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source: code/archive/tutorial5/src/orxonox/controllers/ControllerDirector.cc @ 12259

Last change on this file since 12259 was 10262, checked in by landauf, 10 years ago

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File size: 4.7 KB
Line 
1/*
2 * First try of a ControllerDirector. Target: An event occurs in the levelTry.oxw
3 * file, which is "heard" by an object of the type of this class. It then SHOULD
4 * (because it is not working) execute the party function.
5 */
6
7#include "ControllerDirector.h"
8#include "ScriptController.h"
9#include "core/CoreIncludes.h"
10
11//#include "network/NetworkFunction.h"
12
13#include "infos/HumanPlayer.h"
14#include "interfaces/PlayerTrigger.h"
15#include "worldentities/pawns/Pawn.h"
16#include "core/LuaState.h"
17
18
19namespace orxonox
20{
21    RegisterClass(ControllerDirector);
22
23    ControllerDirector::ControllerDirector(Context* context) : ArtificialController(context)
24    {
25        // Register the object with the framework
26        RegisterObject(ControllerDirector);
27
28        // output a message to ensure we know the constructor was run
29        orxout(verbose)<<"hello universe constructor blablub"<< endl;
30
31
32
33        // Initialize member variables
34        this->player_ = NULL;
35        this->entity_ = NULL;
36        this->pTrigger_ = NULL;
37        this->context_ = context;
38    }
39
40    void ControllerDirector::XMLPort(Element& xmlelement, XMLPort::Mode mode)
41    {
42        SUPER(ControllerDirector, XMLPort, xmlelement, mode);
43
44        orxout(verbose)<< "ControllerDirector::XMLPort " 
45          << "An instance of ControllerDirector has been created." << endl;
46    }
47
48    void ControllerDirector::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
49    {
50        // Call the xmleventport functions of the classes we derive from
51        SUPER(ControllerDirector, XMLEventPort, xmlelement, mode);
52
53        // Add an event sink for a "takeControl" event, which leads to the
54        // function takeControl() being called.
55        XMLPortEventSink(ControllerDirector, BaseObject, "takeControl", 
56          takeControl, xmlelement, mode);
57    }
58
59
60
61
62    void ControllerDirector::takeControl(Controller * controller, BaseObject * trigger) 
63    {
64       /* Output a message confirming that the function was called */
65       orxout(verbose)<<"test takecontrol."<< endl;
66
67       /* First, we set up a new controller to attach to the unit that
68        * triggered our event.
69        */
70       static int ctrlid = 1;
71       bool prepok = preparationToTakeControl(trigger);
72       if( prepok == true) 
73       {
74         /* Create a scriptcontroller object */
75         ScriptController *newctrl = new ScriptController(this->context_);
76
77         /* Make the player we were given its slave */
78         newctrl->setPlayer(this->player_);
79
80         /* Start controlling that object */
81         newctrl->takeControl(ctrlid);
82       }
83       else
84         return;
85       
86       /* Set up a luastate to use for running the scripts */
87       LuaState * ls = new LuaState();
88       
89       /* Assemble a string to define a controller id variable in lua space */
90       std::stringstream tmp;
91       tmp << "newctrlid = " << ctrlid << endl;
92       std::string todo = tmp.str();
93       
94       /* Run the string using the luastate created earlier */
95       ls->doString(todo);
96
97       /* Now run the script on this controller. This will still have the above
98        * variable "newctrlid" defined, which means it can make use of it.
99        */
100
101       ls->doFile("testscript.lua");
102
103       /* Increase the controller ID so we have a different one for
104        * the next time it is triggered */
105       ctrlid += 1;
106    } 
107
108    bool ControllerDirector::preparationToTakeControl(BaseObject * trigger) 
109    {
110        this->pTrigger_ = orxonox_cast<PlayerTrigger*>(trigger);
111        this->player_ = NULL;
112
113        orxout(verbose) << "Preparation to take Control!" << endl; 
114
115        // Check whether it is a player trigger and extract pawn from it
116        if(this->pTrigger_ != NULL)
117        {
118            // Get the object which triggered the event.
119            this->player_ = this->pTrigger_->getTriggeringPlayer(); 
120
121            // Check if there actually was a player returned.
122            if( this->player_ == NULL) return false;
123        }
124        else
125        {
126            orxout(verbose) << "ControllerDirector::preparationToTakeControl " 
127              << "Not a player trigger, can't extract pawn from it.." << endl;
128            return false;
129        }
130
131        this->entity_ = this->player_->getControllableEntity();
132        assert(this->entity_);
133
134        return true;
135    }
136
137    /* // Currently unused
138    void ControllerDirector::setNewController(Controller * controller) {
139
140
141        orxout() << "New Controller is going to be set!" << endl;
142
143        this->entity_->setDestroyWhenPlayerLeft(false);
144        this->player_->pauseControl();
145        this->entity_->setController(controller);
146        this->player_->startControl(this->entity_);
147        //this->setControllableEntity(this->entity_);
148    }
149    */
150       
151   
152
153}
154
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