| 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 | #ifndef _ActionpointController_H__ | 
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| 30 | #define _ActionpointController_H__ | 
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| 31 |  | 
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| 32 | #include "controllers/FightingController.h" | 
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| 33 | #include "tools/Timer.h" | 
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| 34 | #include "tools/interfaces/Tickable.h" | 
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| 35 | #include "../modules/pickup/PickupSpawner.h" | 
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| 36 | #include <map> | 
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| 37 |  | 
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| 38 | namespace orxonox | 
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| 39 | { | 
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| 40 | /** | 
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| 41 | @brief | 
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| 42 | ActionpointController is a state machine with states: | 
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| 43 | 1) NONE | 
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| 44 | 2) FLY: fly towards a point | 
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| 45 | 3) FIGHT: fight enemies that are in attackRange_ (see FightingController) | 
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| 46 | 4) PROTECT: follow this->protect_ | 
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| 47 | 5) FIGHTALL: fight all enemies on the map | 
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| 48 | 6) ATTACK: fight a specific spaceship | 
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| 49 | This controller always executes an action that is in the back of the vector being used. | 
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| 50 | After current this->action_ is completed, next action becomes the top action (one that will | 
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| 51 | be returned by someVector.back()), and current action either will be removed (if not looping), | 
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| 52 | or moved to the top (if looping). | 
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| 53 |  | 
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| 54 | Every second action(), which is once in two seconds, this searches the area for enemies that are in attack range, if finds anyone, | 
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| 55 | pushes Action::FIGHT to the stack. That makes spaceship fight enemies inside of a sphere, and when all enemies in range are dead, | 
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| 56 | Action::FIGHT is removed from the stack, and spaceship resumes doing whatever action was being executed before. | 
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| 57 |  | 
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| 58 | In XML one has to attack Actionpoints in order to achieve any complex behaviour, but in Controller all actionpoints are effectively | 
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| 59 | being stored in an array of type Point::Value. | 
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| 60 | @note | 
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| 61 | ActionpointController will not work, if there is no MasterController in the level! | 
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| 62 | All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level. | 
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| 63 | */ | 
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| 64 | enum class Action | 
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| 65 | { | 
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| 66 | NONE, FLY, FIGHT, PROTECT, FIGHTALL, ATTACK | 
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| 67 | }; | 
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| 68 |  | 
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| 69 | struct Point { | 
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| 70 | Action action; | 
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| 71 | std::string name; | 
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| 72 | Vector3 position; | 
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| 73 | bool inLoop; | 
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| 74 | }; | 
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| 75 |  | 
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| 76 | class _OrxonoxExport ActionpointController : public FightingController, public Tickable | 
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| 77 | { | 
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| 78 | public: | 
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| 79 |  | 
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| 80 | ActionpointController(Context* context); | 
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| 81 | virtual ~ActionpointController(); | 
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| 82 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; | 
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| 83 |  | 
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| 84 | /** | 
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| 85 | @brief | 
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| 86 | tick is called every tick by Game (?). | 
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| 87 | In tick ship flies and fires. | 
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| 88 | */ | 
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| 89 | virtual void tick(float dt) override; | 
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| 90 | /** | 
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| 91 | @brief | 
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| 92 | XML method, example XML usage: | 
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| 93 |  | 
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| 94 | @code | 
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| 95 | <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="ss2"> | 
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| 96 | <templates> | 
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| 97 | <Template link=spaceshipassff /> | 
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| 98 | </templates> | 
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| 99 | <controller> | 
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| 100 | <DivisionController team=0 formationMode="finger4"> | 
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| 101 | <actionpoints> | 
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| 102 | <Actionpoint position="0,0,0" action="FLY" /> | 
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| 103 | <Actionpoint position="-1000,750,-500" action="ATTACK" attack="attack" /> | 
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| 104 | <Actionpoint position="-1000,750,-500" action="PROTECt" protectMe=true /> | 
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| 105 | <Actionpoint position="-1000,750,-500" action="PROTECt" protect="protect" /> | 
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| 106 | <Actionpoint position="-1000,750,-500" action="FIGHTALL" /> | 
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| 107 | </actionpoints> | 
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| 108 | </DivisionController> | 
