| [2839] | 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 |  *      ... | 
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 | 26 |  * | 
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 | 27 |  */ | 
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 | 28 |  | 
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| [8108] | 29 | /** | 
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 | 30 |     @file PongAI.cc | 
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 | 31 |     @brief Implementation of the PongAI class. | 
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 | 32 | */ | 
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 | 33 |  | 
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| [2839] | 34 | #include "PongAI.h" | 
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 | 35 |  | 
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 | 36 | #include "core/CoreIncludes.h" | 
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| [9667] | 37 | #include "core/config/ConfigValueIncludes.h" | 
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| [8729] | 38 | #include "core/command/Executor.h" | 
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| [3196] | 39 | #include "tools/Timer.h" | 
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| [8108] | 40 |  | 
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| [5735] | 41 | #include "worldentities/ControllableEntity.h" | 
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| [8108] | 42 |  | 
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| [5725] | 43 | #include "PongBall.h" | 
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| [2839] | 44 |  | 
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 | 45 | namespace orxonox | 
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 | 46 | { | 
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| [9667] | 47 |     RegisterUnloadableClass(PongAI); | 
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| [2839] | 48 |  | 
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| [3196] | 49 |     const static float MAX_REACTION_TIME = 0.4f; | 
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| [2860] | 50 |  | 
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| [8108] | 51 |     /** | 
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 | 52 |     @brief | 
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 | 53 |         Constructor. Registers and initializes the object. | 
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 | 54 |     */ | 
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| [9667] | 55 |     PongAI::PongAI(Context* context) : Controller(context) | 
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| [2839] | 56 |     { | 
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 | 57 |         RegisterObject(PongAI); | 
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 | 58 |  | 
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| [11071] | 59 |         this->ball_ = nullptr; | 
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| [2860] | 60 |         this->ballDirection_ = Vector2::ZERO; | 
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 | 61 |         this->ballEndPosition_ = 0; | 
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| [2839] | 62 |         this->randomOffset_ = 0; | 
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| [5929] | 63 |         this->bChangedRandomOffset_ = false; | 
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| [3196] | 64 |         this->relHysteresisOffset_ = 0.02f; | 
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 | 65 |         this->strength_ = 0.5f; | 
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| [2860] | 66 |         this->movement_ = 0; | 
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| [2885] | 67 |         this->oldMove_ = 0; | 
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 | 68 |         this->bOscillationAvoidanceActive_ = false; | 
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| [2857] | 69 |  | 
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 | 70 |         this->setConfigValues(); | 
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| [2839] | 71 |     } | 
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 | 72 |  | 
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| [8108] | 73 |     /** | 
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 | 74 |     @brief | 
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 | 75 |         Destructor. Cleans up the list fo reaction timers. | 
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 | 76 |     */ | 
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| [2860] | 77 |     PongAI::~PongAI() | 
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 | 78 |     { | 
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| [11071] | 79 |         for (std::pair<Timer*, char>& pair : this->reactionTimers_) | 
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 | 80 |             delete pair.first; | 
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| [2860] | 81 |     } | 
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 | 82 |  | 
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| [8108] | 83 |     /** | 
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 | 84 |     @brief | 
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 | 85 |         Sets config values. | 
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 | 86 |     */ | 
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| [2857] | 87 |     void PongAI::setConfigValues() | 
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 | 88 |     { | 
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| [8108] | 89 |         // Sets the strength of the PongAi as a config value. | 
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| [2857] | 90 |         SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong."); | 
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 | 91 |     } | 
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 | 92 |  | 
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| [8108] | 93 |     /** | 
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 | 94 |     @brief | 
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 | 95 |         Is called each tick. | 
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 | 96 |         Implements the behavior of the PongAI (i.e. its intelligence). | 
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 | 97 |     @param dt | 
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 | 98 |         The time that has elapsed since the last tick. | 
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 | 99 |     */ | 
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| [2839] | 100 |     void PongAI::tick(float dt) | 
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 | 101 |     { | 
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| [8108] | 102 |         // If either the ball, or the controllable entity (i.e. the bat) don't exist (or aren't set). | 
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| [11071] | 103 |         if (this->ball_  == nullptr || this->getControllableEntity() == nullptr) | 
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| [2839] | 104 |             return; | 
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 | 105 |  | 
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| [2860] | 106 |         Vector3 mypos = this->getControllableEntity()->getPosition(); | 
