |
|---|
| 195 | return; |
|---|
| 196 | this->nextActionpoint(); |
|---|
| 197 | if (!this || !this->getControllableEntity()) |
|---|
| 198 | return; |
|---|
| 199 | this->executeActionpoint(); |
|---|
| 200 | |
|---|
| 201 | } |
|---|
| 202 | } |
|---|
| 203 | } |
|---|
| 204 | //Action fight -> fight as long as enemies in range |
|---|
| 205 | else if (this->action_ == Action::FIGHT) |
|---|
| 206 | { |
|---|
| 207 | if (!this->hasTarget() ) |
|---|
| 208 | { |
|---|
| 209 | //----find a target---- |
|---|
| 210 | ControllableEntity* newTarget = this->closestTarget(); |
|---|
| 211 | if (!this || !this->getControllableEntity()) |
|---|
| 212 | return; |
|---|
| 213 | if (newTarget && |
|---|
| 214 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
|---|
| 215 | { |
|---|
| 216 | if (!this || !this->getControllableEntity()) |
|---|
| 217 | return; |
|---|
| 218 | this->setAction (Action::FIGHT, newTarget); |
|---|
| 219 | } |
|---|
| 220 | else |
|---|
| 221 | { |
|---|
| 222 | if (!this || !this->getControllableEntity()) |
|---|
| 223 | return; |
|---|
| 224 | this->nextActionpoint(); |
|---|
| 225 | if (!this || !this->getControllableEntity()) |
|---|
| 226 | return; |
|---|
| 227 | this->executeActionpoint(); |
|---|
| 228 | } |
|---|
| 229 | } |
|---|
| 230 | else if (this->hasTarget()) |
|---|
| 231 | { |
|---|
| 232 | //----fly in formation if far enough---- |
|---|
| 233 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
|---|
| 234 | |
|---|
| 235 | if (diffVector.length() > this->attackRange_) |
|---|
| 236 | { |
|---|
| 237 | ControllableEntity* newTarget = this->closestTarget(); |
|---|
| 238 | if (!this || !this->getControllableEntity()) |
|---|
| 239 | return; |
|---|
| 240 | if (newTarget && |
|---|
| 241 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
|---|
| 242 | { |
|---|
| 243 | if (!this || !this->getControllableEntity()) |
|---|
| 244 | return; |
|---|
| 245 | this->setAction (Action::FIGHT, newTarget); |
|---|
| 246 | } |
|---|
| 247 | else |
|---|
| 248 | { |
|---|
| 249 | if (!this || !this->getControllableEntity()) |
|---|
| 250 | return; |
|---|
| 251 | this->nextActionpoint(); |
|---|
| 252 | if (!this || !this->getControllableEntity()) |
|---|
| 253 | return; |
|---|
| 254 | this->executeActionpoint(); |
|---|
| 255 | } |
|---|
| 256 | } |
|---|
| 257 | } |
|---|
| 258 | } |
|---|
| 259 | else if (this->action_ == Action::FLY) |
|---|
| 260 | { |
|---|
| 261 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
|---|
| 262 | { |
|---|
| 263 | if (!this || !this->getControllableEntity()) |
|---|
| 264 | return; |
|---|
| 265 | this->nextActionpoint(); |
|---|
| 266 | if (!this || !this->getControllableEntity()) |
|---|
| 267 | return; |
|---|
| 268 | this->executeActionpoint(); |
|---|
| 269 | } |
|---|
| 270 | } |
|---|
| 271 | else if (this->action_ == Action::PROTECT) |
|---|
| 272 | { |
|---|
| 273 | if (!this->getProtect()) |
|---|
| 274 | { |
|---|
| 275 | if (!this || !this->getControllableEntity()) |
|---|
| 276 | return; |
|---|
| 277 | this->nextActionpoint(); |
|---|
| 278 | if (!this || !this->getControllableEntity()) |
|---|
| 279 | return; |
