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source: code/branches/ai2/src/orxonox/controllers/ArtificialController.h @ 8758

Last change on this file since 8758 was 8757, checked in by jo, 13 years ago

ai && weapons. Trying to identify each weapon installed on a spaceship.

  • Property svn:eol-style set to native
File size: 6.2 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 *      Dominik Solenicki
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#include "weaponsystem/WeaponSystem.h"
40
41namespace orxonox
42{
43    class _OrxonoxExport ArtificialController : public Controller
44    {
45        public:
46            ArtificialController(BaseObject* creator);
47            virtual ~ArtificialController();
48
49            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
50
51            void abandonTarget(Pawn* target);
52
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);
80
81            virtual void doFire();
82            void setBotLevel(float level=1.0f);
83            inline float getBotLevel() const
84                { return this->botlevel_; }
85            static void setAllBotLevel(float level);
86
87        protected:
88
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
103            void moveToPosition(const Vector3& target);
104            void moveToTargetPosition();
105
106            virtual void positionReached() {}
107
108            void removeFromFormation();
109            void unregisterSlave();
110            void searchNewMaster();
111            void commandSlaves();
112            void setNewMasterWithinFormation();
113
114            void freeSlaves();
115            void forceFreeSlaves();
116            void loseMasterState();
117            void forceFreedom();
118            bool forcedFree();
119
120            void specificMasterActionHold();
121            void turn180Init();
122            void turn180();
123            void spinInit();
124            void spin();
125            void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100);
126            void followRandomHumanInit();
127            void follow();
128            void followForSlaves(const Vector3& target);
129
130            void setTargetPosition(const Vector3& target);
131            void searchRandomTargetPosition();
132
133            void setTarget(Pawn* target);
134            void searchNewTarget();
135            void forgetTarget();
136            void aimAtTarget();
137
138            bool isCloseAtTarget(float distance) const;
139            bool isLookingAtTarget(float angle) const;
140
141            void targetDied();
142
143            static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
144            void boostControl(); //<! Sets and resets the boost parameter of the spaceship. Bots alternate between boosting and saving boost.
145
146            bool bHasTargetPosition_;
147            Vector3 targetPosition_;
148            WeakPtr<Pawn> target_;
149            bool bShooting_;
150
151            int numberOfWeapons; //<! Used for weapon init function. Displayes number of weapons available for a bot.
152            bool weapons[WeaponSystem::MAX_WEAPON_MODES]; //<! Displays if a weapon is available - managed by setupWeapons()
153            int projectiles[WeaponSystem::MAX_WEAPON_MODES]; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons()
154            float botlevel_; //<! Makes the level of a bot configurable.
155            float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
156
157            enum Mode {DEFAULT, ROCKET, DEFENCE, MOVING};//TODO; implement DEFENCE, MOVING modes
158            Mode mode_; //TODO: replace single value with stack-like implementation: std::vector<Mode> mode_;
159            void setPreviousMode();
160            void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed.
161            const std::string getWeaponname(int i, int u, Pawn* pawn); //<! Function that links a weapon's firemode to its name.
162            void analyseWeapons(Pawn* pawn);
163            bool bSetupWorked; //<! If false, setupWeapons() is called.
164    };
165}
166
167#endif /* _ArtificialController_H__ */
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