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 | * Dominik Solenicki |
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26 | * |
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27 | */ |
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28 | //bug or feature? Press 4 control keys from {Q,W,E,A,S,D,C} at the same time or 3 keys from {Q,E,A,D}, spaceship goes in free fly mode |
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29 | #include "controllers/CommonController.h" |
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30 | #include "core/XMLPort.h" |
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31 | |
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32 | #include "weaponsystem/WeaponMode.h" |
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33 | #include "weaponsystem/WeaponPack.h" |
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34 | #include "weaponsystem/Weapon.h" |
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35 | #include "weaponsystem/WeaponSlot.h" |
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36 | #include "weaponsystem/WeaponSlot.h" |
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37 | #include "worldentities/pawns/SpaceShip.h" |
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38 | |
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39 | #include "Scene.h" |
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40 | #include <OgreRay.h> |
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41 | #include <OgreSceneQuery.h> |
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42 | #include <OgreCamera.h> |
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43 | #include <OgreSceneManager.h> |
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44 | namespace orxonox |
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45 | { |
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46 | |
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47 | RegisterClass( CommonController ); |
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48 | const float SPEED = 0.9f/0.02f; |
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49 | const float ROTATEFACTOR = 1.0f/0.02f; |
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50 | |
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51 | CommonController::CommonController( Context* context ): Controller( context ) |
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52 | { |
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53 | this->bSetupWorked = false; |
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54 | |
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55 | |
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56 | this->executingMoveToPoint_ = false; |
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57 | this->action_ = Action::FLY; |
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58 | this->stopLookingAtTarget(); |
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59 | |
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60 | RegisterObject( CommonController ); |
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61 | } |
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62 | |
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63 | |
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64 | CommonController::~CommonController() |
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65 | { |
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66 | //orxout(internal_error) << "I died, my Rank is " << rank_ << endl; |
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67 | } |
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68 | |
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69 | void CommonController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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70 | { |
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71 | SUPER( CommonController, XMLPort, xmlelement, mode ); |
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72 | XMLPortParam( CommonController, "formationMode", setFormationModeXML, getFormationModeXML, xmlelement, mode ); |
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73 | |
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74 | } |
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75 | void CommonController::setFormationModeXML( std::string val ) |
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76 | { |
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77 | const std::string valUpper = getUppercase( val ); |
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78 | FormationMode::Value value; |
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79 | |
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80 | if ( valUpper == "WALL" ) |
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81 | value = FormationMode::WALL; |
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82 | else if ( valUpper == "FINGER4" ) |
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83 | value = FormationMode::FINGER4; |
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84 | else if ( valUpper == "DIAMOND" ) |
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85 | value = FormationMode::DIAMOND; |
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86 | else |
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87 | ThrowException( ParseError, std::string( "Attempting to set an unknown FormationMode: '" )+ val + "'." ); |
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88 | this->setFormationMode( value ); |
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89 | |
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90 | } |
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91 | std::string CommonController::getFormationModeXML() |
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92 | { |
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93 | switch ( this->formationMode_ ) |
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94 | { |
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95 | case FormationMode::WALL: |
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96 | { |
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97 | return "WALL"; |
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98 | break; |
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99 | } |
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100 | case FormationMode::FINGER4: |
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101 | { |
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102 | return "FINGER4"; |
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103 | break; |
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104 | } |
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105 | case FormationMode::DIAMOND: |
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106 | { |
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107 | return "DIAMOND"; |
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108 | break; |
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109 | } |
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110 | default: |
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111 | return "DIAMOND"; |
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112 | break; |
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113 | |
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114 | } |
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115 | } |
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116 | Action::Value CommonController::getAction () |
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117 | { |
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118 | return this->action_; |
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119 | } |
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120 | |
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121 | void CommonController::setAction (Action::Value action, ControllableEntity* target) |
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122 | { |
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123 | this->action_ = action; |
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124 | if (action == Action::FIGHT) |
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125 | { |
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126 | if (target) |
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127 | this->setTarget (target); |
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128 | } |
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129 | else if (action == Action::PROTECT) |