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| [2839] | 107 |         Vector3 ballpos = this->ball_->getPosition(); | 
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 | 108 |         Vector3 ballvel = this->ball_->getVelocity(); | 
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 | 109 |         float hysteresisOffset = this->relHysteresisOffset_ * this->ball_->getFieldDimension().y; | 
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 | 110 |  | 
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| [2860] | 111 |         char move = 0; | 
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| [2885] | 112 |         bool delay = false; | 
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| [2860] | 113 |  | 
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| [2839] | 114 |         // Check in which direction the ball is flying | 
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 | 115 |         if ((mypos.x > 0 && ballvel.x < 0) || (mypos.x < 0 && ballvel.x > 0)) | 
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 | 116 |         { | 
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| [2872] | 117 |             // The ball is flying away | 
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| [2860] | 118 |             this->ballDirection_.x = -1; | 
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 | 119 |             this->ballDirection_.y = 0; | 
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| [2885] | 120 |             this->bOscillationAvoidanceActive_ = false; | 
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| [2839] | 121 |  | 
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| [2872] | 122 |             // Move to the middle | 
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| [2839] | 123 |             if (mypos.z > hysteresisOffset) | 
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| [2860] | 124 |                 move = 1; | 
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| [2839] | 125 |             else if (mypos.z < -hysteresisOffset) | 
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| [2860] | 126 |                 move = -1; | 
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| [2839] | 127 |         } | 
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 | 128 |         else if (ballvel.x == 0) | 
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 | 129 |         { | 
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| [2872] | 130 |             // The ball is standing still | 
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| [2860] | 131 |             this->ballDirection_.x = 0; | 
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 | 132 |             this->ballDirection_.y = 0; | 
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| [2885] | 133 |             this->bOscillationAvoidanceActive_ = false; | 
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| [2839] | 134 |         } | 
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 | 135 |         else | 
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 | 136 |         { | 
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| [2872] | 137 |             // The ball is approaching | 
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| [2860] | 138 |             if (this->ballDirection_.x != 1) | 
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 | 139 |             { | 
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| [8108] | 140 |                 // The ball just started to approach, initialize all values | 
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| [2860] | 141 |                 this->ballDirection_.x = 1; | 
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 | 142 |                 this->ballDirection_.y = sgn(ballvel.z); | 
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 | 143 |                 this->ballEndPosition_ = 0; | 
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 | 144 |                 this->randomOffset_ = 0; | 
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| [5929] | 145 |                 this->bChangedRandomOffset_ = false; | 
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| [2839] | 146 |  | 
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| [2860] | 147 |                 this->calculateRandomOffset(); | 
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 | 148 |                 this->calculateBallEndPosition(); | 
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| [2885] | 149 |                 delay = true; | 
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 | 150 |                 this->bOscillationAvoidanceActive_ = false; | 
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| [2860] | 151 |             } | 
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 | 152 |  | 
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 | 153 |             if (this->ballDirection_.y != sgn(ballvel.z)) | 
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 | 154 |             { | 
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| [2872] | 155 |                 // The ball just bounced from a bound, recalculate the predicted end position | 
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| [2860] | 156 |                 this->ballDirection_.y = sgn(ballvel.z); | 
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 | 157 |  | 
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 | 158 |                 this->calculateBallEndPosition(); | 
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| [2885] | 159 |                 delay = true; | 
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 | 160 |                 this->bOscillationAvoidanceActive_ = false; | 
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| [2860] | 161 |             } | 
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| [6417] | 162 |  | 
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| [5929] | 163 |             // If the ball is close enough, calculate another random offset to accelerate the ball | 
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 | 164 |             if (!this->bChangedRandomOffset_) | 
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 | 165 |             { | 
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| [8952] | 166 |                 float timetohit = (-ballpos.x + this->ball_->getFieldDimension().x / 2 * sgn(ballvel.x)) / ballvel.x; | 
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| [5929] | 167 |                 if (timetohit < 0.05) | 
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 | 168 |                 { | 
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 | 169 |                     this->bChangedRandomOffset_ = true; | 
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 | 170 |                     if (rnd() < this->strength_) | 
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 | 171 |                         this->calculateRandomOffset(); | 
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 | 172 |                 } | 
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 | 173 |             } | 
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| [2860] | 174 |  | 
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| [2872] | 175 |             // Move to the predicted end position with an additional offset (to hit the ball with the side of the bat) | 
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| [2885] | 176 |             if (!this->bOscillationAvoidanceActive_) | 
