| [2362] | 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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 | 23 |  *      Fabian 'x3n' Landau | 
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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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 | 29 | #include "AIController.h" | 
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 | 30 |  | 
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| [3196] | 31 | #include "util/Math.h" | 
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| [2362] | 32 | #include "core/CoreIncludes.h" | 
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 | 33 | #include "core/Executor.h" | 
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 | 34 | #include "objects/worldentities/ControllableEntity.h" | 
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 | 35 |  | 
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 | 36 | namespace orxonox | 
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 | 37 | { | 
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 | 38 |     static const float ACTION_INTERVAL = 1.0f; | 
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 | 39 |  | 
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 | 40 |     CreateFactory(AIController); | 
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 | 41 |  | 
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 | 42 |     AIController::AIController(BaseObject* creator) : ArtificialController(creator) | 
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 | 43 |     { | 
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 | 44 |         RegisterObject(AIController); | 
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 | 45 |  | 
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| [3084] | 46 |         this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&AIController::action))); | 
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| [2362] | 47 |     } | 
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 | 48 |  | 
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 | 49 |     AIController::~AIController() | 
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 | 50 |     { | 
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 | 51 |     } | 
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 | 52 |  | 
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 | 53 |     void AIController::action() | 
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 | 54 |     { | 
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 | 55 |         float random; | 
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 | 56 |         float maxrand = 100.0f / ACTION_INTERVAL; | 
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| [2493] | 57 |  | 
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| [2362] | 58 |         // search enemy | 
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 | 59 |         random = rnd(maxrand); | 
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 | 60 |         if (random < 15 && (!this->target_)) | 
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 | 61 |             this->searchNewTarget(); | 
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 | 62 |  | 
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 | 63 |         // forget enemy | 
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 | 64 |         random = rnd(maxrand); | 
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 | 65 |         if (random < 5 && (this->target_)) | 
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 | 66 |             this->forgetTarget(); | 
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 | 67 |  | 
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 | 68 |         // next enemy | 
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 | 69 |         random = rnd(maxrand); | 
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 | 70 |         if (random < 10 && (this->target_)) | 
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 | 71 |             this->searchNewTarget(); | 
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| [2493] | 72 |  | 
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| [2362] | 73 |         // fly somewhere | 
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 | 74 |         random = rnd(maxrand); | 
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 | 75 |         if (random < 50 && (!this->bHasTargetPosition_ && !this->target_)) | 
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 | 76 |             this->searchRandomTargetPosition(); | 
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 | 77 |  | 
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 | 78 |         // stop flying | 
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 | 79 |         random = rnd(maxrand); | 
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 | 80 |         if (random < 10 && (this->bHasTargetPosition_ && !this->target_)) | 
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 | 81 |             this->bHasTargetPosition_ = false; | 
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 | 82 |  | 
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 | 83 |         // fly somewhere else | 
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 | 84 |         random = rnd(maxrand); | 
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 | 85 |         if (random < 30 && (this->bHasTargetPosition_ && !this->target_)) | 
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 | 86 |             this->searchRandomTargetPosition(); | 
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| [2493] | 87 |  | 
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| [2362] | 88 |         // shoot | 
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 | 89 |         random = rnd(maxrand); | 
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 | 90 |         if (random < 75 && (this->target_ && !this->bShooting_)) | 
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 | 91 |             this->bShooting_ = true; | 
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 | 92 |  | 
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 | 93 |         // stop shooting | 
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 | 94 |         random = rnd(maxrand); | 
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 | 95 |         if (random < 25 && (this->bShooting_)) | 
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 | 96 |             this->bShooting_ = false; | 
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 | 97 |     } | 
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 | 98 |  | 
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 | 99 |     void AIController::tick(float dt) | 
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 | 100 |     { | 
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 | 101 |         if (!this->isActive()) | 
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 | 102 |             return; | 
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 | 103 |  | 
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 | 104 |         if (this->target_) | 
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 | 105 |             this->aimAtTarget(); | 
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 | 106 |  | 
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 | 107 |         if (this->bHasTargetPosition_) | 
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| [3049] | 108 |             this->moveToTargetPosition(); | 
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| [2362] | 109 |  | 
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| [3196] | 110 |         if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f)) | 
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| [3053] | 111 |             this->getControllableEntity()->fire(0); | 
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| [2362] | 112 |  | 
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 | 113 |         SUPER(AIController, tick, dt); | 
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 | 114 |     } | 
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 | 115 |  | 
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 | 116 | } | 
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