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source: code/branches/cpp11_v3/src/orxonox/controllers/FightingController.h @ 11053

Last change on this file since 11053 was 11052, checked in by landauf, 9 years ago

merged branch presentationHS15 back to trunk

  • Property svn:eol-style set to native
File size: 4.7 KB
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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 *      Gani Aliguzhinov
24 *   Co-authors:
25 *      Fabian 'x3n' Landau, Dominik Solenicki
26 *
27 */
28
29#ifndef _FightingController_H__
30#define _FightingController_H__
31
32
33#include "controllers/FlyingController.h"
34
35namespace orxonox
36{
37    /**
38    @brief
39        FightingController stores all the fighting methods and member variables of AI.
40        Main methods here are maneuver() and dodge().
41   
42    @note
43        ActionpointController will not work, if there is no MasterController in the level!
44    */
45    class _OrxonoxExport FightingController : public FlyingController
46    {
47
48        public:
49            FightingController(Context* context);
50            virtual ~FightingController();
51           
52            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
53       
54            float squaredDistanceToTarget() const;
55            bool isLookingAtTarget(float angle) const;
56            bool hasTarget() const;
57            ControllableEntity* getTarget() const
58                { return this->target_; }
59            bool bKeepFormation_;   //even if action_ == FIGHT, you might still want to keep formation if far enough form the target
60            virtual void maneuver(); //<! sets this->targetPosition_, which is a Vector3 of where this ship flies. Decision is made based on
61                             //<! the distance to enemy, if being attacked, dodge() is called, otherwise ship just flies towards this->target_.
62            bool bShooting_;    //<! if true, ship shoots each tick
63            bool canFire(); //<! check if target_ is in radius and if this is looking at target_
64        protected:
65            void setTarget(ControllableEntity* target); //set a target to shoot at
66
67            void setPositionOfTarget(const Vector3& target);    //good to know where target is
68            void setOrientationOfTarget(const Quaternion& orient);  //I don't really use that
69            void stopLookingAtTarget();     //<! target dead -> you need to be able to fly
70            void startLookingAtTarget();    //<! if close to target, no need to fly, just rotate yourself
71            void lookAtTarget(float dt);    //<! rotate yourself towards target
72
73            void dodge(const Vector3& thisPosition, float diffLength,  Vector3& diffUnit); //<! choose a random Vector3 perpendicular to the difference vector between
74                                                                        //<! this and target_ plus or minus some amount in difference vector direction,
75                                                                        //<! depending on whether it is better to close up or survive.
76            void dodgeTowards (Vector3& position);  //fly towards position and awoid being hit
77            void doFire();  //<! choose weapon, set aim at target_ and fire
78            WeakPtr<ControllableEntity> target_;
79            void setClosestTarget();
80         
81            bool bHasPositionOfTarget_;
82            Vector3 positionOfTarget_;
83            bool bHasOrientationOfTarget_;
84            Quaternion orientationOfTarget_;
85            Pawn* closestTarget() const;
86
87            bool bDodge_;
88            int attackRange_;
89            bool bLookAtTarget_; 
90            float deltaHp;
91            float previousHp;
92            bool bStartedDodging_;
93            //WEAPONSYSTEM DATA
94            int rocketsLeft_;
95            int timeout_;
96            bool bFiredRocket_;
97            std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons()
98            //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons()
99            void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed.
100            bool bSetupWorked; //<! If false, setupWeapons() is called.
101            int getFiremode(std::string name);
102         
103    };
104}
105
106#endif /* _FightingController_H__ */
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