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source: code/branches/AI_HS15/src/orxonox/controllers/CommonController.h @ 10797

Last change on this file since 10797 was 10796, checked in by gania, 9 years ago

Sometimes there are too many rotations

File size: 5.7 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _CommonController_H__
30#define _CommonController_H__
31
32
33#include "controllers/Controller.h"
34#include "worldentities/ControllableEntity.h"
35#include "worldentities/pawns/Pawn.h"
36#include "core/ClassTreeMask.h"
37
38
39namespace orxonox
40{
41
42    namespace FormationMode
43    {
44        enum Value
45        {
46            VEE, FINGER4, DIAMOND, WALL
47        };
48    }
49    namespace Rank
50    {
51        enum Value
52        { 
53            NONE, SECTIONLEADER, DIVISIONLEADER, WINGMAN
54        };
55
56    }
57    //none for a formation flight without attacking, neutral when opponent and this have no
58    //advantage over each other, offensive when this spotted opponent first,
59    //defensive otherwise
60    namespace ManeuverType
61    {
62        enum Value
63        { 
64            NONE, NEUTRAL, OFFENSIVE, DEFENCIVE
65        };
66
67    }
68    //none for a formation flight
69    namespace Maneuver
70    {
71        enum Value
72        {
73            NONE, GUNSD, SCISSORS, COMBATSPREAD, DEFENSIVESPLIT, BREAK, BARRELROLL, SWOOP, IMMELMANN, 
74            WINGOVER, LOWYOYO, HIGHYOYO, LAGDISPLACEMENTROLL
75        };
76    }
77
78
79    class _OrxonoxExport CommonController : public Controller
80    {
81
82        public:
83        static const float hardcoded_projectile_speed = 750;
84
85            static const float ACTION_INTERVAL = 1.0f;
86
87
88            CommonController(Context* context);
89            virtual ~CommonController();
90
91
92
93
94
95            virtual void setFormationMode(FormationMode::Value val)
96                { this->formationMode_ = val; }
97            inline FormationMode::Value getFormationMode() const
98                { return this->formationMode_; }
99            virtual void setFormationModeXML(std::string val);
100            virtual std::string getFormationModeXML();
101
102            virtual void setRank(Rank::Value val)
103                { this->rank_ = val; }
104            inline Rank::Value getRank() const
105                { return this->rank_; }
106
107            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
108
109
110
111            virtual bool setWingman(CommonController* wingman);
112            virtual bool hasWingman();
113
114            void setTarget(ControllableEntity* target);
115            bool hasTarget();
116            void setTargetOrientation(const Quaternion& orient);
117            void setTargetOrientation(ControllableEntity* target);
118            void setTargetPosition(const Vector3& target);
119
120            /*void spin();
121            void turn180();*/
122
123
124        protected:
125
126            void moveToPoint(const Vector3& relativeTargetPosition, float angleRoll);
127            bool moveAndRoll(float dt);
128
129            void moveToPosition(const Vector3& target, float dt);
130            void moveToTargetPosition(float dt);
131            //enum Mode {ROCKET, ATTACK, MOVE, HOLD};//TODO; implement DEFENCE, MOVING modes
132
133            //Mode mode_;
134            void copyOrientation(const Quaternion& orient, float dt);
135            void copyTargetOrientation(float dt);
136
137            float squaredDistanceToTarget() const;
138            void doFire();
139            void aimAtTarget();
140            bool isLookingAtTarget(float angle) const;
141
142            //checks if spaceship points at enemy and if there are allies inbetween
143            bool canFire();
144            std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons()
145            //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons()
146            float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
147            void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed.
148            bool bSetupWorked; //<! If false, setupWeapons() is called.
149            int getFiremode(std::string name);
150
151            float randomInRange(float a, float b);
152            bool bHasTargetPosition_;
153            Vector3 targetPosition_;
154            bool bHasTargetOrientation_;
155            Quaternion targetOrientation_;
156
157            void setPositionOfTarget(const Vector3& target);
158            void setOrientationOfTarget(const Quaternion& orient);
159            bool bHasPositionOfTarget_;
160            Vector3 positionOfTarget_;
161            bool bHasOrientationOfTarget_;
162            Quaternion orientationOfTarget_;
163
164
165            WeakPtr<ControllableEntity> target_;
166            bool bShooting_;
167            WeakPtr<ControllableEntity> objectiveTarget_;
168
169
170            void chooseManeuverType();
171            void gunsD();
172            void attack();
173            void scissors();
174            FormationMode::Value formationMode_;
175            Rank::Value rank_;
176            ManeuverType::Value maneuverType_;
177            Maneuver::Value maneuver_;
178
179            bool executingManeuver_;
180            bool executingMoveToPoint_;
181         
182        private:
183           
184               
185    };
186}
187
188#endif /* _CommonController_H__ */
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