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source: code/branches/campaignHS15/src/orxonox/controllers/ActionpointController.h @ 11011

Last change on this file since 11011 was 10971, checked in by gania, 9 years ago

referenced the testing level in headers of child classes

File size: 12.5 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Gani Aliguzhinov
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _ActionpointController_H__
30#define _ActionpointController_H__
31
32#include "controllers/FightingController.h"
33#include "tools/Timer.h"
34#include "tools/interfaces/Tickable.h"
35#include "../modules/pickup/PickupSpawner.h"
36#include <map>
37
38#include <boost/shared_ptr.hpp>
39
40
41namespace orxonox
42{
43    /**
44    @brief
45        ActionpointController is a state machine with states:
46            1) NONE
47            2) FLY: fly towards a point
48            3) FIGHT: fight enemies that are in attackRange_ (see FightingController)
49            4) PROTECT: follow this->protect_
50            5) FIGHTALL: fight all enemies on the map
51            6) ATTACK: fight a specific spaceship
52        This controller always executes an action that is in the back of the vector being used.
53        After current this->action_ is completed, next action becomes the top action (one that will
54        be returned by someVector.back()), and current action either will be removed (if not looping),
55        or moved to the top (if looping).
56
57        Every second action(), which is once in two seconds, this searches the area for enemies that are in attack range, if finds anyone,
58        pushes Action::FIGHT to the stack. That makes spaceship fight enemies inside of a sphere, and when all enemies in range are dead,
59        Action::FIGHT is removed from the stack, and spaceship resumes doing whatever action was being executed before.
60
61        In XML one has to attack Actionpoints in order to achieve any complex behaviour, but in Controller all actionpoints are effectively
62        being stored in an array of type Point::Value.
63    @note
64        ActionpointController will not work, if there is no MasterController in the level!
65        All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level.
66    */
67    namespace Action
68    { 
69        enum Value
70        {
71            NONE, FLY, FIGHT, PROTECT, FIGHTALL, ATTACK
72        };
73       
74    }
75   
76    struct Point {
77        Action::Value action;
78        std::string name;
79        Vector3 position;
80        bool inLoop;
81    } ;
82    namespace PickupType
83    {
84        enum Value
85        { 
86            NONE, DAMAGE, HEALTH, SPEED, PORTAL
87        };
88    }
89
90    class _OrxonoxExport ActionpointController : public FightingController, public Tickable
91    {
92        public:
93           
94            ActionpointController(Context* context);
95            virtual ~ActionpointController();
96            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);         
97               
98            /**
99            @brief
100                tick is called every tick by Game (?).
101                In tick ship flies and fires.
102            */
103            virtual void tick(float dt);   
104            /**
105            @brief
106                XML method, example XML usage:
107                <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="ss2">
108                  <templates>
109                    <Template link=spaceshipassff />
110                  </templates>
111                  <controller>
112                    <DivisionController team=0 formationMode="finger4">
113                      <actionpoints>
114                        <Actionpoint position="0,0,0" action="FLY" />
115                        <Actionpoint position="-1000,750,-500" action="ATTACK" attack="attack" />
116                        <Actionpoint position="-1000,750,-500" action="PROTECt" protectMe=true />
117                        <Actionpoint position="-1000,750,-500" action="PROTECt" protect="protect" />
118                        <Actionpoint position="-1000,750,-500" action="FIGHTALL" />
119                       </actionpoints>
120                    </DivisionController>
121                  </controller>
122                </SpaceShip>
123               
124                Full description:
125                Adds an Actionpoint to this->actionpoints_. Actionpoint can take arguments like action="attack" attack="name".
126                For documentation on Actionpoint XML arguments, check out Actionpoint.h class
127                If any WorldEntity that is not Actionpoint or its child being sent to actionpoints through XML,
128                action would be assumed to be Action::FLY and target position to be position of the entity. Also, if not Actionpoint
129                is passed, it is assumed to be in a loop. How it works is: in <actionpoints> first all Actionpoints between
130                first Actionpoint with loopStart=true and first following Actionpoint with loopEnd=true are included in a single loop.
131                If they are adjacent (in the input array) with WorldEntity, then WorldEntity is also in a loop.
132                All the Worldentities are assumed to be in loop.
133               
134                Loop example:
135                <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="ss1">
136                  <templates>
137                    <Template link=spaceshipassff />
138                  </templates>
139                  <controller>
140                    <DivisionController team=0 formationMode="wall">
141                      <actionpoints>
142                        <Actionpoint position="  0,2000,-600" action="FLY" loopStart=true/>
143                        <Actionpoint position="  0,2000,-1000" action="FLY"  />
144                        <Actionpoint position="400,2000,-1000" action="FLY" />
145                        <Actionpoint position="400,2000,-600" action="FLY" loopEnd=true />
146                      </actionpoints>
147                    </DivisionController>
148                  </controller>
149                </SpaceShip>
150               
151                other loop example:
152                <SpaceShip position="-1500, -1500, -1500" lookat="0,0,0" team=0 name="ss1">
