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