[10864] | 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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[10885] | 23 | * Gani Aliguzhinov |
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[10864] | 24 | * Co-authors: |
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[10885] | 25 | * ... |
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[10864] | 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "ActionpointController.h" |
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| 30 | |
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| 31 | #include "core/XMLPort.h" |
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[10875] | 32 | #include <algorithm> |
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[10877] | 33 | #include "worldentities/Actionpoint.h" |
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[10864] | 34 | |
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| 35 | |
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| 36 | namespace orxonox |
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| 37 | { |
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| 38 | |
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| 39 | RegisterClass(ActionpointController); |
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| 40 | |
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[10871] | 41 | ActionpointController::ActionpointController(Context* context) : FightingController(context) |
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[10864] | 42 | { |
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[10883] | 43 | this->actionCounter_ = 0; |
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[10877] | 44 | this->bInLoop_ = false; |
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[10864] | 45 | this->bLoop_ = false; |
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| 46 | this->bEndLoop_ = false; |
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| 47 | this->parsedActionpoints_.clear(); |
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| 48 | this->bTakenOver_ = false; |
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| 49 | this->action_ = Action::NONE; |
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| 50 | this->squaredaccuracy_ = 2500; |
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[10877] | 51 | this->bFirstTick_ = true; |
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[10864] | 52 | |
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| 53 | RegisterObject(ActionpointController); |
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| 54 | |
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| 55 | } |
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| 56 | void ActionpointController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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| 57 | { |
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| 58 | SUPER( ActionpointController, XMLPort, xmlelement, mode ); |
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| 59 | XMLPortObject(ActionpointController, WorldEntity, "actionpoints", addActionpoint, getActionpoint, xmlelement, mode); |
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| 60 | } |
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| 61 | void ActionpointController::tick(float dt) |
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| 62 | { |
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[10885] | 63 | if (this->timeout_ > 0 && this->bFiredRocket_) |
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| 64 | { |
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| 65 | this->timeout_ -= dt; |
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| 66 | } |
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| 67 | if (timeout_ <= 0) |
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| 68 | this->bFiredRocket_ = false; |
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| 69 | |
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[10864] | 70 | if (this->bHasTargetPosition_) |
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| 71 | { |
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| 72 | this->moveToTargetPosition(dt); |
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| 73 | } |
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| 74 | else if (this->bLookAtTarget_) |
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| 75 | { |
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| 76 | this->lookAtTarget(dt); |
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| 77 | } |
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[10885] | 78 | if (this->bShooting_) |
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[10864] | 79 | { |
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| 80 | this->doFire(); |
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| 81 | } |
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| 82 | if (this->bFirstTick_) |
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| 83 | { |
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| 84 | std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); |
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| 85 | std::reverse(actionpoints_.begin(), actionpoints_.end()); |
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| 86 | if (this->parsedActionpoints_.empty()) |
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| 87 | { |
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| 88 | this->action_ = Action::FIGHTALL; |
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| 89 | } |
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| 90 | } |
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| 91 | if (this->bFirstTick_) |
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[10879] | 92 | { |
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| 93 | // this->getControllableEntity()->setOrientation(1,0,0,0); |
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| 94 | // this->getControllableEntity()->rotateRoll(-this->getControllableEntity()->getOrientation().getRoll(true).valueRadians()); |
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| 95 | // this->getControllableEntity()->rotateYaw(-this->getControllableEntity()->getOrientation().getYaw(true).valueRadians()); |
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| 96 | // this->getControllableEntity()->rotatePitch(-this->getControllableEntity()->getOrientation().getPitch(true).valueRadians()); |
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[10864] | 97 | this->bFirstTick_ = false; |
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[10879] | 98 | |
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| 99 | } |
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[10864] | 100 | SUPER(ActionpointController, tick, dt); |
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| 101 | } |
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| 102 | ActionpointController::~ActionpointController() |
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| 103 | { |
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[10871] | 104 | loopActionpoints_.clear(); |
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| 105 | parsedActionpoints_.clear(); |
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[10864] | 106 | actionpoints_.clear(); |
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| 107 | } |
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| 108 | void ActionpointController::setProtect (ControllableEntity* protect) |
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| 109 | { |
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| 110 | this->protect_ = protect; |
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| 111 | } |
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| 112 | ControllableEntity* ActionpointController::getProtect () |
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| 113 | { |
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| 114 | return this->protect_; |
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| 115 | } |
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| 116 | void ActionpointController::addActionpoint(WorldEntity* actionpoint) |
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| 117 | { |
