[10871] | 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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[10871] | 24 | * Co-authors: |
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[10885] | 25 | * Fabian 'x3n' Landau, Dominik Solenicki |
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[10871] | 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #ifndef _FightingController_H__ |
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| 30 | #define _FightingController_H__ |
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| 31 | |
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| 32 | |
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| 33 | #include "controllers/FlyingController.h" |
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| 34 | |
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| 35 | namespace orxonox |
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| 36 | { |
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[10898] | 37 | /** |
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| 38 | @brief |
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| 39 | FightingController stores all the fighting methods and member variables of AI. |
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| 40 | Main methods here are maneuver() and dodge(). |
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[10955] | 41 | |
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| 42 | @note |
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| 43 | ActionpointController will not work, if there is no MasterController in the level! |
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[10898] | 44 | */ |
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[10871] | 45 | class _OrxonoxExport FightingController : public FlyingController |
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| 46 | { |
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| 47 | |
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| 48 | public: |
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| 49 | FightingController(Context* context); |
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| 50 | virtual ~FightingController(); |
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| 51 | |
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| 52 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); |
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| 53 | |
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| 54 | float squaredDistanceToTarget() const; |
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[10885] | 55 | bool isLookingAtTarget(float angle) const; |
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| 56 | bool hasTarget() const; |
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| 57 | ControllableEntity* getTarget() const |
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[10871] | 58 | { return this->target_; } |
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[10898] | 59 | bool bKeepFormation_; //even if action_ == FIGHT, you might still want to keep formation if far enough form the target |
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[10953] | 60 | virtual void maneuver(); //<! sets this->targetPosition_, which is a Vector3 of where this ship flies. Decision is made based on |
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| 61 | //<! the distance to enemy, if being attacked, dodge() is called, otherwise ship just flies towards this->target_. |
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[10958] | 62 | bool bShooting_; //<! if true, ship shoots each tick |
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[10953] | 63 | bool canFire(); //<! check if target_ is in radius and if this is looking at target_ |
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[10871] | 64 | protected: |
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[10898] | 65 | void setTarget(ControllableEntity* target); //set a target to shoot at |
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[10871] | 66 | |
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[10898] | 67 | void setPositionOfTarget(const Vector3& target); //good to know where target is |
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| 68 | void setOrientationOfTarget(const Quaternion& orient); //I don't really use that |
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| 69 | void stopLookingAtTarget(); //<! target dead -> you need to be able to fly |
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| 70 | void startLookingAtTarget(); //<! if close to target, no need to fly, just rotate yourself |
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| 71 | void lookAtTarget(float dt); //<! rotate yourself towards target |
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[10871] | 72 | |
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[10906] | 73 | void dodge(const Vector3& thisPosition, float diffLength, Vector3& diffUnit); //<! choose a random Vector3 perpendicular to the difference vector between |
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[10898] | 74 | //<! this and target_ plus or minus some amount in difference vector direction, |
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| 75 | //<! depending on whether it is better to close up or survive. |
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| 76 | void dodgeTowards (Vector3& position); //fly towards position and awoid being hit |
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| 77 | void doFire(); //<! choose weapon, set aim at target_ and fire |
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[10871] | 78 | WeakPtr<ControllableEntity> target_; |
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| 79 | void setClosestTarget(); |
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| 80 | |
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| 81 | bool bHasPositionOfTarget_; |
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| 82 | Vector3 positionOfTarget_; |
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| 83 | bool bHasOrientationOfTarget_; |
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| 84 | Quaternion orientationOfTarget_; |
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[10885] | 85 | Pawn* closestTarget() const; |
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[10871] | 86 | |
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[10927] | 87 | bool bDodge_; |
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[10871] | 88 | int attackRange_; |
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[10885] | 89 | bool bLookAtTarget_; |
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[10886] | 90 | float deltaHp; |
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| 91 | float previousHp; |
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[10906] | 92 | bool bStartedDodging_; |
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[10885] | 93 | //WEAPONSYSTEM DATA |
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| 94 | int rocketsLeft_; |
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[10934] | 95 | int timeout_; |
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[10885] | 96 | bool bFiredRocket_; |
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| 97 | std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons() |
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| 98 | //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons() |
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| 99 | void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed. |
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| 100 | bool bSetupWorked; //<! If false, setupWeapons() is called. |
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| 101 | int getFiremode(std::string name); |
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| 102 | |
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[10871] | 103 | }; |
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| 104 | } |
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| 105 | |
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| 106 | #endif /* _FightingController_H__ */ |
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