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source: code/branches/ScriptableController_FS18/src/orxonox/controllers/ActionpointController.h @ 11963

Last change on this file since 11963 was 11708, checked in by landauf, 7 years ago

[HUD_HS16] fixed issue that the hud shows pickups of ALL players/bots instead of just the own spaceship. fixed this by comparing objectIDs
note: network calls currently support only 5 arguments, so I removed representationObjectId which doesn't seem to be used (neither in C++ nor in Lua)

  • Property svn:eol-style set to native
File size: 12.4 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Gani Aliguzhinov
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _ActionpointController_H__
30#define _ActionpointController_H__
31
32#include "controllers/FightingController.h"
33#include "tools/Timer.h"
34#include "tools/interfaces/Tickable.h"
35#include <map>
36
37namespace orxonox
38{
39    /**
40    @brief
41        ActionpointController is a state machine with states:
42            1) NONE
43            2) FLY: fly towards a point
44            3) FIGHT: fight enemies that are in attackRange_ (see FightingController)
45            4) PROTECT: follow this->protect_
46            5) FIGHTALL: fight all enemies on the map
47            6) ATTACK: fight a specific spaceship
48        This controller always executes an action that is in the back of the vector being used.
49        After current this->action_ is completed, next action becomes the top action (one that will
50        be returned by someVector.back()), and current action either will be removed (if not looping),
51        or moved to the top (if looping).
52
53        Every second action(), which is once in two seconds, this searches the area for enemies that are in attack range, if finds anyone,
54        pushes Action::FIGHT to the stack. That makes spaceship fight enemies inside of a sphere, and when all enemies in range are dead,
55        Action::FIGHT is removed from the stack, and spaceship resumes doing whatever action was being executed before.
56
57        In XML one has to attack Actionpoints in order to achieve any complex behaviour, but in Controller all actionpoints are effectively
58        being stored in an array of type Point::Value.
59    @note
60        ActionpointController will not work, if there is no MasterController in the level!
61        All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level.
62    */
63    enum class Action
64    { 
65        NONE, FLY, FIGHT, PROTECT, FIGHTALL, ATTACK
66    };
67   
68    struct Point {
69        Action action;
70        std::string name;
71        Vector3 position;
72        bool inLoop;
73    };
74
75    class _OrxonoxExport ActionpointController : public FightingController, public Tickable
76    {
77        public:
78           
79            ActionpointController(Context* context);
80            virtual ~ActionpointController();
81            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
82               
83            /**
84            @brief
85                tick is called every tick by Game (?).
86                In tick ship flies and fires.
87            */
88            virtual void tick(float dt) override;
89            /**
90            @brief
91                XML method, example XML usage:
92
93                @code
94                <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="ss2">
95                  <templates>
96                    <Template link=spaceshipassff />
97                  </templates>
98                  <controller>
99                    <DivisionController team=0 formationMode="finger4">
100                      <actionpoints>
101                        <Actionpoint position="0,0,0" action="FLY" />
102                        <Actionpoint position="-1000,750,-500" action="ATTACK" attack="attack" />
103                        <Actionpoint position="-1000,750,-500" action="PROTECt" protectMe=true />
104                        <Actionpoint position="-1000,750,-500" action="PROTECt" protect="protect" />
105                        <Actionpoint position="-1000,750,-500" action="FIGHTALL" />
106                       </actionpoints>
107                    </DivisionController>
108                  </controller>
109                </SpaceShip>
110                @endcode
111               
112                Full description:
113                Adds an Actionpoint to this->actionpoints_. Actionpoint can take arguments like action="attack" attack="name".
114                For documentation on Actionpoint XML arguments, check out Actionpoint.h class
115                If any WorldEntity that is not Actionpoint or its child being sent to actionpoints through XML,
116                action would be assumed to be Action::FLY and target position to be position of the entity. Also, if not Actionpoint
117                is passed, it is assumed to be in a loop. How it works is: in \<actionpoints\> first all Actionpoints between
118                first Actionpoint with loopStart=true and first following Actionpoint with loopEnd=true are included in a single loop.
119                If they are adjacent (in the input array) with WorldEntity, then WorldEntity is also in a loop.
120                All the Worldentities are assumed to be in loop.
121               
122                Loop example:
123
124                @code
125                <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="ss1">
126                  <templates>
127                    <Template link=spaceshipassff />
128                  </templates>
129                  <controller>
130                    <DivisionController team=0 formationMode="wall">
131                      <actionpoints>
132                        <Actionpoint position="  0,2000,-600" action="FLY" loopStart=true/>
133                        <Actionpoint position="  0,2000,-1000" action="FLY"  />
134                        <Actionpoint position="400,2000,-1000" action="FLY" />
135                        <Actionpoint position="400,2000,-600" action="FLY" loopEnd=true />
136                      </actionpoints>
137                    </DivisionController>
138                  </controller>
139                </SpaceShip>
140                @endcode
141               
142                other loop example:
143
144                @code
