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 | * Dominik Solenicki |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "ArtificialController.h" |
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30 | |
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31 | #include <vector> |
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32 | #include <climits> |
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33 | |
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34 | #include "util/Math.h" |
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35 | #include "core/CoreIncludes.h" |
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36 | #include "core/XMLPort.h" |
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37 | #include "core/command/ConsoleCommand.h" |
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38 | #include "worldentities/ControllableEntity.h" |
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39 | #include "worldentities/pawns/Pawn.h" |
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40 | #include "worldentities/pawns/TeamBaseMatchBase.h" |
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41 | #include "gametypes/TeamDeathmatch.h" |
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42 | #include "gametypes/Dynamicmatch.h" |
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43 | #include "controllers/WaypointPatrolController.h" |
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44 | #include "controllers/NewHumanController.h" |
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45 | #include "controllers/DroneController.h" |
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46 | #include "weaponsystem/WeaponMode.h" |
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47 | #include "weaponsystem/WeaponPack.h" |
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48 | #include "weaponsystem/Weapon.h" |
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49 | |
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50 | namespace orxonox |
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51 | { |
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52 | SetConsoleCommand("ArtificialController", "formationflight", &ArtificialController::formationflight); |
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53 | SetConsoleCommand("ArtificialController", "masteraction", &ArtificialController::masteraction); |
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54 | SetConsoleCommand("ArtificialController", "followme", &ArtificialController::followme); |
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55 | SetConsoleCommand("ArtificialController", "passivebehaviour", &ArtificialController::passivebehaviour); |
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56 | SetConsoleCommand("ArtificialController", "formationsize", &ArtificialController::formationsize); |
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57 | SetConsoleCommand("ArtificialController", "setbotlevel", &ArtificialController::setAllBotLevel); |
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58 | |
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59 | static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7; |
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60 | static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000; |
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61 | static const int FORMATION_LENGTH = 130; |
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62 | static const int FORMATION_WIDTH = 110; |
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63 | static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy |
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64 | static const float SPEED_MASTER = 0.6f; |
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65 | static const float ROTATEFACTOR_MASTER = 0.2f; |
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66 | static const float SPEED_FREE = 0.8f; |
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67 | static const float ROTATEFACTOR_FREE = 0.8f; |
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68 | |
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69 | |
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70 | ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator) |
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71 | { |
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72 | RegisterObject(ArtificialController); |
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73 | |
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74 | this->target_ = 0; |
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75 | this->formationFlight_ = true; |
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76 | this->passive_ = false; |
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77 | this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE; |
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78 | this->myMaster_ = 0; |
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79 | this->freedomCount_ = 0; |
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80 | this->team_ = -1; |
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81 | this->state_ = FREE; |
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82 | this->specificMasterAction_ = NONE; |
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83 | this->specificMasterActionHoldCount_ = 0; |
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84 | this->bShooting_ = false; |
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85 | this->bHasTargetPosition_ = false; |
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86 | this->speedCounter_ = 0.2f; |
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87 | this->targetPosition_ = Vector3::ZERO; |
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88 | |
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89 | this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this)); |
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90 | this->bSetupWorked = false; |
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91 | this->numberOfWeapons = 0; |
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92 | this->botlevel_ = 1.0f; |
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93 | this->mode_ = DEFAULT;////Vector-implementation: mode_.push_back(DEFAULT); |
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94 | this->timeout_=0; |
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95 | } |
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96 | |
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97 | ArtificialController::~ArtificialController() |
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98 | { |
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99 | if (this->isInitialized()) |
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100 | {//Vector-implementation: mode_.erase(mode_.begin(),mode_.end()); |
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101 | this->removeFromFormation(); |
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102 | |
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103 | for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it; ++it) |
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104 | { |
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105 | if (*it != this) |
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106 | { |
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107 | if (it->myMaster_ == this) |
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108 | { |
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109 | COUT(1) << "error: " << this << " is still master in " << (*it) << std::endl; |
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110 | it->myMaster_ = 0; |
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111 | } |
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112 | |
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113 | while (true) |
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114 | { |
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115 | std::vector<ArtificialController*>::iterator it2 = std::find(it->slaves_.begin(), it->slaves_.end(), this); |