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130 | { |
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131 | } |
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132 | } |
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133 | void CommonController::setAction (Action::Value action, const Vector3& target) |
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134 | { |
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135 | this->action_ = action; |
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136 | if (action == Action::FLY) |
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137 | { |
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138 | this->setTargetPosition (target); |
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139 | } |
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140 | else if (action == Action::PROTECT) |
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141 | { |
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142 | |
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143 | } |
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144 | } |
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145 | void CommonController::setAction (Action::Value action, const Vector3& target, const Quaternion& orient ) |
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146 | { |
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147 | this->action_ = action; |
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148 | if (action == Action::FLY) |
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149 | { |
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150 | this->setTargetPosition (target); |
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151 | this->setTargetOrientation (orient); |
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152 | } |
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153 | else if (action == Action::PROTECT) |
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154 | { |
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155 | |
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156 | } |
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157 | } |
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158 | void CommonController::maneuver() |
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159 | { |
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160 | counter++; |
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161 | |
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162 | if (counter > 5) |
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163 | counter = 0; |
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164 | if ( this->target_ && this->getControllableEntity()) |
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165 | { |
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166 | Vector3 thisPosition = this->getControllableEntity()->getWorldPosition(); |
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167 | //Quaternion thisOrientation = this->getControllableEntity()->getOrientation(); |
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168 | |
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169 | this->setPositionOfTarget( getPredictedPosition( |
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170 | thisPosition, |
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171 | hardcoded_projectile_speed, |
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172 | this->target_->getWorldPosition() , |
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173 | this->target_->getVelocity() |
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174 | ) ); |
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175 | this->setOrientationOfTarget( this->target_->getOrientation() ); |
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176 | |
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177 | |
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178 | Vector3 diffVector = this->positionOfTarget_ - thisPosition; |
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179 | float diffLength = diffVector.length(); |
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180 | Vector3 diffUnit = diffVector/diffLength; |
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181 | |
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182 | |
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183 | |
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184 | //bool bThisIsLookingAtTarget = this->isLooking ( getControllableEntity(), this->target_, math::pi/4 ); |
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185 | bool bTargetIsLookingAtThis = this->isLooking ( this->target_, getControllableEntity(), math::pi/5.0f ); |
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186 | |
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187 | |
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188 | |
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189 | //too far? well, come closer then |
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190 | if ( diffLength > 3000 ) |
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191 | { |
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192 | if (diffLength < 6000) |
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193 | { |
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194 | |
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195 | } |
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196 | else |
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197 | { |
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198 | } |
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199 | this->setTargetPosition( this->positionOfTarget_ ); |
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200 | } |
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201 | //too close? How do u expect to dodge anything? Just attack! |
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202 | else if ( diffLength < 500 ) |
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203 | { |
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204 | //at this point, just look and shoot |
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205 | if ( diffLength < 250 ) |
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206 | { |
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207 | this->stopMoving(); |
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208 | this->startLookingAtTarget(); |
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209 | } |
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210 | else |
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211 | { |
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212 | this->setTargetPosition( this->positionOfTarget_ ); |
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213 | } |
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214 | } |
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215 | //Good distance? Check if target looks at us. It doesn't? Go hunt! |
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216 | else if ( !bTargetIsLookingAtThis ) |
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217 | { |
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218 | this->setTargetPosition( this->positionOfTarget_ ); |
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219 | /* if (counter == 0) |
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220 | { |
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221 | this->setTargetPosition( this->positionOfTarget_ ); |
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222 | return; |
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223 | } |
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224 | else |
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225 | { |
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226 | dodge( thisPosition, diffUnit ); |
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227 | }*/ |
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228 | } |
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229 | //That's unfortunate, he is looking and probably shooting... try to dodge what we can... |
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230 | else |
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231 | { |
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232 | |
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233 | if (counter == 0) |
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234 | { |
