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source: code/trunk/src/orxonox/gametypes/TeamGametype.cc @ 12026

Last change on this file since 12026 was 11161, checked in by landauf, 8 years ago

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[8901]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 *      Johannes Ritz
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "TeamGametype.h"
30
31#include "core/CoreIncludes.h"
[9667]32#include "core/config/ConfigValueIncludes.h"
[8930]33#include "infos/PlayerInfo.h"
[8901]34#include "interfaces/TeamColourable.h"
35#include "worldentities/TeamSpawnPoint.h"
36#include "worldentities/pawns/Pawn.h"
[8942]37#include "worldentities/ControllableEntity.h"
[8941]38#include "controllers/ArtificialController.h"
[8901]39
40namespace orxonox
41{
[9667]42    RegisterUnloadableClass(TeamGametype);
[8901]43
[9667]44    TeamGametype::TeamGametype(Context* context) : Gametype(context)
[8901]45    {
46        RegisterObject(TeamGametype);
47
[8956]48        this->teams_ = 2; //most team gametypes use two different teams
[8923]49        this->allowFriendlyFire_ = false;
[8930]50        //this->playersPerTeam_ = 0;
[8996]51        this->maxPlayers_ = 0; //Value "0": no limit is set.
[8901]52        this->setConfigValues();
53    }
54
55    void TeamGametype::setConfigValues()
56    {
57        SetConfigValue(teams_, 2);
58
59        static ColourValue colours[] =
60        {
[8951]61            ColourValue(0.2f, 0.2f, 1.0f),
62            ColourValue(1.0f, 0.1f, 0.1f),
[8901]63            ColourValue(0.3f, 1.0f, 0.3f),
[8951]64            ColourValue(1.0f, 1.0f, 0.0f),
65            ColourValue(0.0f, 1.0f, 1.0f),
66            ColourValue(1.0f, 0.0f, 1.0f),
67            ColourValue(7.0f, 7.0f, 7.0f),
68            ColourValue(2.0f, 2.0f, 2.0f)
[8901]69        };
70        static std::vector<ColourValue> defaultcolours(colours, colours + sizeof(colours) / sizeof(ColourValue));
71
72        SetConfigValue(teamcolours_, defaultcolours);
73    }
74
75    void TeamGametype::playerEntered(PlayerInfo* player)
76    {
[11071]77        if(player == nullptr) return; // catch null pointers
[8901]78        Gametype::playerEntered(player);
[8904]79        this->findAndSetTeam(player);
[8956]80        if( this->players_.size() <= maxPlayers_ || maxPlayers_  ==  0)
81        {
[8941]82            this->allowedInGame_[player]= true;
[8956]83        }
[8941]84        else
[8956]85        {
[8941]86            this->allowedInGame_[player]= false;
[8956]87            orxout() << "not allowed in game: players = " << this->players_.size() << " > maximum: " << maxPlayers_ << endl;
88        }
[8904]89    }
[8901]90
[9348]91    /**
92    @brief
93        Function that determines the player's team number when entering the game for the first time.
94        Override this function for other team structures.
95    */
[8904]96    void TeamGametype::findAndSetTeam(PlayerInfo* player)
97    {
[11071]98        if(player == nullptr) return; // catch null pointers
[8996]99        std::vector<unsigned int> playersperteam(this->teams_, 0);
[8901]100
[11071]101        for (const auto& mapEntry : this->teamnumbers_)
102            if (mapEntry.second < static_cast<int>(this->teams_) && mapEntry.second >= 0)
103                playersperteam[mapEntry.second]++;
[8901]104
105        unsigned int minplayers = static_cast<unsigned int>(-1);
106        size_t minplayersteam = 0;
107        for (size_t i = 0; i < this->teams_; ++i)
108        {
109            if (playersperteam[i] < minplayers)
110            {
111                minplayers = playersperteam[i];
112                minplayersteam = i;
113            }
114        }
115
116        this->teamnumbers_[player] = minplayersteam;
[8904]117
[8901]118    }
119
120    bool TeamGametype::playerLeft(PlayerInfo* player)
121    {
122        bool valid_player = Gametype::playerLeft(player);
[8956]123        if( (this->players_.size() >= maxPlayers_) && (allowedInGame_[player] == true) ) // if there's a "waiting list"
124        {
[11071]125            for (auto& mapEntry : this->allowedInGame_)
[8956]126            {
[11071]127                 if(mapEntry.second == false) // waiting player found
128                 {mapEntry.second = true; break;} // allow player to enter
[8996]129            }
130        }
[8901]131
132        if (valid_player)
[8956]133        {   // clean up the maps
[8901]134            this->teamnumbers_.erase(player);
