| [10864] | 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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| [10885] | 23 | * Gani Aliguzhinov |
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| [10864] | 24 | * Co-authors: |
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| [10885] | 25 | * ... |
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| [10864] | 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "ActionpointController.h" |
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| 30 | |
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| 31 | #include "core/XMLPort.h" |
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| [10875] | 32 | #include <algorithm> |
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| [10877] | 33 | #include "worldentities/Actionpoint.h" |
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| [10864] | 34 | namespace orxonox |
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| 35 | { |
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| 36 | |
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| 37 | RegisterClass(ActionpointController); |
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| 38 | |
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| [10871] | 39 | ActionpointController::ActionpointController(Context* context) : FightingController(context) |
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| [10864] | 40 | { |
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| [10923] | 41 | this->ticks_ = 0; |
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| [10915] | 42 | this->bPatrolling_ = false; |
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| [10877] | 43 | this->bInLoop_ = false; |
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| [10864] | 44 | this->bLoop_ = false; |
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| 45 | this->bEndLoop_ = false; |
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| [10888] | 46 | loopActionpoints_.clear(); |
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| 47 | parsedActionpoints_.clear(); |
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| 48 | actionpoints_.clear(); |
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| [10864] | 49 | this->bTakenOver_ = false; |
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| 50 | this->action_ = Action::NONE; |
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| 51 | this->squaredaccuracy_ = 2500; |
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| [10906] | 52 | this->bStartedDodging_ = false; |
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| [10912] | 53 | this->bDefaultPatrol_ = true; |
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| 54 | this->bDefaultFightAll_ = true; |
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| [10864] | 55 | RegisterObject(ActionpointController); |
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| 56 | |
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| 57 | } |
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| 58 | void ActionpointController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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| 59 | { |
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| 60 | SUPER( ActionpointController, XMLPort, xmlelement, mode ); |
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| [10912] | 61 | |
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| [10864] | 62 | XMLPortObject(ActionpointController, WorldEntity, "actionpoints", addActionpoint, getActionpoint, xmlelement, mode); |
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| [10912] | 63 | XMLPortParam(ActionpointController, "defaultFightAll", setDefaultFightAll, getDefaultFightAll, xmlelement, mode).defaultValues(true); |
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| 64 | XMLPortParam(ActionpointController, "defaultPatrol", setDefaultPatrol, getDefaultPatrol, xmlelement, mode).defaultValues(true); |
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| [10864] | 65 | } |
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| [10912] | 66 | |
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| [10886] | 67 | ActionpointController::~ActionpointController() |
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| 68 | { |
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| 69 | loopActionpoints_.clear(); |
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| 70 | parsedActionpoints_.clear(); |
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| 71 | actionpoints_.clear(); |
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| [10935] | 72 | |
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| [10886] | 73 | } |
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| 74 | void ActionpointController::tick(float dt) |
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| 75 | { |
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| [11083] | 76 | if (!this->getControllableEntity() || !this->isActive()) |
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| [10915] | 77 | return; |
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| [10953] | 78 | |
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| [10955] | 79 | //count ticks, ticks_ is unsigned, so overflow is not a problem |
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| [10923] | 80 | ++this->ticks_; |
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| [10953] | 81 | if (this->ticks_ == 1) |
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| [10885] | 82 | { |
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| [10955] | 83 | //those vectors are in reversed order after being set by XML. |
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| [10923] | 84 | std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); |
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| 85 | std::reverse(actionpoints_.begin(), actionpoints_.end()); |