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 | 177 |             { | 
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 | 178 |                 float desiredZValue = this->ballEndPosition_ + this->randomOffset_; | 
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| [2860] | 179 |  | 
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| [2885] | 180 |                 if (mypos.z > desiredZValue + hysteresisOffset * (this->randomOffset_ < 0)) | 
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 | 181 |                     move = 1; | 
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 | 182 |                 else if (mypos.z < desiredZValue - hysteresisOffset * (this->randomOffset_ > 0)) | 
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 | 183 |                     move = -1; | 
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 | 184 |             } | 
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 | 185 |  | 
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 | 186 |             if (move != 0 && this->oldMove_ != 0 && move != this->oldMove_ && !delay) | 
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 | 187 |             { | 
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 | 188 |                 // We had to correct our position because we moved too far | 
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| [8108] | 189 |                 // (and delay is false, so we're not in the wrong place because of a new end-position prediction) | 
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| [2885] | 190 |                 if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y) | 
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 | 191 |                 { | 
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 | 192 |                     // We're not at the right position, but we still hit the ball, so just stay there to avoid oscillation | 
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 | 193 |                     move = 0; | 
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 | 194 |                     this->bOscillationAvoidanceActive_ = true; | 
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 | 195 |                 } | 
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 | 196 |             } | 
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| [2839] | 197 |         } | 
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| [2860] | 198 |  | 
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| [2885] | 199 |         this->oldMove_ = move; | 
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 | 200 |         this->move(move, delay); | 
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| [2860] | 201 |         this->getControllableEntity()->moveFrontBack(this->movement_); | 
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| [2839] | 202 |     } | 
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 | 203 |  | 
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| [8108] | 204 |     /** | 
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 | 205 |     @brief | 
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 | 206 |         Calculates the random offset, that accounts for random errors the AI makes in order to be beatable. | 
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 | 207 |         The higher the strength of the AI, the smaller the (expected value of the) error. | 
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 | 208 |         The result of this method is stored in this->randomOffset_. | 
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 | 209 |     */ | 
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| [2839] | 210 |     void PongAI::calculateRandomOffset() | 
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 | 211 |     { | 
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| [2857] | 212 |         // Calculate the exponent for the position-formula | 
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| [10727] | 213 |         float exp = pow(10.0f, 1.0f - 2.0f*this->strength_); // strength: 0   -> exp = 10 | 
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 | 214 |                                                              // strength: 0.5 -> exp = 1 | 
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 | 215 |                                                              // strength: 1   -> exp = 0.1 | 
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| [2857] | 216 |  | 
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 | 217 |         // Calculate the relative position where to hit the ball with the bat | 
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 | 218 |         float position = pow(rnd(), exp); // exp > 1 -> position is more likely a small number | 
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 | 219 |                                           // exp < 1 -> position is more likely a large number | 
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 | 220 |  | 
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| [8108] | 221 |         // The position shouldn't be larger than 0.5 (50% of the bat-length from the middle is the end) | 
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| [3196] | 222 |         position *= 0.48f; | 
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| [2857] | 223 |  | 
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 | 224 |         // Both sides are equally probable | 
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| [2872] | 225 |         position *= rndsgn(); | 
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| [2857] | 226 |  | 
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 | 227 |         // Calculate the offset in world units | 
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 | 228 |         this->randomOffset_ = position * this->ball_->getBatLength() * this->ball_->getFieldDimension().y; | 
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| [2839] | 229 |     } | 
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| [2860] | 230 |  | 
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| [8108] | 231 |     /** | 
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 | 232 |     @brief | 
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 | 233 |         Calculate the end position the ball will be in. | 
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 | 234 |         The result of this calculation is stored in this->ballEndPosition_. | 
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 | 235 |     */ | 
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| [2860] | 236 |     void PongAI::calculateBallEndPosition() | 
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 | 237 |     { | 
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 | 238 |         Vector3 position = this->ball_->getPosition(); | 
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 | 239 |         Vector3 velocity = this->ball_->getVelocity(); | 
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| [5929] | 240 |         Vector3 acceleration = this->ball_->getAcceleration(); | 
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| [2860] | 241 |         Vector2 dimension = this->ball_->getFieldDimension(); | 
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 | 242 |  | 
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| [5929] | 243 |         // Calculate bounces. The number of predicted bounces is limited by the AIs strength | 
