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source: code/branches/core5/src/orxonox/controllers/AIController.cc @ 5913

Last change on this file since 5913 was 5831, checked in by landauf, 15 years ago

Realized Timer doesn't have to be a template, hence merged TimerBase, Timer and StaticTimer.
Removed the object pointer from Timer for memberfunctions, use createFunctor(f, object) instead.

  • Property svn:eol-style set to native
File size: 3.3 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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "AIController.h"
30
31#include "util/Math.h"
32#include "core/CoreIncludes.h"
33#include "core/Executor.h"
34#include "worldentities/ControllableEntity.h"
35
36namespace orxonox
37{
38    static const float ACTION_INTERVAL = 1.0f;
39
40    CreateFactory(AIController);
41
42    AIController::AIController(BaseObject* creator) : ArtificialController(creator)
43    {
44        RegisterObject(AIController);
45
46        this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this)));
47    }
48
49    AIController::~AIController()
50    {
51    }
52
53    void AIController::action()
54    {
55        float random;
56        float maxrand = 100.0f / ACTION_INTERVAL;
57
58        // search enemy
59        random = rnd(maxrand);
60        if (random < 15 && (!this->target_))
61            this->searchNewTarget();
62
63        // forget enemy
64        random = rnd(maxrand);
65        if (random < 5 && (this->target_))
66            this->forgetTarget();
67
68        // next enemy
69        random = rnd(maxrand);
70        if (random < 10 && (this->target_))
71            this->searchNewTarget();
72
73        // fly somewhere
74        random = rnd(maxrand);
75        if (random < 50 && (!this->bHasTargetPosition_ && !this->target_))
76            this->searchRandomTargetPosition();
77
78        // stop flying
79        random = rnd(maxrand);
80        if (random < 10 && (this->bHasTargetPosition_ && !this->target_))
81            this->bHasTargetPosition_ = false;
82
83        // fly somewhere else
84        random = rnd(maxrand);
85        if (random < 30 && (this->bHasTargetPosition_ && !this->target_))
86            this->searchRandomTargetPosition();
87
88        // shoot
89        random = rnd(maxrand);
90        if (random < 75 && (this->target_ && !this->bShooting_))
91            this->bShooting_ = true;
92
93        // stop shooting
94        random = rnd(maxrand);
95        if (random < 25 && (this->bShooting_))
96            this->bShooting_ = false;
97    }
98
99    void AIController::tick(float dt)
100    {
101        if (!this->isActive())
102            return;
103
104        if (this->target_)
105            this->aimAtTarget();
106
107        if (this->bHasTargetPosition_)
108            this->moveToTargetPosition();
109
110        if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f))
111            this->getControllableEntity()->fire(0);
112
113        SUPER(AIController, tick, dt);
114    }
115
116}
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