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| 118 | std::string actionName; |
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| 119 | Vector3 position; |
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| 120 | std::string targetName; |
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| 121 | bool inLoop = false; |
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| 122 | Point p; |
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| 123 | if (static_cast<Actionpoint*> (actionpoint)) |
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| 124 | { |
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| 125 | Actionpoint* ap = static_cast<Actionpoint*> (actionpoint); |
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| 126 | actionName = ap->getActionXML(); |
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| 127 | targetName = ap->getName(); |
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| 128 | position = ap->getWorldPosition(); |
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| 129 | |
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| 130 | if (this->bEndLoop_) |
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| 131 | { |
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| 132 | this->bInLoop_ = false; |
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| 133 | } |
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| 134 | if (!this->bInLoop_ && ap->getLoopStart()) |
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| 135 | { |
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| 136 | this->bInLoop_ = true; |
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| 137 | } |
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| 138 | if (this->bInLoop_ && ap->getLoopEnd()) |
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| 139 | { |
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| 140 | this->bEndLoop_ = true; |
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| 141 | } |
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| 142 | inLoop = this->bInLoop_; |
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| 143 | |
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| 144 | Action::Value value; |
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| 145 | |
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| 146 | if ( actionName == "FIGHT" ) |
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| 147 | { value = Action::FIGHT; } |
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| 148 | else if ( actionName == "FLY" ) |
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| 149 | { value = Action::FLY; } |
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| 150 | else if ( actionName == "PROTECT" ) |
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| 151 | { value = Action::PROTECT; } |
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| 152 | else if ( actionName == "NONE" ) |
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| 153 | { value = Action::NONE; } |
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| 154 | else if ( actionName == "FIGHTALL" ) |
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| 155 | { value = Action::FIGHTALL; } |
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| 156 | else if ( actionName == "ATTACK" ) |
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| 157 | { value = Action::ATTACK; } |
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| 158 | else |
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| 159 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); |
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| 160 | p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; |
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| 161 | } |
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| 162 | else |
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| 163 | { |
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| 164 | p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; |
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| 165 | } |
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| 166 | parsedActionpoints_.push_back(p); |
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| 167 | this->actionpoints_.push_back(actionpoint); |
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| 168 | } |
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| 169 | WorldEntity* ActionpointController::getActionpoint(unsigned int index) const |
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| 170 | { |
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| 171 | if (index < this->actionpoints_.size()) |
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| 172 | return this->actionpoints_[index]; |
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| 173 | else |
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| 174 | return 0; |
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| 175 | } |
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| 176 | |
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| 177 | Action::Value ActionpointController::getAction () |
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| 178 | { |
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| 179 | return this->action_; |
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| 180 | } |
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| 181 | std::string ActionpointController::getActionName() |
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| 182 | { |
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| 183 | switch ( this->action_ ) |
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| 184 | { |
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| 185 | case Action::FIGHT: |
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| 186 | { return "FIGHT"; break; } |
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| 187 | case Action::FLY: |
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| 188 | { return "FLY"; break; } |
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| 189 | case Action::PROTECT: |
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| 190 | { return "PROTECT"; break; } |
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| 191 | case Action::NONE: |
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| 192 | { return "NONE"; break; } |
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| 193 | case Action::FIGHTALL: |
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| 194 | { return "FIGHTALL"; break; } |
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| 195 | case Action::ATTACK: |
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| 196 | { return "ATTACK"; break; } |
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| 197 | default: |
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| 198 | return "NONE"; |
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| 199 | break; |
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| 200 | } |
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| 201 | } |
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| 202 | void ActionpointController::setAction (Action::Value action) |
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| 203 | { |
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| 204 | this->action_ = action; |
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| 205 | } |
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| 206 | void ActionpointController::setAction (Action::Value action, ControllableEntity* target) |
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| 207 | { |
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| 208 | this->action_ = action; |
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| 209 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
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| 210 | { |
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| 211 | if (target) |
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| 212 | this->setTarget (target); |
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| 213 | } |
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| 214 | else if (action == Action::PROTECT) |
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| 215 | { |