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| [10906] | 86 | } |
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| [10935] | 87 | |
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| [10955] | 88 | //fly |
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| [10886] | 89 | if (this->bHasTargetPosition_) |
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| [10864] | 90 | { |
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| 91 | this->moveToTargetPosition(dt); |
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| [10955] | 92 | }//or just rotate |
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| [10864] | 93 | else if (this->bLookAtTarget_) |
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| 94 | { |
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| 95 | this->lookAtTarget(dt); |
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| 96 | } |
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| [10925] | 97 | |
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| [10955] | 98 | //don't fire rocket each tick |
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| [10923] | 99 | if (timeout_ <= 0) |
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| [10953] | 100 | { |
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| [10923] | 101 | this->bFiredRocket_ = false; |
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| [10953] | 102 | } |
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| 103 | else if (this->bFiredRocket_) |
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| [10925] | 104 | { |
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| [10934] | 105 | --this->timeout_; |
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| [10925] | 106 | } |
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| 107 | |
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| [10955] | 108 | //sometimes dodge, sometimes attack |
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| [10953] | 109 | if (this->ticks_ % 80 <= 10) |
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| [10927] | 110 | { |
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| 111 | this->bDodge_ = false; |
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| 112 | } |
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| 113 | else |
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| 114 | { |
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| 115 | this->bDodge_ = true; |
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| 116 | } |
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| [10925] | 117 | |
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| [10955] | 118 | //fire if you can |
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| [10953] | 119 | if (this->bShooting_) |
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| [10924] | 120 | { |
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| [10953] | 121 | this->doFire(); |
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| [10906] | 122 | } |
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| [10886] | 123 | SUPER(ActionpointController, tick, dt); |
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| 124 | } |
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| [10912] | 125 | |
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| [10955] | 126 | /** |
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| 127 | @brief |
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| 128 | action() manages the state machine. |
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| 129 | */ |
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| [10910] | 130 | |
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| [10886] | 131 | void ActionpointController::action() |
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| 132 | { |
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| [11083] | 133 | if (!this->getControllableEntity() || !this->isActive()) |
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| [10886] | 134 | return; |
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| [10935] | 135 | |
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| [10955] | 136 | //deltaHp is used to know if this got attacked |
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| [10953] | 137 | this->deltaHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth() - this->previousHp; |
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| 138 | this->previousHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth(); |
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| [10955] | 139 | |
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| 140 | //look out for enemies |
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| [10912] | 141 | if (this->bDefaultPatrol_ || (this->action_ != Action::FLY && this->action_ != Action::NONE)) |
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| 142 | { |
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| 143 | this->startAttackingEnemiesThatAreClose(); |
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| 144 | } |
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| [10923] | 145 | |
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| [10886] | 146 | //No action -> pop one from stack |
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| 147 | if (this->action_ == Action::NONE || this->bTakenOver_) |
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| 148 | { |
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| [10955] | 149 | //if default behaviour is fighting all, push it onto the stack |
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| [10912] | 150 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty() && this->bDefaultFightAll_) |
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| [10886] | 151 | { |
