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 | * Gani Aliguzhinov |
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24 | * Co-authors: |
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25 | * ... |
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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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32 | #include <algorithm> |
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33 | #include "worldentities/Actionpoint.h" |
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34 | namespace orxonox |
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35 | { |
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36 | |
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37 | RegisterClass(ActionpointController); |
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38 | |
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39 | ActionpointController::ActionpointController(Context* context) : FightingController(context) |
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40 | { |
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41 | this->actionCounter_ = 0; |
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42 | this->bInLoop_ = false; |
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43 | this->bLoop_ = false; |
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44 | this->bEndLoop_ = false; |
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45 | loopActionpoints_.clear(); |
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46 | parsedActionpoints_.clear(); |
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47 | actionpoints_.clear(); |
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48 | healthSpawners_.clear(); |
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49 | damageSpawners_.clear(); |
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50 | speedSpawners_.clear(); |
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51 | this->bTakenOver_ = false; |
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52 | this->action_ = Action::NONE; |
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53 | this->squaredaccuracy_ = 2500; |
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54 | this->bFirstTick_ = true; |
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55 | this->bStartedDodging_ = false; |
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56 | this->timeDodged_ = 0; |
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57 | RegisterObject(ActionpointController); |
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58 | |
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59 | } |
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60 | void ActionpointController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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61 | { |
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62 | SUPER( ActionpointController, XMLPort, xmlelement, mode ); |
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63 | XMLPortObject(ActionpointController, WorldEntity, "actionpoints", addActionpoint, getActionpoint, xmlelement, mode); |
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64 | } |
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65 | ActionpointController::~ActionpointController() |
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66 | { |
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67 | loopActionpoints_.clear(); |
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68 | parsedActionpoints_.clear(); |
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69 | actionpoints_.clear(); |
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70 | healthSpawners_.clear(); |
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71 | damageSpawners_.clear(); |
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72 | speedSpawners_.clear(); |
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73 | } |
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74 | void ActionpointController::tick(float dt) |
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75 | { |
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76 | |
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77 | if (this->timeout_ > 0 && this->bFiredRocket_) |
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78 | { |
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79 | this->timeout_ -= dt; |
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80 | } |
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81 | if (this->bStartedDodging_) |
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82 | { |
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83 | this->timeDodged_ += dt; |
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84 | if (this->timeDodged_ > 2.0f) |
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85 | { |
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86 | this->bStartedDodging_ = false; |
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87 | this->timeDodged_ = 0; |
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88 | } |
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89 | } |
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90 | maneuverCounter_ += dt; |
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91 | if (maneuverCounter_ > 6.0f) |
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92 | maneuverCounter_ = 0; |
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93 | this->timeOffset_ += dt; |
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94 | if (this->timeOffset_ >= 2.0f) |
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95 | this->timeOffset_ = 0.0f; |
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96 | if (timeout_ <= 0) |
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97 | this->bFiredRocket_ = false; |
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98 | |
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99 | if (this->bHasTargetPosition_) |
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100 | { |
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101 | this->moveToTargetPosition(dt); |
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102 | } |
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103 | else if (this->bLookAtTarget_) |
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104 | { |
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105 | this->lookAtTarget(dt); |
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106 | } |
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107 | |
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108 | |
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109 | if (this->bShooting_) |
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110 | { |
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111 | this->doFire(); |
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112 | } |
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113 | if (this->bFirstTick_) |
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114 | { |
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115 | std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); |
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116 | std::reverse(actionpoints_.begin(), actionpoints_.end()); |
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117 | if (this->parsedActionpoints_.empty()) |
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118 | { |
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119 | this->action_ = Action::FIGHTALL; |