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235 | this->setTargetPosition( this->positionOfTarget_ ); |
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236 | return; |
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237 | } |
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238 | dodge( thisPosition, diffUnit ); |
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239 | |
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240 | } |
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241 | } |
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242 | |
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243 | //orxout ( internal_error ) << "ManeuverType = " << this->maneuverType_ << endl; |
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244 | } |
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245 | ControllableEntity* CommonController::getTarget() |
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246 | { |
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247 | return this->target_; |
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248 | } |
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249 | void CommonController::dodge(Vector3& thisPosition, Vector3& diffUnit) |
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250 | { |
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251 | float factorX = 0, factorY = 0, factorZ = 0; |
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252 | float rand = randomInRange (0, 1); |
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253 | if (rand <= 0.5) |
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254 | { |
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255 | factorX = 1; |
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256 | } |
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257 | else |
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258 | { |
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259 | factorX = -1; |
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260 | } |
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261 | rand = randomInRange (0, 1); |
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262 | if (rand <= 0.5) |
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263 | { |
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264 | factorY = 1; |
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265 | } |
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266 | else |
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267 | { |
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268 | factorY = -1; |
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269 | } |
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270 | rand = randomInRange (0, 1); |
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271 | if (rand <= 0.5) |
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272 | { |
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273 | factorZ = 1; |
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274 | } |
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275 | else |
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276 | { |
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277 | factorZ = -1; |
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278 | } |
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279 | Vector3 target = ( diffUnit )* 8000.0f; |
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280 | Vector3* randVector = new Vector3( |
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281 | factorX * randomInRange( 10000, 40000 ), |
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282 | factorY * randomInRange( 10000, 40000 ), |
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283 | factorZ * randomInRange( 10000, 40000 ) |
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284 | ); |
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285 | Vector3 projection = randVector->dotProduct( diffUnit )* diffUnit; |
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286 | *randVector -= projection; |
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287 | target += *randVector; |
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288 | this->setTargetPosition( thisPosition + target ); |
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289 | } |
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290 | void CommonController::stopMoving() |
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291 | { |
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292 | this->bHasTargetPosition_ = false; |
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293 | } |
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294 | void CommonController::startLookingAtTarget() |
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295 | { |
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296 | this->bLookAtTarget_ = true; |
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297 | } |
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298 | void CommonController::stopLookingAtTarget() |
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299 | { |
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300 | this->bLookAtTarget_ = false; |
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301 | } |
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302 | void CommonController::lookAtTarget(float dt) |
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303 | { |
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304 | |
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305 | |
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306 | ControllableEntity* entity = this->getControllableEntity(); |
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307 | if ( !entity ) |
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308 | return; |
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309 | Vector2 coord = get2DViewCoordinates |
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310 | ( entity->getPosition() , |
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311 | entity->getOrientation() * WorldEntity::FRONT, |
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312 | entity->getOrientation() * WorldEntity::UP, |
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313 | positionOfTarget_ ); |
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314 | |
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315 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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316 | float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); |
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317 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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318 | |
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319 | |
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320 | |
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321 | //Yaw and Pitch are enough to start facing the target |
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322 | this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); |
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323 | this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); |
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324 | |
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325 | |
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326 | } |
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327 | |
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328 | bool CommonController::setWingman ( CommonController* wingman ) |
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329 | { |
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330 | return false; |
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331 | } |
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332 | |
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333 | bool CommonController::hasWingman() |
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334 | { |
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335 | return true; |
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336 | } |
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337 | void CommonController::setTarget( ControllableEntity* target ) |
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338 | { |
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339 | this->target_ = target; |
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340 | //orxout ( internal_error ) << " TARGET SET " << endl; |