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| 152 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; |
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| 153 | this->parsedActionpoints_.push_back (p); |
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| 154 | } |
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| 155 | this->executeActionpoint(); |
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| 156 | this->bTakenOver_ = false; |
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| [10879] | 157 | } |
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| [10923] | 158 | |
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| [10886] | 159 | //Action fightall -> fight till nobody alive |
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| 160 | if (this->action_ == Action::FIGHTALL) |
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| 161 | { |
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| [10903] | 162 | |
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| [10886] | 163 | if (!this->hasTarget()) |
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| 164 | { |
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| 165 | ControllableEntity* newTarget = this->closestTarget(); |
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| 166 | if (newTarget) |
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| 167 | { |
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| 168 | this->setAction (Action::FIGHTALL, newTarget); |
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| 169 | } |
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| 170 | else |
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| 171 | { |
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| 172 | this->nextActionpoint(); |
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| [10915] | 173 | this->executeActionpoint(); |
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| 174 | |
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| [10886] | 175 | } |
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| 176 | } |
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| 177 | } |
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| 178 | //Action fight -> fight as long as enemies in range |
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| 179 | else if (this->action_ == Action::FIGHT) |
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| 180 | { |
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| [10903] | 181 | if (!this->hasTarget() ) |
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| [10886] | 182 | { |
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| 183 | //----find a target---- |
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| [11083] | 184 | ControllableEntity* newTarget = this->closestTarget(); |
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| [10886] | 185 | if (newTarget && |
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| 186 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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| 187 | { |
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| 188 | this->setAction (Action::FIGHT, newTarget); |
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| 189 | } |
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| 190 | else |
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| 191 | { |
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| 192 | this->nextActionpoint(); |
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| [10915] | 193 | this->executeActionpoint(); |
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| [10886] | 194 | } |
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| 195 | } |
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| 196 | else if (this->hasTarget()) |
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| 197 | { |
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| 198 | //----fly in formation if far enough---- |
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| 199 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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| 200 | |
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| 201 | if (diffVector.length() > this->attackRange_) |
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| 202 | { |
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| 203 | ControllableEntity* newTarget = this->closestTarget(); |
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| 204 | if (newTarget && |
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| 205 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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| 206 | { |
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| 207 | this->setAction (Action::FIGHT, newTarget); |
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| 208 | } |
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| 209 | else |
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| 210 | { |
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| 211 | this->nextActionpoint(); |
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| [10915] | 212 | this->executeActionpoint(); |
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| [10886] | 213 | } |
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| 214 | } |
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| 215 | } |
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| 216 | } |
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| 217 | else if (this->action_ == Action::FLY) |
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| 218 | { |
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| 219 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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| 220 | { |
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| 221 | this->nextActionpoint(); |
