| 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 | *      Gani Aliguzhinov | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | #include "WingmanController.h" | 
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| 30 |  | 
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| 31 |  | 
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| 32 | namespace orxonox | 
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| 33 | { | 
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| 34 |  | 
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| 35 | RegisterClass(WingmanController); | 
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| 36 |  | 
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| 37 | //ActionpointController contains all common functionality of AI Controllers | 
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| 38 | WingmanController::WingmanController(Context* context) : ActionpointController(context) | 
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| 39 | { | 
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| 40 | RegisterObject(WingmanController); | 
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| 41 | this->myLeader_ = nullptr; | 
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| 42 | this->bFirstAction_ = true; | 
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| 43 |  | 
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| 44 | } | 
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| 45 |  | 
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| 46 | WingmanController::~WingmanController() | 
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| 47 | { | 
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| 48 | for (WorldEntity* actionpoint : this->actionpoints_) | 
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| 49 | { | 
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| 50 | if (actionpoint) | 
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| 51 | actionpoint->destroy(); | 
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| 52 | } | 
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| 53 | this->parsedActionpoints_.clear(); | 
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| 54 | this->actionpoints_.clear(); | 
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| 55 | } | 
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| 56 |  | 
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| 57 | //----action for hard calculations---- | 
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| 58 | void WingmanController::action() | 
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| 59 | { | 
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| 60 | if (!this->getControllableEntity() || !this->isActive()) | 
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| 61 | return; | 
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| 62 | //----If no leader, find one---- | 
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| 63 | if (!this->myLeader_) | 
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| 64 | { | 
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| 65 | ActionpointController* newLeader = (findNewLeader()); | 
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| 66 |  | 
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| 67 | this->myLeader_ = newLeader; | 
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| 68 | if (this->myLeader_) | 
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| 69 | { | 
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| 70 |  | 
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| 71 | } | 
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| 72 | } | 
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| 73 | //----If have leader, he will deal with logic---- | 
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| 74 | else | 
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| 75 | { | 
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| 76 |  | 
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| 77 | } | 
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| 78 | if (!this->myLeader_) | 
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| 79 | { | 
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| 80 | ActionpointController::action(); | 
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| 81 | } | 
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| 82 | else if (this->myLeader_) | 
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| 83 | { | 
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| 84 | if (this->myLeader_->bKeepFormation_ || !(this->myLeader_->getAction() == Action::FIGHT | 
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| 85 | || this->myLeader_->getAction() == Action::FIGHTALL | 
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| 86 | || this->myLeader_->getAction() == Action::ATTACK)) | 
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| 87 | { | 
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| 88 | this->keepFormation(); | 
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| 89 | } | 
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| 90 | else if (!this->myLeader_->bKeepFormation_) | 
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| 91 | { | 
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| 92 |  | 
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| 93 | if (!this->hasTarget()) | 
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| 94 | { | 
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| 95 | this->setTarget(this->myLeader_->getTarget()); | 
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| 96 | } | 
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| 97 |  | 
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| 98 | } | 
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| 99 | } | 
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| 100 | } | 
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| 101 |  | 
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| 102 |  | 
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| 103 | Vector3 WingmanController::getFormationPosition () | 
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| 104 | { | 
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| 105 | this->setFormationMode( this->myLeader_->getFormationMode() ); | 
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| 106 | this->spread_ = this->myLeader_->getSpread(); | 
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| 107 | if (this->myLeader_->getIdentifier()->getName() == "DivisionController") | 
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| 108 | { | 
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| 109 | switch (this->formationMode_){ | 
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| 110 | case FormationMode::WALL: | 
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| 111 | return Vector3 (2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_); | 
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| 112 | case FormationMode::FINGER4: | 
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| 113 | return Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_); | 
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| 114 | case FormationMode::DIAMOND: | 
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| 115 | return Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_); | 
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| 116 | default: | 
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| 117 | return Vector3::ZERO; | 
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| 118 | } | 
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| 119 | } | 
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| 120 | else | 
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| 121 | { | 
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| 122 | switch (this->formationMode_){ | 
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| 123 | case FormationMode::WALL: | 
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| 124 | return Vector3 (-2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_); | 
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| 125 | case FormationMode::FINGER4: | 
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| 126 | return Vector3 (-2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_); | 
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| 127 | case FormationMode::DIAMOND: | 
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| 128 | return Vector3 (2.0f*this->spread_, -1.0f*this->spread_, 0 - 1.0f*this->tolerance_); | 
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| 129 | default: | 
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| 130 | return Vector3::ZERO; | 
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| 131 | } | 
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| 132 | } | 
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| 133 | } | 
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| 134 | void WingmanController::keepFormation() | 
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| 135 | { | 
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| 136 | this->bKeepFormation_ = true; | 
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| 137 | ControllableEntity* leaderEntity = this->myLeader_->getControllableEntity(); | 
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| 138 | Vector3 targetRelativePosition = this->getFormationPosition(); | 
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| 139 | if (!leaderEntity) | 
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| 140 | return; | 
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| 141 | FlyingController::keepFormation (leaderEntity, targetRelativePosition); | 
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| 142 | } | 
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| 143 | //----POST: closest leader that is ready to take a new wingman is returned---- | 
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| 144 | ActionpointController* WingmanController::findNewLeader() | 
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| 145 | { | 
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| 146 |  | 
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| 147 | if (!this->getControllableEntity()) | 
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| 148 | return nullptr; | 
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| 149 |  | 
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| 150 | //----vars for finding the closest leader---- | 
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| 151 | ActionpointController* closestLeader = nullptr; | 
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| 152 | float minDistance =  std::numeric_limits<float>::infinity(); | 
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| 153 | Gametype* gt = this->getGametype(); | 
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| 154 |  | 
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| 155 | for (ActionpointController* controller : ObjectList<ActionpointController>()) | 
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| 156 | { | 
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| 157 | //----0ptr or not a leader or dead?---- | 
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| 158 | if (!controller || | 
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| 159 | (controller->getIdentifier()->getName() != "SectionController" && controller->getIdentifier()->getName() != "DivisionController") || | 
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| 160 | !(controller->getControllableEntity())) | 
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| 161 | continue; | 
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| 162 |  | 
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| 163 | //----same team?---- | 
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| 164 | if ( !CommonController::sameTeam (this->getControllableEntity(), controller->getControllableEntity(), gt) ) | 
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| 165 | continue; | 
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| 166 |  | 
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| 167 | //----check distance---- | 
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| 168 | float distance = CommonController::distance (controller->getControllableEntity(), this->getControllableEntity()); | 
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| 169 | if (distance < minDistance && !(controller->hasWingman())) | 
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| 170 | { | 
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| 171 | closestLeader = controller; | 
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| 172 | minDistance = distance; | 
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| 173 | } | 
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| 174 | } | 
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| 175 | if (closestLeader) | 
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| 176 | { | 
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| 177 | //----Racing conditions---- | 
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| 178 | /*TODO: racing condition check is wrong and redundant, as there is no multithreading here, ticks get called one after another, | 
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| 179 | so it can be simplified to a check of whether leader got a wingman*/ | 
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| 180 | if (closestLeader->setWingman(orxonox_cast<ActionpointController*>(this))) | 
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| 181 | { | 
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| 182 | return closestLeader; | 
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| 183 | } | 
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| 184 | } | 
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| 185 | return nullptr; | 
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| 186 | } | 
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| 187 |  | 
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| 188 | } | 
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