[10719] | 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: |
---|
[10885] | 23 | * Gani Aliguzhinov |
---|
[10719] | 24 | * Co-authors: |
---|
[10885] | 25 | * ... |
---|
[10719] | 26 | * |
---|
| 27 | */ |
---|
| 28 | |
---|
| 29 | #include "SectionController.h" |
---|
[10866] | 30 | //TODO: formation vectors are wrong, fix it. |
---|
| 31 | // split classes. |
---|
| 32 | // weaponsystem. |
---|
| 33 | //-> Math ? |
---|
| 34 | |
---|
[10719] | 35 | namespace orxonox |
---|
| 36 | { |
---|
| 37 | |
---|
| 38 | RegisterClass(SectionController); |
---|
| 39 | |
---|
[10826] | 40 | //Leaders share the fact that they have Wingmans |
---|
[10886] | 41 | SectionController::SectionController(Context* context) : ActionpointController(context) |
---|
[10719] | 42 | { |
---|
| 43 | RegisterObject(SectionController); |
---|
[10759] | 44 | this->setFormationMode(FormationMode::FINGER4); |
---|
[10725] | 45 | |
---|
[10909] | 46 | //this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&SectionController::action, this))); |
---|
[10725] | 47 | this->myWingman_ = 0; |
---|
| 48 | this->myDivisionLeader_ = 0; |
---|
[10851] | 49 | this->bFirstAction_ = true; |
---|
[10826] | 50 | //orxout(internal_error) << this << "Was created" << endl; |
---|
[10719] | 51 | |
---|
| 52 | } |
---|
| 53 | |
---|
| 54 | SectionController::~SectionController() |
---|
| 55 | { |
---|
[10854] | 56 | for (size_t i = 0; i < this->actionpoints_.size(); ++i) |
---|
| 57 | { |
---|
| 58 | if(this->actionpoints_[i]) |
---|
| 59 | this->actionpoints_[i]->destroy(); |
---|
| 60 | } |
---|
| 61 | this->parsedActionpoints_.clear(); |
---|
| 62 | this->actionpoints_.clear(); |
---|
[10725] | 63 | } |
---|
[10826] | 64 | void SectionController::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
| 65 | { |
---|
| 66 | SUPER(SectionController, XMLPort, xmlelement, mode); |
---|
| 67 | } |
---|
| 68 | |
---|
| 69 | //----in tick, move (or look) and shoot---- |
---|
[10731] | 70 | void SectionController::tick(float dt) |
---|
| 71 | { |
---|
[10843] | 72 | if (!this->isActive()) |
---|
[10731] | 73 | return; |
---|
[10886] | 74 | |
---|
[10731] | 75 | SUPER(SectionController, tick, dt); |
---|
[10909] | 76 | if (this->timeOffset_ >= 0.5f && this->timeOffset_ <= 1.0f && !this->bActionCalled_) |
---|
| 77 | { |
---|
| 78 | this->action(); |
---|
| 79 | this->bActionCalled_ = true; |
---|
| 80 | } |
---|
| 81 | if (this->timeOffset_ > 1.5f) |
---|
| 82 | { |
---|
| 83 | this->bActionCalled_ = false; |
---|
| 84 | } |
---|
[10731] | 85 | } |
---|
| 86 | |
---|
| 87 | void SectionController::action() |
---|
| 88 | { |
---|
[10859] | 89 | if (!this || !this->getControllableEntity()) |
---|
| 90 | return; |
---|
[10851] | 91 | |
---|
[10826] | 92 | //----If no leader, find one---- |
---|
[10731] | 93 | if (!myDivisionLeader_) |
---|
| 94 | { |
---|
[10885] | 95 | ActionpointController* newDivisionLeader = findNewDivisionLeader(); |
---|
[10731] | 96 | this->myDivisionLeader_ = newDivisionLeader; |
---|
[10881] | 97 | //spread copyOrientation called equally among the division |
---|
[10879] | 98 | if (this->myDivisionLeader_) |
---|
| 99 | { |
---|
