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source: code/branches/weapons/src/orxonox/objects/controllers/AIController.cc @ 2912

Last change on this file since 2912 was 2912, checked in by landauf, 15 years ago

Several small adjustments in the weaponsystem (like additional const keyword, includes moved from .h to .cc where possible, …)

Firemode is now an unsigned int instead of an Enum. Instead of "fire" and "altFire" use "fire 0" and "fire 1"

  • Property svn:eol-style set to native
File size: 3.4 KB
Line 
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 "OrxonoxStableHeaders.h"
30#include "AIController.h"
31
32#include "core/GameMode.h"
33#include "core/CoreIncludes.h"
34#include "core/Executor.h"
35#include "objects/worldentities/ControllableEntity.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        if (GameMode::isMaster())
48            this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&AIController::action)));
49    }
50
51    AIController::~AIController()
52    {
53    }
54
55    void AIController::action()
56    {
57        float random;
58        float maxrand = 100.0f / ACTION_INTERVAL;
59
60        // search enemy
61        random = rnd(maxrand);
62        if (random < 15 && (!this->target_))
63            this->searchNewTarget();
64
65        // forget enemy
66        random = rnd(maxrand);
67        if (random < 5 && (this->target_))
68            this->forgetTarget();
69
70        // next enemy
71        random = rnd(maxrand);
72        if (random < 10 && (this->target_))
73            this->searchNewTarget();
74
75        // fly somewhere
76        random = rnd(maxrand);
77        if (random < 50 && (!this->bHasTargetPosition_ && !this->target_))
78            this->searchRandomTargetPosition();
79
80        // stop flying
81        random = rnd(maxrand);
82        if (random < 10 && (this->bHasTargetPosition_ && !this->target_))
83            this->bHasTargetPosition_ = false;
84
85        // fly somewhere else
86        random = rnd(maxrand);
87        if (random < 30 && (this->bHasTargetPosition_ && !this->target_))
88            this->searchRandomTargetPosition();
89
90        // shoot
91        random = rnd(maxrand);
92        if (random < 75 && (this->target_ && !this->bShooting_))
93            this->bShooting_ = true;
94
95        // stop shooting
96        random = rnd(maxrand);
97        if (random < 25 && (this->bShooting_))
98            this->bShooting_ = false;
99    }
100
101    void AIController::tick(float dt)
102    {
103        if (!this->isActive())
104            return;
105
106        if (this->target_)
107            this->aimAtTarget();
108
109        if (this->bHasTargetPosition_)
110            this->moveToTargetPosition(dt);
111
112        if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(500) && this->isLookingAtTarget(Ogre::Math::PI / 20.0))
113            this->getControllableEntity()->fire(0);
114
115        SUPER(AIController, tick, dt);
116    }
117
118}
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