/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * ... * Co-authors: * Dominik Solenicki * */ #include #include "controllers/FormationController.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "core/command/ConsoleCommandIncludes.h" #include "worldentities/ControllableEntity.h" #include "worldentities/pawns/Pawn.h" #include "worldentities/pawns/TeamBaseMatchBase.h" #include "gametypes/TeamDeathmatch.h" #include "gametypes/Dynamicmatch.h" #include "gametypes/Mission.h" #include "gametypes/Gametype.h" #include "controllers/WaypointPatrolController.h" #include "controllers/NewHumanController.h" #include "controllers/DroneController.h" namespace orxonox { SetConsoleCommand("FormationController", "formationflight", &FormationController::formationflight); SetConsoleCommand("FormationController", "masteraction", &FormationController::masteraction); SetConsoleCommand("FormationController", "followme", &FormationController::followme); SetConsoleCommand("FormationController", "passivebehaviour", &FormationController::passivebehaviour); SetConsoleCommand("FormationController", "formationsize", &FormationController::formationsize); RegisterClass(FormationController); static const unsigned int STANDARD_MAX_FORMATION_SIZE = 9; static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000; static const float FORMATION_LENGTH = 110; static const float FORMATION_WIDTH = 110; static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy static const float SPEED_MASTER = 0.6f; static const float ROTATEFACTOR_MASTER = 0.2f; static const float SPEED_FREE = 0.8f; static const float ROTATEFACTOR_FREE = 0.8f; FormationController::FormationController(Context* context) : Controller(context) { RegisterObject(FormationController); this->target_ = 0; this->formationFlight_ = false; this->passive_ = false; this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE; this->myMaster_ = 0; this->freedomCount_ = 0; this->state_ = FREE; this->formationMode_ = NORMAL; this->specificMasterAction_ = NONE; this->specificMasterActionHoldCount_ = 0; this->bShooting_ = false; this->bHasTargetPosition_ = false; this->bHasTargetOrientation_=false; this->speedCounter_ = 0.2f; this->targetPosition_ = Vector3::ZERO; this->target_.setCallback(createFunctor(&FormationController::targetDied, this)); } FormationController::~FormationController() { if (this->isInitialized()) { this->removeFromFormation(); for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { if (*it != this) { if (it->myMaster_ == this) { orxout(internal_error) << this << " is still master in " << (*it) << endl; it->myMaster_ = 0; } while (true) { std::vector::iterator it2 = std::find(it->slaves_.begin(), it->slaves_.end(), this); if (it2 != it->slaves_.end()) { orxout(internal_error) << this << " is still slave in " << (*it) << endl; it->slaves_.erase(it2); } else break; } } } } } void FormationController::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(FormationController, XMLPort, xmlelement, mode); XMLPortParam(FormationController, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false); XMLPortParam(FormationController, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE); XMLPortParam(FormationController, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false); } /** @brief Activates / deactivates formationflight behaviour @param form activate formflight if form is true */ void FormationController::formationflight(const bool form) { for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { Controller* controller = 0; if (it->getController()) controller = it->getController(); else if (it->getXMLController()) controller = it->getXMLController(); if (!controller) continue; FormationController *aiController = orxonox_cast(controller); if (aiController) { aiController->formationFlight_ = form; if (!form) { aiController->removeFromFormation(); } } } } /** @brief Get all masters to do a "specific master action" @param action which action to perform (integer, so it can be called with a console command (tmp solution)) */ void FormationController::masteraction(const int action) { for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { Controller* controller = 0; if (it->getController()) controller = it->getController(); else