145                <SpaceShip position="-1500, -1500, -1500" lookat="0,0,0" team=0 name="ss1">
146                  <templates>
147                    <Template link=spaceshipassff />
148                  </templates>
149                  <controller>
150                    <DivisionController team=0 formationMode="diamond">
151                      <actionpoints>
152                        <Model mesh="cube.mesh" scale=8 position="  0,2000,-600" />
153                        <Model mesh="cube.mesh" scale=8 position="  0,2000,-1000" />
154                        <Model mesh="cube.mesh" scale=8 position="400,2000,-1000" />
155                        <Model mesh="cube.mesh" scale=8 position="400,2000,-600" />
156                      </actionpoints>
157                    </DivisionController>
158                  </controller>
159                </SpaceShip>
160                @endcode
161
162            @note
163                Don't use several loops, and don't use WorldEntities as input to \<actionpoints\> as I didn't test it well, but you
164                can try if feeling lucky. 
165            */
166            void addActionpoint(WorldEntity* actionpoint); 
167            WorldEntity* getActionpoint(unsigned int index) const;   
168            void setDefaultFightAll(bool value)
169                { this->bDefaultFightAll_ = value; }
170            bool getDefaultFightAll ()
171                { return this->bDefaultFightAll_; }
172            void setDefaultPatrol(bool value)
173                { this->bDefaultPatrol_ = value; }
174            bool getDefaultPatrol ()
175                { return this->bDefaultPatrol_; }
176               
177
178            virtual void stayNearProtect();
179            virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour. Only gets called by MasterController
180            virtual void takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b);
181
182            virtual Action getAction ();
183            virtual std::string getActionName();
184
185            void setAction (Action action);
186            void setAction (Action action, ControllableEntity* target);
187            void setAction (Action action, const Vector3& target);
188            void setAction (Action action, const Vector3& target,  const Quaternion& orient );
189
190            virtual bool setWingman(ActionpointController* wingman)
191                { return false; }
192            virtual bool hasWingman()
193                { return true; }
194            virtual bool setFollower(ActionpointController* myFollower)
195                { return false; }
196            virtual bool hasFollower()
197                { return true; }
198
199
200        protected:
201                void startAttackingEnemiesThatAreClose();
202                WeakPtr<ActionpointController> myWingman_;
203                WeakPtr<ActionpointController> myFollower_;
204                WeakPtr<ActionpointController> myDivisionLeader_;
205            //----[Actionpoint information]----
206                Action action_;
207                std::string protectName_;
208                std::string targetName_;
209                std::vector<WeakPtr<WorldEntity>> actionpoints_;
210                float squaredaccuracy_;
211                std::vector<Point> parsedActionpoints_; //<! actionpoints as they are stored here after being parsed from XML
212                std::vector<Point> loopActionpoints_;   //<! actionpoints that are to be looped
213                bool bInLoop_;                          //<! variable for addActionpoint method
214                bool bLoop_;                            //<! is state machine looping?
215                bool bEndLoop_;                         //<! variable for addActionpoint method
216                bool bTakenOver_;                       //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint
217                                                        //<! is to be executed for the state machine to start working
218            //----[/Actionpoint information]----
219                void setProtect (ControllableEntity* protect);
220                ControllableEntity* getProtect (); 
221                WeakPtr<ControllableEntity> protect_;   //<! entity that is to be protected if this->action_ == Action::PROTECT
222                void fillLoop();                        //<! moves actionpoints that are should be in loop from parsedActionpoints_ to loopActionpoints_
223                void fillLoopReversed();
224                void moveBackToTop();                   //<! analog of removing back actionpoint for loopActionpoints_: instead of removing it,
225                                                        //<! move it to the top, so that it will be executed later on.
226                void setClosestTarget();
227                Pawn* closestTarget();
228            //----[Actionpoint methods]----
229                /**
230                @brief
231                    Sets this->target_, this->targetPosition_, this->protect_ and this->action_ depending
232                    on the current actionpoint in the vector parsedActionpoints_ if not looping or
233                    loopActionpoints_ if looping.
234                @note
235                */
236                void executeActionpoint(); 
237                /**
238                @brief
239                    If this->bLoop_, move back action to top (back is the current one, top is the last),
240                    otherwise remove back actionpoint.
241                @note
242                    actionpoints_ is only used for XML, real state stacks are parsedActionpoints_ and loopActionpoints_
243                */           
244                void nextActionpoint();                 
245            //----[Actionpoint methods]----         
246
247                bool bDefaultFightAll_;     //<! if true, when no action set, this will fight all
248
249                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
250                bool bDefaultPatrol_;       //<! if true, this will look out for enemies that are close if this is just flying or doing nothing
251                unsigned int ticks_;     //<! local tick counter           
252    };
253}
254
255#endif /* _ActionpointController_H__ */
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