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341 | |
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342 | if ( this->target_ ) |
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343 | { |
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344 | this->setPositionOfTarget( target_->getWorldPosition() ); |
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345 | |
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346 | } |
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347 | } |
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348 | bool CommonController::hasTarget() |
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349 | { |
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350 | if ( this->target_ ) |
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351 | return true; |
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352 | return false; |
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353 | } |
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354 | void CommonController::setPositionOfTarget( const Vector3& target ) |
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355 | { |
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356 | this->positionOfTarget_ = target; |
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357 | this->bHasPositionOfTarget_ = true; |
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358 | } |
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359 | void CommonController::setOrientationOfTarget( const Quaternion& orient ) |
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360 | { |
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361 | this->orientationOfTarget_=orient; |
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362 | this->bHasOrientationOfTarget_=true; |
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363 | } |
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364 | |
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365 | void CommonController::setTargetPosition( const Vector3& target ) |
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366 | { |
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367 | this->targetPosition_ = target; |
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368 | this->bHasTargetPosition_ = true; |
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369 | } |
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370 | |
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371 | void CommonController::setTargetOrientation( const Quaternion& orient ) |
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372 | { |
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373 | this->targetOrientation_=orient; |
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374 | this->bHasTargetOrientation_=true; |
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375 | } |
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376 | |
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377 | void CommonController::setTargetOrientation( ControllableEntity* target ) |
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378 | { |
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379 | if ( target ) |
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380 | setTargetOrientation( target->getOrientation() ); |
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381 | } |
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382 | |
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383 | |
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384 | |
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385 | //copy the Roll orientation of given Quaternion. |
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386 | void CommonController::copyOrientation( const Quaternion& orient, float dt ) |
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387 | { |
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388 | //roll angle difference in radian |
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389 | float diff=orient.getRoll( false ).valueRadians() -( this->getControllableEntity() ->getOrientation() .getRoll( false ).valueRadians() ); |
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390 | while( diff>math::twoPi )diff-=math::twoPi; |
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391 | while( diff<-math::twoPi )diff+=math::twoPi; |
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392 | this->getControllableEntity() ->rotateRoll( diff*ROTATEFACTOR * dt ); |
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393 | } |
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394 | void CommonController::copyTargetOrientation( float dt ) |
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395 | { |
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396 | if ( bHasTargetOrientation_ ) |
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397 | { |
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398 | copyOrientation( targetOrientation_, dt ); |
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399 | } |
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400 | } |
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401 | |
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402 | |
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403 | |
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404 | |
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405 | void CommonController::moveToTargetPosition( float dt ) |
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406 | { |
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407 | this->moveToPosition( this->targetPosition_, dt ); |
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408 | } |
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409 | void CommonController::moveToPosition( const Vector3& target, float dt ) |
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410 | { |
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411 | |
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412 | |
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413 | //100 is ( so far )the smallest tolerance ( empirically found )that can be reached, |
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414 | //with smaller distance spaceships can't reach position and go circles around it instead |
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415 | int tolerance = 65; |
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416 | |
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417 | ControllableEntity* entity = this->getControllableEntity(); |
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418 | Vector2 coord = get2DViewCoordinates |
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419 | ( entity->getPosition() , |
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420 | entity->getOrientation() * WorldEntity::FRONT, |
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421 | entity->getOrientation() * WorldEntity::UP, |
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422 | target ); |
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423 | |
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424 | float distance = ( target - this->getControllableEntity() ->getPosition() ).length(); |
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425 | |
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426 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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427 | float rotateX = -clamp( coord.x * 10, -1.0f, 1.0f ); |
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428 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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429 | |
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430 | |
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431 | if ( distance > tolerance ) |
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432 | { |
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433 | //Yaw and Pitch are enough to start facing the target |
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434 | this->getControllableEntity() ->rotateYaw( ROTATEFACTOR * rotateX * dt ); |
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435 | this->getControllableEntity() ->rotatePitch( ROTATEFACTOR * rotateY * dt ); |
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436 | |
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437 | //300 works, maybe less is better |
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438 | if ( distance < 400 ) |
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439 | { |