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| [10915] | 222 | this->executeActionpoint(); |
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| [10886] | 223 | } |
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| 224 | } |
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| 225 | else if (this->action_ == Action::PROTECT) |
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| 226 | { |
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| 227 | if (!this->getProtect()) |
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| 228 | { |
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| 229 | this->nextActionpoint(); |
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| [10915] | 230 | this->executeActionpoint(); |
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| [10886] | 231 | } |
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| 232 | this->stayNearProtect(); |
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| 233 | } |
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| 234 | else if (this->action_ == Action::ATTACK) |
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| 235 | { |
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| 236 | if (!this->hasTarget()) |
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| 237 | { |
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| 238 | this->nextActionpoint(); |
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| [10915] | 239 | this->executeActionpoint(); |
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| [10886] | 240 | } |
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| 241 | } |
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| [10864] | 242 | } |
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| [10955] | 243 | /** |
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| 244 | @brief |
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| 245 | if action is protect, this follows protect_ and fights enemies that are close |
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| 246 | */ |
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| [10864] | 247 | void ActionpointController::setProtect (ControllableEntity* protect) |
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| 248 | { |
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| 249 | this->protect_ = protect; |
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| 250 | } |
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| 251 | ControllableEntity* ActionpointController::getProtect () |
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| 252 | { |
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| 253 | return this->protect_; |
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| 254 | } |
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| [10955] | 255 | //XML method |
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| [10864] | 256 | void ActionpointController::addActionpoint(WorldEntity* actionpoint) |
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| 257 | { |
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| 258 | std::string actionName; |
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| 259 | Vector3 position; |
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| 260 | std::string targetName; |
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| 261 | bool inLoop = false; |
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| 262 | Point p; |
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| [10888] | 263 | if (actionpoint->getIdentifier()->getName() == "Actionpoint") |
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| [10864] | 264 | { |
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| [10888] | 265 | Actionpoint* ap = orxonox_cast<Actionpoint*> (actionpoint); |
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| [10864] | 266 | actionName = ap->getActionXML(); |
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| 267 | targetName = ap->getName(); |
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| 268 | position = ap->getWorldPosition(); |
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| 269 | |
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| 270 | if (this->bEndLoop_) |
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| 271 | { |
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| 272 | this->bInLoop_ = false; |
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| 273 | } |
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| 274 | if (!this->bInLoop_ && ap->getLoopStart()) |
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| 275 | { |
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| 276 | this->bInLoop_ = true; |
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| 277 | } |
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| 278 | if (this->bInLoop_ && ap->getLoopEnd()) |
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| 279 | { |
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| 280 | this->bEndLoop_ = true; |
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| 281 | } |
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| 282 | inLoop = this->bInLoop_; |
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| 283 | |
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| [11071] | 284 | Action value; |
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| [10864] | 285 | |
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| 286 | if ( actionName == "FIGHT" ) |
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| 287 | { value = Action::FIGHT; } |
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| 288 | else if ( actionName == "FLY" ) |
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| 289 | { value = Action::FLY; } |
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| 290 | else if ( actionName == "PROTECT" ) |