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116 | if (it2 != it->slaves_.end()) |
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117 | { |
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118 | COUT(1) << "error: " << this << " is still slave in " << (*it) << std::endl; |
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119 | it->slaves_.erase(it2); |
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120 | } |
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121 | else |
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122 | break; |
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123 | } |
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124 | } |
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125 | } |
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126 | } |
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127 | } |
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128 | |
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129 | void ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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130 | { |
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131 | SUPER(ArtificialController, XMLPort, xmlelement, mode); |
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132 | |
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133 | XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1); |
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134 | XMLPortParam(ArtificialController, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false); |
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135 | XMLPortParam(ArtificialController, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE); |
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136 | XMLPortParam(ArtificialController, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false); |
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137 | //XMLPortParam(ArtificialController, "level", setBotLevel, getBotLevel, xmlelement, mode).defaultValues(0.0f); |
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138 | } |
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139 | |
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140 | // Documentation only here to get a faster overview for creating a useful documentation... |
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141 | |
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142 | /** |
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143 | @brief Activates / deactivates formationflight behaviour |
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144 | @param form activate formflight if form is true |
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145 | */ |
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146 | void ArtificialController::formationflight(const bool form) |
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147 | { |
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148 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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149 | { |
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150 | Controller* controller = 0; |
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151 | |
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152 | if (it->getController()) |
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153 | controller = it->getController(); |
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154 | else if (it->getXMLController()) |
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155 | controller = it->getXMLController(); |
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156 | |
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157 | if (!controller) |
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158 | continue; |
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159 | |
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160 | ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller); |
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161 | |
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162 | if (aiController) |
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163 | { |
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164 | aiController->formationFlight_ = form; |
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165 | if (!form) |
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166 | { |
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167 | aiController->removeFromFormation(); |
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168 | } |
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169 | } |
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170 | } |
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171 | } |
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172 | |
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173 | /** |
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174 | @brief Get all masters to do a "specific master action" |
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175 | @param action which action to perform (integer, so it can be called with a console command (tmp solution)) |
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176 | */ |
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177 | void ArtificialController::masteraction(const int action) |
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178 | { |
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179 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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180 | { |
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181 | Controller* controller = 0; |
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182 | |
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183 | if (it->getController()) |
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184 | controller = it->getController(); |
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185 | else if (it->getXMLController()) |
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186 | controller = it->getXMLController(); |
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187 | |
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188 | if (!controller) |
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189 | continue; |
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190 | |
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191 | ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller); |
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192 | |
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193 | if(aiController && aiController->state_ == MASTER) |
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194 | { |
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195 | if (action == 1) |
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196 | aiController->spinInit(); |
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197 | if (action == 2) |
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198 | aiController->turn180Init(); |
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199 | } |
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200 | } |
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201 | } |
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202 | |
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203 | /** |
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204 | @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup). |
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205 | */ |
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206 | void ArtificialController::followme() |
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207 | { |
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208 | |
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209 | Pawn *humanPawn = NULL; |
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210 | NewHumanController *currentHumanController = NULL; |
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211 | std::vector<ArtificialController*> allMasters; |
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212 | |