[10885] | 100 | this->actionCounter_ = 5; |
---|
[10879] | 101 | } |
---|
[10731] | 102 | } |
---|
[10826] | 103 | //----If have leader---- |
---|
[10780] | 104 | else |
---|
[10805] | 105 | { |
---|
[10826] | 106 | } |
---|
[10851] | 107 | if (!myDivisionLeader_) |
---|
[10805] | 108 | { |
---|
[10864] | 109 | ActionpointController::action(); |
---|
[10861] | 110 | if (!this || !this->getControllableEntity()) |
---|
| 111 | return; |
---|
| 112 | if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty())) |
---|
| 113 | { |
---|
| 114 | if (this->myWingman_) |
---|
| 115 | { |
---|
| 116 | this->myWingman_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); |
---|
| 117 | } |
---|
| 118 | } |
---|
[10854] | 119 | } |
---|
| 120 | else if (myDivisionLeader_) |
---|
| 121 | { |
---|
[10883] | 122 | if (this->myDivisionLeader_->bKeepFormation_ || !(this->myDivisionLeader_->getAction() == Action::FIGHT |
---|
| 123 | || this->myDivisionLeader_->getAction() == Action::FIGHTALL |
---|
| 124 | || this->myDivisionLeader_->getAction() == Action::ATTACK)) |
---|
[10805] | 125 | { |
---|
[10886] | 126 | this->keepFormation(); |
---|
[10879] | 127 | } |
---|
[10886] | 128 | else if (!this->myDivisionLeader_->bKeepFormation_) |
---|
[10879] | 129 | { |
---|
[10886] | 130 | if (!this->hasTarget()) |
---|
[10883] | 131 | { |
---|
[10886] | 132 | this->chooseTarget(); |
---|
[10851] | 133 | } |
---|
[10883] | 134 | if (this->hasTarget()) |
---|
| 135 | { |
---|
[10906] | 136 | // this->maneuver(); |
---|
| 137 | // this->bShooting_ = this->canFire(); |
---|
[10888] | 138 | // Vector3 healthPosition = bestHealthPickup((this->target_->getWorldPosition() - this->getControllableEntity()->getWorldPosition()).length()); |
---|
| 139 | // if ((this->getControllableEntity()->getWorldPosition() - healthPosition).length() < this->tolerance_) |
---|
| 140 | // { |
---|
| 141 | // //----choose where to go---- |
---|
| 142 | // this->maneuver(); |
---|
| 143 | // } |
---|
| 144 | // else |
---|
| 145 | // { |
---|
| 146 | // this->dodgeTowards(healthPosition); |
---|
| 147 | // } |
---|
| 148 | // //----fire if you can---- |
---|
| 149 | // this->bShooting_ = this->canFire(); |
---|
[10883] | 150 | } |
---|
[10832] | 151 | } |
---|
[10854] | 152 | } |
---|
[10881] | 153 | this->actionCounter_ += this->actionCounter_ < 100000 ? 1 : -this->actionCounter_ ; |
---|
[10854] | 154 | } |
---|
[10851] | 155 | |
---|
[10856] | 156 | |
---|
[10832] | 157 | //PRE: myDivisionLeader_ != 0 && myDivisionLeader_->action_ == Action::FIGHT |
---|
[10826] | 158 | //POST: this->target_ is set unless division leader doesn't have one |
---|
| 159 | void SectionController::chooseTarget() |
---|
| 160 | { |
---|
| 161 | //----If division leader fights, cover him by fighting emenies close to his target---- |
---|
[10854] | 162 | Action::Value action = this->myDivisionLeader_->getAction(); |
---|
| 163 | |
---|
| 164 | Pawn* target; |
---|
| 165 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
---|
[10826] | 166 | { |
---|
| 167 | //----if he has a target---- |
---|
| 168 | if (this->myDivisionLeader_->hasTarget()) |
---|
| 169 | { |
---|