|---|
| 280 | this->executeActionpoint(); |
|---|
| 281 | } |
|---|
| 282 | if (!this || !this->getControllableEntity()) |
|---|
| 283 | return; |
|---|
| 284 | this->stayNearProtect(); |
|---|
| 285 | } |
|---|
| 286 | else if (this->action_ == Action::ATTACK) |
|---|
| 287 | { |
|---|
| 288 | if (!this || !this->getControllableEntity()) |
|---|
| 289 | return; |
|---|
| 290 | if (!this->hasTarget()) |
|---|
| 291 | { |
|---|
| 292 | if (!this || !this->getControllableEntity()) |
|---|
| 293 | return; |
|---|
| 294 | this->nextActionpoint(); |
|---|
| 295 | if (!this || !this->getControllableEntity()) |
|---|
| 296 | return; |
|---|
| 297 | this->executeActionpoint(); |
|---|
| 298 | } |
|---|
| 299 | } |
|---|
| 300 | } |
|---|
| 301 | /** |
|---|
| 302 | @brief |
|---|
| 303 | if action is protect, this follows protect_ and fights enemies that are close |
|---|
| 304 | */ |
|---|
| 305 | void ActionpointController::setProtect (ControllableEntity* protect) |
|---|
| 306 | { |
|---|
| 307 | this->protect_ = protect; |
|---|
| 308 | } |
|---|
| 309 | ControllableEntity* ActionpointController::getProtect () |
|---|
| 310 | { |
|---|
| 311 | return this->protect_; |
|---|
| 312 | } |
|---|
| 313 | //XML method |
|---|
| 314 | void ActionpointController::addActionpoint(WorldEntity* actionpoint) |
|---|
| 315 | { |
|---|
| 316 | std::string actionName; |
|---|
| 317 | Vector3 position; |
|---|
| 318 | std::string targetName; |
|---|
| 319 | bool inLoop = false; |
|---|
| 320 | Point p; |
|---|
| 321 | if (actionpoint->getIdentifier()->getName() == "Actionpoint") |
|---|
| 322 | { |
|---|
| 323 | Actionpoint* ap = orxonox_cast<Actionpoint*> (actionpoint); |
|---|
| 324 | actionName = ap->getActionXML(); |
|---|
| 325 | targetName = ap->getName(); |
|---|
| 326 | position = ap->getWorldPosition(); |
|---|
| 327 | |
|---|
| 328 | if (this->bEndLoop_) |
|---|
| 329 | { |
|---|
| 330 | this->bInLoop_ = false; |
|---|
| 331 | } |
|---|
| 332 | if (!this->bInLoop_ && ap->getLoopStart()) |
|---|
| 333 | { |
|---|
| 334 | this->bInLoop_ = true; |
|---|
| 335 | } |
|---|
| 336 | if (this->bInLoop_ && ap->getLoopEnd()) |
|---|
| 337 | { |
|---|
| 338 | this->bEndLoop_ = true; |
|---|
| 339 | } |
|---|
| 340 | inLoop = this->bInLoop_; |
|---|
| 341 | |
|---|
| 342 | Action::Value value; |
|---|
| 343 | |
|---|
| 344 | if ( actionName == "FIGHT" ) |
|---|
| 345 | { value = Action::FIGHT; } |
|---|
| 346 | else if ( actionName == "FLY" ) |
|---|
| 347 | { value = Action::FLY; } |
|---|
| 348 | else if ( actionName == "PROTECT" ) |
|---|
| 349 | { value = Action::PROTECT; } |
|---|
| 350 | else if ( actionName == "NONE" ) |
|---|
| 351 | { value = Action::NONE; } |
|---|
| 352 | else if ( actionName == "FIGHTALL" ) |
|---|
| 353 | { value = Action::FIGHTALL; } |
|---|
| 354 | else if ( actionName == "ATTACK" ) |
|---|
| 355 | { value = Action::ATTACK; } |
|---|
| 356 | else |
|---|
| 357 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); |
|---|
| 358 | p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; |
|---|
| 359 | } |
|---|
| 360 | else |
|---|
| 361 | { |
|---|
| 362 | inLoop = true; |
