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 | * Fabian 'x3n' Landau |
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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 | #ifndef _ActionpointController_H__ |
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30 | #define _ActionpointController_H__ |
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31 | |
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32 | #include "controllers/CommonController.h" |
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33 | |
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34 | |
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35 | namespace orxonox |
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36 | { |
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37 | namespace Action |
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38 | { |
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39 | enum Value |
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40 | { |
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41 | NONE, FLY, FIGHT, PROTECT, FIGHTALL, ATTACK |
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42 | }; |
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43 | |
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44 | } |
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45 | |
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46 | struct Point { |
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47 | Action::Value action; |
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48 | std::string name; |
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49 | Vector3 position; |
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50 | bool inLoop; |
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51 | } ; |
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52 | |
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53 | class _OrxonoxExport ActionpointController : public CommonController |
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54 | { |
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55 | public: |
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56 | //----[language demanded functions]---- |
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57 | ActionpointController(Context* context); |
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58 | virtual ~ActionpointController(); |
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59 | //----[language demanded functions]---- |
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60 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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61 | |
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62 | virtual void tick(float dt); |
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63 | void addActionpoint(WorldEntity* waypoint); |
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64 | WorldEntity* getActionpoint(unsigned int index) const; |
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65 | virtual void stayNearProtect(); |
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66 | virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour. |
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67 | virtual void takeActionpoints (std::vector<Point > vector, std::vector<Point > loop, bool b); |
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68 | Action::Value getAction (); |
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69 | std::string getActionName(); |
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70 | |
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71 | void setAction (Action::Value action); |
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72 | void setAction (Action::Value action, ControllableEntity* target); |
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73 | void setAction (Action::Value action, const Vector3& target); |
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74 | void setAction (Action::Value action, const Vector3& target, const Quaternion& orient ); |
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75 | |
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76 | |
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77 | |
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78 | |
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79 | protected: |
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80 | void startAttackingEnemiesThatAreClose(); |
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81 | |
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82 | //----[Actionpoint information]---- |
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83 | Action::Value action_; |
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84 | std::string protectName_; |
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85 | std::string targetName_; |
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86 | std::vector<WeakPtr<WorldEntity> > actionpoints_; |
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87 | float squaredaccuracy_; |
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88 | std::vector<Point > parsedActionpoints_; |
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89 | std::vector<Point > loopActionpoints_; |
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90 | bool bInLoop_; |
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91 | bool bLoop_; |
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92 | bool bEndLoop_; |
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93 | bool bTakenOver_; |
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94 | //----[/Actionpoint information]---- |
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95 | void setProtect (ControllableEntity* protect); |
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96 | ControllableEntity* getProtect (); |
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97 | void setClosestTarget(); |
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98 | Pawn* closestTarget(); |
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99 | //----[Actionpoint methods]---- |
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100 | void executeActionpoint(); |
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101 | void nextActionpoint(); |
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102 | void fillLoop(); |
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103 | void fillLoopReversed(); |
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104 | void moveBackToTop(); |
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105 | //----[Actionpoint methods]---- |
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106 | |
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107 | private: |
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108 | |
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109 | }; |
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110 | } |
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111 | |
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112 | #endif /* _ActionpointController_H__ */ |
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