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120 | } |
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121 | } |
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122 | if (this->bFirstTick_) |
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123 | { |
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124 | this->timeOffset_ = 0.0f; |
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125 | this->bActionCalled_ = false; |
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126 | setSpawners(); |
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127 | // orxout(internal_error) << "health spawners size = " << this->healthSpawners_.size() << |
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128 | // ", damage spawners size = " << this->damageSpawners_.size() << |
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129 | // ", speed spawners size = " << this->speedSpawners_.size() << endl; |
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130 | this->bFirstTick_ = false; |
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131 | } |
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132 | |
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133 | //maneuver every 0.25 sec -> |
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134 | float currentPeriodTime = this->timeOffset_ - static_cast<int>(this->timeOffset_); |
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135 | if (this->hasTarget() && ((currentPeriodTime >= 0.25f && currentPeriodTime <= 0.5f) || (currentPeriodTime >= 0.75 && currentPeriodTime <= 0.999f)) && !this->bManeuverCalled_) |
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136 | { |
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137 | this->bManeuverCalled_ = true; |
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138 | this->maneuver(); |
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139 | this->bShooting_ = this->canFire(); |
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140 | } |
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141 | if ((currentPeriodTime >= 0.0f && currentPeriodTime <= 0.25f) || (currentPeriodTime >= 0.5f && currentPeriodTime <= 0.75f)) |
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142 | this->bManeuverCalled_ = false; |
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143 | SUPER(ActionpointController, tick, dt); |
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144 | } |
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145 | std::pair <ControllableEntity*, ControllableEntity*> ActionpointController::closestTargets() |
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146 | { |
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147 | WeakPtr<ControllableEntity> firstTarget, secondTarget, tempTarget; |
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148 | float firstDistance = std::numeric_limits<float>::infinity(), secondDistance = std::numeric_limits<float>::infinity(), tempDistance = 0; |
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149 | Gametype* gt = this->getGametype(); |
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150 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
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151 | { |
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152 | tempTarget = static_cast<ControllableEntity*>(*itP); |
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153 | if (CommonController::sameTeam (this->getControllableEntity(), tempTarget, gt)) |
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154 | continue; |
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155 | |
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156 | tempDistance = CommonController::distance (*itP, this->getControllableEntity()); |
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157 | if (tempDistance < firstDistance) |
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158 | { |
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159 | secondDistance = firstDistance; |
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160 | secondTarget = firstTarget; |
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161 | |
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162 | firstDistance = tempDistance; |
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163 | firstTarget = tempTarget; |
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164 | } |
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165 | else if (tempDistance < secondDistance) |
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166 | { |
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167 | secondDistance = tempDistance; |
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168 | secondTarget = tempTarget; |
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169 | } |
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170 | } |
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171 | return std::make_pair (firstTarget, secondTarget); |
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172 | } |
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173 | |
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174 | //patrol can only be called by divisionController or others if they don't have a leader |
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175 | //searches for closest enemy and sets target to it. If wasn't fighting, pushes Action::FIGHT on a stack. |
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176 | //patrol gets called constantly either if this is fighting or if this->bDefaultPatrol_ is set to true via XML |
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177 | bool ActionpointController::patrol() |
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178 | { |
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179 | std::pair <ControllableEntity*, ControllableEntity*> newTargets = this->closestTargets(); |
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180 | if (!newTargets.first) |
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181 | return false; |
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182 | ControllableEntity* newTarget = newTargets.first; |
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183 | |
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184 | float distance = CommonController::distance (this->getControllableEntity(), newTarget); |
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185 | if (distance < this->attackRange_ && distance < CommonController::distance(this->getControllableEntity(), this->target_)) |
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186 | { |
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187 | this->setTarget (newTarget); |
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188 | |
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189 | if (this->getIdentifier()->getName() == "DivisionController") |
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190 | { |
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191 | if (!newTargets.second) |
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192 | { |
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193 | if (this->myFollower_) |
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194 | this->myFollower_->setTarget(newTargets.first); |
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195 | } |
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196 | else |
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197 | { |
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198 | if (this->myFollower_ && CommonController::distance(this->getControllableEntity(), newTargets.second) < this->attackRange_ + 600.0f) |