if (it->getXMLController()) controller = it->getXMLController(); if (!controller) continue; FormationController *aiController = orxonox_cast(controller); if(aiController && aiController->state_ == MASTER) { if (action == 1) aiController->spinInit(); if (action == 2) aiController->turn180Init(); } } } /** @brief Sets shooting behaviour of pawns. @param passive if true, bots won't shoot. */ void FormationController::passivebehaviour(const bool passive) { for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { Controller* controller = 0; if (it->getController()) controller = it->getController(); else if (it->getXMLController()) controller = it->getXMLController(); if (!controller) continue; FormationController *aiController = orxonox_cast(controller); if(aiController) { aiController->passive_ = passive; } } } /** @brief Sets maximal formation size @param size maximal formation size. */ void FormationController::formationsize(const int size) { for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { Controller* controller = 0; if (it->getController()) controller = it->getController(); else if (it->getXMLController()) controller = it->getXMLController(); if (!controller) continue; FormationController *aiController = orxonox_cast(controller); if(aiController) { aiController->maxFormationSize_ = size; } } } //used, when slaves are in DEFEND mode. void FormationController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) { if (!this->formationFlight_ || this->state_ != MASTER || this->formationMode_ != DEFEND) return; this->masterAttacked(originator); } void FormationController::removeFromFormation() { if (this->state_ == SLAVE || this->myMaster_) // slaves can also be temporary free, so check if myMaster_ is set this->unregisterSlave(); else if (this->state_ == MASTER) this->setNewMasterWithinFormation(); } void FormationController::moveToPosition(const Vector3& target) { if (!this->getControllableEntity()) return; // Slave uses special movement if its master is in FOLLOW mode if(this->state_ == SLAVE && this->myMaster_ && this->myMaster_->specificMasterAction_ == FOLLOW) { // this->followForSlaves(target); // return; } Vector2 coord = get2DViewCoordinates(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); float distance = (target - this->getControllableEntity()->getPosition()).length(); float rotateX = clamp(coord.x * 10, -1.0f, 1.0f); float rotateY = clamp(coord.y * 10, -1.0f, 1.0f); if(this->state_ == FREE) { if (this->target_ || distance > 10) { // Multiply with ROTATEFACTOR_FREE to make them a bit slower this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * rotateX); this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * rotateY); } if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) { this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance } else this->getControllableEntity()->moveFrontBack(SPEED_FREE); } if(this->state_ == MASTER) { if (this->target_ || distance > 10) { this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * rotateX); this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * rotateY); } if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength()) { this->getControllableEntity()->moveFrontBack(-0.05f); } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER); } if(this->state_ == SLAVE) { this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * rotateX); this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * rotateY); if (distance < 300) { if (bHasTargetOrientation_) { copyTargetOrientation(); } if (distance < 100) { //linear speed reduction this->getControllableEntity()->moveFrontBack(distance/100.0f*0.4f*SPEED_MASTER); } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER); } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f); } if (distance < 10) { this->positionReached(); bHasTargetOrientation_=false; } } void FormationController::moveToTargetPosition() { this->moveToPosition(this->targetPosition_); } //copy the Roll orientation of given Quaternion. void FormationController::copyOrientation(const Quaternion& orient) { //roll angle difference in radian float