| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Fabian 'x3n' Landau | 
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| 24 | *   Co-authors: | 
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| 25 | *      Dominik Solenicki | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #ifndef _ArtificialController_H__ | 
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| 30 | #define _ArtificialController_H__ | 
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| 31 |  | 
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| 32 | #include "OrxonoxPrereqs.h" | 
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| 33 |  | 
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| 34 | #include <vector> | 
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| 35 |  | 
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| 36 | #include "util/Math.h" | 
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| 37 | #include "Controller.h" | 
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| 38 | #include "controllers/NewHumanController.h" | 
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| 39 |  | 
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| 40 | namespace orxonox | 
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| 41 | { | 
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| 42 | class _OrxonoxExport ArtificialController : public Controller | 
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| 43 | { | 
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| 44 | public: | 
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| 45 | ArtificialController(BaseObject* creator); | 
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| 46 | virtual ~ArtificialController(); | 
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| 47 |  | 
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| 48 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); | 
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| 49 |  | 
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| 50 | void abandonTarget(Pawn* target); | 
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| 51 |  | 
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| 52 | inline void setTeam(int team) | 
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| 53 | { this->team_ = team; } | 
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| 54 | inline int getTeam() const | 
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| 55 | { return this->team_; } | 
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| 56 |  | 
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| 57 | inline void setFormationFlight(bool formation) | 
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| 58 | { this->formationFlight_ = formation; } | 
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| 59 | inline bool getFormationFlight() const | 
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| 60 | { return this->formationFlight_; } | 
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| 61 |  | 
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| 62 | inline void setFormationSize(int size) | 
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| 63 | { this->maxFormationSize_ = size; } | 
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| 64 | inline int getFormationSize() const | 
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| 65 | { return this->maxFormationSize_; } | 
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| 66 |  | 
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| 67 | inline void setPassive(bool passive) | 
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| 68 | { this->passive_ = passive; } | 
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| 69 | inline bool getPassive() const | 
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| 70 | { return this->passive_; } | 
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| 71 |  | 
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| 72 | virtual void changedControllableEntity(); | 
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| 73 |  | 
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| 74 | static void formationflight(const bool form); | 
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| 75 | static void masteraction(const int action); | 
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| 76 | static void followme(); | 
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| 77 | static void passivebehaviour(const bool passive); | 
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| 78 | static void formationsize(const int size); | 
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| 79 |  | 
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| 80 | protected: | 
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| 81 |  | 
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| 82 | int team_; | 
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| 83 | bool formationFlight_; | 
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| 84 | bool passive_; | 
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| 85 | unsigned int maxFormationSize_; | 
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| 86 | int freedomCount_; | 
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| 87 | enum State {SLAVE, MASTER, FREE}; | 
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| 88 | State state_; | 
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| 89 | std::vector<ArtificialController*> slaves_; | 
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| 90 | ArtificialController *myMaster_; | 
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| 91 | enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW}; | 
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| 92 | SpecificMasterAction specificMasterAction_; | 
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| 93 | int specificMasterActionHoldCount_; | 
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| 94 | float speedCounter_; //for speed adjustment when following | 
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| 95 |  | 
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| 96 | void moveToPosition(const Vector3& target); | 
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| 97 | void moveToTargetPosition(); | 
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| 98 |  | 
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| 99 | void removeFromFormation(); | 
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| 100 | void unregisterSlave(); | 
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| 101 | void searchNewMaster(); | 
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| 102 | void commandSlaves(); | 
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| 103 | void setNewMasterWithinFormation(); | 
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| 104 |  | 
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| 105 | void freeSlaves(); | 
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| 106 | void forceFreeSlaves(); | 
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| 107 | void loseMasterState(); | 
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| 108 | void forceFreedom(); | 
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| 109 | bool forcedFree(); | 
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| 110 |  | 
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| 111 | void specificMasterActionHold(); | 
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| 112 | void turn180Init(); | 
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| 113 | void turn180(); | 
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| 114 | void spinInit(); | 
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| 115 | void spin(); | 
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| 116 | void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100); | 
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| 117 | void followRandomHumanInit(); | 
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| 118 | void follow(); | 
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| 119 | void followForSlaves(const Vector3& target); | 
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| 120 |  | 
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| 121 | void setTargetPosition(const Vector3& target); | 
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| 122 | void searchRandomTargetPosition(); | 
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| 123 |  | 
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| 124 | void setTarget(Pawn* target); | 
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| 125 | void searchNewTarget(); | 
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| 126 | void forgetTarget(); | 
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| 127 | void aimAtTarget(); | 
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| 128 |  | 
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| 129 | bool isCloseAtTarget(float distance) const; | 
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| 130 | bool isLookingAtTarget(float angle) const; | 
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| 131 |  | 
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| 132 | void targetDied(); | 
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| 133 |  | 
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| 134 | static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack | 
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| 135 |  | 
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| 136 | bool bHasTargetPosition_; | 
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| 137 | Vector3 targetPosition_; | 
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| 138 | WeakPtr<Pawn> target_; | 
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| 139 | bool bShooting_; | 
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| 140 |  | 
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| 141 | private: | 
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| 142 | }; | 
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| 143 | } | 
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| 144 |  | 
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| 145 | #endif /* _ArtificialController_H__ */ | 
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