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| 291 | { value = Action::PROTECT; } |
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| 292 | else if ( actionName == "NONE" ) |
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| 293 | { value = Action::NONE; } |
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| 294 | else if ( actionName == "FIGHTALL" ) |
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| 295 | { value = Action::FIGHTALL; } |
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| 296 | else if ( actionName == "ATTACK" ) |
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| 297 | { value = Action::ATTACK; } |
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| 298 | else |
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| 299 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); |
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| 300 | p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; |
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| 301 | } |
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| 302 | else |
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| 303 | { |
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| [10888] | 304 | inLoop = true; |
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| [10864] | 305 | p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; |
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| 306 | } |
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| 307 | parsedActionpoints_.push_back(p); |
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| 308 | this->actionpoints_.push_back(actionpoint); |
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| 309 | } |
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| [10955] | 310 | //XML method |
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| [10864] | 311 | WorldEntity* ActionpointController::getActionpoint(unsigned int index) const |
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| 312 | { |
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| 313 | if (index < this->actionpoints_.size()) |
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| 314 | return this->actionpoints_[index]; |
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| 315 | else |
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| [11071] | 316 | return nullptr; |
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| [10864] | 317 | } |
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| [10955] | 318 | //XML method |
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| [11071] | 319 | Action ActionpointController::getAction () |
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| [10864] | 320 | { |
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| 321 | return this->action_; |
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| 322 | } |
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| [10955] | 323 | //XML method |
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| [10864] | 324 | std::string ActionpointController::getActionName() |
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| 325 | { |
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| 326 | switch ( this->action_ ) |
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| 327 | { |
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| 328 | case Action::FIGHT: |
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| [10923] | 329 | { return "FIGHT"; } |
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| [10864] | 330 | case Action::FLY: |
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| [10923] | 331 | { return "FLY"; } |
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| [10864] | 332 | case Action::PROTECT: |
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| [10923] | 333 | { return "PROTECT"; } |
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| [10864] | 334 | case Action::NONE: |
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| [10923] | 335 | { return "NONE"; } |
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| [10864] | 336 | case Action::FIGHTALL: |
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| [10923] | 337 | { return "FIGHTALL"; } |
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| [10864] | 338 | case Action::ATTACK: |
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| [10923] | 339 | { return "ATTACK"; } |
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| [10864] | 340 | default: |
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| 341 | return "NONE"; |
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| 342 | break; |
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| 343 | } |
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| 344 | } |
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| [10955] | 345 | //XML method |
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| [11071] | 346 | void ActionpointController::setAction (Action action) |
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| [10864] | 347 | { |
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| 348 | this->action_ = action; |
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| 349 | } |
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| [10955] | 350 | //set action and target/protect |
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| [11071] | 351 | void ActionpointController::setAction (Action action, ControllableEntity* target) |
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| [10864] | 352 | { |
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| [11083] | 353 | if (!this->getControllableEntity()) |
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| [10946] | 354 | return; |
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| [10864] | 355 | this->action_ = action; |
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| 356 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