| 170 | //----try to find a new target if division leader has wingman (doing fine) and no good target already set---- |
---|
| 171 | if ( this->myDivisionLeader_->hasWingman() && |
---|
| 172 | !( this->hasTarget() && this->getTarget() != this->myDivisionLeader_->getTarget() ) ) |
---|
| 173 | { |
---|
| 174 | |
---|
| 175 | bool foundTarget = false; |
---|
| 176 | //----new target should be close to division's target---- |
---|
| 177 | Vector3 divisionTargetPosition = this->myDivisionLeader_->getTarget()->getWorldPosition(); |
---|
[10838] | 178 | Gametype* gt = this->getGametype(); |
---|
[10826] | 179 | for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) |
---|
| 180 | { |
---|
| 181 | //----is enemy?---- |
---|
[10838] | 182 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) |
---|
[10826] | 183 | continue; |
---|
| 184 | //----in range?---- |
---|
| 185 | if (((*itP)->getWorldPosition() - divisionTargetPosition).length() < 3000 && |
---|
| 186 | (*itP) != this->myDivisionLeader_->getTarget()) |
---|
| 187 | { |
---|
| 188 | foundTarget = true; |
---|
[10854] | 189 | target = (*itP); |
---|
[10826] | 190 | //orxout(internal_error) << "Found target" << endl; |
---|
| 191 | break; |
---|
| 192 | } |
---|
| 193 | } |
---|
| 194 | //----no target? then attack same target as division leader---- |
---|
| 195 | if (!foundTarget) |
---|
| 196 | { |
---|
[10854] | 197 | target = orxonox_cast<Pawn*>(this->myDivisionLeader_->getTarget()); |
---|
[10826] | 198 | } |
---|
| 199 | } |
---|
| 200 | //----if division leader doesn't have a wingman, support his fire---- |
---|
| 201 | else |
---|
| 202 | { |
---|
[10854] | 203 | target = orxonox_cast<Pawn*>(this->myDivisionLeader_->getTarget()); |
---|
[10826] | 204 | } |
---|
| 205 | } |
---|
| 206 | //----If he fights but doesn't have a target, wait for him to get one---- |
---|
| 207 | else |
---|
| 208 | { |
---|
| 209 | |
---|
| 210 | } |
---|
[10858] | 211 | this->setTarget (orxonox_cast<ControllableEntity*>(target)); |
---|
[10854] | 212 | } |
---|
| 213 | else |
---|
| 214 | { |
---|
[10826] | 215 | } |
---|
| 216 | } |
---|
[10854] | 217 | Vector3 SectionController::getFormationPosition () |
---|
| 218 | { |
---|
| 219 | this->setFormationMode( this->myDivisionLeader_->getFormationMode() ); |
---|
[10883] | 220 | this->spread_ = this->myDivisionLeader_->getSpread(); |
---|
[10854] | 221 | Vector3* targetRelativePosition; |
---|
| 222 | switch (this->formationMode_){ |
---|
| 223 | case FormationMode::WALL: |
---|
| 224 | { |
---|
[10873] | 225 | targetRelativePosition = new Vector3 (-2*this->spread_, 0, 0); |
---|
[10854] | 226 | break; |
---|
| 227 | } |
---|
| 228 | case FormationMode::FINGER4: |
---|
| 229 | { |
---|
[10873] | 230 | targetRelativePosition = new Vector3 (-2*this->spread_, 0, this->spread_); |
---|
[10854] | 231 | break; |
---|
| 232 | } |
---|
| 233 | |
---|
| 234 | case FormationMode::DIAMOND: |
---|
| 235 | { |
---|
[10873] | 236 | targetRelativePosition = new Vector3 (-2*this->spread_, 0, this->spread_); |
---|
[10854] | 237 | break; |
---|
| 238 | } |
---|
| 239 | } |
---|
[10880] | 240 | Vector3 result = *targetRelativePosition; |
---|
