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 | * Fabian 'x3n' Landau, Dominik Solenicki |
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26 | * |
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27 | */ |
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28 | |
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29 | #ifndef _FightingController_H__ |
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30 | #define _FightingController_H__ |
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31 | |
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32 | |
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33 | #include "controllers/FlyingController.h" |
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34 | |
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35 | namespace orxonox |
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36 | { |
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37 | /** |
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38 | @brief |
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39 | FightingController stores all the fighting methods and member variables of AI. |
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40 | Main methods here are maneuver() and dodge(). |
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41 | |
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42 | @note |
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43 | ActionpointController will not work, if there is no MasterController in the level! |
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44 | */ |
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45 | class _OrxonoxExport FightingController : public FlyingController |
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46 | { |
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47 | |
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48 | public: |
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49 | FightingController(Context* context); |
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50 | virtual ~FightingController(); |
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51 | |
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52 | float squaredDistanceToTarget() const; |
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53 | bool isLookingAtTarget(float angle) const; |
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54 | bool hasTarget() const; |
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55 | ControllableEntity* getTarget() const |
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56 | { return this->target_; } |
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57 | bool bKeepFormation_; //even if action_ == FIGHT, you might still want to keep formation if far enough form the target |
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58 | virtual void maneuver(); //<! sets this->targetPosition_, which is a Vector3 of where this ship flies. Decision is made based on |
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59 | //<! the distance to enemy, if being attacked, dodge() is called, otherwise ship just flies towards this->target_. |
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60 | bool bShooting_; //<! if true, ship shoots each tick |
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61 | bool canFire(); //<! check if target_ is in radius and if this is looking at target_ |
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62 | protected: |
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63 | void setTarget(ControllableEntity* target); //set a target to shoot at |
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64 | |
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65 | void setPositionOfTarget(const Vector3& target); //good to know where target is |
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66 | void setOrientationOfTarget(const Quaternion& orient); //I don't really use that |
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67 | void stopLookingAtTarget(); //<! target dead -> you need to be able to fly |
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68 | void startLookingAtTarget(); //<! if close to target, no need to fly, just rotate yourself |
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69 | void lookAtTarget(float dt); //<! rotate yourself towards target |
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70 | |
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71 | void dodge(const Vector3& thisPosition, float diffLength, Vector3& diffUnit); //<! choose a random Vector3 perpendicular to the difference vector between |
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72 | //<! this and target_ plus or minus some amount in difference vector direction, |
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73 | //<! depending on whether it is better to close up or survive. |
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74 | void dodgeTowards (Vector3& position); //fly towards position and awoid being hit |
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75 | void doFire(); //<! choose weapon, set aim at target_ and fire |
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76 | WeakPtr<ControllableEntity> target_; |
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77 | void setClosestTarget(); |
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78 | |
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79 | bool bHasPositionOfTarget_; |
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80 | Vector3 positionOfTarget_; |
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81 | bool bHasOrientationOfTarget_; |
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82 | Quaternion orientationOfTarget_; |
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83 | Pawn* closestTarget() const; |
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84 | |
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85 | bool bDodge_; |
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86 | int attackRange_; |
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87 | bool bLookAtTarget_; |
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88 | float deltaHp; |
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89 | float previousHp; |
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90 | bool bStartedDodging_; |
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91 | //WEAPONSYSTEM DATA |
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92 | int rocketsLeft_; |
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93 | int timeout_; |
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94 | bool bFiredRocket_; |
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95 | std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons() |
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96 | //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons() |
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97 | void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed. |
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98 | bool bSetupWorked; //<! If false, setupWeapons() is called. |
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99 | int getFiremode(std::string name); |
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100 | |
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101 | }; |
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102 | } |
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103 | |
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104 | #endif /* _FightingController_H__ */ |
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