153                  <templates>
154                    <Template link=spaceshipassff />
155                  </templates>
156                  <controller>
157                    <DivisionController team=0 formationMode="diamond">
158                      <actionpoints>
159                        <Model mesh="cube.mesh" scale=8 position="  0,2000,-600" />
160                        <Model mesh="cube.mesh" scale=8 position="  0,2000,-1000" />
161                        <Model mesh="cube.mesh" scale=8 position="400,2000,-1000" />
162                        <Model mesh="cube.mesh" scale=8 position="400,2000,-600" />
163                      </actionpoints>
164                    </DivisionController>
165                  </controller>
166                </SpaceShip>
167
168            @note
169                Don't use several loops, and don't use WorldEntities as input to <actionpoints> as I didn't test it well, but you
170                can try if feeling lucky. 
171            */
172            void addActionpoint(WorldEntity* actionpoint); 
173            WorldEntity* getActionpoint(unsigned int index) const;   
174            void setDefaultFightAll(bool value)
175                { this->bDefaultFightAll_ = value; }
176            bool getDefaultFightAll ()
177                { return this->bDefaultFightAll_; }
178            void setDefaultPatrol(bool value)
179                { this->bDefaultPatrol_ = value; }
180            bool getDefaultPatrol ()
181                { return this->bDefaultPatrol_; }
182               
183
184            virtual void stayNearProtect();
185            virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour. Only gets called by MasterController
186            virtual void takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b);
187
188            virtual Action::Value getAction ();
189            virtual std::string getActionName();
190
191            void setAction (Action::Value action);
192            void setAction (Action::Value action, ControllableEntity* target);
193            void setAction (Action::Value action, const Vector3& target);
194            void setAction (Action::Value action, const Vector3& target,  const Quaternion& orient );
195
196            virtual bool setWingman(ActionpointController* wingman)
197                { return false; }
198            virtual bool hasWingman()
199                { return true; }
200            virtual bool setFollower(ActionpointController* myFollower)
201                { return false; }
202            virtual bool hasFollower()
203                { return true; }
204
205
206        protected:
207                void startAttackingEnemiesThatAreClose();
208                WeakPtr<ActionpointController> myWingman_;
209                WeakPtr<ActionpointController> myFollower_;
210                WeakPtr<ActionpointController> myDivisionLeader_;
211            //----[Actionpoint information]----
212                Action::Value action_;
213                std::string protectName_;
214                std::string targetName_;
215                std::vector<WeakPtr<WorldEntity> > actionpoints_;
216                float squaredaccuracy_;
217                std::vector<Point > parsedActionpoints_;//<! actionpoints as they are stored here after being parsed from XML
218                std::vector<Point > loopActionpoints_;  //<! actionpoints that are to be looped
219                bool bInLoop_;                          //<! variable for addActionpoint method
220                bool bLoop_;                            //<! is state machine looping?
221                bool bEndLoop_;                         //<! variable for addActionpoint method
222                bool bTakenOver_;                       //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint
223                                                        //<! is to be executed for the state machine to start working
224            //----[/Actionpoint information]----
225                void setProtect (ControllableEntity* protect);
226                ControllableEntity* getProtect (); 
227                WeakPtr<ControllableEntity> protect_;   //<! entity that is to be protected if this->action_ == Action::PROTECT
228                void fillLoop();                        //<! moves actionpoints that are should be in loop from parsedActionpoints_ to loopActionpoints_
229                void fillLoopReversed();
230                void moveBackToTop();                   //<! analog of removing back actionpoint for loopActionpoints_: instead of removing it,
231                                                        //<! move it to the top, so that it will be executed later on.
232                void setClosestTarget();
233                Pawn* closestTarget();
234            //----[Actionpoint methods]----
235                /**
236                @brief
237                    Sets this->target_, this->targetPosition_, this->protect_ and this->action_ depending
238                    on the current actionpoint in the vector parsedActionpoints_ if not looping or
239                    loopActionpoints_ if looping.
240                @note
241                */
242                void executeActionpoint(); 
243                /**
244                @brief
245                    If this->bLoop_, move back action to top (back is the current one, top is the last),
246                    otherwise remove back actionpoint.
247                @note
248                    actionpoints_ is only used for XML, real state stacks are parsedActionpoints_ and loopActionpoints_
249                */           
250                void nextActionpoint();                 
251            //----[Actionpoint methods]----         
252
253                bool bDefaultFightAll_;     //<! if true, when no action set, this will fight all
254
255                bool bPatrolling_;        //<! true if current action_ is FIGHT because this found enemies that are close, need this to correctly go back to looping if was looping
256                bool bDefaultPatrol_;       //<! if true, this will look out for enemies that are close if this is just flying or doing nothing
257                unsigned int ticks_;     //<! local tick counter           
258    };
259}
260
261#endif /* _ActionpointController_H__ */
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