diff=orient.getRoll(false).valueRadians()-(this->getControllableEntity()->getOrientation().getRoll(false).valueRadians()); while(diff>math::twoPi) diff-=math::twoPi; while(diff<-math::twoPi) diff+=math::twoPi; this->getControllableEntity()->rotateRoll(diff*ROTATEFACTOR_MASTER); } void FormationController::copyTargetOrientation() { if (bHasTargetOrientation_) { copyOrientation(targetOrientation_); } } /** @brief Unregisters a slave from its master. Initiated by a slave. */ void FormationController::unregisterSlave() { if (this->myMaster_) { std::vector::iterator it = std::find(this->myMaster_->slaves_.begin(), this->myMaster_->slaves_.end(), this); if (it != this->myMaster_->slaves_.end()) this->myMaster_->slaves_.erase(it); } this->myMaster_ = 0; this->state_ = FREE; } void FormationController::searchNewMaster() { if (this->state_==SLAVE) return; if (!this->getControllableEntity()) return; this->targetPosition_ = this->getControllableEntity()->getPosition(); this->forgetTarget(); int teamSize = 0; //go through all pawns for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { //same team? Gametype* gt=this->getGametype(); if (!gt) { gt=it->getGametype(); } if (!FormationController::sameTeam(this->getControllableEntity(), static_cast(*it),gt)) continue; //has it an FormationController? Controller* controller = 0; if (it->getController()) controller = it->getController(); else if (it->getXMLController()) controller = it->getXMLController(); if (!controller) continue; //is pawn oneself? if (orxonox_cast(*it) == this->getControllableEntity()) continue; teamSize++; FormationController *newMaster = orxonox_cast(controller); //is it a master? if (!newMaster || newMaster->state_ != MASTER) continue; float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length(); // is pawn in range? if (distance < RADIUS_TO_SEARCH_FOR_MASTERS) { if(newMaster->slaves_.size() > this->maxFormationSize_) continue; for(std::vector::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++) { (*itSlave)->myMaster_ = newMaster; newMaster->slaves_.push_back(*itSlave); } this->slaves_.clear(); this->state_ = SLAVE; this->myMaster_ = newMaster; newMaster->slaves_.push_back(this); break; } } if (this->state_ != SLAVE && teamSize != 0) { this->state_ = MASTER; this->myMaster_ = 0; } } /** @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master. */ void FormationController::commandSlaves() { if(this->state_ != MASTER) return; Quaternion orient = this->getControllableEntity()->getOrientation(); Vector3 dest = this->getControllableEntity()->getPosition(); // 1 slave: follow if (this->slaves_.size() == 1) { dest += 4*orient*WorldEntity::BACK; this->slaves_.front()->setTargetPosition(dest); } else // formation: { dest += 1.0f*orient*WorldEntity::BACK; Vector3 pos = Vector3::ZERO; bool left=true; int i = 1; for(std::vector::iterator it = slaves_.begin(); it != slaves_.end(); it++) { pos = Vector3::ZERO; if (left) { pos+=dest+i*FORMATION_WIDTH*(orient*WorldEntity::LEFT); } else{ pos+=dest+i*FORMATION_WIDTH*(orient*WorldEntity::RIGHT); i++; dest+=FORMATION_LENGTH*(orient*WorldEntity::BACK); } (*it)->setTargetOrientation(orient); (*it)->setTargetPosition(pos); left=!left; } } } /** @brief Sets a new master within the formation. Called by a master. */ void FormationController::setNewMasterWithinFormation() { if(this->state_ != MASTER) return; if (!this->slaves_.empty()) { FormationController *newMaster = this->slaves_.back(); this->slaves_.pop_back(); newMaster->state_ = MASTER; newMaster->slaves_ = this->slaves_; newMaster->myMaster_ = 0; for(std::vector::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++) { (*it)->myMaster_ = newMaster; } } this->slaves_.clear(); this->specificMasterAction_ = NONE; this->state_ = FREE; } // Sets newMaster as the new master within the formation. Called by the master. void FormationController::setNewMasterWithinFormation(FormationController* newMaster) { if(this->state_ != MASTER || newMaster->myMaster_ != this) return; if (!this->slaves_.empty()) { std::vector::iterator it2 = std::find(this->slaves_.begin(), this->slaves_.end(), newMaster); if (it2 != this->slaves_.end()) { this->slaves_.erase(it2); } newMaster->state_ = MASTER; newMaster->slaves_ = this->slaves_; newMaster->myMaster_ = 0; for(std::vector::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++) { (*it)->myMaster_ = newMaster; } } this->slaves_.clear(); this->specificMasterAction_ = NONE; this->state_ = FREE; } /** @brief Frees all slaves from a master. Initiated by a master. */ void FormationController::freeSlaves() { if(this->state_ != MASTER) return; for(std::vector::iterator it = slaves_.begin(); it != slaves_.end(); it++) { (*it)->state_ = FREE; (*it)->myMaster_ = 0; } this->slaves_.clear(); } /** @brief Master sets its slaves free for @ref FREEDOM_COUNT seconds. */ void FormationController::forceFreeSlaves() { if(this->state_ != MASTER) return; for(std::vector::iterator it = slaves_.begin(); it != slaves_.end(); it++) { (*it)->state_ = FREE; (*it)->forceFreedom(); (*it)->targetPosition_ = this->targetPosition_; (*it)->bShooting_ = true; // (*it)->getControllableEntity()->fire(0);// fire once for fun } } void FormationController::loseMasterState() { this->freeSlaves(); this->state_ = FREE; } void FormationController::forceFreedom() { this->freedomCount_ = FREEDOM_COUNT; } /** @brief Checks wether caller has been forced free, decrements time to stay forced free. @return true if forced free. */ bool FormationController::forcedFree() { if(this->freedomCount_ > 0) { this->freedomCount_--; return true; } else return false; } /** @brief Call to take the lead of formation (if free, become slave of nearest formation, then, if Slave, become Master) */ void FormationController::takeLeadOfFormation() { if (!this->getControllableEntity() || this->state_==MASTER) return; //search new Master, then take lead if (this->state_==FREE && this->myMaster_==0) { searchNewMaster(); } if (this->state_==SLAVE) //become master of this formation { this->slaves_=this->myMaster_->slaves_; this->myMaster_->slaves_.clear(); this->myMaster_->state_=SLAVE; this->myMaster_->myMaster_=this; //delete myself in slavelist std::vector::iterator it2 = std::find(this->slaves_.begin(), this->slaves_.end(), this); if (it2 != this->slaves_.end()) { this->slaves_.erase(it2); } //add previous master this->slaves_.push_back(this->myMaster_); //set this as new master for(std::vector::iterator it = slaves_.begin(); it != slaves_.end(); it++) { (*it)->myMaster_=this; } this->myMaster_=0; this->state_=MASTER; } /*/debug if (this->state_==SLAVE) {orxout(debug_output) << this << " is slave "<< endl;} else if (this->state_==MASTER) {orxout(debug_output) << this << " is now a master of "<slaves_.size()<<" slaves."<< endl;} if (this->state_==FREE) {orxout(debug_output) << this << " is free "<< endl;}*/ } /** @brief if called, half of the formation will attack the originator */ void FormationController::masterAttacked(Pawn* originator) { if (this->state_!=MASTER) return; unsigned int i=0; for(std::vector::reverse_iterator it = slaves_.rbegin(); it != slaves_.rend(); it++) { if ((*it)->state_!=FREE) { (*it)->state_=FREE; (*it)->forceFreedom(); (*it)->setTarget(originator); } i++; if (i>=slaves_.size()/2) break; //half the formation should attack. } } /** @brief Sets the new mode. If master, set it for all slaves. */ void FormationController::setFormationMode(FormationMode val) { this->formationMode_ = val; if (this->state_ == MASTER) { for(std::vector::iterator it = slaves_.begin(); it != slaves_.end(); it++) { (*it)->formationMode_ = val; if (val == ATTACK) (*it)->forgetTarget(); } } } /** @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after. */ void FormationController::specificMasterActionHold() { if(this->state_ != MASTER) return; if (specificMasterActionHoldCount_ == 0) { this->specificMasterAction_ = NONE; this->searchNewTarget(); } else specificMasterActionHoldCount_--; } /** @brief Master initializes a 180 degree turn. Leads to a "specific master action". */ void FormationController::turn180Init() { if(this->state_ != MASTER) return; Quaternion orient = this->getControllableEntity()->getOrientation(); this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK); this->specificMasterActionHoldCount_ = 4; this->specificMasterAction_ = TURN180; } /** @brief Execute the 180 degree turn. Called within tick. */ void FormationController::turn180() { Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_); this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x); this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y); this->getControllableEntity()->moveFrontBack(SPEED_MASTER); } /** @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action". */ void FormationController::spinInit() { if(this->state_ != MASTER) return; this->specificMasterAction_ = SPIN; this->specificMasterActionHoldCount_ = 10; } /** @brief Execute the spin. Called within tick. */ void FormationController::spin() { this->moveToTargetPosition(); this->getControllableEntity()->rotateRoll(0.8f); } /** @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup). */ void FormationController::followme() { Pawn *humanPawn = NULL; NewHumanController *currentHumanController = NULL; std::vector allMasters; for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { Controller* controller = 0; if (it->getController()) controller = it->getController(); else if (it->getXMLController()) controller = it->getXMLController(); if (!controller) continue; currentHumanController = orxonox_cast(controller); if(currentHumanController) humanPawn = *it; FormationController *aiController = orxonox_cast(controller); if(aiController && aiController->state_ == MASTER) allMasters.push_back(aiController); } if((humanPawn != NULL) && (allMasters.size() != 0)) { float posHuman = humanPawn->getPosition().length(); float distance = 0.0f; float minDistance = FLT_MAX; int index = 0; int i = 0; for(std::vector::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++) { if (!FormationController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue; distance = posHuman - (*it)->getControllableEntity()->getPosition().length(); if(distance < minDistance) index = i; } allMasters[index]->followInit(humanPawn); } } /** @brief Master begins to follow a pawn. Is a "specific master action". @param pawn pawn to follow. @param always follows pawn forever if true (false if omitted). @param secondsToFollow seconds to follow the pawn if always is false. Will follow pawn 100 seconds if omitted (set in header). */ void FormationController::followInit(Pawn* pawn, const bool always, const int secondsToFollow) { if (pawn == NULL || this->state_ != MASTER) return; this->specificMasterAction_ = FOLLOW; this->setTarget(pawn); if (!always) this->specificMasterActionHoldCount_ = secondsToFollow; else this->specificMasterActionHoldCount_ = INT_MAX; //for now... } /** @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action". */ void FormationController::followRandomHumanInit() { Pawn *humanPawn = NULL; NewHumanController *currentHumanController = NULL; for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { if (!it->getController()) continue; currentHumanController = orxonox_cast(it->getController()); if(currentHumanController) { if (!FormationController::sameTeam(this->getControllableEntity(), *it, this->getGametype())) continue; humanPawn = *it; break; } } if((humanPawn != NULL)) this->followInit(humanPawn); } /** @brief Master follows target with adjusted speed. Called within tick. */ void FormationController::follow() { if (this->target_) this->moveToPosition(this->target_->getPosition()); else this->specificMasterActionHoldCount_ = 0; } void FormationController::setTargetPosition(const Vector3& target) { this->targetPosition_ = target; this->bHasTargetPosition_ = true; } void FormationController::searchRandomTargetPosition() { this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000)); this->bHasTargetPosition_ = true; } void FormationController::setTargetOrientation(const Quaternion& orient) { this->targetOrientation_=orient; this->bHasTargetOrientation_=true; } void FormationController::setTargetOrientation(Pawn* target) { if (target) setTargetOrientation(target->getOrientation()); } void FormationController::setTarget(Pawn* target) { this->target_ = target; if (target) this->targetPosition_ = target->getPosition(); } void FormationController::searchNewTarget() { if (!this->getControllableEntity()) return; this->targetPosition_ = this->getControllableEntity()->getPosition(); this->forgetTarget(); for (ObjectList::iterator it = ObjectList::begin(); it; ++it) { if (FormationController::sameTeam(this->getControllableEntity(), static_cast(*it), this->getGametype())) continue; /* So AI won't choose invisible Spaceships as target */ if (!it->getRadarVisibility()) continue; if (static_cast(*it) != this->getControllableEntity()) { float speed = this->getControllableEntity()->getVelocity().length(); Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition(); Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition(); if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / math::twoPi) < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / math::twoPi) + rnd(-250, 250)) { this->setTarget(*it); } } } } void FormationController::forgetTarget() { this->target_ = 0; this->bShooting_ = false; } void FormationController::targetDied() { this->forgetTarget(); this->searchRandomTargetPosition(); } bool FormationController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) { if (entity1 == entity2) return true; int team1 = entity1->getTeam(); int team2 = entity2->getTeam(); Controller* controller = 0; if (entity1->getController()) controller = entity1->getController(); else controller = entity1->getXMLController(); if (controller) { FormationController* ac = orxonox_cast(controller); if (ac) team1 = ac->getTeam(); } if (entity2->getController()) controller = entity2->getController(); else controller = entity2->getXMLController(); if (controller) { FormationController* ac = orxonox_cast(controller); if (ac) team2 = ac->getTeam(); } TeamGametype* tdm = orxonox_cast(gametype); if (tdm) { if (entity1->getPlayer()) team1 = tdm->getTeam(entity1->getPlayer()); if (entity2->getPlayer()) team2 = tdm->getTeam(entity2->getPlayer()); } TeamBaseMatchBase* base = 0; base = orxonox_cast(entity1); if (base) { switch (base->getState()) { case BaseState::ControlTeam1: team1 = 0; break; case BaseState::ControlTeam2: team1 = 1; break; case BaseState::Uncontrolled: default: team1 = -1; } } base = orxonox_cast(entity2); if (base) { switch (base->getState()) { case BaseState::ControlTeam1: team2 = 0; break; case BaseState::ControlTeam2: team2 = 1; break; case BaseState::Uncontrolled: default: team2 = -1; } } DroneController* droneController = 0; droneController = orxonox_cast(entity1->getController()); if (droneController && static_cast(droneController->getOwner()) == entity2) return true; droneController = orxonox_cast(entity2->getController()); if (droneController && static_cast(droneController->getOwner()) == entity1) return true; DroneController* droneController1 = orxonox_cast(entity1->getController()); DroneController* droneController2 = orxonox_cast(entity2->getController()); if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner()) return true; Dynamicmatch* dynamic = orxonox_cast(gametype); if (dynamic) { if (dynamic->notEnoughPigs||dynamic->notEnoughKillers||dynamic->notEnoughChasers) {return false;} if (entity1->getPlayer()) team1 = dynamic->getParty(entity1->getPlayer()); if (entity2->getPlayer()) team2 = dynamic->getParty(entity2->getPlayer()); if (team1 ==-1 ||team2 ==-1 ) {return false;} else if (team1 == dynamic->chaser && team2 != dynamic->chaser) {return false;} else if (team1 == dynamic->piggy && team2 == dynamic->chaser) {return false;} else if (team1 == dynamic->killer && team2 == dynamic->chaser) {return false;} else return true; } return (team1 == team2 && team1 != -1); } void FormationController::absoluteMoveToPosition(const Vector3& target) { float minDistance = 40.0f; if (!this->getControllableEntity()) return; Vector2 coord = get2DViewCoordinates(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); float distance = (target - this->getControllableEntity()->getPosition()).length(); if (this->target_ || distance > minDistance) { // Multiply with ROTATEFACTOR_FREE to make them a bit slower this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * clamp(coord.x * 10, -1.0f, 1.0f)); this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * clamp(coord.y * 10, -1.0f, 1.0f)); this->getControllableEntity()->moveFrontBack(SPEED_FREE); } if (distance < minDistance) { this->positionReached(); } } void FormationController::changedControllableEntity() { Controller::changedControllableEntity(); // super // when changing the controllable entity, ensure that the controller does not use the new entity as target if (this->target_ && this->getControllableEntity() == static_cast(this->target_)) this->forgetTarget(); } }