|---|
| 363 | p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; |
|---|
| 364 | } |
|---|
| 365 | parsedActionpoints_.push_back(p); |
|---|
| 366 | this->actionpoints_.push_back(actionpoint); |
|---|
| 367 | } |
|---|
| 368 | //XML method |
|---|
| 369 | WorldEntity* ActionpointController::getActionpoint(unsigned int index) const |
|---|
| 370 | { |
|---|
| 371 | if (index < this->actionpoints_.size()) |
|---|
| 372 | return this->actionpoints_[index]; |
|---|
| 373 | else |
|---|
| 374 | return 0; |
|---|
| 375 | } |
|---|
| 376 | //XML method |
|---|
| 377 | Action::Value ActionpointController::getAction () |
|---|
| 378 | { |
|---|
| 379 | return this->action_; |
|---|
| 380 | } |
|---|
| 381 | //XML method |
|---|
| 382 | std::string ActionpointController::getActionName() |
|---|
| 383 | { |
|---|
| 384 | switch ( this->action_ ) |
|---|
| 385 | { |
|---|
| 386 | case Action::FIGHT: |
|---|
| 387 | { return "FIGHT"; } |
|---|
| 388 | case Action::FLY: |
|---|
| 389 | { return "FLY"; } |
|---|
| 390 | case Action::PROTECT: |
|---|
| 391 | { return "PROTECT"; } |
|---|
| 392 | case Action::NONE: |
|---|
| 393 | { return "NONE"; } |
|---|
| 394 | case Action::FIGHTALL: |
|---|
| 395 | { return "FIGHTALL"; } |
|---|
| 396 | case Action::ATTACK: |
|---|
| 397 | { return "ATTACK"; } |
|---|
| 398 | default: |
|---|
| 399 | return "NONE"; |
|---|
| 400 | break; |
|---|
| 401 | } |
|---|
| 402 | } |
|---|
| 403 | //XML method |
|---|
| 404 | void ActionpointController::setAction (Action::Value action) |
|---|
| 405 | { |
|---|
| 406 | this->action_ = action; |
|---|
| 407 | } |
|---|
| 408 | //set action and target/protect |
|---|
| 409 | void ActionpointController::setAction (Action::Value action, ControllableEntity* target) |
|---|
| 410 | { |
|---|
| 411 | if (!this || !this->getControllableEntity()) |
|---|
| 412 | return; |
|---|
| 413 | this->action_ = action; |
|---|
| 414 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
|---|
| 415 | { |
|---|
| 416 | if (target) |
|---|
| 417 | this->setTarget (target); |
|---|
| 418 | } |
|---|
| 419 | else if (action == Action::PROTECT) |
|---|
| 420 | { |
|---|
| 421 | if (target) |
|---|
| 422 | this->setProtect (target); |
|---|
| 423 | } |
|---|
| 424 | } |
|---|
| 425 | //set action and target position |
|---|
| 426 | void ActionpointController::setAction (Action::Value action, const Vector3& target) |
|---|
| 427 | { |
|---|
| 428 | if (!this || !this->getControllableEntity()) |
|---|
| 429 | return; |
|---|
| 430 | this->action_ = action; |
|---|
| 431 | if (action == Action::FLY) |
|---|
| 432 | { |
|---|
| 433 | this->setTargetPosition (target); |
|---|
| 434 | } |
|---|
| 435 | } |
|---|
| 436 | //set action and target position and orientation |
|---|
| 437 | void ActionpointController::setAction (Action::Value action, const Vector3& target, const Quaternion& orient ) |
|---|
| 438 | { |
|---|
| 439 | if (!this || !this->getControllableEntity()) |
|---|
| 440 | return; |
|---|
| 441 | this->action_ = action; |
|---|
| 442 | if (action == Action::FLY) |
|---|
| 443 | { |
|---|
| 444 | this->setTargetPosition (target); |
|---|