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| 216 | if (target) |
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| 217 | this->setProtect (target); |
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| 218 | } |
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| 219 | } |
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| 220 | void ActionpointController::setAction (Action::Value action, const Vector3& target) |
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| 221 | { |
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| 222 | this->action_ = action; |
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| 223 | if (action == Action::FLY) |
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| 224 | { |
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| 225 | this->setTargetPosition (target); |
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| 226 | } |
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| 227 | } |
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| 228 | void ActionpointController::setAction (Action::Value action, const Vector3& target, const Quaternion& orient ) |
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| 229 | { |
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| 230 | this->action_ = action; |
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| 231 | if (action == Action::FLY) |
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| 232 | { |
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| 233 | this->setTargetPosition (target); |
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| 234 | this->setTargetOrientation (orient); |
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| 235 | } |
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| 236 | } |
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| 237 | |
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| 238 | //------------------------------------------------------------------------------ |
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| 239 | //------------------------------Actionpoint methods----------------------------- |
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| 240 | //------------------------------------------------------------------------------ |
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| 241 | |
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| 242 | //POST: this starts doing what was asked by the last element of parsedActionpoints_, |
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| 243 | //if last element was failed to be parsed, next element will be executed. |
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| 244 | void ActionpointController::executeActionpoint() |
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| 245 | { |
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[10872] | 246 | Point p; |
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| 247 | if (this->bLoop_ && !loopActionpoints_.empty()) |
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[10864] | 248 | { |
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[10872] | 249 | p = loopActionpoints_.back(); |
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| 250 | } |
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| 251 | else if (this->bLoop_) |
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| 252 | { |
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| 253 | this->bLoop_ = false; |
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| 254 | return; |
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| 255 | } |
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| 256 | else if (!this->bLoop_ && !parsedActionpoints_.empty()) |
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| 257 | { |
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| 258 | p = parsedActionpoints_.back(); |
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| 259 | } |
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| 260 | else |
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| 261 | { |
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| 262 | this->setTarget(0); |
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| 263 | this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); |
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| 264 | this->action_ = Action::NONE; |
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| 265 | return; |
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| 266 | } |
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| 267 | if (!this->bLoop_ && this->parsedActionpoints_.back().inLoop) |
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| 268 | { |
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| 269 | //MOVES all points that are in loop to a loop vector |
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| 270 | this->fillLoop(); |
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| 271 | this->bLoop_ = true; |
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| 272 | executeActionpoint(); |
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| 273 | return; |
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| 274 | } |
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| 275 | this->action_ = p.action; |
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| 276 | switch ( this->action_ ) |
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| 277 | { |
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| 278 | case Action::FIGHT: |
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[10864] | 279 | { |
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[10872] | 280 | std::string targetName = p.name; |
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| 281 | if (targetName == "") |
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[10864] | 282 | { |
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[10872] | 283 | break; |
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| 284 | } |
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| 285 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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| 286 | { |
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| 287 | if (CommonController::getName(*itP) == targetName) |
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[10864] | 288 | { |
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[10872] | 289 | this->setTarget (static_cast<ControllableEntity*>(*itP)); |
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[10864] | 290 | } |
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[10872] | 291 | } |
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| 292 | break; |
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| 293 | } |
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| 294 | case Action::FLY: |
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| 295 | { |
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| 296 | this->setTargetPosition( p.position ); |
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| 297 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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| 298 | { |
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| 299 | this->nextActionpoint(); |
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| 300 | this->executeActionpoint(); |
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| 301 | } |
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| 302 | break; |
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| 303 | } |
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| 304 | case Action::PROTECT: |
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| 305 | { |
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| 306 | |
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| 307 | std::string protectName = p.name; |
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| 308 | if (protectName == "reservedKeyword:human") |
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| 309 | { |
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| 310 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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[10864] | 311 | { |