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| 357 | { |
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| 358 | if (target) |
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| 359 | this->setTarget (target); |
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| 360 | } |
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| 361 | else if (action == Action::PROTECT) |
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| 362 | { |
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| 363 | if (target) |
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| 364 | this->setProtect (target); |
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| 365 | } |
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| 366 | } |
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| [10955] | 367 | //set action and target position |
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| [11071] | 368 | void ActionpointController::setAction (Action action, const Vector3& target) |
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| [10864] | 369 | { |
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| [11083] | 370 | if (!this->getControllableEntity()) |
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| [10946] | 371 | return; |
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| [10864] | 372 | this->action_ = action; |
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| 373 | if (action == Action::FLY) |
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| 374 | { |
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| 375 | this->setTargetPosition (target); |
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| 376 | } |
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| 377 | } |
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| [10955] | 378 | //set action and target position and orientation |
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| [11071] | 379 | void ActionpointController::setAction (Action action, const Vector3& target, const Quaternion& orient ) |
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| [10864] | 380 | { |
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| [11083] | 381 | if (!this->getControllableEntity()) |
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| [10946] | 382 | return; |
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| [10864] | 383 | this->action_ = action; |
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| 384 | if (action == Action::FLY) |
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| 385 | { |
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| 386 | this->setTargetPosition (target); |
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| 387 | this->setTargetOrientation (orient); |
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| 388 | } |
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| 389 | } |
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| 390 | |
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| 391 | //------------------------------------------------------------------------------ |
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| 392 | //------------------------------Actionpoint methods----------------------------- |
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| 393 | //------------------------------------------------------------------------------ |
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| 394 | |
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| 395 | //POST: this starts doing what was asked by the last element of parsedActionpoints_, |
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| 396 | //if last element was failed to be parsed, next element will be executed. |
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| 397 | void ActionpointController::executeActionpoint() |
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| 398 | { |
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| [11083] | 399 | if (!this->getControllableEntity()) |
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| [10923] | 400 | return; |
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| 401 | |
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| [10872] | 402 | Point p; |
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| 403 | if (this->bLoop_ && !loopActionpoints_.empty()) |
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| [10864] | 404 | { |
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| [10872] | 405 | p = loopActionpoints_.back(); |
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| 406 | } |
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| 407 | else if (this->bLoop_) |
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| 408 | { |
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| 409 | this->bLoop_ = false; |
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| 410 | return; |
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| 411 | } |
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| 412 | else if (!this->bLoop_ && !parsedActionpoints_.empty()) |
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| 413 | { |
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| 414 | p = parsedActionpoints_.back(); |
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| 415 | } |
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| 416 | else |
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| 417 | { |
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| [11071] | 418 | this->setTarget(nullptr); |
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| [10872] | 419 | this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); |
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| 420 | this->action_ = Action::NONE; |
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| 421 | return; |