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199 | this->myFollower_->setTarget(newTargets.second); |
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200 | else if (this->myFollower_) |
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201 | this->myFollower_->setTarget(newTargets.first); |
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202 | } |
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203 | } |
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204 | if (this->action_ != Action::FIGHT && this->action_ != Action::FIGHTALL) |
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205 | { |
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206 | this->bPatrolling_ = true; |
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207 | if (this->bLoop_) |
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208 | { |
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209 | Point p = { Action::FIGHT, "", Vector3::ZERO, true }; |
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210 | this->loopActionpoints_.push_back(p); |
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211 | this->executeActionpoint(); |
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212 | } |
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213 | else |
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214 | { |
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215 | Point p = { Action::FIGHT, "", Vector3::ZERO, false }; |
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216 | this->parsedActionpoints_.push_back(p); |
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217 | this->executeActionpoint(); |
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218 | } |
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219 | } |
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220 | return true; |
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221 | } |
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222 | else |
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223 | { |
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224 | return false; |
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225 | } |
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226 | } |
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227 | //checks if state is still to be executed and makes a transition otherwise. |
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228 | //if this->bDefaultPatrol_ == true, patrols area for enemies and, if not fighting, pushes a state with action = FIGHT |
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229 | void ActionpointController::stateMachine() |
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230 | { |
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231 | //Check if calculations needed |
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232 | if (!this->getControllableEntity() || !orxonox_cast<Pawn*> (this->getControllableEntity()) || !this->isActive()) |
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233 | return; |
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234 | |
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235 | //state NONE means that either previous state finished executing and next state is to be fetched or no states are left to execute |
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236 | //NONE is never on a stack -> it is only a transition state saved in a variable |
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237 | if (this->action_ == Action::NONE || this->bTakenOver_) |
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238 | { |
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239 | //no actionpoints a.k.a. states left to execute |
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240 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty()) |
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241 | { |
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242 | //default action is fighting |
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243 | if (this->bDefaultFightAll_) |
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244 | { |
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245 | //make state |
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246 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; |
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247 | //push it on the stack |
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248 | this->parsedActionpoints_.push_back (p); |
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249 | } |
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250 | //default action is nothing |
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251 | else |
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252 | { |
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253 | this->bActive_ = false; |
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254 | return; |
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255 | } |
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256 | } |
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257 | //switch to the new state |
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258 | this->executeActionpoint(); |
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259 | this->bTakenOver_ = false; |
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260 | } |
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261 | if (this->action_ == Action::FIGHTALL) |
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262 | { |
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263 | if (!this->hasTarget()) |
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264 | { |
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265 | ControllableEntity* newTarget = this->closestTarget(); |
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266 | if (newTarget) |
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267 | { |
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268 | this->setTarget (newTarget); |
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269 | } |
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270 | else |
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271 | { |
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272 | this->nextActionpoint(); |
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273 | this->executeActionpoint(); |
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274 | } |
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275 | } |
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276 | else |
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277 | { |
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278 | bool b = this->patrol(); |
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279 | } |
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280 | |
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281 | } |
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282 | if (this->action_ == Action::FIGHT) |
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283 | { |
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284 | if (!this->hasTarget() ) |
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285 | { |
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286 | if (!this->patrol()) |
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287 | { |
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288 | if (this->bPatrolling_) |
