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source: code/branches/campaignHS15/src/orxonox/controllers/FormationController.h @ 10854

Last change on this file since 10854 was 10631, checked in by landauf, 9 years ago

the AI sometimes selected its own ship as target while it was steering a rocket. after destroying the rocket, the AI would then try to hit itself which led to random crashes (because of a division by zero error which was previously fixed in r10630).
this commit does not fix the root cause, but detects this case and changes the target.

  • Property svn:eol-style set to native
File size: 5.2 KB
Line 
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 *      ...
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#ifndef _FormationController_h__
30#define _FormationController_h__
31
32#include "OrxonoxPrereqs.h"
33
34#include <vector>
35#include "core/class/Super.h"
36
37#include "util/Math.h"
38#include "controllers/Controller.h"
39#include "worldentities/ControllableEntity.h"
40
41
42namespace orxonox {
43
44  class _OrxonoxExport FormationController : public Controller
45  {
46
47      public:
48      FormationController(Context* context);
49
50      virtual ~FormationController();
51
52      virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
53
54
55      static void formationflight(const bool form);
56      static void masteraction(const int action);
57      static void followme();
58      static void passivebehaviour(const bool passive);
59      static void formationsize(const int size);
60      void setNewMasterWithinFormation(FormationController* newMaster);
61
62      inline void setFormationFlight(bool formation)
63           { this->formationFlight_ = formation; }
64      inline bool getFormationFlight() const
65           { return this->formationFlight_; }
66
67      inline void setFormationSize(int size)
68           { this->maxFormationSize_ = size; }
69      inline int getFormationSize() const
70           { return this->maxFormationSize_; }
71
72
73      inline void setPassive(bool passive)
74           { this->passive_ = passive; }
75      inline bool getPassive() const
76           { return this->passive_; }
77
78
79
80      /**
81        @brief Mode of the formation, behaviour of slaves
82               Normal-normal behaviour
83               Defend-just defend the master
84               Attack-leave formation, attack every target
85      */
86      enum FormationMode {NORMAL,DEFEND,ATTACK};
87
88      /**
89        @brief Sets the new mode. If master, set it for all slaves.
90      */
91      void setFormationMode(FormationMode val);
92      inline FormationMode getFormationMode() const
93           { return this->formationMode_; }
94
95      virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
96
97      FormationController* getMaster( void ) { return myMaster_; }
98      FormationController* getController( void ) { return this; }
99      FormationController* getSlave( void ) { return this->slaves_.back(); }
100
101      virtual void changedControllableEntity();
102
103  protected:
104      bool formationFlight_;
105      bool passive_;
106      unsigned int maxFormationSize_;
107      int freedomCount_;
108      enum State {SLAVE, MASTER, FREE};
109
110      State state_;
111      std::vector<FormationController*> slaves_;
112      FormationController* myMaster_;
113
114      FormationMode formationMode_;
115
116      enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW};
117      SpecificMasterAction specificMasterAction_;
118      int specificMasterActionHoldCount_;
119      float speedCounter_; //for speed adjustment when following
120
121      void moveToPosition(const Vector3& target);
122      void moveToTargetPosition();
123      void absoluteMoveToPosition(const Vector3& target);
124      void copyOrientation(const Quaternion& orient);
125      void copyTargetOrientation();
126
127      void removeFromFormation();
128      void unregisterSlave();
129      void searchNewMaster();
130      void commandSlaves();
131      void takeLeadOfFormation();
132      void loseMasterState();
133      void setNewMasterWithinFormation();
134
135      void freeSlaves();
136      void forceFreeSlaves();
137      void forceFreedom();
138      bool forcedFree();
139
140      void masterAttacked(Pawn* originator);
141
142      void specificMasterActionHold();
143      void turn180Init();
144      void spinInit();
145      void spin();
146      void turn180();
147      void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100);
148      void followRandomHumanInit();
149      void follow();
150
151      void setTargetPosition(const Vector3& target);
152      void searchRandomTargetPosition();
153
154      void setTargetOrientation(const Quaternion& orient);
155      void setTargetOrientation(Pawn* target);
156
157      virtual void positionReached() {}
158
159      static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
160
161
162      void setTarget(Pawn* target);
163
164      void searchNewTarget();
165      void forgetTarget();
166
167      void targetDied();
168
169      bool bHasTargetPosition_;
170      Vector3 targetPosition_;
171      bool bHasTargetOrientation_;
172      Quaternion targetOrientation_;
173
174      WeakPtr<Pawn> target_;
175      bool bShooting_;
176  };
177
178
179}
180#endif /* _FormationController_h__ */
181
182
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