| 445 | this->setTargetOrientation (orient); |
|---|
| 446 | } |
|---|
| 447 | } |
|---|
| 448 | |
|---|
| 449 | //------------------------------------------------------------------------------ |
|---|
| 450 | //------------------------------Actionpoint methods----------------------------- |
|---|
| 451 | //------------------------------------------------------------------------------ |
|---|
| 452 | |
|---|
| 453 | //POST: this starts doing what was asked by the last element of parsedActionpoints_, |
|---|
| 454 | //if last element was failed to be parsed, next element will be executed. |
|---|
| 455 | void ActionpointController::executeActionpoint() |
|---|
| 456 | { |
|---|
| 457 | if (!this || !this->getControllableEntity()) |
|---|
| 458 | return; |
|---|
| 459 | |
|---|
| 460 | Point p; |
|---|
| 461 | if (this->bLoop_ && !loopActionpoints_.empty()) |
|---|
| 462 | { |
|---|
| 463 | p = loopActionpoints_.back(); |
|---|
| 464 | } |
|---|
| 465 | else if (this->bLoop_) |
|---|
| 466 | { |
|---|
| 467 | this->bLoop_ = false; |
|---|
| 468 | return; |
|---|
| 469 | } |
|---|
| 470 | else if (!this->bLoop_ && !parsedActionpoints_.empty()) |
|---|
| 471 | { |
|---|
| 472 | p = parsedActionpoints_.back(); |
|---|
| 473 | } |
|---|
| 474 | else |
|---|
| 475 | { |
|---|
| 476 | if (!this || !this->getControllableEntity()) |
|---|
| 477 | return; |
|---|
| 478 | |
|---|
| 479 | this->setTarget(0); |
|---|
| 480 | this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); |
|---|
| 481 | this->action_ = Action::NONE; |
|---|
| 482 | return; |
|---|
| 483 | } |
|---|
| 484 | if (!this || !this->getControllableEntity()) |
|---|
| 485 | return; |
|---|
| 486 | if (!this->bLoop_ && this->parsedActionpoints_.back().inLoop) |
|---|
| 487 | { |
|---|
| 488 | //MOVES all points that are in loop to a loop vector |
|---|
| 489 | this->fillLoop(); |
|---|
| 490 | if (!this || !this->getControllableEntity()) |
|---|
| 491 | return; |
|---|
| 492 | this->bLoop_ = true; |
|---|
| 493 | executeActionpoint(); |
|---|
| 494 | return; |
|---|
| 495 | } |
|---|
| 496 | if (!this || !this->getControllableEntity()) |
|---|
| 497 | return; |
|---|
| 498 | this->setAction (p.action); |
|---|
| 499 | if (!this || !this->getControllableEntity()) |
|---|
| 500 | return; |
|---|
| 501 | |
|---|
| 502 | switch (this->action_) |
|---|
| 503 | { |
|---|
| 504 | case Action::FIGHT: |
|---|
| 505 | { |
|---|
| 506 | std::string targetName = p.name; |
|---|
| 507 | if (targetName == "") |
|---|
| 508 | break; |
|---|
| 509 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
|---|
| 510 | { |
|---|
| 511 | if (!this || !this->getControllableEntity()) |
|---|
| 512 | return; |
|---|
| 513 | if (CommonController::getName(*itP) == targetName) |
|---|
| 514 | { |
|---|
| 515 | this->setTarget (static_cast<ControllableEntity*>(*itP)); |
|---|
| 516 | } |
|---|
| 517 | } |
|---|
| 518 | break; |
|---|
| 519 | } |
|---|
| 520 | case Action::FLY: |
|---|
| 521 | { |
|---|
| 522 | this->setTargetPosition( p.position ); |
|---|
| 523 | if (!this || !this->getControllableEntity()) |
|---|
| 524 | return; |
|---|