| 241 | delete targetRelativePosition; |
---|
| 242 | return result; |
---|
[10854] | 243 | } |
---|
[10826] | 244 | |
---|
[10886] | 245 | void SectionController::keepFormation() |
---|
| 246 | { |
---|
| 247 | this->bKeepFormation_ = true; |
---|
| 248 | ControllableEntity* leaderEntity = this->myDivisionLeader_->getControllableEntity(); |
---|
| 249 | Vector3 targetRelativePosition = this->getFormationPosition(); |
---|
| 250 | if (!leaderEntity) |
---|
| 251 | return; |
---|
| 252 | FlyingController::keepFormation(leaderEntity, targetRelativePosition); |
---|
| 253 | } |
---|
[10826] | 254 | |
---|
[10885] | 255 | ActionpointController* SectionController::findNewDivisionLeader() |
---|
[10719] | 256 | { |
---|
| 257 | |
---|
| 258 | if (!this->getControllableEntity()) |
---|
[10722] | 259 | return 0; |
---|
[10719] | 260 | |
---|
[10885] | 261 | ActionpointController* closestLeader = 0; |
---|
[10722] | 262 | float minDistance = std::numeric_limits<float>::infinity(); |
---|
[10719] | 263 | //go through all pawns |
---|
[10885] | 264 | for (ObjectList<ActionpointController>::iterator it = ObjectList<ActionpointController>::begin(); it; ++it) |
---|
[10719] | 265 | { |
---|
[10722] | 266 | //0ptr or not DivisionController? |
---|
[10869] | 267 | if (!(it) || !((it)->getIdentifier()->getName() == "DivisionController") || !(it->getControllableEntity())) |
---|
[10722] | 268 | continue; |
---|
[10719] | 269 | //same team? |
---|
| 270 | if ((this->getControllableEntity()->getTeam() != (it)->getControllableEntity()->getTeam())) |
---|
| 271 | continue; |
---|
| 272 | |
---|
| 273 | //is equal to this? |
---|
| 274 | if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity()) |
---|
| 275 | continue; |
---|
| 276 | |
---|
[10826] | 277 | float distance = CommonController::distance (it->getControllableEntity(), this->getControllableEntity()); |
---|
[10722] | 278 | |
---|
| 279 | if (distance < minDistance && !(it->hasFollower())) |
---|
| 280 | { |
---|
| 281 | closestLeader = *it; |
---|
| 282 | minDistance = distance; |
---|
| 283 | } |
---|
[10729] | 284 | |
---|
[10719] | 285 | } |
---|
[10722] | 286 | if (closestLeader) |
---|
| 287 | { |
---|
| 288 | if (closestLeader->setFollower(this)) |
---|
| 289 | return closestLeader; |
---|
| 290 | } |
---|
| 291 | return 0; |
---|
[10719] | 292 | } |
---|
[10885] | 293 | bool SectionController::setWingman(ActionpointController* newWingman) |
---|
[10731] | 294 | { |
---|
[10719] | 295 | |
---|
[10731] | 296 | if (!this->myWingman_) |
---|
[10719] | 297 | { |
---|
[10877] | 298 | this->myWingman_ = newWingman; |
---|
[10885] | 299 | newWingman->takeActionpoints (this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_); |
---|
[10731] | 300 | return true; |
---|
[10719] | 301 | } |
---|
[10731] | 302 | else |
---|
| 303 | { |
---|
| 304 | return false; |
---|
| 305 | } |
---|
[10729] | 306 | } |
---|
| 307 | |
---|
[10731] | 308 | bool SectionController::hasWingman() |
---|
[10725] | 309 | { |
---|
[10731] | 310 | if (this->myWingman_) |
---|
| 311 | return true; |
---|
| 312 | else |
---|
| 313 | return false; |
---|
[10719] | 314 | } |
---|
| 315 | } |
---|