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 | * Dominik Solenicki |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | #include "LeaderController.h" |
---|
30 | |
---|
31 | |
---|
32 | |
---|
33 | namespace orxonox |
---|
34 | { |
---|
35 | const float LeaderController::ACTION_INTERVAL = 1.0f; |
---|
36 | |
---|
37 | RegisterClass(LeaderController); |
---|
38 | |
---|
39 | LeaderController::LeaderController(Context* context) : SectionController(context) |
---|
40 | { |
---|
41 | RegisterObject(LeaderController); |
---|
42 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&LeaderController::action, this))); |
---|
43 | } |
---|
44 | |
---|
45 | LeaderController::~LeaderController() |
---|
46 | { |
---|
47 | } |
---|
48 | |
---|
49 | void LeaderController::action() |
---|
50 | { |
---|
51 | |
---|
52 | } |
---|
53 | /* |
---|
54 | Wingmen and Leaders attack target_, which is a member variable of their classes. |
---|
55 | Wingmen's target_ is set to sectionTarget_, which is a member variable of SectionController class, unless |
---|
56 | Wingman covers Leader's rear. |
---|
57 | Leader's target_ must always equal sectionTarget_. |
---|
58 | if section has a target, its Leader shoots at it, but doesn't follow. |
---|
59 | Every section is a part of division. Division consisting of one Section is still a division. |
---|
60 | Division's leader's target_ must always equal divisionTarget_, which is a member variable of DivisionController. |
---|
61 | Division leader ONLY can follow target_ while in formation flight. |
---|
62 | If Division doesn't have a target, Division Leader stays in place, unless it has a waypoint. |
---|
63 | Division Leader's sectionTarget_ must equal divisionTarget_, |
---|
64 | but the other section, that is not a leading section, can attack any target that is near divisonTarget_ |
---|
65 | |
---|
66 | */ |
---|
67 | void LeaderController::tick(float dt) |
---|
68 | { |
---|
69 | if (!this->isActive()) |
---|
70 | return; |
---|
71 | |
---|
72 | //--------------------------Stay in division-------------------------- |
---|
73 | this->keepDivisionTick(); |
---|
74 | /*keepDivisionTick(){ |
---|
75 | if (this->divisionLeader_ && this->divisionLeader_->getControllableEntity() && desiredRelativePosition_){ |
---|
76 | Vector3 desiredAbsolutePosition = ((this->divisionLeader_->getControllableEntity()->getWorldPosition()) + |
---|
77 | (this->divisionLeader_->getControllableEntity()->getWorldOrientation()* (*desiredRelativePosition_))); |
---|
78 | this->moveToPosition (desiredAbsolutePosition); |
---|
79 | } |
---|
80 | } |
---|
81 | */ |
---|
82 | //If ordered to attack -> follow target and shoot |
---|
83 | if (this->bAttackOrder_) |
---|
84 | { |
---|
85 | |
---|
86 | } |
---|
87 | //If ordered to move -> move to a target Point |
---|
88 | else if (this->bMoveOrder_) |
---|
89 | { |
---|
90 | |
---|
91 | } |
---|
92 | else |
---|
93 | //No orders -> Don't move, but shoot at whatever is close, unless Boss is shooting at it. |
---|
94 | //(Section shoots same target, Boss's section shoots another target) |
---|
95 | { |
---|
96 | |
---|
97 | } |
---|
98 | |
---|
99 | |
---|
100 | SUPER(LeaderController, tick, dt); |
---|
101 | } |
---|
102 | //**********************************************NEW |
---|
103 | /* void LeaderController::defaultBehaviour(float maxrand) |
---|
104 | { |
---|
105 | |
---|
106 | }*/ |
---|
107 | |
---|
108 | } |
---|