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 | * Gani Aliguzhinov |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "ActionpointController.h" |
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30 | |
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31 | #include "core/XMLPort.h" |
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32 | #include <algorithm> |
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33 | #include "worldentities/Actionpoint.h" |
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34 | namespace orxonox |
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35 | { |
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36 | |
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37 | RegisterClass(ActionpointController); |
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38 | |
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39 | ActionpointController::ActionpointController(Context* context) : FightingController(context) |
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40 | { |
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41 | this->ticks_ = 0; |
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42 | this->bPatrolling_ = false; |
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43 | this->bInLoop_ = false; |
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44 | this->bLoop_ = false; |
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45 | this->bEndLoop_ = false; |
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46 | loopActionpoints_.clear(); |
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47 | parsedActionpoints_.clear(); |
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48 | actionpoints_.clear(); |
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49 | this->bTakenOver_ = false; |
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50 | this->action_ = Action::NONE; |
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51 | this->squaredaccuracy_ = 2500; |
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52 | this->bStartedDodging_ = false; |
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53 | this->bDefaultPatrol_ = true; |
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54 | this->bDefaultFightAll_ = true; |
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55 | RegisterObject(ActionpointController); |
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56 | |
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57 | } |
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58 | void ActionpointController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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59 | { |
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60 | SUPER( ActionpointController, XMLPort, xmlelement, mode ); |
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61 | |
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62 | XMLPortObject(ActionpointController, WorldEntity, "actionpoints", addActionpoint, getActionpoint, xmlelement, mode); |
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63 | XMLPortParam(ActionpointController, "defaultFightAll", setDefaultFightAll, getDefaultFightAll, xmlelement, mode).defaultValues(true); |
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64 | XMLPortParam(ActionpointController, "defaultPatrol", setDefaultPatrol, getDefaultPatrol, xmlelement, mode).defaultValues(true); |
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65 | } |
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66 | |
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67 | ActionpointController::~ActionpointController() |
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68 | { |
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69 | loopActionpoints_.clear(); |
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70 | parsedActionpoints_.clear(); |
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71 | actionpoints_.clear(); |
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72 | |
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73 | } |
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74 | void ActionpointController::tick(float dt) |
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75 | { |
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76 | if (!this->getControllableEntity() || !this->isActive()) |
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77 | return; |
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78 | |
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79 | //count ticks, ticks_ is unsigned, so overflow is not a problem |
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80 | ++this->ticks_; |
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81 | if (this->ticks_ == 1) |
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82 | { |
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83 | //those vectors are in reversed order after being set by XML. |
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84 | std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); |
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85 | std::reverse(actionpoints_.begin(), actionpoints_.end()); |
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86 | } |
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87 | |
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88 | //fly |
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89 | if (this->bHasTargetPosition_) |
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90 | { |
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91 | this->moveToTargetPosition(dt); |
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92 | }//or just rotate |
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93 | else if (this->bLookAtTarget_) |
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94 | { |
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95 | this->lookAtTarget(dt); |
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96 | } |
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97 | |
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98 | //don't fire rocket each tick |
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99 | if (timeout_ <= 0) |
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100 | { |
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101 | this->bFiredRocket_ = false; |
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102 | } |
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103 | else if (this->bFiredRocket_) |
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104 | { |
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105 | --this->timeout_; |
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106 | } |
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107 | |
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108 | //sometimes dodge, sometimes attack |
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109 | if (this->ticks_ % 80 <= 10) |
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110 | { |
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111 | this->bDodge_ = false; |
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112 | } |
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113 | else |
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114 | { |
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115 | this->bDodge_ = true; |
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116 | } |
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117 | |
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118 | //fire if you can |
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119 | if (this->bShooting_) |
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120 | { |
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121 | this->doFire(); |
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122 | } |
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123 | SUPER(ActionpointController, tick, dt); |
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124 | } |
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125 | |
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126 | /** |
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127 | @brief |
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128 | action() manages the state machine. |
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129 | */ |
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130 | |
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131 | void ActionpointController::action() |
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132 | { |
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133 | if (!this->getControllableEntity() || !this->isActive()) |
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134 | return; |
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135 | |
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136 | //deltaHp is used to know if this got attacked |
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137 | this->deltaHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth() - this->previousHp; |
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138 | this->previousHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth(); |
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139 | |
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140 | //look out for enemies |
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141 | if (this->bDefaultPatrol_ || (this->action_ != Action::FLY && this->action_ != Action::NONE)) |
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142 | { |
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143 | this->startAttackingEnemiesThatAreClose(); |
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144 | } |
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145 | |
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146 | //No action -> pop one from stack |
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147 | if (this->action_ == Action::NONE || this->bTakenOver_) |
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148 | { |
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149 | //if default behaviour is fighting all, push it onto the stack |
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150 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty() && this->bDefaultFightAll_) |
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151 | { |