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289 | { |
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290 | if (this->bLoop_) |
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291 | { |
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292 | if (!this->loopActionpoints_.empty()) |
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293 | { |
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294 | this->loopActionpoints_.pop_back(); |
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295 | } |
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296 | } |
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297 | else |
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298 | { |
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299 | if (!this->parsedActionpoints_.empty()) |
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300 | { |
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301 | this->parsedActionpoints_.pop_back(); |
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302 | } |
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303 | } |
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304 | this->setAction(Action::NONE); |
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305 | this->bHasTargetPosition_ = false; |
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306 | this->bPatrolling_ = false; |
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307 | } |
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308 | else |
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309 | { |
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310 | this->nextActionpoint(); |
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311 | } |
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312 | this->executeActionpoint(); |
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313 | } |
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314 | } |
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315 | else if (this->hasTarget()) |
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316 | { |
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317 | if (CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_) |
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318 | { |
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319 | this->setTarget(0); |
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320 | this->stateMachine(); |
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321 | } |
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322 | } |
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323 | } |
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324 | if (this->action_ == Action::FLY) |
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325 | { |
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326 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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327 | { |
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328 | this->nextActionpoint(); |
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329 | this->executeActionpoint(); |
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330 | } |
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331 | else if (this->bDefaultPatrol_) |
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332 | { |
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333 | bool b = this->patrol(); |
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334 | } |
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335 | } |
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336 | if (this->action_ == Action::PROTECT) |
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337 | { |
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338 | if (!this->getProtect()) |
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339 | { |
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340 | this->nextActionpoint(); |
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341 | this->executeActionpoint(); |
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342 | } |
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343 | else |
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344 | { |
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345 | this->stayNearProtect(); |
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346 | } |
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347 | if (this->bDefaultPatrol_) |
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348 | { |
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349 | bool b = this->patrol(); |
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350 | } |
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351 | } |
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352 | if (this->action_ == Action::ATTACK) |
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353 | { |
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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 | if (this->bDefaultPatrol_) |
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360 | { |
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361 | bool b = this->patrol(); |
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362 | } |
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363 | } |
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364 | } |
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365 | |
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366 | |
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367 | |
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368 | void ActionpointController::action() |
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369 | { |
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370 | if (!this || !this->getControllableEntity()) |
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371 | return; |
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372 | if (!this->getControllableEntity() || !orxonox_cast<Pawn*> (this->getControllableEntity())) |
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373 | return; |
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374 | this->startAttackingEnemiesThatAreClose(); |
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375 | |
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376 | this->deltaHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth() - this->previousHp; |
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377 | this->previousHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth(); |
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378 | |
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379 | // if (this->actionCounter_ % 2 == 0) |
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380 | //No action -> pop one from stack |
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381 | if (this->action_ == Action::NONE || this->bTakenOver_) |
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382 | { |
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383 | // Point point = closestPickup(PickupType::HEALTH); |
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384 | // if (point.action != Action::NONE) |
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385 | // { |
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386 | // orxout(internal_error) << "found health" << endl; |
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387 | // this->parsedActionpoints_.push_back(point); |
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388 | // } |
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389 | |