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 | 244 |         for (float limit = -0.05f; limit < this->strength_ || this->strength_ > 0.99f; limit += 0.4f) | 
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| [2860] | 245 |         { | 
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| [5929] | 246 |             // calculate the time until the ball reaches the other side | 
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 | 247 |             float totaltime = (-position.x + dimension.x / 2 * sgn(velocity.x)) / velocity.x; | 
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| [6417] | 248 |  | 
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| [5929] | 249 |             // calculate wall bounce position (four possible solutions of the equation: pos.z + vel.z*t + acc.z/2*t^2 = +/- dim.z/2) | 
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 | 250 |             float bouncetime = totaltime; | 
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 | 251 |             bool bUpperWall = false; | 
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| [6417] | 252 |  | 
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| [5929] | 253 |             if (acceleration.z == 0) | 
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 | 254 |             { | 
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 | 255 |                 if (velocity.z > 0) | 
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 | 256 |                 { | 
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 | 257 |                     bUpperWall = true; | 
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 | 258 |                     bouncetime = (dimension.y/2 - position.z) / velocity.z; | 
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 | 259 |                 } | 
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 | 260 |                 else if (velocity.z < 0) | 
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 | 261 |                 { | 
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 | 262 |                     bUpperWall = false; | 
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 | 263 |                     bouncetime = (-dimension.y/2 - position.z) / velocity.z; | 
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 | 264 |                 } | 
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 | 265 |             } | 
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 | 266 |             else | 
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 | 267 |             { | 
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 | 268 |                 // upper wall | 
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 | 269 |                 float temp = velocity.z*velocity.z + 2*acceleration.z*(dimension.y/2 - position.z); | 
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 | 270 |                 if (temp >= 0) | 
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 | 271 |                 { | 
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 | 272 |                     float t1 = (sqrt(temp) - velocity.z) / acceleration.z; | 
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 | 273 |                     float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); | 
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 | 274 |                     if (t1 > 0 && t1 < bouncetime) | 
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 | 275 |                     { | 
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 | 276 |                         bouncetime = t1; | 
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 | 277 |                         bUpperWall = true; | 
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 | 278 |                     } | 
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 | 279 |                     if (t2 > 0 && t2 < bouncetime) | 
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 | 280 |                     { | 
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 | 281 |                         bouncetime = t2; | 
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 | 282 |                         bUpperWall = true; | 
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 | 283 |                     } | 
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 | 284 |                 } | 
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 | 285 |                 // lower wall | 
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 | 286 |                 temp = velocity.z*velocity.z - 2*acceleration.z*(dimension.y/2 + position.z); | 
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 | 287 |                 if (temp >= 0) | 
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 | 288 |                 { | 
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 | 289 |                     float t1 = (sqrt(temp) - velocity.z) / acceleration.z; | 
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 | 290 |                     float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); | 
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 | 291 |                     if (t1 > 0 && t1 < bouncetime) | 
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 | 292 |                     { | 
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 | 293 |                         bouncetime = t1; | 
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 | 294 |                         bUpperWall = false; | 
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 | 295 |                     } | 
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 | 296 |                     if (t2 > 0 && t2 < bouncetime) | 
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 | 297 |                     { | 
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 | 298 |                         bouncetime = t2; | 
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 | 299 |                         bUpperWall = false; | 
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 | 300 |                     } | 
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 | 301 |                 } | 
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 | 302 |             } | 
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| [2885] | 303 |  | 
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| [5929] | 304 |             if (bouncetime < totaltime) | 
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| [2860] | 305 |             { | 
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| [5929] | 306 |                 // Calculate a random prediction error, based on the vertical speed of the ball and the strength of the AI | 
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 | 307 |                 float randomErrorX = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); | 
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 | 308 |                 float randomErrorZ = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); | 
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 | 309 |  | 
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 | 310 |                 // ball bounces after <bouncetime> seconds, update the position and continue | 
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 | 311 |                 velocity.z = velocity.z + acceleration.z * bouncetime; | 
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| [6417] | 312 |  | 