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440 | //Change roll when close. When Spaceship faces target, roll doesn't affect it's trajectory |
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441 | //It's important that roll is not changed in the process of changing yaw and pitch |
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442 | //Wingmen won't face same direction as Leaders, but when Leaders start moving |
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443 | //Yaw and Pitch will adapt. |
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444 | if ( bHasTargetOrientation_ ) |
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445 | { |
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446 | copyTargetOrientation( dt ); |
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447 | } |
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448 | } |
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449 | |
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450 | this->getControllableEntity() ->moveFrontBack( SPEED * dt ); |
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451 | } |
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452 | else |
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453 | { |
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454 | bHasTargetPosition_ = false; |
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455 | bHasTargetOrientation_ = false; |
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456 | } |
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457 | } |
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458 | float CommonController::randomInRange( float a, float b ) |
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459 | { |
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460 | float random = rnd( 1.0f ); |
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461 | float diff = b - a; |
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462 | float r = random * diff; |
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463 | return a + r; |
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464 | } |
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465 | |
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466 | |
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467 | //to be called in action |
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468 | //PRE: relativeTargetPosition is desired position relative to the spaceship, |
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469 | //angleRoll is the angle in degrees of Roll that should be applied by the end of the movement |
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470 | //POST: target orientation and position are set, so that it can be used by MoveAndRoll() |
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471 | void CommonController::moveToPoint( const Vector3& relativeTargetPosition, float angleRoll ) |
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472 | { |
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473 | ControllableEntity* entity = this->getControllableEntity(); |
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474 | if ( !entity ) |
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475 | return; |
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476 | Quaternion orient = entity->getWorldOrientation(); |
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477 | Quaternion rotation = Quaternion( Degree( angleRoll ), Vector3::UNIT_Z ); |
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478 | |
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479 | Vector3 target = orient * relativeTargetPosition + entity->getWorldPosition(); |
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480 | setTargetPosition( target ); |
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481 | orient = orient * rotation; |
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482 | this->setTargetOrientation( orient ); |
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483 | |
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484 | } |
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485 | //to be called in tick |
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486 | //PRE: MoveToPoint was called |
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487 | //POST: spaceship changes its yaw and pitch to point towards targetPosition_, |
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488 | //moves towards targetPosition_ by amount depending on dt and its speed, |
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489 | //rolls by amount depending on the difference between angleRoll_ and angleRolled_, dt, and |
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490 | //angular speed |
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491 | //if position reached with a certain tolerance, and angleRolled_ = angleRoll_, returns false, |
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492 | //otherwise returns true |
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493 | //dt is normally around 0.02f, which makes it 1/0.02 = 50 frames/sec |
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494 | bool CommonController::moveAndRoll( float dt ) |
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495 | { |
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496 | float factor = 1; |
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497 | if ( !this->getControllableEntity() ) |
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498 | return false; |
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499 | if ( this->rank_ == Rank::DIVISIONLEADER ) |
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500 | factor = 0.8; |
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501 | if ( this->rank_ == Rank::SECTIONLEADER ) |
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502 | factor = 0.9; |
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503 | int tolerance = 60; |
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504 | |
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505 | ControllableEntity* entity = this->getControllableEntity(); |
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506 | if ( !entity ) |
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507 | return true; |
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508 | Vector2 coord = get2DViewCoordinates |
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509 | ( entity->getPosition() , |
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510 | entity->getOrientation() * WorldEntity::FRONT, |
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511 | entity->getOrientation() * WorldEntity::UP, |
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512 | targetPosition_ ); |
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513 | |
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514 | float distance = ( targetPosition_ - this->getControllableEntity() ->getPosition() ).length(); |
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515 | |
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516 | //rotates should be in range [-1,+1], clamp cuts off all that is not |
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517 | float rotateX = clamp( coord.x * 10, -1.0f, 1.0f ); |
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518 | float rotateY = clamp( coord.y * 10, -1.0f, 1.0f ); |
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519 | |
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520 | |
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521 | if ( distance > tolerance ) |
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522 | { |
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523 | //Yaw and Pitch are enough to start facing the target |
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524 | this->getControllableEntity() ->rotateYaw( -2.0f * ROTATEFACTOR * rotateX * dt ); |
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525 | this->getControllableEntity() ->rotatePitch( 2.0f * ROTATEFACTOR * rotateY * dt ); |
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526 | |
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527 | //Roll |
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528 | if ( bHasTargetOrientation_ ) |
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529 | { |
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530 | copyTargetOrientation( dt ); |
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531 | } |