[8956]135            this->allowedInGame_.erase(player);
136        }
[8901]137
138        return valid_player;
139    }
140
[8930]141    void TeamGametype::spawnDeadPlayersIfRequested()
142    {
[11161]143        for (const auto& mapEntry : this->players_)
[8930]144        {
[11071]145            if(allowedInGame_[mapEntry.first] == false)//check if dead player is allowed to enter
[8956]146            {
[8996]147                continue;
[8956]148            }
[11071]149            if (mapEntry.second.state_ == PlayerState::Dead)
[8930]150            {
[11071]151                if ((mapEntry.first->isReadyToSpawn() || this->bForceSpawn_))
[8941]152                {
[11071]153                   this->spawnPlayer(mapEntry.first);
[8941]154                }
[8930]155            }
156        }
157    }
158
159
[8901]160    bool TeamGametype::allowPawnHit(Pawn* victim, Pawn* originator)
[8956]161    {// hit allowed: if victim & originator are foes or if originator doesnot exist or if friendlyfire is allowed
[8923]162        return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_);
[8901]163    }
164
165    bool TeamGametype::allowPawnDamage(Pawn* victim, Pawn* originator)
166    {
[8923]167        return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_);
[8901]168    }
169
170    bool TeamGametype::allowPawnDeath(Pawn* victim, Pawn* originator)
171    {
[8923]172        return (!this->pawnsAreInTheSameTeam(victim, originator) || !originator || this->allowFriendlyFire_);
[8901]173    }
174
[9941]175    int TeamGametype::getTeamScore(PlayerInfo* player)
176    {
177        int teamscore = 0;
178        if(!player || this->getTeam(player) == -1)
179            return 0;
[11071]180        for (const auto& mapEntry : this->players_)
[9941]181        {
[11071]182            if ( this->getTeam(mapEntry.first) ==  this->getTeam(player) )
[9941]183            {
[11071]184                teamscore += mapEntry.second.frags_;
[9941]185            }
186        }
187        return teamscore;
188    }
189
190    int TeamGametype::getTeamSize(int team)
191    {
192        int teamSize = 0;
[11071]193        for (const auto& mapEntry : this->teamnumbers_)
[9941]194        {
[11071]195            if (mapEntry.second == team)
[9941]196                teamSize++;
197        }
198        return teamSize;
199    }
200
201    int TeamGametype::getHumansInTeam(int team)
202    {
203        int teamSize = 0;
[11071]204        for (const auto& mapEntry : this->teamnumbers_)
[9941]205        {
[11071]206            if (mapEntry.second == team  && mapEntry.first->isHumanPlayer())
[9941]207                teamSize++;
208        }
209        return teamSize;
210    }
211
212
[8901]213    SpawnPoint* TeamGametype::getBestSpawnPoint(PlayerInfo* player) const
214    {
215        int desiredTeamNr = -1;
216        std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player);
217        if (it_player != this->teamnumbers_.end())
218            desiredTeamNr = it_player->second;
219
220        // Only use spawnpoints of the own team (or non-team-spawnpoints)
221        std::set<SpawnPoint*> teamSpawnPoints = this->spawnpoints_;
222        for (std::set<SpawnPoint*>::iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); )
223        {
224            if ((*it)->isA(Class(TeamSpawnPoint)))
225            {
226                TeamSpawnPoint* tsp = orxonox_cast<TeamSpawnPoint*>(*it);
227                if (tsp && static_cast<int>(tsp->getTeamNumber()) != desiredTeamNr)
228                {
229                    teamSpawnPoints.erase(it++);
230                    continue;
231                }
232            }
233
234            ++it;
235        }
236
[11071]237        SpawnPoint* fallbackSpawnPoint = nullptr;
[8901]238        if (teamSpawnPoints.size() > 0)
239        {
240            unsigned int randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size())));
241            unsigned int index = 0;
242            // Get random fallback spawnpoint in case there is no active SpawnPoint.
[11071]243            for (SpawnPoint* teamSpawnPoint : teamSpawnPoints)
[8901]244            {
245                if (index == randomspawn)
246                {
[11071]247                    fallbackSpawnPoint = teamSpawnPoint;
[8901]248                    break;
249                }
250
251                ++index;
252            }
253
254            // Remove all inactive SpawnPoints from the list.