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213 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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214 | { |
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215 | Controller* controller = 0; |
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216 | |
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217 | if (it->getController()) |
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218 | controller = it->getController(); |
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219 | else if (it->getXMLController()) |
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220 | controller = it->getXMLController(); |
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221 | |
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222 | if (!controller) |
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223 | continue; |
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224 | |
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225 | currentHumanController = orxonox_cast<NewHumanController*>(controller); |
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226 | |
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227 | if(currentHumanController) humanPawn = *it; |
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228 | |
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229 | ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller); |
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230 | |
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231 | if(aiController && aiController->state_ == MASTER) |
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232 | allMasters.push_back(aiController); |
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233 | |
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234 | } |
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235 | |
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236 | if((humanPawn != NULL) && (allMasters.size() != 0)) |
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237 | { |
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238 | float posHuman = humanPawn->getPosition().length(); |
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239 | float distance = 0.0f; |
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240 | float minDistance = FLT_MAX; |
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241 | int index = 0; |
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242 | int i = 0; |
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243 | |
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244 | for(std::vector<ArtificialController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++) |
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245 | { |
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246 | if (!ArtificialController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue; |
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247 | distance = posHuman - (*it)->getControllableEntity()->getPosition().length(); |
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248 | if(distance < minDistance) index = i; |
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249 | } |
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250 | allMasters[index]->followInit(humanPawn); |
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251 | } |
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252 | |
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253 | } |
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254 | |
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255 | /** |
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256 | @brief Sets shooting behaviour of pawns. |
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257 | @param passive if true, bots won't shoot. |
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258 | */ |
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259 | void ArtificialController::passivebehaviour(const bool passive) |
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260 | { |
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261 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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262 | { |
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263 | Controller* controller = 0; |
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264 | |
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265 | if (it->getController()) |
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266 | controller = it->getController(); |
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267 | else if (it->getXMLController()) |
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268 | controller = it->getXMLController(); |
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269 | |
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270 | if (!controller) |
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271 | continue; |
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272 | |
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273 | ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller); |
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274 | |
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275 | if(aiController) |
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276 | { |
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277 | aiController->passive_ = passive; |
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278 | } |
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279 | } |
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280 | } |
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281 | |
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282 | |
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283 | /** |
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284 | @brief Sets maximal formation size |
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285 | @param size maximal formation size. |
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286 | */ |
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287 | void ArtificialController::formationsize(const int size) |
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288 | { |
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289 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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290 | { |
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291 | Controller* controller = 0; |
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292 | |
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293 | if (it->getController()) |
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294 | controller = it->getController(); |
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295 | else if (it->getXMLController()) |
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296 | controller = it->getXMLController(); |
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297 | |
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298 | if (!controller) |
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299 | continue; |
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300 | |
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301 | ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller); |
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302 | |
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303 | if(aiController) |
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304 | { |
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305 | aiController->maxFormationSize_ = size; |
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306 | } |
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307 | } |
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308 | } |
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309 | |
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310 | /** |
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311 | @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies. |
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312 | */ |
