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source: code/trunk/src/orxonox/controllers/ActionpointController.h @ 11099

Last change on this file since 11099 was 11099, checked in by muemart, 8 years ago

Fix loads of doxygen warnings and other documentation issues

  • Property svn:eol-style set to native
File size: 12.4 KB
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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 *      Gani Aliguzhinov
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _ActionpointController_H__
30#define _ActionpointController_H__
31
32#include "controllers/FightingController.h"
33#include "tools/Timer.h"
34#include "tools/interfaces/Tickable.h"
35#include "../modules/pickup/PickupSpawner.h"
36#include <map>
37
38#include <boost/shared_ptr.hpp>
39
40
41namespace orxonox
42{
43    /**
44    @brief
45        ActionpointController is a state machine with states:
46            1) NONE
47            2) FLY: fly towards a point
48            3) FIGHT: fight enemies that are in attackRange_ (see FightingController)
49            4) PROTECT: follow this->protect_
50            5) FIGHTALL: fight all enemies on the map
51            6) ATTACK: fight a specific spaceship
52        This controller always executes an action that is in the back of the vector being used.
53        After current this->action_ is completed, next action becomes the top action (one that will
54        be returned by someVector.back()), and current action either will be removed (if not looping),
55        or moved to the top (if looping).
56
57        Every second action(), which is once in two seconds, this searches the area for enemies that are in attack range, if finds anyone,
58        pushes Action::FIGHT to the stack. That makes spaceship fight enemies inside of a sphere, and when all enemies in range are dead,
59        Action::FIGHT is removed from the stack, and spaceship resumes doing whatever action was being executed before.
60
61        In XML one has to attack Actionpoints in order to achieve any complex behaviour, but in Controller all actionpoints are effectively
62        being stored in an array of type Point::Value.
63    @note
64        ActionpointController will not work, if there is no MasterController in the level!
65        All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level.
66    */
67    enum class Action
68    { 
69        NONE, FLY, FIGHT, PROTECT, FIGHTALL, ATTACK
70    };
71   
72    struct Point {
73        Action action;
74        std::string name;
75        Vector3 position;
76        bool inLoop;
77    };
78
79    class _OrxonoxExport ActionpointController : public FightingController, public Tickable
80    {
81        public:
82           
83            ActionpointController(Context* context);
84            virtual ~ActionpointController();
85            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
86               
87            /**
88            @brief
89                tick is called every tick by Game (?).
90                In tick ship flies and fires.
91            */
92            virtual void tick(float dt) override;
93            /**
94            @brief
95                XML method, example XML usage:
96
97                @code
98                <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="ss2">
99                  <templates>
100                    <Template link=spaceshipassff />
101                  </templates>
102                  <controller>
103                    <DivisionController team=0 formationMode="finger4">
104                      <actionpoints>
105                        <Actionpoint position="0,0,0" action="FLY" />
106                        <Actionpoint position="-1000,750,-500" action="ATTACK" attack="attack" />
107                        <Actionpoint position="-1000,750,-500" action="PROTECt" protectMe=true />
108                        <Actionpoint position="-1000,750,-500" action="PROTECt" protect="protect" />
109                        <Actionpoint position="-1000,750,-500" action="FIGHTALL" />
110                       </actionpoints>
111                    </DivisionController>
112                  </controller>
113                </SpaceShip>
114                @endcode
115               
116                Full description:
117                Adds an Actionpoint to this->actionpoints_. Actionpoint can take arguments like action="attack" attack="name".
118                For documentation on Actionpoint XML arguments, check out Actionpoint.h class
119                If any WorldEntity that is not Actionpoint or its child being sent to actionpoints through XML,
120                action would be assumed to be Action::FLY and target position to be position of the entity. Also, if not Actionpoint
121                is passed, it is assumed to be in a loop. How it works is: in \<actionpoints\> first all Actionpoints between
122                first Actionpoint with loopStart=true and first following Actionpoint with loopEnd=true are included in a single loop.
123                If they are adjacent (in the input array) with WorldEntity, then WorldEntity is also in a loop.
124                All the Worldentities are assumed to be in loop.
125               
126                Loop example:
127
128                @code
129                <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="ss1">
130                  <templates>
131                    <Template link=spaceshipassff />
132                  </templates>
133                  <controller>
134                    <DivisionController team=0 formationMode="wall">
135                      <actionpoints>
136                        <Actionpoint position="  0,2000,-600" action="FLY" loopStart=true/>
137                        <Actionpoint position="  0,2000,-1000" action="FLY"  />
138                        <Actionpoint position="400,2000,-1000" action="FLY" />
139                        <Actionpoint position="400,2000,-600" action="FLY" loopEnd=true />
140                      </actionpoints>
141                    </DivisionController>
142                  </controller>
143                </SpaceShip>
144                @endcode
145               
146                other loop example:
147
148                @code
149                <SpaceShip position="-1500, -1500, -1500" lookat="0,0,0" team=0 name="ss1">
