- Timestamp:
- Jul 14, 2011, 10:29:18 PM (13 years ago)
- File:
-
- 1 edited
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code/branches/ai2/src/orxonox/controllers/AIController.cc
r8736 r8758 196 196 this->bShooting_ = false; 197 197 198 //boost 199 random = rnd(maxrand); 200 if (random < botlevel_*100 ) 201 this->boostControl(); //TEST 198 202 } 199 203 } … … 205 209 if (!this->isActive()) 206 210 return; 207 if(this->bDeathFlag_)//If a bot died recently, make him check his weaponsystem. 208 { 209 this->bSetupWorked = false; 210 this->numberOfWeapons = 0; 211 this->resetDeathFlag(); 212 } 213 this->boostControl();//TEST 211 214 212 float random; 215 213 float maxrand = 100.0f / ACTION_INTERVAL; … … 229 227 random = rnd(maxrand); 230 228 if(this->botlevel_*100 > random) 231 this->follow(); //If a bot is shooting a player, it shouldn't let him go away easily.229 this->follow(); //If a bot is shooting a player, it shouldn't let him go away easily. 232 230 } 233 231 } … … 277 275 else if (this->mode_ == ROCKET)//Rockets do not belong to a group of bots -> bot states are not relevant. 278 276 { //Vector-implementation: mode_.back() == ROCKET; 279 ControllableEntity *controllable = this->getControllableEntity(); 277 ControllableEntity *controllable = this->getControllableEntity(); 280 278 if(controllable) 281 279 {
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