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313 | void ArtificialController::changedControllableEntity() |
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314 | { |
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315 | if (!this->getControllableEntity()) |
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316 | this->removeFromFormation(); |
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317 | } |
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318 | |
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319 | void ArtificialController::removeFromFormation() |
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320 | { |
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321 | if (this->state_ == SLAVE || this->myMaster_) // slaves can also be temporary free, so check if myMaster_ is set |
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322 | this->unregisterSlave(); |
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323 | else if (this->state_ == MASTER) |
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324 | this->setNewMasterWithinFormation(); |
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325 | } |
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326 | |
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327 | void ArtificialController::moveToPosition(const Vector3& target) |
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328 | { |
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329 | if (!this->getControllableEntity()) |
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330 | return; |
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331 | |
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332 | // Slave uses special movement if its master is in FOLLOW mode |
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333 | if(this->state_ == SLAVE && this->myMaster_ && this->myMaster_->specificMasterAction_ == FOLLOW) |
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334 | { |
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335 | // this->followForSlaves(target); |
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336 | // return; |
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337 | } |
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338 | |
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339 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); |
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340 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
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341 | |
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342 | |
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343 | if(this->state_ == FREE) |
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344 | { |
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345 | if (this->target_ || distance > 10) |
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346 | { |
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347 | // Multiply with ROTATEFACTOR_FREE to make them a bit slower |
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348 | this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x); |
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349 | this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y); |
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350 | } |
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351 | |
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352 | if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) |
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353 | { |
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354 | this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance |
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355 | } else this->getControllableEntity()->moveFrontBack(SPEED_FREE); |
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356 | } |
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357 | |
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358 | |
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359 | |
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360 | if(this->state_ == MASTER) |
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361 | { |
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362 | if (this->target_ || distance > 10) |
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363 | { |
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364 | this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x); |
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365 | this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y); |
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366 | } |
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367 | |
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368 | if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) |
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369 | { |
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370 | this->getControllableEntity()->moveFrontBack(-0.05f); |
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371 | } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER); |
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372 | } |
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373 | |
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374 | |
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375 | |
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376 | if(this->state_ == SLAVE) |
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377 | { |
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378 | |
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379 | this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x); |
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380 | this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y); |
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381 | |
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382 | if (distance < 300) |
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383 | { |
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384 | if (distance < 40) |
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385 | { |
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386 | this->getControllableEntity()->moveFrontBack(0.8f*SPEED_MASTER); |
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387 | } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER); |
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388 | |
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389 | } else { |
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390 | this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f); |
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391 | } |
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392 | } |
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393 | } |
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394 | |
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395 | void ArtificialController::moveToTargetPosition() |
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396 | { |
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397 | this->moveToPosition(this->targetPosition_); |
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398 | } |
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399 | |
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400 | |
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401 | /** |
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402 | @brief Unregisters a slave from its master. Initiated by a slave. |
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403 | */ |
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404 | void ArtificialController::unregisterSlave() |
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405 | { |
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406 | if (this->myMaster_) |
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407 | { |
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408 | std::vector<ArtificialController*>::iterator it = std::find(this->myMaster_->slaves_.begin(), this->myMaster_->slaves_.end(), this); |