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152 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; |
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153 | this->parsedActionpoints_.push_back (p); |
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154 | } |
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155 | this->executeActionpoint(); |
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156 | this->bTakenOver_ = false; |
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157 | } |
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158 | |
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159 | //Action fightall -> fight till nobody alive |
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160 | if (this->action_ == Action::FIGHTALL) |
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161 | { |
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162 | |
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163 | if (!this->hasTarget()) |
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164 | { |
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165 | ControllableEntity* newTarget = this->closestTarget(); |
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166 | if (newTarget) |
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167 | { |
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168 | this->setAction (Action::FIGHTALL, newTarget); |
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169 | } |
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170 | else |
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171 | { |
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172 | this->nextActionpoint(); |
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173 | this->executeActionpoint(); |
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174 | |
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175 | } |
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176 | } |
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177 | } |
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178 | //Action fight -> fight as long as enemies in range |
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179 | else if (this->action_ == Action::FIGHT) |
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180 | { |
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181 | if (!this->hasTarget() ) |
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182 | { |
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183 | //----find a target---- |
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184 | ControllableEntity* newTarget = this->closestTarget(); |
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185 | if (newTarget && |
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186 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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187 | { |
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188 | this->setAction (Action::FIGHT, newTarget); |
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189 | } |
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190 | else |
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191 | { |
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192 | this->nextActionpoint(); |
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193 | this->executeActionpoint(); |
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194 | } |
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195 | } |
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196 | else if (this->hasTarget()) |
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197 | { |
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198 | //----fly in formation if far enough---- |
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199 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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200 | |
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201 | if (diffVector.length() > this->attackRange_) |
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202 | { |
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203 | ControllableEntity* newTarget = this->closestTarget(); |
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204 | if (newTarget && |
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205 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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206 | { |
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207 | this->setAction (Action::FIGHT, newTarget); |
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208 | } |
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209 | else |
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210 | { |
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211 | this->nextActionpoint(); |
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212 | this->executeActionpoint(); |
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213 | } |
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214 | } |
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215 | } |
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216 | } |
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217 | else if (this->action_ == Action::FLY) |
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218 | { |
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219 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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220 | { |
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221 | this->nextActionpoint(); |
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222 | this->executeActionpoint(); |
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223 | } |
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224 | } |
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225 | else if (this->action_ == Action::PROTECT) |
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226 | { |
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227 | if (!this->getProtect()) |
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228 | { |
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229 | this->nextActionpoint(); |
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230 | this->executeActionpoint(); |
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231 | } |
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232 | this->stayNearProtect(); |
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233 | } |
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234 | else if (this->action_ == Action::ATTACK) |
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235 | { |
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236 | if (!this->hasTarget()) |
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237 | { |
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238 | this->nextActionpoint(); |
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239 | this->executeActionpoint(); |
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240 | } |
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241 | } |
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242 | } |
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243 | /** |
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244 | @brief |
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245 | if action is protect, this follows protect_ and fights enemies that are close |
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246 | */ |
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247 | void ActionpointController::setProtect (ControllableEntity* protect) |
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248 | { |
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249 | this->protect_ = protect; |
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250 | } |
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251 | ControllableEntity* ActionpointController::getProtect () |
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252 | { |
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253 | return this->protect_; |
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254 | } |
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255 | //XML method |
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256 | void ActionpointController::addActionpoint(WorldEntity* actionpoint) |
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257 | { |
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258 | std::string actionName; |
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259 | Vector3 position; |
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260 | std::string targetName; |
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261 | bool inLoop = false; |
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262 | Point p; |
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263 | if (actionpoint->getIdentifier()->getName() == "Actionpoint") |
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264 | { |
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265 | Actionpoint* ap = orxonox_cast<Actionpoint*> (actionpoint); |
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266 | actionName = ap->getActionXML(); |
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267 | targetName = ap->getName(); |
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268 | position = ap->getWorldPosition(); |
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269 | |
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270 | if (this->bEndLoop_) |
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271 | { |
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272 | this->bInLoop_ = false; |
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273 | } |
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274 | if (!this->bInLoop_ && ap->getLoopStart()) |
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275 | { |
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276 | this->bInLoop_ = true; |
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277 | } |
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278 | if (this->bInLoop_ && ap->getLoopEnd()) |
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279 | { |
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280 | this->bEndLoop_ = true; |
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281 | } |