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532 | |
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533 | //Move |
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534 | this->getControllableEntity() ->moveFrontBack( 1.2f * SPEED * factor * dt ); |
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535 | //if still moving, return false |
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536 | return false; |
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537 | } |
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538 | else |
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539 | { |
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540 | |
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541 | //if finished, return true; |
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542 | return true; |
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543 | } |
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544 | } |
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545 | |
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546 | float CommonController::squaredDistanceToTarget() const |
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547 | { |
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548 | if ( !this->getControllableEntity() ) |
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549 | return 0; |
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550 | if ( !this->target_ || !this->getControllableEntity() ) |
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551 | return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->targetPosition_ ) ); |
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552 | else |
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553 | return ( this->getControllableEntity() ->getPosition() .squaredDistance( this->positionOfTarget_ ) ); |
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554 | } |
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555 | |
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556 | bool CommonController::isLookingAtTarget( float angle )const |
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557 | { |
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558 | if ( !this->getControllableEntity() || !this->target_ ) |
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559 | return false; |
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560 | |
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561 | return ( getAngle( this->getControllableEntity() ->getPosition() , |
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562 | this->getControllableEntity() ->getOrientation() * WorldEntity::FRONT, this->positionOfTarget_ ) < angle ); |
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563 | } |
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564 | bool CommonController::isLooking( ControllableEntity* entityThatLooks, ControllableEntity* entityBeingLookedAt, float angle )const |
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565 | { |
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566 | if ( !entityThatLooks || !entityBeingLookedAt ) |
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567 | return false; |
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568 | return ( getAngle( entityThatLooks ->getPosition() , |
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569 | entityThatLooks->getOrientation() * WorldEntity::FRONT, |
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570 | entityBeingLookedAt->getWorldPosition() ) < angle ); |
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571 | } |
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572 | |
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573 | bool CommonController::canFire() |
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574 | { |
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575 | |
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576 | //no target? why fire? |
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577 | if ( !this->target_ ) |
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578 | return false; |
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579 | |
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580 | Vector3 newPositionOfTarget = getPredictedPosition( this->getControllableEntity() ->getWorldPosition() , |
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581 | hardcoded_projectile_speed, this->target_->getWorldPosition() , this->target_->getVelocity() ); |
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582 | if ( newPositionOfTarget != Vector3::ZERO ) |
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583 | { |
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584 | this->setPositionOfTarget( newPositionOfTarget ); |
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585 | } |
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586 | |
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587 | float squaredDistance = squaredDistanceToTarget(); |
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588 | |
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589 | if ( squaredDistance < 9000000.0f && this->isLookingAtTarget( math::pi / 10.0f)) { |
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590 | return true; |
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591 | } |
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592 | else |
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593 | { |
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594 | return false; |
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595 | } |
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596 | |
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597 | } |
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598 | float CommonController::distance (ControllableEntity* entity1, ControllableEntity* entity2) |
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599 | { |
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600 | if (!entity1 || !entity2) |
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601 | return std::numeric_limits<float>::infinity(); |
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602 | return ( entity1->getPosition() - entity2->getPosition() ).length(); |
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603 | } |
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604 | bool CommonController::sameTeam (ControllableEntity* entity1, ControllableEntity* entity2) |
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605 | { |
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606 | if (!entity1 || !entity2) |
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607 | return false; |
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608 | return entity1->getTeam() == entity2->getTeam(); |
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609 | } |
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610 | void CommonController::doFire() |
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611 | { |
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612 | if ( !this->target_ || !this->getControllableEntity() ) |
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613 | { |
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614 | return; |
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615 | } |
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616 | |
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617 | |
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618 | |
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619 | Pawn* pawn = orxonox_cast<Pawn*>( this->getControllableEntity() ); |
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620 | |
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621 | if ( pawn ) |
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622 | //pawn->setAimPosition( this->getControllableEntity() ->getWorldPosition() + 4000*( this->getControllableEntity() ->getOrientation() * WorldEntity::FRONT )); |
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623 | pawn->setAimPosition( this->positionOfTarget_ ); |
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624 | |
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625 | this->getControllableEntity() ->fire( 0 ); |
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626 | } |
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627 | |
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628 | |
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629 | } |
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