150                  <templates>
151                    <Template link=spaceshipassff />
152                  </templates>
153                  <controller>
154                    <DivisionController team=0 formationMode="diamond">
155                      <actionpoints>
156                        <Model mesh="cube.mesh" scale=8 position="  0,2000,-600" />
157                        <Model mesh="cube.mesh" scale=8 position="  0,2000,-1000" />
158                        <Model mesh="cube.mesh" scale=8 position="400,2000,-1000" />
159                        <Model mesh="cube.mesh" scale=8 position="400,2000,-600" />
160                      </actionpoints>
161                    </DivisionController>
162                  </controller>
163                </SpaceShip>
164                @endcode
165
166            @note
167                Don't use several loops, and don't use WorldEntities as input to \<actionpoints\> as I didn't test it well, but you
168                can try if feeling lucky. 
169            */
170            void addActionpoint(WorldEntity* actionpoint); 
171            WorldEntity* getActionpoint(unsigned int index) const;   
172            void setDefaultFightAll(bool value)
173                { this->bDefaultFightAll_ = value; }
174            bool getDefaultFightAll ()
175                { return this->bDefaultFightAll_; }
176            void setDefaultPatrol(bool value)
177                { this->bDefaultPatrol_ = value; }
178            bool getDefaultPatrol ()
179                { return this->bDefaultPatrol_; }
180               
181
182            virtual void stayNearProtect();
183            virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour. Only gets called by MasterController
184            virtual void takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b);
185
186            virtual Action getAction ();
187            virtual std::string getActionName();
188
189            void setAction (Action action);
190            void setAction (Action action, ControllableEntity* target);
191            void setAction (Action action, const Vector3& target);
192            void setAction (Action action, const Vector3& target,  const Quaternion& orient );
193
194            virtual bool setWingman(ActionpointController* wingman)
195                { return false; }
196            virtual bool hasWingman()
197                { return true; }
198            virtual bool setFollower(ActionpointController* myFollower)
199                { return false; }
200            virtual bool hasFollower()
201                { return true; }
202
203
204        protected:
205                void startAttackingEnemiesThatAreClose();
206                WeakPtr<ActionpointController> myWingman_;
207                WeakPtr<ActionpointController> myFollower_;
208                WeakPtr<ActionpointController> myDivisionLeader_;
209            //----[Actionpoint information]----
210                Action action_;
211                std::string protectName_;
212                std::string targetName_;
213                std::vector<WeakPtr<WorldEntity>> actionpoints_;
214                float squaredaccuracy_;
215                std::vector<Point> parsedActionpoints_; //<! actionpoints as they are stored here after being parsed from XML
216                std::vector<Point> loopActionpoints_;   //<! actionpoints that are to be looped
217                bool bInLoop_;                          //<! variable for addActionpoint method
218                bool bLoop_;                            //<! is state machine looping?
219                bool bEndLoop_;                         //<! variable for addActionpoint method
220                bool bTakenOver_;                       //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint
221                                                        //<! is to be executed for the state machine to start working
222            //----[/Actionpoint information]----
223                void setProtect (ControllableEntity* protect);
224                ControllableEntity* getProtect (); 
225                WeakPtr<ControllableEntity> protect_;   //<! entity that is to be protected if this->action_ == Action::PROTECT
226                void fillLoop();                        //<! moves actionpoints that are should be in loop from parsedActionpoints_ to loopActionpoints_
227                void fillLoopReversed();
228                void moveBackToTop();                   //<! analog of removing back actionpoint for loopActionpoints_: instead of removing it,
229                                                        //<! move it to the top, so that it will be executed later on.
230                void setClosestTarget();
231                Pawn* closestTarget();
232            //----[Actionpoint methods]----
233                /**
234                @brief
235                    Sets this->target_, this->targetPosition_, this->protect_ and this->action_ depending
236                    on the current actionpoint in the vector parsedActionpoints_ if not looping or
237                    loopActionpoints_ if looping.
238                @note
239                */
240                void executeActionpoint(); 
241                /**
242                @brief
243                    If this->bLoop_, move back action to top (back is the current one, top is the last),
244                    otherwise remove back actionpoint.
245                @note
246                    actionpoints_ is only used for XML, real state stacks are parsedActionpoints_ and loopActionpoints_
247                */           
248                void nextActionpoint();                 
249            //----[Actionpoint methods]----         
250
251                bool bDefaultFightAll_;     //<! if true, when no action set, this will fight all
252
253                bool bPatrolling_;        //<! true if current action_ is FIGHT because this found enemies that are close, need this to correctly go back to looping if was looping
254                bool bDefaultPatrol_;       //<! if true, this will look out for enemies that are close if this is just flying or doing nothing
255                unsigned int ticks_;     //<! local tick counter           
256    };
257}
258
259#endif /* _ActionpointController_H__ */
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