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390 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty()) |
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391 | { |
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392 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; |
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393 | this->parsedActionpoints_.push_back (p); |
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394 | } |
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395 | this->executeActionpoint(); |
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396 | this->bTakenOver_ = false; |
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397 | this->action(); |
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398 | } |
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399 | //Action fightall -> fight till nobody alive |
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400 | if (this->action_ == Action::FIGHTALL) |
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401 | { |
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402 | |
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403 | if (!this->hasTarget()) |
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404 | { |
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405 | ControllableEntity* newTarget = this->closestTarget(); |
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406 | if (newTarget) |
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407 | { |
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408 | this->setAction (Action::FIGHTALL, newTarget); |
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409 | this->action(); |
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410 | } |
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411 | else |
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412 | { |
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413 | this->nextActionpoint(); |
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414 | if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty())) |
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415 | { |
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416 | this->action(); |
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417 | } |
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418 | else |
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419 | { |
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420 | } |
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421 | } |
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422 | } |
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423 | } |
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424 | //Action fight -> fight as long as enemies in range |
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425 | else if (this->action_ == Action::FIGHT) |
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426 | { |
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427 | |
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428 | if (!this->hasTarget() ) |
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429 | { |
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430 | //----find a target---- |
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431 | ControllableEntity* newTarget = this->closestTarget(); |
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432 | if (newTarget && |
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433 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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434 | { |
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435 | this->setAction (Action::FIGHT, newTarget); |
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436 | this->action(); |
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437 | } |
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438 | else |
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439 | { |
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440 | this->nextActionpoint(); |
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441 | this->action(); |
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442 | } |
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443 | } |
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444 | else if (this->hasTarget()) |
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445 | { |
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446 | //----fly in formation if far enough---- |
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447 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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448 | |
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449 | if (diffVector.length() > this->attackRange_) |
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450 | { |
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451 | ControllableEntity* newTarget = this->closestTarget(); |
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452 | |
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453 | if (newTarget && |
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454 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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455 | { |
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456 | this->setAction (Action::FIGHT, newTarget); |
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457 | } |
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458 | else |
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459 | { |
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460 | this->nextActionpoint(); |
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461 | this->action(); |
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462 | } |
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463 | } |
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464 | } |
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465 | } |
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466 | else if (this->action_ == Action::FLY) |
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467 | { |
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468 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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469 | { |
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470 | this->nextActionpoint(); |
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471 | this->action(); |
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472 | } |
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473 | } |
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474 | else if (this->action_ == Action::PROTECT) |
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475 | { |
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476 | if (!this->getProtect()) |
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477 | { |
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478 | this->nextActionpoint(); |
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479 | this->action(); |
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480 | } |
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481 | this->stayNearProtect(); |
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482 | } |
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483 | else if (this->action_ == Action::ATTACK) |
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484 | { |
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485 | |
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486 | if (!this->hasTarget()) |