255            for (std::set<SpawnPoint*>::iterator it = teamSpawnPoints.begin(); it != teamSpawnPoints.end(); )
256            {
257                if(!(*it)->isActive())
258                {
259                    teamSpawnPoints.erase(it++);
260                    continue;
261                }
262
263                ++it;
264            }
265
266            randomspawn = static_cast<unsigned int>(rnd(static_cast<float>(teamSpawnPoints.size())));
267            index = 0;
[11071]268            for (SpawnPoint* teamSpawnPoint : teamSpawnPoints)
[8901]269            {
270                if (index == randomspawn)
[11071]271                    return teamSpawnPoint;
[8901]272
273                ++index;
274            }
275
276            return fallbackSpawnPoint;
277        }
278
[11071]279        return nullptr;
[8901]280    }
281
282    void TeamGametype::playerStartsControllingPawn(PlayerInfo* player, Pawn* pawn)
283    {
284        if (!player)
285            return;
286
[8941]287        this->setTeamColour(player,pawn);
288    }
289
290    bool TeamGametype::pawnsAreInTheSameTeam(Pawn* pawn1, Pawn* pawn2)
291    {
292        if (pawn1 && pawn2)
293        {
294            std::map<PlayerInfo*, int>::const_iterator it1 = this->teamnumbers_.find(pawn1->getPlayer());
295            std::map<PlayerInfo*, int>::const_iterator it2 = this->teamnumbers_.find(pawn2->getPlayer());
296
297            if (it1 != this->teamnumbers_.end() && it2 != this->teamnumbers_.end())
298                return (it1->second == it2->second);
299        }
300        return false;
301    }
302
303    int TeamGametype::getTeam(PlayerInfo* player)
304    {
305        std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player);
306        if (it_player != this->teamnumbers_.end())
307            return it_player->second;
308        else
309            return -1;
310    }
311
312    void TeamGametype::setTeamColour(PlayerInfo* player, Pawn* pawn)
313    {
[8901]314        // Set the team colour
315        std::map<PlayerInfo*, int>::const_iterator it_player = this->teamnumbers_.find(player);
316        if (it_player != this->teamnumbers_.end() && it_player->second >= 0 && it_player->second < static_cast<int>(this->teamcolours_.size()))
317        {
[8942]318            this->colourPawn(pawn, it_player->second);
[8901]319        }
320    }
321
[8997]322    /**
323    @brief
324        Colours a pawn depending on the team values set in XML.
325        A pawn is coloured depending on it's team set via XML.
326        If there is a controller the pawn is coloured depending on its team which also can be set via XML.
327    */
[8942]328    void TeamGametype::setDefaultObjectColour(Pawn* pawn)
[8901]329    {
[11071]330        if(pawn == nullptr)
[8941]331            return;
[8956]332
[8942]333        int teamnumber = pawn->getTeam();
334
335        if(teamnumber >= 0)
336        {
337            this->colourPawn(pawn, teamnumber); return;
338        }
[8941]339        //get Pawn's controller
[8942]340        ControllableEntity* entity = orxonox_cast<ControllableEntity*>(pawn);
341
[11071]342        Controller* controller = nullptr;
[8942]343        if (entity->getController())
344            controller = entity->getController();
345        else if (entity->getXMLController())
346            controller = entity->getXMLController();
347        else
[8941]348            return;
[8942]349
350        ArtificialController* artificial =  orxonox_cast<ArtificialController*>(controller);
[8941]351        //get Teamnumber - get the data
[11071]352        if(artificial == nullptr)
[8941]353            return;
[8942]354        teamnumber= artificial->getTeam();
355
[8941]356        //set ObjectColour
[8942]357        this->colourPawn(pawn, teamnumber);
358    }
[8941]359
[8942]360    void TeamGametype::colourPawn(Pawn* pawn, int teamNr)
[8997]361    {// catch: no-colouring-case and wrong input
[11071]362        if(teamNr < 0 || teamNr+1 > int(this->teamcolours_.size()) ||pawn == nullptr) return;
[8942]363        pawn->setRadarObjectColour(this->teamcolours_[teamNr]);
364
[8941]365        std::set<WorldEntity*> pawnAttachments = pawn->getAttachedObjects();
[11071]366        for (WorldEntity* pawnAttachment : pawnAttachments)
[8901]367        {
[11071]368            if (pawnAttachment->isA(Class(TeamColourable)))
[8941]369            {
[11071]370                TeamColourable* tc = orxonox_cast<TeamColourable*>(pawnAttachment);
[8942]371                tc->setTeamColour(this->teamcolours_[teamNr]);
[8941]372            }
373         }
[8901]374    }
375
[9941]376    void TeamGametype::announceTeamWin(int winnerTeam)
377    {
[11071]378        for (const auto& mapEntry : this->teamnumbers_)
[9941]379        {
[11071]380            if (mapEntry.first->getClientID() == NETWORK_PEER_ID_UNKNOWN)
[9941]381                continue;
[11071]382            if (mapEntry.second == winnerTeam)
[9941]383            {
[11071]384                this->gtinfo_->sendAnnounceMessage("Your team has won the match!", mapEntry.first->getClientID());
[9941]385            }
386            else
387            {
[11071]388                this->gtinfo_->sendAnnounceMessage("Your team has lost the match!", mapEntry.first->getClientID());
[9941]389            }
390        }   
391    }
392
[8901]393}
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