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| 109 | </controller> | 
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| 110 | </SpaceShip> | 
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| 111 | @endcode | 
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| 112 |  | 
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| 113 | Full description: | 
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| 114 | Adds an Actionpoint to this->actionpoints_. Actionpoint can take arguments like action="attack" attack="name". | 
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| 115 | For documentation on Actionpoint XML arguments, check out Actionpoint.h class | 
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| 116 | If any WorldEntity that is not Actionpoint or its child being sent to actionpoints through XML, | 
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| 117 | action would be assumed to be Action::FLY and target position to be position of the entity. Also, if not Actionpoint | 
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| 118 | is passed, it is assumed to be in a loop. How it works is: in \<actionpoints\> first all Actionpoints between | 
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| 119 | first Actionpoint with loopStart=true and first following Actionpoint with loopEnd=true are included in a single loop. | 
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| 120 | If they are adjacent (in the input array) with WorldEntity, then WorldEntity is also in a loop. | 
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| 121 | All the Worldentities are assumed to be in loop. | 
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| 122 |  | 
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| 123 | Loop example: | 
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| 124 |  | 
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| 125 | @code | 
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| 126 | <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="ss1"> | 
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| 127 | <templates> | 
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| 128 | <Template link=spaceshipassff /> | 
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| 129 | </templates> | 
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| 130 | <controller> | 
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| 131 | <DivisionController team=0 formationMode="wall"> | 
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| 132 | <actionpoints> | 
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| 133 | <Actionpoint position="  0,2000,-600" action="FLY" loopStart=true/> | 
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| 134 | <Actionpoint position="  0,2000,-1000" action="FLY"  /> | 
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| 135 | <Actionpoint position="400,2000,-1000" action="FLY" /> | 
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| 136 | <Actionpoint position="400,2000,-600" action="FLY" loopEnd=true /> | 
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| 137 | </actionpoints> | 
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| 138 | </DivisionController> | 
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| 139 | </controller> | 
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| 140 | </SpaceShip> | 
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| 141 | @endcode | 
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| 142 |  | 
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| 143 | other loop example: | 
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| 144 |  | 
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| 145 | @code | 
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| 146 | <SpaceShip position="-1500, -1500, -1500" lookat="0,0,0" team=0 name="ss1"> | 
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| 147 | <templates> | 
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| 148 | <Template link=spaceshipassff /> | 
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| 149 | </templates> | 
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| 150 | <controller> | 
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| 151 | <DivisionController team=0 formationMode="diamond"> | 
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| 152 | <actionpoints> | 
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| 153 | <Model mesh="cube.mesh" scale=8 position="  0,2000,-600" /> | 
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| 154 | <Model mesh="cube.mesh" scale=8 position="  0,2000,-1000" /> | 
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| 155 | <Model mesh="cube.mesh" scale=8 position="400,2000,-1000" /> | 
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| 156 | <Model mesh="cube.mesh" scale=8 position="400,2000,-600" /> | 
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| 157 | </actionpoints> | 
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| 158 | </DivisionController> | 
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| 159 | </controller> | 
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| 160 | </SpaceShip> | 
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| 161 | @endcode | 
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| 162 |  | 
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| 163 | @note | 
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| 164 | Don't use several loops, and don't use WorldEntities as input to \<actionpoints\> as I didn't test it well, but you | 
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| 165 | can try if feeling lucky. | 
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| 166 | */ | 
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| 167 | void addActionpoint(WorldEntity* actionpoint); | 
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| 168 | WorldEntity* getActionpoint(unsigned int index) const; | 
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| 169 | void setDefaultFightAll(bool value) | 
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| 170 | { this->bDefaultFightAll_ = value; } | 
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| 171 | bool getDefaultFightAll () | 
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| 172 | { return this->bDefaultFightAll_; } | 
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| 173 | void setDefaultPatrol(bool value) | 
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| 174 | { this->bDefaultPatrol_ = value; } | 
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| 175 | bool getDefaultPatrol () | 
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| 176 | { return this->bDefaultPatrol_; } | 
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| 177 |  | 
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| 178 |  | 
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| 179 | virtual void stayNearProtect(); | 
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| 180 | virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour. Only gets called by MasterController | 
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| 181 | virtual void takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b); | 
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| 182 |  | 
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| 183 | virtual Action getAction (); | 
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| 184 | virtual std::string getActionName(); | 
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| 185 |  | 
