/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * Dominik Solenicki * */ #ifndef _ArtificialController_H__ #define _ArtificialController_H__ #include "OrxonoxPrereqs.h" #include #include "util/Math.h" #include "Controller.h" #include "controllers/NewHumanController.h" namespace orxonox { class _OrxonoxExport ArtificialController : public Controller { public: ArtificialController(BaseObject* creator); virtual ~ArtificialController(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); void abandonTarget(Pawn* target); inline void setTeam(int team) { this->team_ = team; } inline int getTeam() const { return this->team_; } inline void setFormationFlight(bool formation) { this->formationFlight_ = formation; } inline bool getFormationFlight() const { return this->formationFlight_; } inline void setFormationSize(int size) { this->maxFormationSize_ = size; } inline int getFormationSize() const { return this->maxFormationSize_; } inline void setPassive(bool passive) { this->passive_ = passive; } inline bool getPassive() const { return this->passive_; } virtual void changedControllableEntity(); static void formationflight(const bool form); static void masteraction(const int action); static void followme(); static void passivebehaviour(const bool passive); static void formationsize(const int size); protected: int team_; bool formationFlight_; bool passive_; unsigned int maxFormationSize_; int freedomCount_; enum State {SLAVE, MASTER, FREE}; State state_; std::vector slaves_; ArtificialController *myMaster_; enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW}; SpecificMasterAction specificMasterAction_; int specificMasterActionHoldCount_; float speedCounter_; //for speed adjustment when following void moveToPosition(const Vector3& target); void moveToTargetPosition(); void removeFromFormation(); void unregisterSlave(); void searchNewMaster(); void commandSlaves(); void setNewMasterWithinFormation(); void freeSlaves(); void forceFreeSlaves(); void loseMasterState(); void forceFreedom(); bool forcedFree(); void specificMasterActionHold(); void turn180Init(); void turn180(); void spinInit(); void spin(); void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100); void followRandomHumanInit(); void follow(); void followForSlaves(const Vector3& target); void setTargetPosition(const Vector3& target); void searchRandomTargetPosition(); void setTarget(Pawn* target); void searchNewTarget(); void forgetTarget(); void aimAtTarget(); bool isCloseAtTarget(float distance) const; bool isLookingAtTarget(float angle) const; void targetDied(); static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack bool bHasTargetPosition_; Vector3 targetPosition_; WeakPtr target_; bool bShooting_; private: }; } #endif /* _ArtificialController_H__ */