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409 | if (it != this->myMaster_->slaves_.end()) |
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410 | this->myMaster_->slaves_.erase(it); |
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411 | } |
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412 | |
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413 | this->myMaster_ = 0; |
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414 | this->state_ = FREE; |
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415 | } |
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416 | |
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417 | void ArtificialController::searchNewMaster() |
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418 | { |
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419 | |
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420 | if (!this->getControllableEntity()) |
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421 | return; |
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422 | |
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423 | this->targetPosition_ = this->getControllableEntity()->getPosition(); |
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424 | this->forgetTarget(); |
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425 | int teamSize = 0; |
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426 | //go through all pawns |
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427 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
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428 | { |
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429 | //same team? |
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430 | if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) |
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431 | continue; |
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432 | |
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433 | //has it an ArtificialController? |
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434 | Controller* controller = 0; |
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435 | |
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436 | if (it->getController()) |
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437 | controller = it->getController(); |
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438 | else if (it->getXMLController()) |
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439 | controller = it->getXMLController(); |
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440 | |
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441 | if (!controller) |
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442 | continue; |
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443 | |
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444 | //is pawn oneself? |
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445 | if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity()) |
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446 | continue; |
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447 | |
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448 | teamSize++; |
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449 | |
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450 | ArtificialController *newMaster = orxonox_cast<ArtificialController*>(controller); |
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451 | |
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452 | //is it a master? |
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453 | if (!newMaster || newMaster->state_ != MASTER) |
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454 | continue; |
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455 | |
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456 | float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length(); |
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457 | |
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458 | // is pawn in range? |
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459 | if (distance < RADIUS_TO_SEARCH_FOR_MASTERS) |
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460 | { |
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461 | if(newMaster->slaves_.size() > this->maxFormationSize_) continue; |
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462 | |
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463 | for(std::vector<ArtificialController*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++) |
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464 | { |
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465 | (*itSlave)->myMaster_ = newMaster; |
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466 | newMaster->slaves_.push_back(*itSlave); |
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467 | } |
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468 | this->slaves_.clear(); |
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469 | this->state_ = SLAVE; |
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470 | |
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471 | this->myMaster_ = newMaster; |
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472 | newMaster->slaves_.push_back(this); |
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473 | |
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474 | break; |
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475 | } |
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476 | } |
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477 | |
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478 | if (this->state_ != SLAVE && teamSize != 0) |
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479 | { |
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480 | this->state_ = MASTER; |
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481 | this->myMaster_ = 0; |
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482 | } |
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483 | } |
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484 | |
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485 | /** |
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486 | @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master. |
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487 | */ |
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488 | void ArtificialController::commandSlaves() |
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489 | { |
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490 | if(this->state_ != MASTER) return; |
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491 | |
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492 | Quaternion orient = this->getControllableEntity()->getOrientation(); |
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493 | Vector3 dest = this->getControllableEntity()->getPosition(); |
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494 | |
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495 | // 1 slave: follow |
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496 | if (this->slaves_.size() == 1) |
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497 | { |
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498 | dest += 4*orient*WorldEntity::BACK; |
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499 | this->slaves_.front()->setTargetPosition(dest); |
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500 | } |
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501 | else |
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502 | { |
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503 | dest += 1.0f*orient*WorldEntity::BACK; |
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504 | Vector3 pos = Vector3::ZERO; |
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505 | int i = 1; |
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506 | |
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507 | for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) |
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508 | { |
