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 | |
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29 | #include "WingmanController.h" |
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30 | |
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31 | |
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32 | namespace orxonox |
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33 | { |
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34 | const float WingmanController::ACTION_INTERVAL = 1.0f; |
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35 | |
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36 | RegisterClass(WingmanController); |
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37 | |
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38 | WingmanController::WingmanController(Context* context) : SectionController(context) |
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39 | { |
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40 | RegisterObject(WingmanController); |
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41 | this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&WingmanController::action, this))); |
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42 | } |
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43 | |
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44 | WingmanController::~WingmanController() |
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45 | { |
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46 | } |
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47 | |
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48 | /* void WingmanController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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49 | { |
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50 | SUPER(WingmanController, XMLPort, xmlelement, mode); |
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51 | |
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52 | XMLPortParam(WingmanController, "accuracy", setAccuracy, getAccuracy, xmlelement, mode).defaultValues(100.0f); |
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53 | XMLPortObject(WingmanController, WorldEntity, "waypoints", addWaypoint, getWaypoint, xmlelement, mode); |
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54 | }*/ |
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55 | void WingmanController::action() |
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56 | { |
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57 | //--------------------------Cover Leader's rear-------------------------- |
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58 | //check for enemies in Leader's rear that can attack him and if they are visible, meaning there are no other Leader's between Leader and enemies. |
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59 | //if there are enemies, set target_ to the nearest one and set bFollowLeader_ to false, |
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60 | //otherwise set bFollowLeader_ to true and target_ to sectionTarget_ |
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61 | this->coverAllyRear(this->sectionLeader_); |
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62 | } |
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63 | |
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64 | void WingmanController::tick(float dt) |
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65 | { |
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66 | if (!this->isActive()) |
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67 | return; |
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68 | //--------------------------Stay in formation-------------------------- |
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69 | if (bFollowLeader_) |
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70 | { |
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71 | this->keepSectionTick(); |
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72 | /*keepSectionTick(){ |
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73 | if (this->sectionLeader_ && this->sectionLeader_->getControllableEntity() && desiredRelativePosition_){ |
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74 | Vector3 desiredAbsolutePosition = ((this->sectionLeader_->getControllableEntity()->getWorldPosition()) + |
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75 | (this->sectionLeader_->getControllableEntity()->getWorldOrientation()* (*desiredRelativePosition_))); |
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76 | this->moveToPosition (desiredAbsolutePosition); |
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77 | } |
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78 | } |
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79 | */ |
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80 | |
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81 | //--------------------------Attack same target as the Leader-------------------------- |
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82 | |
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83 | if (this->target_) |
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84 | { |
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85 | this->aimAtTarget(); |
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86 | this->doFire(); |
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87 | } |
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88 | } |
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89 | //--------------------------Protect Leader by killing target_-------------------------- |
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90 | |
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91 | else |
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92 | { |
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93 | if (this->target_) |
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94 | { |
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95 | //--------------------------Don't attack if not visible-------------------------- |
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96 | if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ |
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97 | { |
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98 | this->forgetTarget(); |
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99 | //this->bFollowLeader_ = true; |
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100 | } |
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101 | //--------------------------Otherwise destroy it-------------------------- |
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102 | else |
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103 | { |
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104 | this->aimAtTarget(); |
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105 | this->follow(); //If a bot is shooting a player, it shouldn't let him go away easily. |
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106 | } |
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107 | if (this->bHasTargetPosition_) |
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108 | { |
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109 | this->moveToTargetPosition(); |
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110 | } |
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111 | this->doFire(); |
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112 | } |
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113 | //--------------------------no target? do nothing until next action() -> either new target appears or bFollowLeader_ set to true-------------------------- |
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114 | else |
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115 | { |
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116 | |
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117 | } |
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118 | |
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119 | } |
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120 | SUPER(WingmanController, tick, dt); |
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121 | } |
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122 | //**********************************************NEW |
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123 | /*void WingmanController::defaultBehaviour(float maxrand) |
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124 | { |
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125 | |
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126 | }*/ |
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127 | |
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128 | } |
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