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| 422 | } |
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| 423 | if (!this->bLoop_ && this->parsedActionpoints_.back().inLoop) |
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| 424 | { |
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| 425 | //MOVES all points that are in loop to a loop vector |
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| 426 | this->fillLoop(); |
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| 427 | this->bLoop_ = true; |
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| 428 | executeActionpoint(); |
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| 429 | return; |
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| 430 | } |
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| [10886] | 431 | this->setAction (p.action); |
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| [10925] | 432 | |
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| [10886] | 433 | switch (this->action_) |
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| [10872] | 434 | { |
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| 435 | case Action::FIGHT: |
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| [10864] | 436 | { |
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| [10872] | 437 | std::string targetName = p.name; |
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| 438 | if (targetName == "") |
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| 439 | break; |
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| [11071] | 440 | for (Pawn* pawn : ObjectList<Pawn>()) |
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| [10872] | 441 | { |
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| [11071] | 442 | if (CommonController::getName(pawn) == targetName) |
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| [10864] | 443 | { |
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| [11071] | 444 | this->setTarget (static_cast<ControllableEntity*>(pawn)); |
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| [10864] | 445 | } |
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| [10886] | 446 | } |
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| [10872] | 447 | break; |
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| 448 | } |
|---|
| 449 | case Action::FLY: |
|---|
| 450 | { |
|---|
| 451 | this->setTargetPosition( p.position ); |
|---|
| 452 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
|---|
| 453 | { |
|---|
| 454 | this->nextActionpoint(); |
|---|
| 455 | this->executeActionpoint(); |
|---|
| 456 | } |
|---|
| 457 | break; |
|---|
| 458 | } |
|---|
| 459 | case Action::PROTECT: |
|---|
| 460 | { |
|---|
| [10923] | 461 | |
|---|
| [10872] | 462 | std::string protectName = p.name; |
|---|
| 463 | if (protectName == "reservedKeyword:human") |
|---|
| 464 | { |
|---|
| [11071] | 465 | for (Pawn* pawn : ObjectList<Pawn>()) |
|---|
| [10864] | 466 | { |
|---|
| [11071] | 467 | if (orxonox_cast<ControllableEntity*>(pawn) && (pawn->getController()) && (pawn->getController()->getIdentifier()->getName() == "NewHumanController")) |
|---|
| [10864] | 468 | { |
|---|
| [11071] | 469 | this->setProtect (static_cast<ControllableEntity*>(pawn)); |
|---|
| [10864] | 470 | } |
|---|
| 471 | } |
|---|
| [10872] | 472 | } |
|---|
| 473 | else |
|---|
| 474 | { |
|---|
| [11071] | 475 | for (Pawn* pawn : ObjectList<Pawn>()) |
|---|
| [10864] | 476 | { |
|---|
| [11071] | 477 | if (CommonController::getName(pawn) == protectName) |
|---|
| [10864] | 478 | { |
|---|
| [11071] | 479 | this->setProtect (static_cast<ControllableEntity*>(pawn)); |
|---|
| [10864] | 480 | } |
|---|
| [10872] | 481 | } |
|---|
| [10864] | 482 | } |
|---|
| [10872] | 483 | if (!this->getProtect()) |
|---|
| 484 | { |
|---|
| 485 | this->nextActionpoint(); |
|---|
| 486 | this->executeActionpoint(); |
|---|
| 487 | } |
|---|
| 488 | break; |
|---|
| [10864] | 489 | } |
|---|
| [10872] | 490 | case Action::NONE: |
|---|
| [10864] | 491 | { |
|---|
| [10872] | 492 | break; |
|---|
| [10864] | 493 | } |
|---|
| [10872] | 494 | case Action::FIGHTALL: |
|---|
| [10864] | 495 | { |
|---|
| [10872] | 496 | break; |
|---|
| 497 | } |
|---|
| 498 | case Action::ATTACK: |
|---|
| 499 | { |
|---|
| 500 | std::string targetName = p.name; |
|---|
| 501 | |
|---|
| [11071] | 502 | for (Pawn* pawn : ObjectList<Pawn>()) |
|---|
| [10864] | 503 | { |
|---|
| [11071] | 504 | if (CommonController::getName(pawn) == targetName) |
|---|
| [10864] | 505 | { |
|---|
| [11071] | 506 | this->setTarget (static_cast<ControllableEntity*>(pawn)); |
|---|
| [10864] | 507 | } |
|---|
| 508 | } |
|---|
| [10872] | 509 | if (!this->hasTarget()) |
|---|
| 510 | { |
|---|
| 511 | this->nextActionpoint(); |
|---|
| 512 | this->executeActionpoint(); |
|---|
| 513 | } |
|---|
| 514 | break; |
|---|
| [10864] | 515 | } |
|---|
| [10872] | 516 | default: |
|---|
| 517 | break; |
|---|
| [10886] | 518 | } |
|---|
| [10872] | 519 | } |
|---|
| [10864] | 520 | |
|---|
| [10955] | 521 | //calculate where in world coordinates this ship has to be, so that it keeps distance to protect_, and fly there |
|---|
| [10864] | 522 | void ActionpointController::stayNearProtect() |
|---|
| 523 | { |
|---|
| [11083] | 524 | if (!this->getControllableEntity()) |
|---|
| [10923] | 525 | return; |
|---|
| 526 | |
|---|
| [10886] | 527 | Vector3 targetRelativePosition(0, 300, 300); |
|---|
| 528 | if (!this->getProtect()) |
|---|
| 529 | { |
|---|
| 530 | this->nextActionpoint(); |
|---|
| 531 | return; |
|---|
| 532 | } |
|---|
| [10864] | 533 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
|---|
| [10880] | 534 | (this->getProtect()->getWorldOrientation()* (targetRelativePosition))); |
|---|
| [10864] | 535 | this->setTargetPosition(targetAbsolutePosition); |
|---|
| [10886] | 536 | if (!this->getProtect()) |
|---|
| 537 | { |