| 525 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
|---|
| 526 | { |
|---|
| 527 | if (!this || !this->getControllableEntity()) |
|---|
| 528 | return; |
|---|
| 529 | this->nextActionpoint(); |
|---|
| 530 | if (!this || !this->getControllableEntity()) |
|---|
| 531 | return; |
|---|
| 532 | this->executeActionpoint(); |
|---|
| 533 | } |
|---|
| 534 | break; |
|---|
| 535 | } |
|---|
| 536 | case Action::PROTECT: |
|---|
| 537 | { |
|---|
| 538 | if (!this || !this->getControllableEntity()) |
|---|
| 539 | return; |
|---|
| 540 | |
|---|
| 541 | std::string protectName = p.name; |
|---|
| 542 | if (protectName == "reservedKeyword:human") |
|---|
| 543 | { |
|---|
| 544 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
|---|
| 545 | { |
|---|
| 546 | if (orxonox_cast<ControllableEntity*>(*itP) && ((*itP)->getController()) && ((*itP)->getController()->getIdentifier()->getName() == "NewHumanController")) |
|---|
| 547 | { |
|---|
| 548 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
|---|
| 549 | } |
|---|
| 550 | } |
|---|
| 551 | } |
|---|
| 552 | else |
|---|
| 553 | { |
|---|
| 554 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
|---|
| 555 | { |
|---|
| 556 | if (CommonController::getName(*itP) == protectName) |
|---|
| 557 | { |
|---|
| 558 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
|---|
| 559 | } |
|---|
| 560 | } |
|---|
| 561 | } |
|---|
| 562 | if (!this->getProtect()) |
|---|
| 563 | { |
|---|
| 564 | this->nextActionpoint(); |
|---|
| 565 | this->executeActionpoint(); |
|---|
| 566 | } |
|---|
| 567 | break; |
|---|
| 568 | } |
|---|
| 569 | case Action::NONE: |
|---|
| 570 | { |
|---|
| 571 | break; |
|---|
| 572 | } |
|---|
| 573 | case Action::FIGHTALL: |
|---|
| 574 | { |
|---|
| 575 | break; |
|---|
| 576 | } |
|---|
| 577 | case Action::ATTACK: |
|---|
| 578 | { |
|---|
| 579 | std::string targetName = p.name; |
|---|
| 580 | |
|---|
| 581 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
|---|
| 582 | { |
|---|
| 583 | if (CommonController::getName(*itP) == targetName) |
|---|
| 584 | { |
|---|
| 585 | if (!this || !this->getControllableEntity()) |
|---|
| 586 | return; |
|---|
| 587 | this->setTarget (static_cast<ControllableEntity*>(*itP)); |
|---|
| 588 | } |
|---|
| 589 | } |
|---|
| 590 | if (!this->hasTarget()) |
|---|
| 591 | { |
|---|
| 592 | this->nextActionpoint(); |
|---|
| 593 | if (!this || !this->getControllableEntity()) |
|---|
| 594 | return; |
|---|
| 595 | this->executeActionpoint(); |
|---|
| 596 | } |
|---|
| 597 | break; |
|---|
| 598 | } |
|---|
| 599 | default: |
|---|
| 600 | break; |
|---|
| 601 | } |
|---|
| 602 | } |
|---|
| 603 | |
|---|
| 604 | //calculate where in world coordinates this ship has to be, so that it keeps distance to protect_, and fly there |
|---|
| 605 | void ActionpointController::stayNearProtect() |
|---|
| 606 | { |
|---|
| 607 | if (!this || !this->getControllableEntity()) |
|---|
| 608 | return; |
|---|
| 609 | |
|---|
| 610 | Vector3 targetRelativePosition(0, 300, 300); |
|---|
| 611 | if (!this->getProtect()) |
|---|
| 612 | { |
|---|
| 613 | this->nextActionpoint(); |
|---|
| 614 | return; |
|---|
| 615 | } |