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487 | { |
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488 | this->nextActionpoint(); |
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489 | this->action(); |
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490 | } |
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491 | } |
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492 | |
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493 | // Vector3 healthPosition = bestHealthPickup((this->target_->getWorldPosition() - this->getControllableEntity()->getWorldPosition()).length()); |
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494 | // if ((this->getControllableEntity()->getWorldPosition() - healthPosition).length() < this->tolerance_) |
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495 | // { |
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496 | // //----choose where to go---- |
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497 | // this->maneuver(); |
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498 | // } |
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499 | // else |
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500 | // { |
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501 | // this->dodgeTowards(healthPosition); |
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502 | // } |
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503 | // //----fire if you can---- |
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504 | // this->bShooting_ = this->canFire(); |
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505 | |
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506 | this->actionCounter_ += this->actionCounter_ < 100000 ? 1 : -this->actionCounter_ ; |
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507 | |
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508 | } |
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509 | void ActionpointController::setProtect (ControllableEntity* protect) |
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510 | { |
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511 | this->protect_ = protect; |
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512 | } |
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513 | ControllableEntity* ActionpointController::getProtect () |
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514 | { |
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515 | return this->protect_; |
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516 | } |
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517 | void ActionpointController::addActionpoint(WorldEntity* actionpoint) |
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518 | { |
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519 | std::string actionName; |
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520 | Vector3 position; |
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521 | std::string targetName; |
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522 | bool inLoop = false; |
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523 | Point p; |
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524 | if (actionpoint->getIdentifier()->getName() == "Actionpoint") |
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525 | { |
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526 | Actionpoint* ap = orxonox_cast<Actionpoint*> (actionpoint); |
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527 | actionName = ap->getActionXML(); |
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528 | targetName = ap->getName(); |
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529 | position = ap->getWorldPosition(); |
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530 | |
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531 | if (this->bEndLoop_) |
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532 | { |
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533 | this->bInLoop_ = false; |
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534 | } |
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535 | if (!this->bInLoop_ && ap->getLoopStart()) |
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536 | { |
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537 | this->bInLoop_ = true; |
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538 | } |
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539 | if (this->bInLoop_ && ap->getLoopEnd()) |
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540 | { |
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541 | this->bEndLoop_ = true; |
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542 | } |
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543 | inLoop = this->bInLoop_; |
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544 | |
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545 | Action::Value value; |
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546 | |
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547 | if ( actionName == "FIGHT" ) |
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548 | { value = Action::FIGHT; } |
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549 | else if ( actionName == "FLY" ) |
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550 | { value = Action::FLY; } |
---|
551 | else if ( actionName == "PROTECT" ) |
---|
552 | { value = Action::PROTECT; } |
---|
553 | else if ( actionName == "NONE" ) |
---|
554 | { value = Action::NONE; } |
---|
555 | else if ( actionName == "FIGHTALL" ) |
---|
556 | { value = Action::FIGHTALL; } |
---|
557 | else if ( actionName == "ATTACK" ) |
---|
558 | { value = Action::ATTACK; } |
---|
559 | else |
---|
560 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); |
---|
561 | p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; |
---|
562 | } |
---|
563 | else |
---|
564 | { |
---|
565 | inLoop = true; |
---|
566 | p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; |
---|
567 | } |
---|
568 | parsedActionpoints_.push_back(p); |
---|
569 | this->actionpoints_.push_back(actionpoint); |
---|
570 | } |
---|
571 | WorldEntity* ActionpointController::getActionpoint(unsigned int index) const |
---|
572 | { |
---|
573 | if (index < this->actionpoints_.size()) |
---|
574 | return this->actionpoints_[index]; |
---|
575 | else |
---|
576 | return 0; |
---|
577 | } |
---|
578 | |
---|
579 | Action::Value ActionpointController::getAction () |
---|
580 | { |
---|
581 | return this->action_; |
---|
582 | } |
---|
583 | std::string ActionpointController::getActionName() |
---|
584 | { |
---|
585 | switch ( this->action_ ) |
---|
586 | { |
---|
587 | case Action::FIGHT: |
---|
588 | { return "FIGHT"; break; } |
---|
589 | case Action::FLY: |
---|
590 | { return "FLY"; break; } |
---|
591 | case Action::PROTECT: |
---|
592 | { return "PROTECT"; break; } |
---|
593 | case Action::NONE: |
---|
594 | { return "NONE"; break; } |
---|
595 | case Action::FIGHTALL: |
---|
596 | { return "FIGHTALL"; break; } |
---|
597 | case Action::ATTACK: |
---|
598 | { return "ATTACK"; break; } |
---|
599 | default: |
---|
600 | return "NONE"; |
---|
601 | break; |
---|
602 | } |
---|
603 | } |
---|
604 | void ActionpointController::setAction (Action::Value action) |
---|
605 | { |
---|
606 | this->action_ = action; |
---|
607 | } |
---|
608 | void ActionpointController::setAction (Action::Value action, ControllableEntity* target) |
---|
609 | { |
---|
610 | this->action_ = action; |
---|