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282 | inLoop = this->bInLoop_; |
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283 | |
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284 | Action value; |
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285 | |
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286 | if ( actionName == "FIGHT" ) |
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287 | { value = Action::FIGHT; } |
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288 | else if ( actionName == "FLY" ) |
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289 | { value = Action::FLY; } |
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290 | else if ( actionName == "PROTECT" ) |
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291 | { value = Action::PROTECT; } |
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292 | else if ( actionName == "NONE" ) |
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293 | { value = Action::NONE; } |
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294 | else if ( actionName == "FIGHTALL" ) |
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295 | { value = Action::FIGHTALL; } |
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296 | else if ( actionName == "ATTACK" ) |
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297 | { value = Action::ATTACK; } |
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298 | else |
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299 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); |
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300 | p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; |
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301 | } |
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302 | else |
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303 | { |
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304 | inLoop = true; |
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305 | p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; |
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306 | } |
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307 | parsedActionpoints_.push_back(p); |
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308 | this->actionpoints_.push_back(actionpoint); |
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309 | } |
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310 | //XML method |
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311 | WorldEntity* ActionpointController::getActionpoint(unsigned int index) const |
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312 | { |
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313 | if (index < this->actionpoints_.size()) |
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314 | return this->actionpoints_[index]; |
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315 | else |
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316 | return nullptr; |
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317 | } |
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318 | //XML method |
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319 | Action ActionpointController::getAction () |
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320 | { |
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321 | return this->action_; |
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322 | } |
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323 | //XML method |
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324 | std::string ActionpointController::getActionName() |
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325 | { |
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326 | switch ( this->action_ ) |
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327 | { |
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328 | case Action::FIGHT: |
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329 | { return "FIGHT"; } |
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330 | case Action::FLY: |
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331 | { return "FLY"; } |
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332 | case Action::PROTECT: |
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333 | { return "PROTECT"; } |
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334 | case Action::NONE: |
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335 | { return "NONE"; } |
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336 | case Action::FIGHTALL: |
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337 | { return "FIGHTALL"; } |
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338 | case Action::ATTACK: |
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339 | { return "ATTACK"; } |
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340 | default: |
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341 | return "NONE"; |
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342 | break; |
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343 | } |
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344 | } |
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345 | //XML method |
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346 | void ActionpointController::setAction (Action action) |
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347 | { |
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348 | this->action_ = action; |
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349 | } |
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350 | //set action and target/protect |
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351 | void ActionpointController::setAction (Action action, ControllableEntity* target) |
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352 | { |
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353 | if (!this->getControllableEntity()) |
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354 | return; |
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355 | this->action_ = action; |
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356 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
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357 | { |
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358 | if (target) |
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359 | this->setTarget (target); |
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360 | } |
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361 | else if (action == Action::PROTECT) |
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362 | { |
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363 | if (target) |
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364 | this->setProtect (target); |
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365 | } |
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366 | } |
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367 | //set action and target position |
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368 | void ActionpointController::setAction (Action action, const Vector3& target) |
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369 | { |
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370 | if (!this->getControllableEntity()) |
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371 | return; |
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372 | this->action_ = action; |
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373 | if (action == Action::FLY) |
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374 | { |
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375 | this->setTargetPosition (target); |
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376 | } |
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377 | } |
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378 | //set action and target position and orientation |
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379 | void ActionpointController::setAction (Action action, const Vector3& target, const Quaternion& orient ) |
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380 | { |
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381 | if (!this->getControllableEntity()) |
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382 | return; |
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383 | this->action_ = action; |
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384 | if (action == Action::FLY) |
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385 | { |
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386 | this->setTargetPosition (target); |
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387 | this->setTargetOrientation (orient); |
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388 | } |
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389 | } |
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390 | |
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391 | //------------------------------------------------------------------------------ |
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392 | //------------------------------Actionpoint methods----------------------------- |
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393 | //------------------------------------------------------------------------------ |
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394 | |
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395 | //POST: this starts doing what was asked by the last element of parsedActionpoints_, |
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396 | //if last element was failed to be parsed, next element will be executed. |
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397 | void ActionpointController::executeActionpoint() |
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398 | { |
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399 | if (!this->getControllableEntity()) |
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400 | return; |
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401 | |
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402 | Point p; |
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403 | if (this->bLoop_ && !loopActionpoints_.empty()) |
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404 | { |
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405 | p = loopActionpoints_.back(); |
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406 | } |