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[10875] | 312 | if (orxonox_cast<ControllableEntity*>(*itP) && ((*itP)->getController()) && ((*itP)->getController()->getIdentifier()->getName() == "NewHumanController")) |
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[10864] | 313 | { |
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[10872] | 314 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
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[10864] | 315 | } |
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| 316 | } |
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[10872] | 317 | } |
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| 318 | else |
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| 319 | { |
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| 320 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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[10864] | 321 | { |
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[10872] | 322 | if (CommonController::getName(*itP) == protectName) |
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[10864] | 323 | { |
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[10872] | 324 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
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[10864] | 325 | } |
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[10872] | 326 | } |
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[10864] | 327 | } |
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[10872] | 328 | if (!this->getProtect()) |
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| 329 | { |
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| 330 | this->nextActionpoint(); |
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| 331 | this->executeActionpoint(); |
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| 332 | } |
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| 333 | break; |
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[10864] | 334 | } |
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[10872] | 335 | case Action::NONE: |
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[10864] | 336 | { |
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[10872] | 337 | break; |
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[10864] | 338 | } |
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[10872] | 339 | case Action::FIGHTALL: |
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[10864] | 340 | { |
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[10872] | 341 | break; |
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| 342 | } |
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| 343 | case Action::ATTACK: |
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| 344 | { |
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| 345 | std::string targetName = p.name; |
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| 346 | |
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| 347 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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[10864] | 348 | { |
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[10872] | 349 | if (CommonController::getName(*itP) == targetName) |
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[10864] | 350 | { |
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[10872] | 351 | this->setTarget (static_cast<ControllableEntity*>(*itP)); |
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[10864] | 352 | } |
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| 353 | } |
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[10872] | 354 | if (!this->hasTarget()) |
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| 355 | { |
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| 356 | this->nextActionpoint(); |
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| 357 | this->executeActionpoint(); |
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| 358 | } |
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| 359 | break; |
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[10864] | 360 | } |
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[10872] | 361 | default: |
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| 362 | break; |
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[10864] | 363 | } |
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[10872] | 364 | |
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| 365 | } |
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[10864] | 366 | |
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| 367 | |
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| 368 | void ActionpointController::stayNearProtect() |
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| 369 | { |
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[10880] | 370 | Vector3 targetRelativePosition(0, 300, 300); |
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[10864] | 371 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
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[10880] | 372 | (this->getProtect()->getWorldOrientation()* (targetRelativePosition))); |
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[10864] | 373 | this->setTargetPosition(targetAbsolutePosition); |
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[10882] | 374 | if (this->actionCounter_ % 3 == 0) |
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[10881] | 375 | this->setTargetOrientation(this->getProtect()->getWorldOrientation()); |
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[10864] | 376 | } |
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| 377 | void ActionpointController::nextActionpoint() |
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| 378 | { |
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| 379 | if (!this || !this->getControllableEntity()) |
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| 380 | return; |
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| 381 | if (this->bLoop_) |
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| 382 | { |
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| 383 | if (!this->loopActionpoints_.empty()) |
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| 384 | { |
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| 385 | this->moveBackToTop(); |
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| 386 | } |
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| 387 | } |
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| 388 | else |
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| 389 | { |
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| 390 | if (!this->parsedActionpoints_.empty()) |
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| 391 | { |
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| 392 | this->parsedActionpoints_.pop_back(); |
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| 393 | } |
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| 394 | } |
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| 395 | this->setAction(Action::NONE); |
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[10882] | 396 | this->bHasTargetPosition_ = false; |
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[10864] | 397 | } |
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| 398 | void ActionpointController::moveBackToTop() |
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| 399 | { |
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| 400 | Point temp = loopActionpoints_.back(); |
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| 401 | loopActionpoints_.pop_back(); |
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| 402 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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| 403 | loopActionpoints_.push_back(temp); |
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| 404 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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| 405 | } |
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| 406 | void ActionpointController::fillLoop() |
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| 407 | { |
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| 408 | loopActionpoints_.clear(); |
