- Timestamp:
- Jul 7, 2011, 3:59:54 PM (14 years ago)
- File:
-
- 1 edited
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code/branches/ai2/src/orxonox/controllers/ArtificialController.h
r8723 r8735 149 149 150 150 int numberOfWeapons; //< Used for weapon init function. Displayes number of weapons available for a bot. 151 int weapons[WeaponSystem::MAX_WEAPON_MODES];152 int projectiles[WeaponSystem::MAX_WEAPON_MODES]; 151 bool weapons[WeaponSystem::MAX_WEAPON_MODES]; //<! Displays if a weapon is available - managed by setupWeapons() 152 int projectiles[WeaponSystem::MAX_WEAPON_MODES]; //<! Displays amount of projectiles. - managed by setupWeapons() 153 153 float botlevel_; //< Makes the level of a bot configurable. 154 154 float timeout_; //< Timeout for rocket usage. (If a rocket misses, a bot should stop using it.) … … 156 156 enum Mode {DEFAULT, ROCKET, DEFENCE, MOVING};//TODO; implement DEFENCE, MOVING modes 157 157 Mode mode_; //TODO: replace single value with stack-like implementation: std::vector<Mode> mode_; 158 void setPreviousMode(); 159 160 private: 161 void setupWeapons(); 162 const std::string& getWeaponname(int i, Pawn* pawn); 163 bool bSetupWorked; 158 void setPreviousMode(); 159 void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed. 160 const std::string& getWeaponname(int i, Pawn* pawn); //<! Function that links a weapon's firemode to its name. 161 bool bSetupWorked; //<! If false, setupWeapons() is called. 164 162 }; 165 163 }
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