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509 | pos = Vector3::ZERO; |
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510 | if (i <= 1) pos += dest + (float)FORMATION_WIDTH*(orient*WorldEntity::LEFT); |
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511 | if (i == 2) pos += dest + (float)FORMATION_WIDTH*(orient*WorldEntity::RIGHT); |
---|
512 | if (i == 3) pos += dest + (float)FORMATION_WIDTH*(orient*WorldEntity::UP); |
---|
513 | if (i >= 4) |
---|
514 | { |
---|
515 | pos += dest + (float)FORMATION_WIDTH*(orient*WorldEntity::DOWN); |
---|
516 | i = 1; |
---|
517 | dest += (float)FORMATION_LENGTH*(orient*WorldEntity::BACK); |
---|
518 | (*it)->setTargetPosition(pos); |
---|
519 | continue; |
---|
520 | } |
---|
521 | i++; |
---|
522 | (*it)->setTargetPosition(pos); |
---|
523 | } |
---|
524 | } |
---|
525 | } |
---|
526 | |
---|
527 | /** |
---|
528 | @brief Sets a new master within the formation. Called by a master. |
---|
529 | */ |
---|
530 | void ArtificialController::setNewMasterWithinFormation() |
---|
531 | { |
---|
532 | if(this->state_ != MASTER) return; |
---|
533 | |
---|
534 | if (!this->slaves_.empty()) |
---|
535 | { |
---|
536 | ArtificialController *newMaster = this->slaves_.back(); |
---|
537 | this->slaves_.pop_back(); |
---|
538 | |
---|
539 | newMaster->state_ = MASTER; |
---|
540 | newMaster->slaves_ = this->slaves_; |
---|
541 | newMaster->myMaster_ = 0; |
---|
542 | |
---|
543 | for(std::vector<ArtificialController*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++) |
---|
544 | { |
---|
545 | (*it)->myMaster_ = newMaster; |
---|
546 | } |
---|
547 | } |
---|
548 | |
---|
549 | this->slaves_.clear(); |
---|
550 | this->specificMasterAction_ = NONE; |
---|
551 | this->state_ = FREE; |
---|
552 | } |
---|
553 | |
---|
554 | /** |
---|
555 | @brief Frees all slaves form a master. Initiated by a master. |
---|
556 | */ |
---|
557 | void ArtificialController::freeSlaves() |
---|
558 | { |
---|
559 | if(this->state_ != MASTER) return; |
---|
560 | |
---|
561 | for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) |
---|
562 | { |
---|
563 | (*it)->state_ = FREE; |
---|
564 | (*it)->myMaster_ = 0; |
---|
565 | } |
---|
566 | this->slaves_.clear(); |
---|
567 | } |
---|
568 | |
---|
569 | /** |
---|
570 | @brief Master sets its slaves free for @ref FREEDOM_COUNT seconds. |
---|
571 | */ |
---|
572 | void ArtificialController::forceFreeSlaves() |
---|
573 | { |
---|
574 | if(this->state_ != MASTER) return; |
---|
575 | |
---|
576 | for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++) |
---|
577 | { |
---|
578 | (*it)->state_ = FREE; |
---|
579 | (*it)->forceFreedom(); |
---|
580 | (*it)->targetPosition_ = this->targetPosition_; |
---|
581 | (*it)->bShooting_ = true; |
---|
582 | // (*it)->getControllableEntity()->fire(0);// fire once for fun |
---|
583 | } |
---|
584 | } |
---|
585 | |
---|
586 | void ArtificialController::loseMasterState() |
---|
587 | { |
---|
588 | this->freeSlaves(); |
---|
589 | this->state_ = FREE; |
---|
590 | } |
---|
591 | |
---|
592 | |
---|
593 | void ArtificialController::forceFreedom() |
---|
594 | { |
---|
595 | this->freedomCount_ = FREEDOM_COUNT; |
---|
596 | } |
---|
597 | |
---|
598 | /** |
---|
599 | @brief Checks wether caller has been forced free, decrements time to stay forced free. |
---|
600 | @return true if forced free. |
---|
601 | */ |
---|
602 | bool ArtificialController::forcedFree() |
---|
603 | { |
---|
604 | if(this->freedomCount_ > 0) |
---|
605 | { |
---|
606 | this->freedomCount_--; |
---|
607 | return true; |
---|
608 | } else return false; |
---|
609 | } |
---|
610 | |
---|
611 | /** |
---|
612 | @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after. |
---|
613 | */ |
---|
614 | void ArtificialController::specificMasterActionHold() |
---|
615 | { |
---|
616 | if(this->state_ != MASTER) return; |
---|
617 | |
---|
618 | if (specificMasterActionHoldCount_ == 0) |
---|
619 | { |
---|
620 | this->specificMasterAction_ = NONE; |
---|
621 | this->searchNewTarget(); |
---|
622 | } |
---|
623 | else specificMasterActionHoldCount_--; |
---|
624 | } |
---|
625 | |
---|
626 | /** |
---|
627 | @brief Master initializes a 180 degree turn. Leads to a "specific master action". |
---|
628 | */ |
---|
629 | void ArtificialController::turn180Init() |
---|
630 | { |
---|
631 | if(this->state_ != MASTER) return; |
---|
632 | |
---|
633 | Quaternion orient = this->getControllableEntity()->getOrientation(); |
---|
634 | |
---|
635 | this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK); |
---|
636 | |
---|
637 | this->specificMasterActionHoldCount_ = 4; |
---|
638 | |
---|
639 | this->specificMasterAction_ = TURN180; |
---|
640 | } |
---|
641 | |
---|
642 | /** |
---|
643 | @brief Execute the 180 degree turn. Called within tick. |
---|
644 | */ |
---|
645 | void ArtificialController::turn180() |
---|
646 | { |
---|
647 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_); |
---|
648 | |
---|
649 | this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x); |
---|
650 | this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y); |
---|
651 | |
---|
652 | this->getControllableEntity()->moveFrontBack(SPEED_MASTER); |
---|
653 | } |
---|
654 | |
---|
655 | /** |
---|
656 | @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action". |
---|
657 | */ |
---|
658 | void ArtificialController::spinInit() |
---|
659 | { |
---|
660 | if(this->state_ != MASTER) return; |
---|
661 | this->specificMasterAction_ = SPIN; |
---|
662 | this->specificMasterActionHoldCount_ = 10; |
---|
663 | } |
---|
664 | |
---|
665 | /** |
---|
666 | @brief Execute the spin. Called within tick. |
---|
667 | */ |
---|
668 | void ArtificialController::spin() |
---|
669 | { |
---|
670 | this->moveToTargetPosition(); |
---|
671 | this->getControllableEntity()->rotateRoll(0.8f); |
---|
672 | } |
---|
673 | |
---|
674 | /** |
---|
675 | @brief Master begins to follow a pawn. Is a "specific master action". |
---|
676 | @param pawn pawn to follow. |
---|
677 | @param always follows pawn forever if true (false if omitted). |
---|
678 | @param secondsToFollow seconds to follow the pawn if always is false. Will follow pawn 100 seconds if omitted (set in header). |
---|
679 | */ |
---|
680 | void ArtificialController::followInit(Pawn* pawn, const bool always, const int secondsToFollow) |
---|
681 | { |
---|
682 | if (pawn == NULL || this->state_ != MASTER) |
---|
683 | return; |
---|
684 | this->specificMasterAction_ = FOLLOW; |
---|
685 | |
---|
686 | this->setTarget(pawn); |
---|
687 | if (!always) |
---|
688 | this->specificMasterActionHoldCount_ = secondsToFollow; |
---|
689 | else |
---|
690 | this->specificMasterActionHoldCount_ = INT_MAX; //for now... |
---|
691 | |
---|
692 | } |
---|
693 | |
---|
694 | |
---|
695 | /** |
---|
696 | @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action". |
---|
697 | */ |
---|
698 | void ArtificialController::followRandomHumanInit() |
---|
699 | { |
---|
700 | |
---|
701 | Pawn *humanPawn = NULL; |
---|
702 | NewHumanController *currentHumanController = NULL; |
---|
703 | |
---|
704 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
---|
705 | { |
---|
706 | if (!it->getController()) |
---|
707 | continue; |
---|
708 | |
---|
709 | currentHumanController = orxonox_cast<NewHumanController*>(it->getController()); |
---|
710 | if(currentHumanController) |
---|
711 | { |
---|
712 | if (!ArtificialController::sameTeam(this->getControllableEntity(), *it, this->getGametype())) continue; |
---|
713 | humanPawn = *it; |
---|
714 | break; |
---|
715 | } |
---|
716 | } |
---|
717 | |
---|
718 | if((humanPawn != NULL)) |
---|
719 | this->followInit(humanPawn); |
---|
720 | } |
---|
721 | |
---|
722 | /** |
---|
723 | @brief Master follows target with adjusted speed. Called within tick. |
---|
724 | */ |
---|
725 | void ArtificialController::follow() |
---|
726 | { |
---|
727 | if (this->target_) |
---|
728 | this->moveToPosition(this->target_->getPosition()); |
---|
729 | else |
---|
730 | this->specificMasterActionHoldCount_ = 0; |
---|
731 | /* |
---|
732 | if (!this->getControllableEntity()) |
---|
733 | return; |
---|
734 | |
---|