611 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
---|
612 | { |
---|
613 | if (target) |
---|
614 | this->setTarget (target); |
---|
615 | } |
---|
616 | else if (action == Action::PROTECT) |
---|
617 | { |
---|
618 | if (target) |
---|
619 | this->setProtect (target); |
---|
620 | } |
---|
621 | } |
---|
622 | void ActionpointController::setAction (Action::Value action, const Vector3& target) |
---|
623 | { |
---|
624 | this->action_ = action; |
---|
625 | if (action == Action::FLY) |
---|
626 | { |
---|
627 | this->setTargetPosition (target); |
---|
628 | } |
---|
629 | } |
---|
630 | void ActionpointController::setAction (Action::Value action, const Vector3& target, const Quaternion& orient ) |
---|
631 | { |
---|
632 | this->action_ = action; |
---|
633 | if (action == Action::FLY) |
---|
634 | { |
---|
635 | this->setTargetPosition (target); |
---|
636 | this->setTargetOrientation (orient); |
---|
637 | } |
---|
638 | } |
---|
639 | |
---|
640 | //------------------------------------------------------------------------------ |
---|
641 | //------------------------------Actionpoint methods----------------------------- |
---|
642 | //------------------------------------------------------------------------------ |
---|
643 | |
---|
644 | //POST: this starts doing what was asked by the last element of parsedActionpoints_, |
---|
645 | //if last element was failed to be parsed, next element will be executed. |
---|
646 | void ActionpointController::executeActionpoint() |
---|
647 | { |
---|
648 | Point p; |
---|
649 | if (this->bLoop_ && !loopActionpoints_.empty()) |
---|
650 | { |
---|
651 | p = loopActionpoints_.back(); |
---|
652 | } |
---|
653 | else if (this->bLoop_) |
---|
654 | { |
---|
655 | this->bLoop_ = false; |
---|
656 | return; |
---|
657 | } |
---|
658 | else if (!this->bLoop_ && !parsedActionpoints_.empty()) |
---|
659 | { |
---|
660 | p = parsedActionpoints_.back(); |
---|
661 | } |
---|
662 | else |
---|
663 | { |
---|
664 | this->setTarget(0); |
---|
665 | this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); |
---|
666 | this->action_ = Action::NONE; |
---|
667 | return; |
---|
668 | } |
---|
669 | if (!this->bLoop_ && this->parsedActionpoints_.back().inLoop) |
---|
670 | { |
---|
671 | //MOVES all points that are in loop to a loop vector |
---|
672 | this->fillLoop(); |
---|
673 | this->bLoop_ = true; |
---|
674 | executeActionpoint(); |
---|
675 | return; |
---|
676 | } |
---|
677 | this->setAction (p.action); |
---|
678 | switch (this->action_) |
---|
679 | { |
---|
680 | case Action::FIGHT: |
---|
681 | { |
---|
682 | std::string targetName = p.name; |
---|
683 | if (targetName == "") |
---|
684 | break; |
---|
685 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
---|
686 | { |
---|
687 | if (CommonController::getName(*itP) == targetName) |
---|
688 | { |
---|
689 | this->setTarget (static_cast<ControllableEntity*>(*itP)); |
---|
690 | } |
---|
691 | } |
---|
692 | break; |
---|
693 | } |
---|
694 | case Action::FLY: |
---|
695 | { |
---|
696 | this->setTargetPosition( p.position ); |
---|
697 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
---|
698 | { |
---|
699 | this->nextActionpoint(); |
---|
700 | this->executeActionpoint(); |
---|
701 | } |
---|
702 | break; |
---|
703 | } |
---|
704 | case Action::PROTECT: |
---|
705 | { |
---|
706 | |
---|
707 | std::string protectName = p.name; |
---|
708 | if (protectName == "reservedKeyword:human") |
---|
709 | { |
---|
710 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
---|
711 | { |
---|
712 | if (orxonox_cast<ControllableEntity*>(*itP) && ((*itP)->getController()) && ((*itP)->getController()->getIdentifier()->getName() == "NewHumanController")) |
---|
713 | { |
---|
714 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
---|
715 | } |
---|
716 | } |
---|
717 | } |
---|
718 | else |
---|
719 | { |
---|
720 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
---|
721 | { |
---|
722 | if (CommonController::getName(*itP) == protectName) |
---|
723 | { |
---|
724 | this->setProtect (static_cast<ControllableEntity*>(*itP)); |
---|
725 | } |
---|
726 | } |
---|
727 | } |
---|
728 | if (!this->getProtect()) |
---|
729 | { |
---|
730 | this->nextActionpoint(); |
---|
731 | this->executeActionpoint(); |
---|
732 | } |
---|
733 | break; |
---|
734 | } |
---|
735 | case Action::NONE: |
---|
736 | { |
---|
737 | break; |
---|
738 | } |
---|
739 | case Action::FIGHTALL: |
---|
740 | { |
---|
741 | break; |
---|
742 | } |
---|
743 | case Action::ATTACK: |
---|
744 | { |
---|
745 | std::string targetName = p.name; |
---|
746 | |
---|
747 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
---|
748 | { |
---|
749 | if (CommonController::getName(*itP) == targetName) |
---|
750 | { |
---|
751 | this->setTarget (static_cast<ControllableEntity*>(*itP)); |
---|
752 | } |
---|
753 | } |
---|
754 | if (!this->hasTarget()) |
---|
755 | { |
---|
756 | this->nextActionpoint(); |
---|
757 | this->executeActionpoint(); |
---|
758 | } |
---|
759 | break; |
---|
760 | } |
---|
761 | default: |
---|
762 | break; |
---|
763 | } |
---|
764 | } |
---|
765 | |
---|
766 | |
---|
767 | void ActionpointController::stayNearProtect() |
---|
768 | { |
---|
769 | Vector3 targetRelativePosition(0, 300, 300); |
---|
770 | if (!this->getProtect()) |
---|
771 | { |
---|
772 | this->nextActionpoint(); |
---|
773 | return; |
---|
774 | } |
---|
775 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
---|
776 | (this->getProtect()->getWorldOrientation()* (targetRelativePosition))); |
---|
777 | this->setTargetPosition(targetAbsolutePosition); |
---|
778 | if (!this->getProtect()) |
---|
779 | { |
---|
780 | this->nextActionpoint(); |
---|
781 | return; |
---|
782 | } |
---|
783 | this->setTargetOrientation(this->getProtect()->getWorldOrientation()); |
---|
784 | } |
---|
785 | void ActionpointController::nextActionpoint() |
---|
786 | { |
---|
787 | if (!this || !this->getControllableEntity()) |
---|
788 | return; |
---|
789 | if (this->bLoop_) |
---|
790 | { |
---|
791 | if (!this->loopActionpoints_.empty()) |
---|
792 | { |
---|
793 | this->moveBackToTop(); |
---|
794 | } |
---|
795 | } |
---|
796 | else |
---|
797 | { |
---|
798 | if (!this->parsedActionpoints_.empty()) |
---|
799 | { |
---|
800 | this->parsedActionpoints_.pop_back(); |
---|
801 | } |
---|
802 | } |
---|
803 | this->setAction(Action::NONE); |
---|
804 | this->bHasTargetPosition_ = false; |
---|
805 | } |
---|
806 | void ActionpointController::moveBackToTop() |
---|
807 | { |
---|
808 | Point temp = loopActionpoints_.back(); |
---|
809 | loopActionpoints_.pop_back(); |
---|
810 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
---|
811 | loopActionpoints_.push_back(temp); |
---|
812 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
---|
813 | } |
---|
814 | void ActionpointController::fillLoop() |
---|
815 | { |
---|
816 | loopActionpoints_.clear(); |
---|
817 | fillLoopReversed(); |
---|
818 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
---|
819 | } |
---|
820 | void ActionpointController::fillLoopReversed() |
---|
821 | { |
---|
822 | if (parsedActionpoints_.back().inLoop) |
---|
823 | { |
---|
824 | loopActionpoints_.push_back(parsedActionpoints_.back()); |
---|
825 | parsedActionpoints_.pop_back(); |
---|
826 | } |
---|
827 | if (parsedActionpoints_.back().inLoop) |
---|
828 | { |
---|
829 | fillLoopReversed(); |
---|
830 | } |
---|
831 | } |
---|
832 | |
---|
833 | void ActionpointController::takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b) |
---|
834 | { |
---|
835 | this->parsedActionpoints_ = vector; |
---|
836 | this->loopActionpoints_ = loop; |
