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source: code/branches/ScriptableController/src/orxonox/controllers/ControllerDirector.cc @ 10177

Last change on this file since 10177 was 10065, checked in by smerkli, 11 years ago

Improved controller, "move and look" is now scriptable.

File size: 4.6 KB
RevLine 
[10016]1/*
[10046]2 * First try of a ControllerDirector. Target: An event occurs in the levelTry.oxw
3 * file, which is "heard" by an object of the type of this class. It then SHOULD
4 * (because it is not working) execute the party function.
[10016]5 */
6
[10024]7#include "ControllerDirector.h"
[10047]8#include "ScriptController.h"
[10012]9#include "core/CoreIncludes.h"
10
[10024]11//#include "network/NetworkFunction.h"
12
13#include "infos/HumanPlayer.h"
14#include "interfaces/PlayerTrigger.h"
15#include "worldentities/pawns/Pawn.h"
[10035]16#include "core/LuaState.h"
[10024]17
[10026]18
[10016]19namespace orxonox
20{
[10024]21    RegisterClass(ControllerDirector);
[10012]22
[10024]23    ControllerDirector::ControllerDirector(Context* context) : ArtificialController(context)
[10016]24    {
[10046]25        // Register the object with the framework
[10024]26        RegisterObject(ControllerDirector);
[10046]27
28        // output a message to ensure we know the constructor was run
[10057]29        orxout()<<"hello universe constructor blablub"<< endl;
[10012]30
[10057]31
32
[10046]33        // Initialize member variables
34        this->player_ = NULL;
35        this->entity_ = NULL;
36        this->pTrigger_ = NULL;
[10047]37        this->context_ = context;
[10016]38    }
[10012]39
[10024]40    void ControllerDirector::XMLPort(Element& xmlelement, XMLPort::Mode mode)
[10016]41    {
[10024]42        SUPER(ControllerDirector, XMLPort, xmlelement, mode);
[10012]43
[10046]44        orxout()<< "ControllerDirector::XMLPort " 
45          << "An instance of ControllerDirector has been created." << endl;
[10016]46    }
47
[10024]48    void ControllerDirector::XMLEventPort(Element& xmlelement, XMLPort::Mode mode)
[10012]49    {
[10046]50        // Call the xmleventport functions of the classes we derive from
[10024]51        SUPER(ControllerDirector, XMLEventPort, xmlelement, mode);
[10012]52
[10046]53        // Add an event sink for a "takeControl" event, which leads to the
54        // function takeControl() being called.
55        XMLPortEventSink(ControllerDirector, BaseObject, "takeControl", 
56          takeControl, xmlelement, mode);
[10024]57    }
58
59
60
61
[10046]62    void ControllerDirector::takeControl(Controller * controller, BaseObject * trigger) 
63    {
64       /* Output a message confirming that the function was called */
65       orxout()<<"test takecontrol."<< endl;
[10016]66
[10046]67       /* First, we set up a new controller to attach to the unit that
68        * triggered our event.
69        */
[10047]70       static int ctrlid = 1;
71       bool prepok = preparationToTakeControl(trigger);
72       if( prepok == true) 
73       {
74         /* Create a scriptcontroller object */
75         ScriptController *newctrl = new ScriptController(this->context_);
76
77         /* Make the player we were given its slave */
78         newctrl->setPlayer(this->player_);
79
80         /* Start controlling that object */
81         newctrl->takeControl(ctrlid);
82       }
83       else
84         return;
[10046]85       
86       /* Set up a luastate to use for running the scripts */
87       LuaState * ls = new LuaState();
88       
89       /* Assemble a string to define a controller id variable in lua space */
90       std::stringstream tmp;
[10065]91       tmp << "newctrlid = " << ctrlid << endl;
[10046]92       std::string todo = tmp.str();
[10059]93       
[10046]94       /* Run the string using the luastate created earlier */
95       ls->doString(todo);
96
97       /* Now run the script on this controller. This will still have the above
98        * variable "newctrlid" defined, which means it can make use of it.
99        */
[10057]100
[10046]101       ls->doFile("testscript.lua");
102
103       /* Increase the controller ID so we have a different one for
104        * the next time it is triggered */
105       ctrlid += 1;
[10024]106    } 
107
[10016]108       
[10047]109    bool ControllerDirector::preparationToTakeControl(BaseObject * trigger) 
110    {
111        this->pTrigger_ = orxonox_cast<PlayerTrigger*>(trigger);
[10016]112        this->player_ = NULL;
113
[10024]114        orxout() << "Preparation to take Control!" << endl; 
[10047]115
[10016]116        // Check whether it is a player trigger and extract pawn from it
[10024]117        if(this->pTrigger_ != NULL)
[10016]118        {
[10047]119            // Get the object which triggered the event.
120            this->player_ = this->pTrigger_->getTriggeringPlayer(); 
121
122            // Check if there actually was a player returned.
123            if( this->player_ == NULL) return false;
[10016]124        }
125        else
126        {
[10047]127            orxout() << "ControllerDirector::preparationToTakeControl " 
128              << "Not a player trigger, can't extract pawn from it.." << endl;
[10016]129            return false;
130        }
131
132        this->entity_ = this->player_->getControllableEntity();
133        assert(this->entity_);
134
[10047]135        return true;
[10016]136    }
137
[10047]138    /* // Currently unused
[10024]139    void ControllerDirector::setNewController(Controller * controller) {
[10016]140
141
[10024]142        orxout() << "New Controller is going to be set!" << endl;
[10016]143
[10024]144        this->entity_->setDestroyWhenPlayerLeft(false);
145        this->player_->pauseControl();
146        this->entity_->setController(controller);
[10047]147        this->player_->startControl(this->entity_);
148        //this->setControllableEntity(this->entity_);
[10024]149    }
[10047]150    */
[10016]151       
[10012]152   
153
[10024]154}
[10016]155
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