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407 | else if (this->bLoop_) |
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408 | { |
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409 | this->bLoop_ = false; |
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410 | return; |
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411 | } |
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412 | else if (!this->bLoop_ && !parsedActionpoints_.empty()) |
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413 | { |
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414 | p = parsedActionpoints_.back(); |
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415 | } |
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416 | else |
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417 | { |
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418 | this->setTarget(nullptr); |
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419 | this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); |
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420 | this->action_ = Action::NONE; |
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421 | return; |
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422 | } |
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423 | if (!this->bLoop_ && this->parsedActionpoints_.back().inLoop) |
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424 | { |
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425 | //MOVES all points that are in loop to a loop vector |
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426 | this->fillLoop(); |
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427 | this->bLoop_ = true; |
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428 | executeActionpoint(); |
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429 | return; |
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430 | } |
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431 | this->setAction (p.action); |
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432 | |
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433 | switch (this->action_) |
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434 | { |
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435 | case Action::FIGHT: |
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436 | { |
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437 | std::string targetName = p.name; |
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438 | if (targetName == "") |
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439 | break; |
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440 | for (Pawn* pawn : ObjectList<Pawn>()) |
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441 | { |
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442 | if (CommonController::getName(pawn) == targetName) |
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443 | { |
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444 | this->setTarget (static_cast<ControllableEntity*>(pawn)); |
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445 | } |
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446 | } |
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447 | break; |
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448 | } |
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449 | case Action::FLY: |
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450 | { |
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451 | this->setTargetPosition( p.position ); |
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452 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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453 | { |
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454 | this->nextActionpoint(); |
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455 | this->executeActionpoint(); |
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456 | } |
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457 | break; |
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458 | } |
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459 | case Action::PROTECT: |
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460 | { |
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461 | |
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462 | std::string protectName = p.name; |
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463 | if (protectName == "reservedKeyword:human") |
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464 | { |
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465 | for (Pawn* pawn : ObjectList<Pawn>()) |
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466 | { |
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467 | if (orxonox_cast<ControllableEntity*>(pawn) && (pawn->getController()) && (pawn->getController()->getIdentifier()->getName() == "NewHumanController")) |
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468 | { |
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469 | this->setProtect (static_cast<ControllableEntity*>(pawn)); |
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470 | } |
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471 | } |
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472 | } |
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473 | else |
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474 | { |
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475 | for (Pawn* pawn : ObjectList<Pawn>()) |
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476 | { |
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477 | if (CommonController::getName(pawn) == protectName) |
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478 | { |
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479 | this->setProtect (static_cast<ControllableEntity*>(pawn)); |
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480 | } |
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481 | } |
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482 | } |
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483 | if (!this->getProtect()) |
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484 | { |
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485 | this->nextActionpoint(); |
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486 | this->executeActionpoint(); |
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487 | } |
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488 | break; |
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489 | } |
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490 | case Action::NONE: |
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491 | { |
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492 | break; |
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493 | } |
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494 | case Action::FIGHTALL: |
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495 | { |
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496 | break; |
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497 | } |
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498 | case Action::ATTACK: |
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499 | { |
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500 | std::string targetName = p.name; |
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501 | |
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502 | for (Pawn* pawn : ObjectList<Pawn>()) |
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503 | { |
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504 | if (CommonController::getName(pawn) == targetName) |
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505 | { |
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506 | this->setTarget (static_cast<ControllableEntity*>(pawn)); |
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507 | } |
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508 | } |
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509 | if (!this->hasTarget()) |
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510 | { |
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511 | this->nextActionpoint(); |
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512 | this->executeActionpoint(); |
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513 | } |
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514 | break; |
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515 | } |
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516 | default: |
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517 | break; |
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518 | } |
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519 | } |
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520 | |
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521 | //calculate where in world coordinates this ship has to be, so that it keeps distance to protect_, and fly there |
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522 | void ActionpointController::stayNearProtect() |
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523 | { |
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524 | if (!this->getControllableEntity()) |
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525 | return; |
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526 | |
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527 | Vector3 targetRelativePosition(0, 300, 300); |
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528 | if (!this->getProtect()) |
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529 | { |
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530 | this->nextActionpoint(); |
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531 | return; |
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532 | } |
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533 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
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534 | (this->getProtect()->getWorldOrientation()* (targetRelativePosition))); |
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535 | this->setTargetPosition(targetAbsolutePosition); |
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536 | if (!this->getProtect()) |
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537 | { |