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| 409 | fillLoopReversed(); |
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| 410 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
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| 411 | } |
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| 412 | void ActionpointController::fillLoopReversed() |
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| 413 | { |
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| 414 | if (parsedActionpoints_.back().inLoop) |
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| 415 | { |
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| 416 | loopActionpoints_.push_back(parsedActionpoints_.back()); |
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| 417 | parsedActionpoints_.pop_back(); |
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| 418 | } |
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| 419 | if (parsedActionpoints_.back().inLoop) |
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| 420 | { |
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| 421 | fillLoopReversed(); |
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| 422 | } |
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| 423 | } |
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| 424 | void ActionpointController::action() |
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| 425 | { |
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| 426 | if (!this || !this->getControllableEntity()) |
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| 427 | return; |
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| 428 | // orxout (internal_error) << "Size of actions is " << this->parsedActionpoints_.size() << endl; |
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[10883] | 429 | if (this->actionCounter_ % 2 == 0) |
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[10882] | 430 | this->startAttackingEnemiesThatAreClose(); |
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[10864] | 431 | //No action -> pop one from stack |
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| 432 | if (this->action_ == Action::NONE || this->bTakenOver_) |
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| 433 | { |
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| 434 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty()) |
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| 435 | { |
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| 436 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; |
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| 437 | this->parsedActionpoints_.push_back (p); |
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[10882] | 438 | |
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[10864] | 439 | } |
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| 440 | this->executeActionpoint(); |
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| 441 | this->bTakenOver_ = false; |
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[10882] | 442 | this->action(); |
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[10864] | 443 | } |
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| 444 | //Action fightall -> fight till nobody alive |
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| 445 | if (this->action_ == Action::FIGHTALL) |
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| 446 | { |
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| 447 | if (!this->hasTarget()) |
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| 448 | { |
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| 449 | //----find a target---- |
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| 450 | ControllableEntity* newTarget = this->closestTarget(); |
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| 451 | if (newTarget) |
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| 452 | { |
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| 453 | this->setAction (Action::FIGHTALL, newTarget); |
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| 454 | } |
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| 455 | else |
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| 456 | { |
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| 457 | this->nextActionpoint(); |
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[10882] | 458 | |
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| 459 | if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty())) |
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| 460 | { |
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| 461 | this->action(); |
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| 462 | } |
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| 463 | |
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[10864] | 464 | } |
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| 465 | } |
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| 466 | else if (this->hasTarget()) |
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| 467 | { |
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| 468 | |
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| 469 | } |
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| 470 | } |
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| 471 | //Action fight -> fight as long as enemies in range |
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| 472 | else if (this->action_ == Action::FIGHT) |
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| 473 | { |
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| 474 | if (!this->hasTarget()) |
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| 475 | { |
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| 476 | //----find a target---- |
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| 477 | ControllableEntity* newTarget = this->closestTarget(); |
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| 478 | if (newTarget && |
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| 479 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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| 480 | { |
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| 481 | this->setAction (Action::FIGHT, newTarget); |
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| 482 | } |
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| 483 | else |
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| 484 | { |
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| 485 | this->nextActionpoint(); |
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[10882] | 486 | this->action(); |
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[10864] | 487 | } |
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| 488 | } |
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| 489 | else if (this->hasTarget()) |
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| 490 | { |
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| 491 | //----fly in formation if far enough---- |
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| 492 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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| 493 | |
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| 494 | if (diffVector.length() > this->attackRange_) |
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| 495 | { |
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| 496 | ControllableEntity* newTarget = this->closestTarget(); |
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| 497 | |
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| 498 | if (newTarget && |
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| 499 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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| 500 | { |
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| 501 | this->setAction (Action::FIGHT, newTarget); |
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| 502 | } |
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| 503 | else |
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| 504 | { |
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| 505 | this->nextActionpoint(); |
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[10882] | 506 | this->action(); |