|---|
| 616 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
|---|
| 617 | (this->getProtect()->getWorldOrientation()* (targetRelativePosition))); |
|---|
| 618 | this->setTargetPosition(targetAbsolutePosition); |
|---|
| 619 | if (!this->getProtect()) |
|---|
| 620 | { |
|---|
| 621 | this->nextActionpoint(); |
|---|
| 622 | return; |
|---|
| 623 | } |
|---|
| 624 | this->setTargetOrientation(this->getProtect()->getWorldOrientation()); |
|---|
| 625 | } |
|---|
| 626 | //remove current point from the stack |
|---|
| 627 | void ActionpointController::nextActionpoint() |
|---|
| 628 | { |
|---|
| 629 | if (!this || !this->getControllableEntity()) |
|---|
| 630 | return; |
|---|
| 631 | if (this->bLoop_) |
|---|
| 632 | { |
|---|
| 633 | if (this->bPatrolling_) |
|---|
| 634 | { |
|---|
| 635 | this->loopActionpoints_.pop_back(); |
|---|
| 636 | this->bPatrolling_ = false; |
|---|
| 637 | } |
|---|
| 638 | else if (!this->loopActionpoints_.empty()) |
|---|
| 639 | { |
|---|
| 640 | this->moveBackToTop(); |
|---|
| 641 | } |
|---|
| 642 | } |
|---|
| 643 | else |
|---|
| 644 | { |
|---|
| 645 | if (!this->parsedActionpoints_.empty()) |
|---|
| 646 | { |
|---|
| 647 | this->parsedActionpoints_.pop_back(); |
|---|
| 648 | } |
|---|
| 649 | } |
|---|
| 650 | this->setAction(Action::NONE); |
|---|
| 651 | this->bHasTargetPosition_ = false; |
|---|
| 652 | } |
|---|
| 653 | //if looping, instead of erasing point, move it to the top (back is what gets executed, so it's kinda reversed stack) |
|---|
| 654 | void ActionpointController::moveBackToTop() |
|---|
| 655 | { |
|---|
| 656 | if (!this || !this->getControllableEntity()) |
|---|
| 657 | return; |
|---|
| 658 | |
|---|
| 659 | Point temp = loopActionpoints_.back(); |
|---|
| 660 | loopActionpoints_.pop_back(); |
|---|
| 661 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
|---|
| 662 | loopActionpoints_.push_back(temp); |
|---|
| 663 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
|---|
| 664 | } |
|---|
| 665 | //POST: moves all consecutive points that are in loop to the loop stack |
|---|
| 666 | void ActionpointController::fillLoop() |
|---|
| 667 | { |
|---|
| 668 | loopActionpoints_.clear(); |
|---|
| 669 | fillLoopReversed(); |
|---|
| 670 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
|---|
| 671 | } |
|---|
| 672 | void ActionpointController::fillLoopReversed() |
|---|
| 673 | { |
|---|
| 674 | if (parsedActionpoints_.back().inLoop) |
|---|
| 675 | { |
|---|
| 676 | loopActionpoints_.push_back(parsedActionpoints_.back()); |
|---|
| 677 | parsedActionpoints_.pop_back(); |
|---|
| 678 | } |
|---|
| 679 | if (parsedActionpoints_.back().inLoop) |
|---|
| 680 | { |
|---|
| 681 | fillLoopReversed(); |
|---|
| 682 | } |
|---|
| 683 | } |
|---|
| 684 | //copy other ship's stacks so that if it dies, this can finish that ship's actions |
|---|
| 685 | void ActionpointController::takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b) |
|---|
| 686 | { |
|---|
| 687 | if (!this || !this->getControllableEntity()) |
|---|
| 688 | return; |
|---|
| 689 | this->parsedActionpoints_ = vector; |
|---|
