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