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| 186 | void setAction (Action action); | 
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| 187 | void setAction (Action action, ControllableEntity* target); | 
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| 188 | void setAction (Action action, const Vector3& target); | 
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| 189 | void setAction (Action action, const Vector3& target,  const Quaternion& orient ); | 
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| 190 |  | 
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| 191 | virtual bool setWingman(ActionpointController* wingman) | 
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| 192 | { return false; } | 
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| 193 | virtual bool hasWingman() | 
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| 194 | { return true; } | 
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| 195 | virtual bool setFollower(ActionpointController* myFollower) | 
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| 196 | { return false; } | 
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| 197 | virtual bool hasFollower() | 
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| 198 | { return true; } | 
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| 199 |  | 
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| 200 |  | 
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| 201 | protected: | 
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| 202 | void startAttackingEnemiesThatAreClose(); | 
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| 203 | WeakPtr<ActionpointController> myWingman_; | 
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| 204 | WeakPtr<ActionpointController> myFollower_; | 
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| 205 | WeakPtr<ActionpointController> myDivisionLeader_; | 
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| 206 | //----[Actionpoint information]---- | 
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| 207 | Action action_; | 
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| 208 | std::string protectName_; | 
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| 209 | std::string targetName_; | 
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| 210 | std::vector<WeakPtr<WorldEntity>> actionpoints_; | 
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| 211 | float squaredaccuracy_; | 
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| 212 | std::vector<Point> parsedActionpoints_; //<! actionpoints as they are stored here after being parsed from XML | 
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| 213 | std::vector<Point> loopActionpoints_;   //<! actionpoints that are to be looped | 
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| 214 | bool bInLoop_;                          //<! variable for addActionpoint method | 
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| 215 | bool bLoop_;                            //<! is state machine looping? | 
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| 216 | bool bEndLoop_;                         //<! variable for addActionpoint method | 
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| 217 | bool bTakenOver_;                       //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint | 
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| 218 | //<! is to be executed for the state machine to start working | 
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| 219 | //----[/Actionpoint information]---- | 
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| 220 | void setProtect (ControllableEntity* protect); | 
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| 221 | ControllableEntity* getProtect (); | 
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| 222 | WeakPtr<ControllableEntity> protect_;   //<! entity that is to be protected if this->action_ == Action::PROTECT | 
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| 223 | void fillLoop();                        //<! moves actionpoints that are should be in loop from parsedActionpoints_ to loopActionpoints_ | 
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| 224 | void fillLoopReversed(); | 
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| 225 | void moveBackToTop();                   //<! analog of removing back actionpoint for loopActionpoints_: instead of removing it, | 
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| 226 | //<! move it to the top, so that it will be executed later on. | 
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| 227 | void setClosestTarget(); | 
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| 228 | Pawn* closestTarget(); | 
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| 229 | //----[Actionpoint methods]---- | 
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| 230 | /** | 
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| 231 | @brief | 
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| 232 | Sets this->target_, this->targetPosition_, this->protect_ and this->action_ depending | 
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| 233 | on the current actionpoint in the vector parsedActionpoints_ if not looping or | 
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| 234 | loopActionpoints_ if looping. | 
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| 235 | @note | 
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| 236 | */ | 
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| 237 | void executeActionpoint(); | 
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| 238 | /** | 
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| 239 | @brief | 
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| 240 | If this->bLoop_, move back action to top (back is the current one, top is the last), | 
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| 241 | otherwise remove back actionpoint. | 
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| 242 | @note | 
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| 243 | actionpoints_ is only used for XML, real state stacks are parsedActionpoints_ and loopActionpoints_ | 
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| 244 | */ | 
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| 245 | void nextActionpoint(); | 
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| 246 | //----[Actionpoint methods]---- | 
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| 247 |  | 
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| 248 | bool bDefaultFightAll_;     //<! if true, when no action set, this will fight all | 
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| 249 |  | 
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| 250 | bool bPatrolling_;        //<! true if current action_ is FIGHT because this found enemies that are close, need this to correctly go back to looping if was looping | 
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| 251 | bool bDefaultPatrol_;       //<! if true, this will look out for enemies that are close if this is just flying or doing nothing | 
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| 252 | unsigned int ticks_;     //<! local tick counter | 
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| 253 | }; | 
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| 254 | } | 
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| 255 |  | 
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| 256 | #endif /* _ActionpointController_H__ */ | 
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