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538 | this->nextActionpoint(); |
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539 | return; |
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540 | } |
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541 | this->setTargetOrientation(this->getProtect()->getWorldOrientation()); |
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542 | } |
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543 | //remove current point from the stack |
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544 | void ActionpointController::nextActionpoint() |
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545 | { |
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546 | if (this->bLoop_) |
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547 | { |
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548 | if (this->bPatrolling_) |
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549 | { |
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550 | this->loopActionpoints_.pop_back(); |
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551 | this->bPatrolling_ = false; |
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552 | } |
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553 | else if (!this->loopActionpoints_.empty()) |
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554 | { |
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555 | this->moveBackToTop(); |
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556 | } |
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557 | } |
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558 | else |
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559 | { |
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560 | if (!this->parsedActionpoints_.empty()) |
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561 | { |
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562 | this->parsedActionpoints_.pop_back(); |
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563 | } |
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564 | } |
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565 | this->setAction(Action::NONE); |
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566 | this->bHasTargetPosition_ = false; |
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567 | } |
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568 | //if looping, instead of erasing point, move it to the top (back is what gets executed, so it's kinda reversed stack) |
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569 | void ActionpointController::moveBackToTop() |
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570 | { |
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571 | if (!this->getControllableEntity()) |
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572 | return; |
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573 | |
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574 | Point temp = loopActionpoints_.back(); |
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575 | loopActionpoints_.pop_back(); |
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576 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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577 | loopActionpoints_.push_back(temp); |
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578 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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579 | } |
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580 | //POST: moves all consecutive points that are in loop to the loop stack |
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581 | void ActionpointController::fillLoop() |
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582 | { |
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583 | loopActionpoints_.clear(); |
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584 | fillLoopReversed(); |
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585 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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586 | } |
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587 | void ActionpointController::fillLoopReversed() |
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588 | { |
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589 | if (parsedActionpoints_.back().inLoop) |
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590 | { |
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591 | loopActionpoints_.push_back(parsedActionpoints_.back()); |
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592 | parsedActionpoints_.pop_back(); |
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593 | } |
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594 | if (parsedActionpoints_.back().inLoop) |
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595 | { |
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596 | fillLoopReversed(); |
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597 | } |
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598 | } |
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599 | //copy other ship's stacks so that if it dies, this can finish that ship's actions |
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600 | void ActionpointController::takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b) |
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601 | { |
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602 | if (!this->getControllableEntity()) |
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603 | return; |
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604 | this->parsedActionpoints_ = vector; |
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605 | this->loopActionpoints_ = loop; |
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606 | this->bLoop_ = b; |
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607 | this->bTakenOver_ = true; |
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608 | } |
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609 | //attack closest target |
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610 | void ActionpointController::setClosestTarget() |
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611 | { |
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612 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
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613 | } |
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614 | //find closest target |
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615 | Pawn* ActionpointController::closestTarget() |
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616 | { |
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617 | if (!this->getControllableEntity()) |
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618 | return nullptr; |
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619 | |
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620 | Pawn* closestTarget = nullptr; |
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621 | float minDistance = std::numeric_limits<float>::infinity(); |
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622 | Gametype* gt = this->getGametype(); |
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623 | for (Pawn* pawn : ObjectList<Pawn>()) |
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624 | { |
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625 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(pawn), gt) ) |
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626 | continue; |
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627 | |
---|
628 | float distance = CommonController::distance (pawn, this->getControllableEntity()); |
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629 | if (distance < minDistance) |
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630 | { |
---|
631 | closestTarget = pawn; |
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632 | minDistance = distance; |
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633 | } |
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634 | } |
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635 | if (closestTarget) |
---|
636 | { |
---|
637 | return closestTarget; |
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638 | } |
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639 | return nullptr; |
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640 | } |
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641 | //push action FIGHT to the stack and set target to the closest enemy |
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642 | void ActionpointController::startAttackingEnemiesThatAreClose() |
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643 | { |
---|
644 | if (!this->getControllableEntity()) |
---|
645 | return; |
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646 | |
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647 | if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_)) |
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648 | { |
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649 | Pawn* newTarget = this->closestTarget(); |
---|
650 | if ( newTarget && |
---|
651 | CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) |
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652 | <= this->attackRange_ ) |
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653 | { |
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654 | this->setTarget(newTarget); |
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655 | if (this->bLoop_ && !this->bPatrolling_) |
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656 | { |
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657 | Point p = { Action::FIGHT, "", Vector3::ZERO, true }; |
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658 | this->loopActionpoints_.push_back(p); |
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659 | } |
---|
660 | else if (!this->bPatrolling_) |
---|
661 | { |
---|
662 | Point p = { Action::FIGHT, "", Vector3::ZERO, false }; |
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663 | this->parsedActionpoints_.push_back(p); |
---|
664 | } |
---|
665 | this->bPatrolling_ = true; |
---|
666 | this->executeActionpoint(); |
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667 | } |
---|
668 | } |
---|
669 | } |
---|
670 | } |
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