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source: code/branches/ai/src/orxonox/controllers/AIController.cc @ 6795

Last change on this file since 6795 was 6795, checked in by solex, 15 years ago

death of master results in forming a new formation. Correct response to master death still to solve.

  • Property svn:eol-style set to native
File size: 4.9 KB
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[2362]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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "AIController.h"
30
[3196]31#include "util/Math.h"
[2362]32#include "core/CoreIncludes.h"
33#include "core/Executor.h"
[5735]34#include "worldentities/ControllableEntity.h"
[2362]35
36namespace orxonox
37{
38    static const float ACTION_INTERVAL = 1.0f;
39
40    CreateFactory(AIController);
41
42    AIController::AIController(BaseObject* creator) : ArtificialController(creator)
43    {
44        RegisterObject(AIController);
45
[5929]46        this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this)));
[2362]47    }
48
49    AIController::~AIController()
50    {
[6795]51COUT(0) << "~AIController 1" << std::endl;
52        if (this->state_ == MASTER) setNewMasterWithinFormation();
53COUT(0) << "~AIController 2" << std::endl;
[6695]54        if (this->state_ == SLAVE) unregisterSlave();
[6795]55COUT(0) << "~AIController 3" << std::endl;
56        this->slaves_.clear();
57COUT(0) << "~AIController 4" << std::endl;
[2362]58    }
59
60    void AIController::action()
61    {
62        float random;
63        float maxrand = 100.0f / ACTION_INTERVAL;
[2493]64
[6683]65        if (this->state_ == FREE)//FREE
[6640]66        {
[2362]67
[6695]68            //this->state_ = MASTER;
[6640]69            // search master
[6695]70            //random = rnd(maxrand);
71            //if (random < 101 && (!this->target_))
[6640]72                this->searchNewMaster();
[2362]73
[6640]74        }
[2362]75
[6683]76        if (this->state_ == SLAVE)//SLAVE
[6640]77        {
[6683]78               // this->bShooting_ = true;
[6640]79        }
[2362]80
[6683]81        if (this->state_ == MASTER)//MASTER
[6640]82        {
[6696]83
[6683]84            // command slaves
85            this->commandSlaves();
[6695]86
[6696]87
88            // lose master status (only if less than 4 slaves in formation)
89            random = rnd(maxrand);
[6795]90            if(random < 5/(this->slaves_.size()+1) && this->slaves_.size() < 5 ) 
[6696]91                this->loseMasterState();
92
93            // look out for outher masters if formation is small
[6795]94            if(this->slaves_.size() < 3)
[6696]95                this->searchNewMaster();
96
[6640]97            // search enemy
98            random = rnd(maxrand);
99            if (random < 15 && (!this->target_))
100                this->searchNewTarget();
[2493]101
[6640]102            // forget enemy
103            random = rnd(maxrand);
104            if (random < 5 && (this->target_))
105                this->forgetTarget();
[2362]106
[6640]107            // next enemy
108            random = rnd(maxrand);
109            if (random < 10 && (this->target_))
110                this->searchNewTarget();
111
112            // fly somewhere
113            random = rnd(maxrand);
114            if (random < 50 && (!this->bHasTargetPosition_ && !this->target_))
115                this->searchRandomTargetPosition();
116
117            // stop flying
118            random = rnd(maxrand);
119            if (random < 10 && (this->bHasTargetPosition_ && !this->target_))
120                this->bHasTargetPosition_ = false;
121
122            // fly somewhere else
123            random = rnd(maxrand);
124            if (random < 30 && (this->bHasTargetPosition_ && !this->target_))
125                this->searchRandomTargetPosition();
126
127            // shoot
[6683]128            /*random = rnd(maxrand);
[6640]129            if (random < 75 && (this->target_ && !this->bShooting_))
130                this->bShooting_ = true;
[6683]131*/
[6640]132            // stop shooting
133            random = rnd(maxrand);
134            if (random < 25 && (this->bShooting_))
135                this->bShooting_ = false;
136        }
[2362]137    }
138
139    void AIController::tick(float dt)
140    {
141        if (!this->isActive())
142            return;
143
[6683]144        if (this->state_ == MASTER)
[6640]145        {
146            if (this->target_)
147                this->aimAtTarget();
[2362]148
[6695]149            if (this->bHasTargetPosition_)
[6640]150                this->moveToTargetPosition();
[6695]151
[6640]152            if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f))
153                this->getControllableEntity()->fire(0);
154        }
[2362]155
[6695]156        if (this->state_ == SLAVE)
[6640]157        {
158
[6683]159            if (this->bHasTargetPosition_)
160                this->moveToTargetPosition();
[6640]161
[6683]162        //this->getControllableEntity()->fire(0);
163
[6640]164        }
165
[2362]166        SUPER(AIController, tick, dt);
167    }
168
169}
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