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[10864] | 507 | } |
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| 508 | } |
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| 509 | } |
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| 510 | } |
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| 511 | else if (this->action_ == Action::FLY) |
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| 512 | { |
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| 513 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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| 514 | { |
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| 515 | this->nextActionpoint(); |
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[10882] | 516 | this->action(); |
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[10864] | 517 | } |
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| 518 | } |
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| 519 | else if (this->action_ == Action::PROTECT) |
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| 520 | { |
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| 521 | if (!this->getProtect()) |
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| 522 | { |
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[10882] | 523 | this->nextActionpoint(); |
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| 524 | this->action(); |
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[10864] | 525 | } |
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| 526 | this->stayNearProtect(); |
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| 527 | } |
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| 528 | else if (this->action_ == Action::ATTACK) |
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| 529 | { |
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| 530 | if (!this->hasTarget()) |
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| 531 | { |
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| 532 | this->nextActionpoint(); |
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[10882] | 533 | this->action(); |
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[10864] | 534 | } |
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| 535 | } |
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| 536 | if (this->hasTarget()) |
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| 537 | { |
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| 538 | //----choose where to go---- |
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| 539 | this->maneuver(); |
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| 540 | //----fire if you can---- |
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| 541 | this->bShooting_ = this->canFire(); |
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| 542 | } |
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[10882] | 543 | this->actionCounter_ += this->actionCounter_ < 100000 ? 1 : -this->actionCounter_ ; |
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| 544 | |
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[10864] | 545 | } |
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[10885] | 546 | void ActionpointController::takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b) |
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[10864] | 547 | { |
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| 548 | this->parsedActionpoints_ = vector; |
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| 549 | this->loopActionpoints_ = loop; |
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[10872] | 550 | this->bLoop_ = b; |
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[10864] | 551 | this->bTakenOver_ = true; |
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| 552 | // orxout(internal_error) << "Top action is " << this->parsedActionpoints_.back().action << endl; |
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| 553 | } |
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| 554 | void ActionpointController::setClosestTarget() |
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| 555 | { |
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| 556 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
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| 557 | } |
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| 558 | Pawn* ActionpointController::closestTarget() |
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| 559 | { |
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| 560 | if (!this->getControllableEntity()) |
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| 561 | return 0; |
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| 562 | |
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| 563 | Pawn* closestTarget = 0; |
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| 564 | float minDistance = std::numeric_limits<float>::infinity(); |
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| 565 | Gametype* gt = this->getGametype(); |
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| 566 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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| 567 | { |
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| 568 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) |
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| 569 | continue; |
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| 570 | |
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| 571 | float distance = CommonController::distance (*itP, this->getControllableEntity()); |
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| 572 | if (distance < minDistance) |
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| 573 | { |
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| 574 | closestTarget = *itP; |
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| 575 | minDistance = distance; |
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| 576 | } |
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| 577 | } |
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| 578 | if (closestTarget) |
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| 579 | { |
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| 580 | return closestTarget; |
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| 581 | } |
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| 582 | return 0; |
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| 583 | } |
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| 584 | void ActionpointController::startAttackingEnemiesThatAreClose() |
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| 585 | { |
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| 586 | if (this->action_ != Action::FIGHT && this->action_ != Action::FIGHTALL) |
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| 587 | { |
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[10880] | 588 | if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_)) |
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[10864] | 589 | { |
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| 590 | Pawn* newTarget = this->closestTarget(); |
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| 591 | if ( newTarget && |
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[10877] | 592 | CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) |
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[10864] | 593 | <= this->attackRange_ ) |
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| 594 | { |
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[10877] | 595 | Point p = { Action::FIGHT, CommonController::getName(newTarget), Vector3::ZERO, false }; |
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[10864] | 596 | this->parsedActionpoints_.push_back(p); |
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| 597 | this->executeActionpoint(); |
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| 598 | } |
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| 599 | } |
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| 600 | } |
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| 601 | } |
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| 602 | } |
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