735 | float distance = (this->target_->getPosition() - this->getControllableEntity()->getPosition()).length(); |
---|
736 | |
---|
737 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->target_->getPosition()); |
---|
738 | |
---|
739 | |
---|
740 | this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x); |
---|
741 | this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y); |
---|
742 | |
---|
743 | float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->target_->getVelocity().squaredLength(); |
---|
744 | |
---|
745 | COUT(0) << "~follow distance: " << distance << "SpeedCounter: " << this->speedCounter_ << "~speedDiv: " << speedDiv << std::endl; |
---|
746 | if (distance < 800) |
---|
747 | { |
---|
748 | if (distance < 200) |
---|
749 | { |
---|
750 | this->speedCounter_ -= 0.5f; |
---|
751 | if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f; |
---|
752 | this->getControllableEntity()->moveFrontBack(speedCounter_); |
---|
753 | } else { |
---|
754 | if(speedDiv < 0) |
---|
755 | this->speedCounter_ += 0.01f; |
---|
756 | else |
---|
757 | this->speedCounter_ -= 0.05f; |
---|
758 | this->getControllableEntity()->moveFrontBack(speedCounter_); |
---|
759 | } |
---|
760 | |
---|
761 | } else { |
---|
762 | this->speedCounter_ += 0.05f; |
---|
763 | this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f); |
---|
764 | } |
---|
765 | // if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0; |
---|
766 | |
---|
767 | */ |
---|
768 | } |
---|
769 | |
---|
770 | |
---|
771 | /** |
---|
772 | @brief Slave moving behaviour when master is following a pawn, gets redirected from moveToPosition(const Vector3& target)). Called within tick. |
---|
773 | */ |
---|
774 | void ArtificialController::followForSlaves(const Vector3& target) |
---|
775 | { |
---|
776 | |
---|
777 | /* |
---|
778 | if (!this->getControllableEntity() && !this->myMaster_ && this->myMaster_->state_ != FOLLOW && !this->myMaster_->target_) |
---|
779 | return; |
---|
780 | |
---|
781 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
---|
782 | |
---|
783 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); |
---|
784 | |
---|
785 | |
---|
786 | this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x); |
---|
787 | this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y); |
---|
788 | |
---|
789 | |
---|
790 | float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->myMaster_->target_->getVelocity().squaredLength(); |
---|
791 | |
---|
792 | |
---|
793 | if (distance < 800) |
---|
794 | { |
---|
795 | if (distance < 200) |
---|
796 | { |
---|
797 | this->speedCounter_ -= 5.0f; |
---|
798 | if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f; |
---|
799 | this->getControllableEntity()->moveFrontBack(speedCounter_); |
---|
800 | } else { |
---|
801 | if(speedDiv < 0) |
---|
802 | this->speedCounter_ += 0.01f; |
---|
803 | else |
---|
804 | this->speedCounter_ -= 0.05f; |
---|
805 | this->getControllableEntity()->moveFrontBack(speedCounter_); |
---|
806 | } |
---|
807 | |
---|
808 | } else { |
---|
809 | this->speedCounter_ += 0.05f; |
---|
810 | this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f); |
---|
811 | } |
---|
812 | // if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0; |
---|
813 | */ |
---|
814 | } |
---|
815 | |
---|
816 | |
---|
817 | void ArtificialController::setTargetPosition(const Vector3& target) |
---|
818 | { |
---|
819 | this->targetPosition_ = target; |
---|
820 | this->bHasTargetPosition_ = true; |
---|
821 | } |
---|
822 | |
---|
823 | void ArtificialController::searchRandomTargetPosition() |
---|
824 | { |
---|
825 | this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000)); |
---|
826 | this->bHasTargetPosition_ = true; |
---|
827 | } |
---|
828 | |
---|
829 | void ArtificialController::setTarget(Pawn* target) |
---|
830 | { |
---|
831 | this->target_ = target; |
---|
832 | |
---|
833 | if (target) |
---|
834 | this->targetPosition_ = target->getPosition(); |
---|
835 | } |
---|
836 | |
---|
837 | void ArtificialController::searchNewTarget() |
---|
838 | { |
---|
839 | if (!this->getControllableEntity()) |
---|
840 | return; |
---|
841 | |
---|
842 | this->targetPosition_ = this->getControllableEntity()->getPosition(); |
---|
843 | this->forgetTarget(); |
---|
844 | |
---|
845 | for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it) |
---|
846 | { |
---|
847 | if (ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype())) |
---|
848 | continue; |
---|
849 | |
---|
850 | /* So AI won't choose invisible Spaceships as target */ |
---|
851 | if (!it->getRadarVisibility()) |
---|
852 | continue; |
---|
853 | |
---|
854 | if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity()) |
---|
855 | { |
---|
856 | float speed = this->getControllableEntity()->getVelocity().length(); |
---|
857 | Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); |
---|
858 | Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); |
---|
859 | if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / (2 * math::pi)) |
---|
860 | < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / (2 * math::pi)) + rnd(-250, 250)) |
---|
861 | { |
---|
862 | this->target_ = (*it); |
---|
863 | this->targetPosition_ = it->getPosition(); |
---|
864 | } |
---|
865 | } |
---|
866 | } |
---|
867 | } |
---|
868 | |
---|
869 | void ArtificialController::forgetTarget() |
---|
870 | { |
---|
871 | this->target_ = 0; |
---|
872 | this->bShooting_ = false; |
---|
873 | } |
---|
874 | |
---|
875 | void ArtificialController::aimAtTarget() |
---|
876 | { |
---|
877 | if (!this->target_ || !this->getControllableEntity()) |
---|
878 | return; |
---|
879 | |
---|
880 | static const float hardcoded_projectile_speed = 1250; |
---|
881 | |
---|
882 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity()); |
---|
883 | this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO); |
---|
884 | |
---|
885 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); |
---|
886 | if (pawn) |
---|
887 | pawn->setAimPosition(this->targetPosition_); |
---|
888 | } |
---|
889 | |
---|
890 | bool ArtificialController::isCloseAtTarget(float distance) const |
---|
891 | { |
---|
892 | if (!this->getControllableEntity()) |
---|
893 | return false; |
---|
894 | |
---|
895 | if (!this->target_) |
---|
896 | return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance); |
---|
897 | else |
---|
898 | return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance); |
---|
899 | } |
---|
900 | |
---|
901 | bool ArtificialController::isLookingAtTarget(float angle) const |
---|
902 | { |
---|
903 | if (!this->getControllableEntity()) |
---|
904 | return false; |
---|
905 | |
---|
906 | return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle); |
---|
907 | } |
---|
908 | |
---|
909 | void ArtificialController::abandonTarget(Pawn* target) |
---|
910 | { |
---|
911 | if (target == this->target_) |
---|
912 | this->targetDied(); |
---|
913 | } |
---|
914 | |
---|
915 | void ArtificialController::targetDied() |
---|
916 | { |
---|
917 | this->forgetTarget(); |
---|
918 | this->searchRandomTargetPosition(); |
---|
919 | } |
---|
920 | |
---|
921 | bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) |
---|
922 | { |
---|
923 | if (entity1 == entity2) |
---|
924 | return true; |
---|
925 | |
---|
926 | int team1 = -1; |
---|
927 | int team2 = -1; |
---|
928 | |
---|
929 | Controller* controller = 0; |
---|
930 | if (entity1->getController()) |
---|
931 | controller = entity1->getController(); |
---|
932 | else |
---|
933 | controller = entity1->getXMLController(); |
---|
934 | if (controller) |
---|
935 | { |
---|
936 | ArtificialController* ac = orxonox_cast<ArtificialController*>(controller); |
---|
937 | if (ac) |
---|
938 | team1 = ac->getTeam(); |
---|
939 | } |
---|
940 | |
---|
941 | if (entity2->getController()) |
---|
942 | controller = entity2->getController(); |
---|
943 | else |
---|
944 | controller = entity2->getXMLController(); |
---|
945 | if (controller) |
---|
946 | { |
---|
947 | ArtificialController* ac = orxonox_cast<ArtificialController*>(controller); |
---|
948 | if (ac) |
---|
949 | team2 = ac->getTeam(); |
---|
950 | } |
---|
951 | |
---|
952 | TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype); |
---|
953 | if (tdm) |
