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source: code/branches/ai/src/orxonox/controllers/ArtificialController.h @ 6997

Last change on this file since 6997 was 6997, checked in by solex, 14 years ago

formationflight as good as finished for now

  • Property svn:eol-style set to native
File size: 4.0 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _ArtificialController_H__
30#define _ArtificialController_H__
31
32#include "OrxonoxPrereqs.h"
33
34#include <vector>
35
36#include "util/Math.h"
37#include "Controller.h"
38#include "controllers/NewHumanController.h"
39
40namespace orxonox
41{
42    class _OrxonoxExport ArtificialController : public Controller
43    {
44        public:
45            ArtificialController(BaseObject* creator);
46            virtual ~ArtificialController();
47
48            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
49
50            void abandonTarget(Pawn* target);
51
52            inline void setTeam(int team)
53                { this->team_ = team; }
54            inline int getTeam() const
55                { return this->team_; }
56            inline void setFormationFlight(bool formation)
57                { this->formationFlight_ = formation; }
58            inline bool getFormationFlight() const
59                { return this->formationFlight_; }
60            virtual void changedControllableEntity();
61
62            static void formationflight(bool form);
63            static void masteraction(int action);
64            static void followme();
65            static void passivebehaviour(bool passive);
66            static void formationsize(int size);
67
68        protected:
69
70            int team_;
71            bool formationFlight_;
72            bool passive_;
73            unsigned int maxFormationSize_;
74            int freedomCount_;
75            enum State {SLAVE, MASTER, FREE};
76            State state_;
77            std::vector<ArtificialController*> slaves_;
78            ArtificialController *myMaster_;
79            enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOWHUMAN};
80            SpecificMasterAction specificMasterAction_;
81            int specificMasterActionHoldCount_;
82            Pawn* humanToFollow_;
83
84            void targetDied();
85
86            void moveToPosition(const Vector3& target);
87            void moveToTargetPosition();
88
89            int getState();
90
91            void unregisterSlave();
92            void searchNewMaster();
93            void commandSlaves();
94            void setNewMasterWithinFormation();
95
96            void freeSlaves();
97            void forceFreeSlaves();
98            void loseMasterState();
99            void forceFreedom();
100            bool forcedFree();
101
102            void specificMasterActionHold();
103            void turn180Init();
104            void turn180();
105            void spinInit();
106            void spin();
107            void followHuman(Pawn* humanController, bool always);
108
109            void setTargetPosition(const Vector3& target);
110            void searchRandomTargetPosition();
111
112            void setTarget(Pawn* target);
113            void searchNewTarget();
114            void forgetTarget();
115            void aimAtTarget();
116
117            bool isCloseAtTarget(float distance) const;
118            bool isLookingAtTarget(float angle) const;
119
120            static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
121
122            bool bHasTargetPosition_;
123            Vector3 targetPosition_;
124            WeakPtr<Pawn> target_;
125            bool bShooting_;
126
127        private:
128    };
129}
130
131#endif /* _ArtificialController_H__ */
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