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source: code/branches/ai/src/orxonox/controllers/ArtificialController.h @ 8883

Last change on this file since 8883 was 8720, checked in by jo, 13 years ago

Just a backup, before starting to update the ai branch.

  • Property svn:eol-style set to native
File size: 5.7 KB
RevLine 
[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:
[7163]25 *      Dominik Solenicki
[2362]26 *
27 */
28
29#ifndef _ArtificialController_H__
30#define _ArtificialController_H__
31
32#include "OrxonoxPrereqs.h"
33
[7163]34#include <vector>
35
[3196]36#include "util/Math.h"
[2362]37#include "Controller.h"
[7163]38#include "controllers/NewHumanController.h"
[7832]39#include "weaponsystem/WeaponSystem.h"
[2362]40
41namespace orxonox
42{
[5929]43    class _OrxonoxExport ArtificialController : public Controller
[2362]44    {
45        public:
46            ArtificialController(BaseObject* creator);
47            virtual ~ArtificialController();
[6417]48
[7163]49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
50
[5929]51            void abandonTarget(Pawn* target);
[2362]52
[7163]53            inline void setTeam(int team)
54                { this->team_ = team; }
55            inline int getTeam() const
56                { return this->team_; }
57
58            inline void setFormationFlight(bool formation)
59                { this->formationFlight_ = formation; }
60            inline bool getFormationFlight() const
61                { return this->formationFlight_; }
62
63            inline void setFormationSize(int size)
64                { this->maxFormationSize_ = size; }
65            inline int getFormationSize() const
66                { return this->maxFormationSize_; }
67
68            inline void setPassive(bool passive)
69                { this->passive_ = passive; }
70            inline bool getPassive() const
71                { return this->passive_; }
72
73            virtual void changedControllableEntity();
74
75            static void formationflight(const bool form);
76            static void masteraction(const int action);
77            static void followme();
78            static void passivebehaviour(const bool passive);
79            static void formationsize(const int size);
[7832]80           
81            virtual void doFire();
[7833]82            void setBotLevel(float level=1.0f);
83            inline float getBotLevel() const
84                { return this->botlevel_; }
[7842]85            static void setAllBotLevel(float level);
[7163]86
[5929]87        protected:
[2362]88
[7163]89            int team_;
90            bool formationFlight_;
91            bool passive_;
92            unsigned int maxFormationSize_;
93            int freedomCount_;
94            enum State {SLAVE, MASTER, FREE};
95            State state_;
96            std::vector<ArtificialController*> slaves_;
97            ArtificialController *myMaster_;
98            enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW};
99            SpecificMasterAction specificMasterAction_;
100            int specificMasterActionHoldCount_;
101            float speedCounter_; //for speed adjustment when following
102
[3049]103            void moveToPosition(const Vector3& target);
104            void moveToTargetPosition();
105
[7163]106            void removeFromFormation();
107            void unregisterSlave();
108            void searchNewMaster();
109            void commandSlaves();
110            void setNewMasterWithinFormation();
111
112            void freeSlaves();
113            void forceFreeSlaves();
114            void loseMasterState();
115            void forceFreedom();
116            bool forcedFree();
117
118            void specificMasterActionHold();
119            void turn180Init();
120            void turn180();
121            void spinInit();
122            void spin();
123            void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100);
124            void followRandomHumanInit();
125            void follow();
126            void followForSlaves(const Vector3& target);
127
[3049]128            void setTargetPosition(const Vector3& target);
[2362]129            void searchRandomTargetPosition();
[3049]130
131            void setTarget(Pawn* target);
[2362]132            void searchNewTarget();
133            void forgetTarget();
134            void aimAtTarget();
135
136            bool isCloseAtTarget(float distance) const;
137            bool isLookingAtTarget(float angle) const;
138
[7163]139            void targetDied();
140
[3049]141            static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
142
[2362]143            bool bHasTargetPosition_;
144            Vector3 targetPosition_;
[5929]145            WeakPtr<Pawn> target_;
[2362]146            bool bShooting_;
[7832]147           
[8720]148            int numberOfWeapons; //< Used for weapon init function. Displayes number of weapons available for a bot.
[7832]149            int weapons[WeaponSystem::MAX_WEAPON_MODES];
[8701]150            int projectiles[WeaponSystem::MAX_WEAPON_MODES];
[8711]151            float botlevel_; //< Makes the level of a bot configurable.
152            float timeout_; //< Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
[2362]153
[8701]154            enum Mode {DEFAULT, ROCKET, DEFENCE, MOVING};//TODO; implement DEFENCE, MOVING modes
[8720]155            Mode mode_; //TODO: replace single value with stack-like implementation: std::vector<Mode> mode_;
[8711]156            void setPreviousMode();
[8701]157
[2362]158        private:
[7832]159            void setupWeapons();
[8719]160            const std::string& getWeaponname(int i, Pawn* pawn);
[7832]161            bool bSetupWorked;
[2362]162    };
163}
164
165#endif /* _ArtificialController_H__ */
[8701]166
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