---|
954 | { |
---|
955 | if (entity1->getPlayer()) |
---|
956 | team1 = tdm->getTeam(entity1->getPlayer()); |
---|
957 | |
---|
958 | if (entity2->getPlayer()) |
---|
959 | team2 = tdm->getTeam(entity2->getPlayer()); |
---|
960 | } |
---|
961 | |
---|
962 | TeamBaseMatchBase* base = 0; |
---|
963 | base = orxonox_cast<TeamBaseMatchBase*>(entity1); |
---|
964 | if (base) |
---|
965 | { |
---|
966 | switch (base->getState()) |
---|
967 | { |
---|
968 | case BaseState::ControlTeam1: |
---|
969 | team1 = 0; |
---|
970 | break; |
---|
971 | case BaseState::ControlTeam2: |
---|
972 | team1 = 1; |
---|
973 | break; |
---|
974 | case BaseState::Uncontrolled: |
---|
975 | default: |
---|
976 | team1 = -1; |
---|
977 | } |
---|
978 | } |
---|
979 | base = orxonox_cast<TeamBaseMatchBase*>(entity2); |
---|
980 | if (base) |
---|
981 | { |
---|
982 | switch (base->getState()) |
---|
983 | { |
---|
984 | case BaseState::ControlTeam1: |
---|
985 | team2 = 0; |
---|
986 | break; |
---|
987 | case BaseState::ControlTeam2: |
---|
988 | team2 = 1; |
---|
989 | break; |
---|
990 | case BaseState::Uncontrolled: |
---|
991 | default: |
---|
992 | team2 = -1; |
---|
993 | } |
---|
994 | } |
---|
995 | |
---|
996 | DroneController* droneController = 0; |
---|
997 | droneController = orxonox_cast<DroneController*>(entity1->getController()); |
---|
998 | if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity2) |
---|
999 | return true; |
---|
1000 | droneController = orxonox_cast<DroneController*>(entity2->getController()); |
---|
1001 | if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity1) |
---|
1002 | return true; |
---|
1003 | DroneController* droneController1 = orxonox_cast<DroneController*>(entity1->getController()); |
---|
1004 | DroneController* droneController2 = orxonox_cast<DroneController*>(entity2->getController()); |
---|
1005 | if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner()) |
---|
1006 | return true; |
---|
1007 | |
---|
1008 | Dynamicmatch* dynamic = orxonox_cast<Dynamicmatch*>(gametype); |
---|
1009 | if (dynamic) |
---|
1010 | { |
---|
1011 | if (dynamic->notEnoughPigs||dynamic->notEnoughKillers||dynamic->notEnoughChasers) {return false;} |
---|
1012 | |
---|
1013 | if (entity1->getPlayer()) |
---|
1014 | team1 = dynamic->getParty(entity1->getPlayer()); |
---|
1015 | |
---|
1016 | if (entity2->getPlayer()) |
---|
1017 | team2 = dynamic->getParty(entity2->getPlayer()); |
---|
1018 | |
---|
1019 | if (team1 ==-1 ||team2 ==-1 ) {return false;} |
---|
1020 | else if (team1 == dynamic->chaser && team2 != dynamic->chaser) {return false;} |
---|
1021 | else if (team1 == dynamic->piggy && team2 == dynamic->chaser) {return false;} |
---|
1022 | else if (team1 == dynamic->killer && team2 == dynamic->chaser) {return false;} |
---|
1023 | else return true; |
---|
1024 | } |
---|
1025 | |
---|
1026 | return (team1 == team2 && team1 != -1); |
---|
1027 | } |
---|
1028 | /** |
---|
1029 | @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all. |
---|
1030 | */ |
---|
1031 | void ArtificialController::doFire() |
---|
1032 | { |
---|
1033 | if(!bSetupWorked)//setup: find out which weapons are active ! hard coded: laser is "0", lens flare is "1", ... |
---|
1034 | { |
---|
1035 | this->setupWeapons(); |
---|
1036 | if(numberOfWeapons>0) |
---|
1037 | bSetupWorked=true; |
---|
1038 | } |
---|
1039 | else if(this->getControllableEntity()&&(numberOfWeapons>0)&&this->bShooting_ && this->isCloseAtTarget((1 + 2*botlevel_)*1000) && this->isLookingAtTarget(math::pi / 20.0f)) |
---|
1040 | { |
---|
1041 | if (this->isCloseAtTarget(130) &&(weapons[1]==1) ) |
---|
1042 | {//LENSFLARE: short range weapon |
---|
1043 | this->getControllableEntity()->fire(1); //ai uses lens flare if they're close enough to the target |
---|
1044 | } |
---|
1045 | else if((weapons[3]==3)&& this->isCloseAtTarget(400) /*&&projectiles[3]*/ ) |
---|
1046 | {//ROCKET: mid range weapon |
---|
1047 | //TODO: Which weapon is the rocket? How many rockets are available? |
---|
1048 | this->mode_ = ROCKET;//Vector-implementation: mode_.push_back(ROCKET); |
---|
1049 | this->getControllableEntity()->fire(3);//launch rocket |
---|
1050 | if(this->getControllableEntity()&&this->target_)//after fire(3) getControllableEntity() refers to the rocket! |
---|
1051 | { |
---|
1052 | float speed = this->getControllableEntity()->getVelocity().length() - target_->getVelocity().length(); |
---|
1053 | if(!speed) speed = 0.1f; |
---|
1054 | float distance = target_->getPosition().length() - this->getControllableEntity()->getPosition().length(); |
---|
1055 | this->timeout_= distance/speed*sgn(speed*distance) + 1.8f;//predicted time of target hit (+ tolerance) |
---|
1056 | } |
---|
1057 | else |
---|
1058 | this->timeout_ = 4.0f;//TODO: find better default value |
---|
1059 | |
---|
1060 | this->projectiles[3]-=1;//decrease ammo !! |
---|
1061 | } |
---|
1062 | else if ((weapons[0]==0))//LASER: default weapon |
---|
1063 | this->getControllableEntity()->fire(0); |
---|
1064 | } |
---|
1065 | } |
---|
1066 | /** |
---|
1067 | @brief Information gathering: Which weapons are ready to use? |
---|
1068 | */ |
---|
1069 | void ArtificialController::setupWeapons() //TODO: Make this function generic!! (at the moment is is based on conventions) |
---|
1070 | { |
---|
1071 | if(this->getControllableEntity()) |
---|
1072 | { |
---|
1073 | Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); |
---|
1074 | if(pawn) |
---|
1075 | { |
---|
1076 | for(unsigned int i=0; i<WeaponSystem::MAX_WEAPON_MODES; i++) |
---|
1077 | { |
---|
1078 | const std::string wpn = getWeaponname(i, pawn); COUT(0)<<wpn<< std::endl;//Temporary debug info. |
---|
1079 | /*if(wpn=="") |
---|
1080 | weapons[i]=-1; |
---|
1081 | else if(wpn=="LaserMunition")//other munitiontypes are not defined yet :-( |
---|
1082 | weapons[0]=0; |
---|
1083 | else if(wpn=="FusionMunition") |
---|
1084 | weapons[1]=1; |
---|
1085 | else if(wpn=="TargetSeeking Rockets") |
---|
1086 | weapons[2]=2; |
---|
1087 | else if(wpn=="ROCKET")//TODO: insert right munition name |
---|
1088 | weapons[3]=3; |
---|
1089 | */ |
---|
1090 | if(pawn->getWeaponSet(i)) //main part: find which weapons a pawn can use; hard coded at the moment! |
---|
1091 | { |
---|
1092 | weapons[i]=i; |
---|
1093 | projectiles[i]=1;//TODO: how to express infinite ammo? how to get data?? getWeaponmode(i)->getMunition()->getNumMunition(WeaponMode* user) |
---|
1094 | numberOfWeapons++; |
---|
1095 | } |
---|
1096 | else |
---|
1097 | weapons[i]=-1; |
---|
1098 | } |
---|
1099 | //pawn->weaponSystem_->getMunition(SubclassIdentifier< Munition > *identifier)->getNumMunition (WeaponMode *user); |
---|
1100 | } |
---|
1101 | } |
---|
1102 | } |
---|
1103 | |
---|
1104 | const std::string& ArtificialController::getWeaponname(int i, Pawn* pawn) |
---|
1105 | {//is there a way to minimize this long if-return structure, without triggering nullpointer exceptions? |
---|
1106 | if(!pawn) return ""; |
---|
1107 | WeaponPack* wPack = pawn->getWeaponPack(i); |
---|
1108 | if(!wPack) return ""; |
---|
1109 | Weapon* wpn = wPack->getWeapon(i); |
---|
1110 | if(!wpn) return ""; |
---|
1111 | WeaponMode* wMode = wpn->getWeaponmode(i); |
---|
1112 | if(!wMode) return ""; |
---|
1113 | return wMode->getMunitionName(); |
---|
1114 | }//pawn->getWeaponpack(i)->getWeapon(i)->getWeaponmode(i)->getMunitionName() |
---|
1115 | |
---|
1116 | |
---|
1117 | void ArtificialController::setBotLevel(float level) |
---|
1118 | { |
---|
1119 | if (level < 0.0f) |
---|
1120 | this->botlevel_ = 0.0f; |
---|
1121 | else if (level > 1.0f) |
---|
1122 | this->botlevel_ = 1.0f; |
---|
1123 | else |
---|
1124 | this->botlevel_ = level; |
---|
1125 | } |
---|
1126 | |
---|
1127 | void ArtificialController::setAllBotLevel(float level) |
---|
1128 | { |
---|
1129 | for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it != ObjectList<ArtificialController>::end(); ++it) |
---|
1130 | it->setBotLevel(level); |
---|
1131 | } |
---|
1132 | |
---|
1133 | void ArtificialController::setPreviousMode() |
---|
1134 | { |
---|
1135 | this->mode_ = DEFAULT; //Vector-implementation: mode_.pop_back(); |
---|
1136 | } |
---|
1137 | |
---|
1138 | } |
---|
1139 | |
---|