---|
837 | this->bLoop_ = b; |
---|
838 | this->bTakenOver_ = true; |
---|
839 | } |
---|
840 | void ActionpointController::setClosestTarget() |
---|
841 | { |
---|
842 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
---|
843 | } |
---|
844 | Pawn* ActionpointController::closestTarget() |
---|
845 | { |
---|
846 | if (!this->getControllableEntity()) |
---|
847 | return 0; |
---|
848 | |
---|
849 | Pawn* closestTarget = 0; |
---|
850 | float minDistance = std::numeric_limits<float>::infinity(); |
---|
851 | Gametype* gt = this->getGametype(); |
---|
852 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
---|
853 | { |
---|
854 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) |
---|
855 | continue; |
---|
856 | |
---|
857 | float distance = CommonController::distance (*itP, this->getControllableEntity()); |
---|
858 | if (distance < minDistance) |
---|
859 | { |
---|
860 | closestTarget = *itP; |
---|
861 | minDistance = distance; |
---|
862 | } |
---|
863 | } |
---|
864 | if (closestTarget) |
---|
865 | { |
---|
866 | return closestTarget; |
---|
867 | } |
---|
868 | return 0; |
---|
869 | } |
---|
870 | void ActionpointController::startAttackingEnemiesThatAreClose() |
---|
871 | { |
---|
872 | //if (this->action_ != Action::FIGHT && this->action_ != Action::FIGHTALL) |
---|
873 | { |
---|
874 | if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_)) |
---|
875 | { |
---|
876 | Pawn* newTarget = this->closestTarget(); |
---|
877 | if ( newTarget && |
---|
878 | CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) |
---|
879 | <= this->attackRange_ ) |
---|
880 | { |
---|
881 | if (this->bLoop_) |
---|
882 | { |
---|
883 | Point p = { Action::FIGHT, CommonController::getName(newTarget), Vector3::ZERO, true }; |
---|
884 | this->loopActionpoints_.push_back(p); |
---|
885 | } |
---|
886 | else |
---|
887 | { |
---|
888 | //orxout (internal_error) << "found new target " << CommonController::getName(newTarget) <<endl; |
---|
889 | Point p = { Action::FIGHT, CommonController::getName(newTarget), Vector3::ZERO, false }; |
---|
890 | this->parsedActionpoints_.push_back(p); |
---|
891 | } |
---|
892 | this->executeActionpoint(); |
---|
893 | } |
---|
894 | } |
---|
895 | } |
---|
896 | } |
---|
897 | Vector3 ActionpointController::bestHealthPickup(float searchRadius) |
---|
898 | { |
---|
899 | |
---|
900 | //1000000/distance^2 * 1/index+1 |
---|
901 | float maxUse = 0; |
---|
902 | float tempUse = -1; |
---|
903 | int index = 0; |
---|
904 | float distance = 0; |
---|
905 | Vector3 bestPosition = this->getControllableEntity()->getWorldPosition(); |
---|
906 | |
---|
907 | for (std::multimap<int, std::pair<PickupSpawner*, bool> >::iterator it=healthSpawners_.begin(); it!=healthSpawners_.end(); ++it) |
---|
908 | { |
---|
909 | distance = (this->getControllableEntity()->getWorldPosition() - (*it).second.first->getWorldPosition()).length(); |
---|
910 | if (distance < this->tolerance_ || !(*it).second.second) |
---|
911 | { |
---|
912 | (*it).second.second = false; |
---|
913 | continue; |
---|
914 | } |
---|
915 | if (distance > searchRadius) |
---|
916 | continue; |
---|
917 | index = (*it).first; |
---|
918 | tempUse = 1000000*1/(1+distance*distance) * 1/((index/2.0f)+1); |
---|
919 | if (tempUse > maxUse) |
---|
920 | { |
---|
921 | bestPosition = (*it).second.first->getWorldPosition(); |
---|
922 | maxUse = tempUse; |
---|
923 | } |
---|
924 | } |
---|
925 | //std::multimap<int, std::pair<PickupSpawner*, bool> >::iterator it = this->healthSpawners_.find(index); |
---|
926 | //P.S. check if it == ... .end() |
---|
927 | //orxout (internal_error) << "best position = " << bestPosition << endl; |
---|
928 | return bestPosition; |
---|
929 | } |
---|
930 | void ActionpointController::setSpawners() |
---|
931 | { |
---|
932 | std::vector<std::string> damagePickups; |
---|
933 | std::vector<std::string> healthPickups; |
---|
934 | std::vector<std::string> speedPickups; |
---|
935 | int index = 0; |
---|
936 | |
---|
937 | |
---|
938 | damagePickups.push_back("largedamageboostpickup"); |
---|
939 | damagePickups.push_back("dronepickup"); |
---|
940 | damagePickups.push_back("mediumdamageboostpickup"); |
---|
941 | damagePickups.push_back("smalldamageboostpickup"); |
---|
942 | |
---|
943 | healthPickups.push_back("triplehealthspeedinvisibilitypickup"); |
---|
944 | healthPickups.push_back("crazyhealthpickup"); |
---|
945 | healthPickups.push_back("hugehealthpickup"); |
---|
946 | healthPickups.push_back("hugeshieldpickup"); |
---|
947 | healthPickups.push_back("hugeinvisiblepickup"); |
---|
948 | healthPickups.push_back("hugeshrinkpickup"); |
---|
949 | healthPickups.push_back("mediumhealthpickup"); |
---|
950 | healthPickups.push_back("mediumshieldpickup"); |
---|
951 | healthPickups.push_back("mediuminvisiblepickup"); |
---|
952 | healthPickups.push_back("mediumshrinkpickup"); |
---|
953 | healthPickups.push_back("smallhealthpickup"); |
---|
954 | healthPickups.push_back("smallshieldpickup"); |
---|
955 | healthPickups.push_back("smallinvisiblepickup"); |
---|
956 | healthPickups.push_back("smallshrinkpickup"); |
---|
957 | |
---|
958 | speedPickups.push_back("triplehealthspeedinvisibilitypickup"); |
---|
959 | speedPickups.push_back("hugespeedpickup"); |
---|
960 | speedPickups.push_back("smalljumppickup"); |
---|
961 | speedPickups.push_back("mediumspeedpickup"); |
---|
962 | speedPickups.push_back("smallspeedpickup"); |
---|
963 | |
---|
964 | |
---|
965 | |
---|
966 | for (ObjectList<WorldEntity>::iterator it = ObjectList<WorldEntity>::begin(); it; ++it) |
---|
967 | { |
---|
968 | if ((*it)->getIdentifier()->getName() != "PickupSpawner") |
---|
969 | continue; |
---|
970 | PickupSpawner* spawner = static_cast<PickupSpawner*>(*it); |
---|
971 | std::string name = spawner->getPickupTemplateName(); |
---|
972 | //float distance = ((*it)->getWorldPosition() - this->getControllableEntity()->getWorldPosition()).length(); |
---|
973 | // if (distance < 50.0f) |
---|
974 | // continue; |
---|
975 | for (unsigned int i = 0; i < healthPickups.size(); ++i) |
---|
976 | { |
---|
977 | if (name == healthPickups.at(i)) |
---|
978 | { |
---|
979 | index = i; |
---|
980 | this->healthSpawners_.insert(std::make_pair(index, std::make_pair(spawner, true))); |
---|
981 | break; |
---|
982 | } |
---|
983 | } |
---|
984 | for (unsigned int i = 0; i < damagePickups.size(); ++i) |
---|
985 | { |
---|
986 | if (name == damagePickups.at(i)) |
---|
987 | { |
---|
988 | //tempUse = 1000000*1/(1+distance*distance) * 1/((i/2.0f)+1); |
---|
989 | index = i; |
---|
990 | this->damageSpawners_.insert(std::make_pair(index, std::make_pair(spawner, true))); |
---|
991 | break; |
---|
992 | } |
---|
993 | } |
---|
994 | for (unsigned int i = 0; i < speedPickups.size(); ++i) |
---|
995 | { |
---|
996 | if (name == speedPickups.at(i)) |
---|
997 | { |
---|
998 | //tempUse = 1000000*1/(1+distance*distance) * 1/((i/2.0f)+1); |
---|
999 | index = i; |
---|
1000 | this->speedSpawners_.insert(std::make_pair(index, std::make_pair(spawner, true))); |
---|
1001 | break; |
---|
1002 | } |
---|
1003 | } |
---|
1004 | // if (tempUse > maxUse) |
---|
1005 | // { |
---|
1006 | // Point p = { Action::FLY, "", (*it)->getWorldPosition(), false }; |
---|
1007 | // maxUse = tempUse; |
---|
1008 | // maxPoint = p; |
---|
1009 | // } |
---|
1010 | // else |
---|
1011 | // { |
---|
1012 | // tempUse = -1; |
---|
1013 | // continue; |
---|
1014 | // } |
---|
1015 | // orxout(internal_error) << "resp time = " << static_cast<PickupSpawner*>(*it)->getRespawnTime() << endl; |
---|
1016 | } |
---|
1017 | } |
---|
1018 | } |
---|