| 690 | if (!this || !this->getControllableEntity()) |
|---|
| 691 | return; |
|---|
| 692 | this->loopActionpoints_ = loop; |
|---|
| 693 | this->bLoop_ = b; |
|---|
| 694 | this->bTakenOver_ = true; |
|---|
| 695 | } |
|---|
| 696 | //attack closest target |
|---|
| 697 | void ActionpointController::setClosestTarget() |
|---|
| 698 | { |
|---|
| 699 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
|---|
| 700 | } |
|---|
| 701 | //find closest target |
|---|
| 702 | Pawn* ActionpointController::closestTarget() |
|---|
| 703 | { |
|---|
| 704 | if (!this || !this->getControllableEntity()) |
|---|
| 705 | return 0; |
|---|
| 706 | |
|---|
| 707 | Pawn* closestTarget = 0; |
|---|
| 708 | float minDistance = std::numeric_limits<float>::infinity(); |
|---|
| 709 | Gametype* gt = this->getGametype(); |
|---|
| 710 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
|---|
| 711 | { |
|---|
| 712 | if (!this || !this->getControllableEntity()) |
|---|
| 713 | return 0; |
|---|
| 714 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) |
|---|
| 715 | continue; |
|---|
| 716 | |
|---|
| 717 | float distance = CommonController::distance (*itP, this->getControllableEntity()); |
|---|
| 718 | if (distance < minDistance) |
|---|
| 719 | { |
|---|
| 720 | closestTarget = *itP; |
|---|
| 721 | minDistance = distance; |
|---|
| 722 | } |
|---|
| 723 | } |
|---|
| 724 | if (closestTarget) |
|---|
| 725 | { |
|---|
| 726 | return closestTarget; |
|---|
| 727 | } |
|---|
| 728 | return 0; |
|---|
| 729 | } |
|---|
| 730 | //push action FIGHT to the stack and set target to the closest enemy |
|---|
| 731 | void ActionpointController::startAttackingEnemiesThatAreClose() |
|---|
| 732 | { |
|---|
| 733 | if (!this || !this->getControllableEntity()) |
|---|
| 734 | return; |
|---|
| 735 | |
|---|
| 736 | //if (this->action_ != Action::FIGHT && this->action_ != Action::FIGHTALL) |
|---|
| 737 | { |
|---|
| 738 | if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_)) |
|---|
| 739 | { |
|---|
| 740 | if (!this || !this->getControllableEntity()) |
|---|
| 741 | return; |
|---|
| 742 | Pawn* newTarget = this->closestTarget(); |
|---|
| 743 | if ( newTarget && |
|---|
| 744 | CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) |
|---|
| 745 | <= this->attackRange_ ) |
|---|
| 746 | { |
|---|
| 747 | if (!this || !this->getControllableEntity()) |
|---|
| 748 | return; |
|---|
| 749 | this->setTarget(newTarget); |
|---|
| 750 | if (this->bLoop_ && !this->bPatrolling_) |
|---|
| 751 | { |
|---|
| 752 | Point p = { Action::FIGHT, "", Vector3::ZERO, true }; |
|---|
| 753 | this->loopActionpoints_.push_back(p); |
|---|
| 754 | } |
|---|
| 755 | else if (!this->bPatrolling_) |
|---|
| 756 | { |
|---|
| 757 | //orxout (internal_error) << "found new target " << CommonController::getName(newTarget) <<endl; |
|---|
| 758 | Point p = { Action::FIGHT, "", Vector3::ZERO, false }; |
|---|
| 759 | this->parsedActionpoints_.push_back(p); |
|---|
| 760 | } |
|---|
| 761 | this->bPatrolling_ = true; |
|---|
| 762 | this->executeActionpoint(); |
|---|
| 763 | } |
|---|
| 764 | } |
|---|
| 765 | } |
|---|
| 766 | } |
|---|
| 767 | } |
|---|