|---|
| 538 | this->nextActionpoint(); |
|---|
| 539 | return; |
|---|
| 540 | } |
|---|
| [10909] | 541 | this->setTargetOrientation(this->getProtect()->getWorldOrientation()); |
|---|
| [10864] | 542 | } |
|---|
| [10955] | 543 | //remove current point from the stack |
|---|
| [10864] | 544 | void ActionpointController::nextActionpoint() |
|---|
| 545 | { |
|---|
| 546 | if (this->bLoop_) |
|---|
| 547 | { |
|---|
| [10915] | 548 | if (this->bPatrolling_) |
|---|
| [10864] | 549 | { |
|---|
| [10915] | 550 | this->loopActionpoints_.pop_back(); |
|---|
| 551 | this->bPatrolling_ = false; |
|---|
| 552 | } |
|---|
| 553 | else if (!this->loopActionpoints_.empty()) |
|---|
| 554 | { |
|---|
| [10864] | 555 | this->moveBackToTop(); |
|---|
| 556 | } |
|---|
| 557 | } |
|---|
| 558 | else |
|---|
| 559 | { |
|---|
| 560 | if (!this->parsedActionpoints_.empty()) |
|---|
| 561 | { |
|---|
| 562 | this->parsedActionpoints_.pop_back(); |
|---|
| 563 | } |
|---|
| 564 | } |
|---|
| 565 | this->setAction(Action::NONE); |
|---|
| [10882] | 566 | this->bHasTargetPosition_ = false; |
|---|
| [10864] | 567 | } |
|---|
| [10955] | 568 | //if looping, instead of erasing point, move it to the top (back is what gets executed, so it's kinda reversed stack) |
|---|
| [10864] | 569 | void ActionpointController::moveBackToTop() |
|---|
| 570 | { |
|---|
| [11083] | 571 | if (!this->getControllableEntity()) |
|---|
| [10925] | 572 | return; |
|---|
| 573 | |
|---|
| [10864] | 574 | Point temp = loopActionpoints_.back(); |
|---|
| 575 | loopActionpoints_.pop_back(); |
|---|
| 576 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
|---|
| 577 | loopActionpoints_.push_back(temp); |
|---|
| 578 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
|---|
| 579 | } |
|---|
| [10955] | 580 | //POST: moves all consecutive points that are in loop to the loop stack |
|---|
| [10864] | 581 | void ActionpointController::fillLoop() |
|---|
| 582 | { |
|---|
| 583 | loopActionpoints_.clear(); |
|---|
| 584 | fillLoopReversed(); |
|---|
| 585 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
|---|
| 586 | } |
|---|
| 587 | void ActionpointController::fillLoopReversed() |
|---|
| 588 | { |
|---|
| 589 | if (parsedActionpoints_.back().inLoop) |
|---|
| 590 | { |
|---|
| 591 | loopActionpoints_.push_back(parsedActionpoints_.back()); |
|---|
| 592 | parsedActionpoints_.pop_back(); |
|---|
| 593 | } |
|---|
| 594 | if (parsedActionpoints_.back().inLoop) |
|---|
| 595 | { |
|---|
| 596 | fillLoopReversed(); |
|---|
| 597 | } |
|---|
| 598 | } |
|---|
| [10955] | 599 | //copy other ship's stacks so that if it dies, this can finish that ship's actions |
|---|
| [10885] | 600 | void ActionpointController::takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b) |
|---|
| [10864] | 601 | { |
|---|
| [11083] | 602 | if (!this->getControllableEntity()) |
|---|
| [10946] | 603 | return; |
|---|
| 604 | this->parsedActionpoints_ = vector; |
|---|
| 605 | this->loopActionpoints_ = loop; |
|---|
| 606 | this->bLoop_ = b; |
|---|
| 607 | this->bTakenOver_ = true; |
|---|
| [10864] | 608 | } |
|---|
| [10955] | 609 | //attack closest target |
|---|
| [10864] | 610 | void ActionpointController::setClosestTarget() |
|---|
| 611 | { |
|---|
| 612 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
|---|
| 613 | } |
|---|
| [10955] | 614 | //find closest target |
|---|
| [10864] | 615 | Pawn* ActionpointController::closestTarget() |
|---|
| 616 | { |
|---|
| [11083] | 617 | if (!this->getControllableEntity()) |
|---|
| [11071] | 618 | return nullptr; |
|---|
| [10864] | 619 | |
|---|
| [11071] | 620 | Pawn* closestTarget = nullptr; |
|---|
| [10864] | 621 | float minDistance = std::numeric_limits<float>::infinity(); |
|---|
| 622 | Gametype* gt = this->getGametype(); |
|---|
| [11071] | 623 | for (Pawn* pawn : ObjectList<Pawn>()) |
|---|
| [10864] | 624 | { |
|---|
| [11071] | 625 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(pawn), gt) ) |
|---|
| [10864] | 626 | continue; |
|---|
| 627 | |
|---|
| [11071] | 628 | float distance = CommonController::distance (pawn, this->getControllableEntity()); |
|---|
| [10864] | 629 | if (distance < minDistance) |
|---|
| 630 | { |
|---|
| [11071] | 631 | closestTarget = pawn; |
|---|
| [10864] | 632 | minDistance = distance; |
|---|
| 633 | } |
|---|
| 634 | } |
|---|
| 635 | if (closestTarget) |
|---|
| 636 | { |
|---|
| 637 | return closestTarget; |
|---|
| 638 | } |
|---|
| [11071] | 639 | return nullptr; |
|---|
| [10864] | 640 | } |
|---|
| [10955] | 641 | //push action FIGHT to the stack and set target to the closest enemy |
|---|
| [10864] | 642 | void ActionpointController::startAttackingEnemiesThatAreClose() |
|---|
| 643 | { |
|---|
| [11083] | 644 | if (!this->getControllableEntity()) |
|---|
| [10923] | 645 | return; |
|---|
| [10974] | 646 | |
|---|
| 647 | if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_)) |
|---|
| [10864] | 648 | { |
|---|
| [10974] | 649 | Pawn* newTarget = this->closestTarget(); |
|---|
| 650 | if ( newTarget && |
|---|
| 651 | CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) |
|---|
| 652 | <= this->attackRange_ ) |
|---|
| [10864] | 653 | { |
|---|
| [10974] | 654 | this->setTarget(newTarget); |
|---|
| 655 | if (this->bLoop_ && !this->bPatrolling_) |
|---|
| [10864] | 656 | { |
|---|
| [10974] | 657 | Point p = { Action::FIGHT, "", Vector3::ZERO, true }; |
|---|
| 658 | this->loopActionpoints_.push_back(p); |
|---|
| [10864] | 659 | } |
|---|
| [10974] | 660 | else if (!this->bPatrolling_) |
|---|
| 661 | { |
|---|
| 662 | Point p = { Action::FIGHT, "", Vector3::ZERO, false }; |
|---|
| 663 | this->parsedActionpoints_.push_back(p); |
|---|
| 664 | } |
|---|
| 665 | this->bPatrolling_ = true; |
|---|
| 666 | this->executeActionpoint(); |
|---|
| [10864] | 667 | } |
|---|
| 668 | } |
|---|
| 669 | } |
|---|
| [10923] | 670 | } |
|---|