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| [5929] | 313 |                 if (bUpperWall) | 
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 | 314 |                 { | 
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 | 315 |                     position.z = dimension.y / 2; | 
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 | 316 |                     velocity.z = -fabs(velocity.z) + fabs(randomErrorZ); | 
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 | 317 |                 } | 
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 | 318 |                 else | 
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 | 319 |                 { | 
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 | 320 |                     position.z = -dimension.y / 2; | 
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 | 321 |                     velocity.z = fabs(velocity.z) - fabs(randomErrorZ); | 
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 | 322 |                 } | 
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| [6417] | 323 |  | 
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| [5929] | 324 |                 position.x = position.x + velocity.x * bouncetime + randomErrorX; | 
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 | 325 |                 this->ballEndPosition_ = position.z; | 
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| [2860] | 326 |             } | 
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| [5929] | 327 |             else | 
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| [2860] | 328 |             { | 
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| [5929] | 329 |                 // ball doesn't bounce, calculate the end position and return | 
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 | 330 |                 // calculate end-height: current height + slope * distance incl. acceleration | 
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 | 331 |                 this->ballEndPosition_ = position.z + velocity.z * totaltime + acceleration.z / 2 * totaltime * totaltime; | 
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 | 332 |                 return; | 
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| [2860] | 333 |             } | 
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 | 334 |         } | 
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 | 335 |     } | 
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 | 336 |  | 
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| [8108] | 337 |     /** | 
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 | 338 |     @brief | 
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 | 339 |         Determine the movement the AI will undertake. (Either -1, 0 or 1) | 
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 | 340 |         The result of this calculation is stored in this->movement_; | 
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 | 341 |     @param direction | 
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 | 342 |         The current direction of movement. | 
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 | 343 |     @param bUseDelay | 
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 | 344 |         The time by which this move is delayed. (Again, to make the AI less efficient) | 
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 | 345 |     */ | 
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| [2885] | 346 |     void PongAI::move(char direction, bool bUseDelay) | 
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| [2860] | 347 |     { | 
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 | 348 |         // The current direction is either what we're doing right now (movement_) or what is last in the queue | 
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 | 349 |         char currentDirection = this->movement_; | 
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 | 350 |         if (this->reactionTimers_.size() > 0) | 
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 | 351 |             currentDirection = this->reactionTimers_.back().second; | 
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 | 352 |  | 
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 | 353 |         // Only add changes of direction | 
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 | 354 |         if (direction == currentDirection) | 
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 | 355 |             return; | 
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 | 356 |  | 
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| [2885] | 357 |         if (bUseDelay) | 
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| [2860] | 358 |         { | 
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| [2885] | 359 |             // Calculate delay | 
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| [2860] | 360 |             float delay = MAX_REACTION_TIME * (1 - this->strength_); | 
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 | 361 |  | 
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 | 362 |             // Add a new Timer | 
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| [5929] | 363 |             Timer* timer = new Timer(delay, false, createExecutor(createFunctor(&PongAI::delayedMove, this))); | 
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| [11071] | 364 |             this->reactionTimers_.emplace_back(timer, direction); | 
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| [2860] | 365 |         } | 
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 | 366 |         else | 
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 | 367 |         { | 
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| [2885] | 368 |             this->movement_ = direction; | 
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| [2860] | 369 |         } | 
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 | 370 |     } | 
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 | 371 |  | 
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| [8108] | 372 |     /** | 
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 | 373 |     @brief | 
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 | 374 |         Is called, when a delayed move takes effect. | 
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 | 375 |     */ | 
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| [2860] | 376 |     void PongAI::delayedMove() | 
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 | 377 |     { | 
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| [2872] | 378 |         // Get the new movement direction from the timer list | 
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| [2860] | 379 |         this->movement_ = this->reactionTimers_.front().second; | 
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 | 380 |  | 
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| [2872] | 381 |         // Destroy the timer and remove it from the list | 
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| [11018] | 382 |         delete this->reactionTimers_.front().first; | 
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| [2860] | 383 |         this->reactionTimers_.pop_front(); | 
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 | 384 |     } | 
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| [2839] | 385 | } | 
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