| [1039] | 1 | /* | 
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 | 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| [1056] | 3 |  *                    > www.orxonox.net < | 
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| [1039] | 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 |  *      ... | 
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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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| [603] | 29 | /** | 
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 | 30 |   @file NPC.h | 
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 | 31 |   @brief AI using WorldEntity | 
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 | 32 |   @author Benjamin Knecht <beni_at_orxonox.net> | 
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 | 33 |  */ | 
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 | 34 |  | 
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| [673] | 35 | #ifndef _NPC_H__ | 
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 | 36 | #define _NPC_H__ | 
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| [1293] | 37 |  | 
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| [1039] | 38 | #include "OrxonoxPrereqs.h" | 
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| [603] | 39 |  | 
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| [617] | 40 | #include "Model.h" | 
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| [603] | 41 |  | 
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 | 42 | namespace orxonox { | 
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 | 43 |  | 
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| [729] | 44 |   class _OrxonoxExport NPC : public Model | 
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| [603] | 45 |   { | 
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| [617] | 46 |     public: | 
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 | 47 |  | 
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 | 48 |       NPC(); | 
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 | 49 |       virtual ~NPC(); | 
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| [627] | 50 |       virtual void loadParams(TiXmlElement* xmlElem); | 
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| [617] | 51 |       void tick(float dt); | 
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| [619] | 52 |       void update(); | 
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| [617] | 53 |       void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable); | 
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| [1293] | 54 |       void registerAllVariables(); | 
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 | 55 |       bool create(); | 
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| [617] | 56 |  | 
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 | 57 |     private: | 
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| [627] | 58 |       float getDistance(WorldEntity* temp); | 
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 | 59 |       void calculateAcceleration(); | 
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 | 60 |       Vector3 separation(); | 
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 | 61 |       Vector3 alignment(); | 
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 | 62 |       Vector3 cohesion(); | 
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| [617] | 63 |  | 
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 | 64 |  | 
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 | 65 |     private: | 
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 | 66 |       bool movable_;  // movability of the element, (false) gives the possiblity that an object can`t be moved by flocking but still gets into the calculation | 
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 | 67 |  | 
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 | 68 |       // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed | 
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 | 69 |       static int const SEPERATIONDISTANCE = 300;  //detectionradius of seperation | 
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 | 70 |       static int const ALIGNMENTDISTANCE = 300;  //detectionradius of alignment | 
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 | 71 |       static int const COHESIONDISTANCE = 5000;  //detectionradius of cohesion | 
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| [728] | 72 |       static int const NUMELEMENTS = 9;  //number of elements | 
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| [603] | 73 |   }; | 
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 | 74 | } | 
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| [673] | 75 | #endif /* _NPC_H__ */ | 
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