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 | #include "WingmanController.h" |
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30 | |
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31 | |
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32 | namespace orxonox |
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33 | { |
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34 | |
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35 | RegisterClass(WingmanController); |
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36 | |
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37 | //ActionpointController contains all common functionality of AI Controllers |
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38 | WingmanController::WingmanController(Context* context) : ActionpointController(context) |
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39 | { |
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40 | RegisterObject(WingmanController); |
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41 | this->myLeader_ = 0; |
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42 | this->bFirstAction_ = true; |
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43 | |
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44 | } |
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45 | |
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46 | WingmanController::~WingmanController() |
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47 | { |
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48 | for (size_t i = 0; i < this->actionpoints_.size(); ++i) |
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49 | { |
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50 | if(this->actionpoints_[i]) |
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51 | this->actionpoints_[i]->destroy(); |
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52 | } |
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53 | this->parsedActionpoints_.clear(); |
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54 | this->actionpoints_.clear(); |
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55 | } |
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56 | |
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57 | //----action for hard calculations---- |
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58 | void WingmanController::action() |
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59 | { |
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60 | if (!this || !this->getControllableEntity() || !this->isActive()) |
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61 | return; |
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62 | //----If no leader, find one---- |
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63 | if (!this->myLeader_) |
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64 | { |
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65 | ActionpointController* newLeader = (findNewLeader()); |
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66 | if (!this || !this->getControllableEntity()) |
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67 | return; |
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68 | |
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69 | this->myLeader_ = newLeader; |
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70 | if (this->myLeader_) |
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71 | { |
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72 | |
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73 | } |
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74 | } |
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75 | //----If have leader, he will deal with logic---- |
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76 | else |
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77 | { |
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78 | |
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79 | } |
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80 | if (!this->myLeader_) |
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81 | { |
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82 | ActionpointController::action(); |
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83 | } |
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84 | else if (this->myLeader_) |
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85 | { |
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86 | if (this->myLeader_->bKeepFormation_ || !(this->myLeader_->getAction() == Action::FIGHT |
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87 | || this->myLeader_->getAction() == Action::FIGHTALL |
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88 | || this->myLeader_->getAction() == Action::ATTACK)) |
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89 | { |
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90 | this->keepFormation(); |
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91 | } |
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92 | else if (!this->myLeader_->bKeepFormation_) |
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93 | { |
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94 | if (!this || !this->getControllableEntity()) |
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95 | return; |
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96 | |
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97 | if (!this->hasTarget()) |
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98 | { |
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99 | this->setTarget(this->myLeader_->getTarget()); |
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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 | } |
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105 | |
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106 | |
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107 | Vector3 WingmanController::getFormationPosition () |
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108 | { |
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109 | |
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110 | |
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111 | this->setFormationMode( this->myLeader_->getFormationMode() ); |
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112 | Vector3* targetRelativePosition; |
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113 | this->spread_ = this->myLeader_->getSpread(); |
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114 | if (this->myLeader_->getIdentifier()->getName() == "DivisionController") |
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115 | { |
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116 | switch (this->formationMode_){ |
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117 | case FormationMode::WALL: |
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118 | { |
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119 | targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_); |
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120 | break; |
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121 | } |
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122 | case FormationMode::FINGER4: |
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123 | { |
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124 | targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_); |
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125 | break; |
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126 | } |
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127 | case FormationMode::DIAMOND: |
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128 | { |
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129 | targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_); |
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130 | break; |
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131 | } |
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132 | } |
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133 | } |
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134 | else |
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135 | { |
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136 | switch (this->formationMode_){ |
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137 | case FormationMode::WALL: |
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138 | { |
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139 | targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_); |
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140 | break; |
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141 | } |
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142 | case FormationMode::FINGER4: |
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143 | { |
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144 | targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_); |
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145 | break; |
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146 | } |
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147 | case FormationMode::DIAMOND: |
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148 | { |
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149 | targetRelativePosition = new Vector3 (2.0f*this->spread_, -1.0f*this->spread_, 0 - 1.0f*this->tolerance_); |
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150 | break; |
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151 | } |
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152 | } |
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153 | } |
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154 | Vector3 result = *targetRelativePosition; |
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155 | delete targetRelativePosition; |
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156 | return result; |
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157 | } |
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158 | void WingmanController::keepFormation() |
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159 | { |
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160 | this->bKeepFormation_ = true; |
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161 | ControllableEntity* leaderEntity = this->myLeader_->getControllableEntity(); |
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162 | Vector3 targetRelativePosition = this->getFormationPosition(); |
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163 | if (!leaderEntity) |
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164 | return; |
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165 | FlyingController::keepFormation (leaderEntity, targetRelativePosition); |
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166 | } |
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167 | //----POST: closest leader that is ready to take a new wingman is returned---- |
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168 | ActionpointController* WingmanController::findNewLeader() |
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169 | { |
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170 | |
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171 | if (!this->getControllableEntity()) |
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172 | return 0; |
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173 | |
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174 | //----vars for finding the closest leader---- |
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175 | ActionpointController* closestLeader = 0; |
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176 | float minDistance = std::numeric_limits<float>::infinity(); |
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177 | Gametype* gt = this->getGametype(); |
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178 | |
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179 | for (ObjectList<ActionpointController>::iterator it = ObjectList<ActionpointController>().begin(); it; ++it) |
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180 | { |
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181 | //----0ptr or not a leader or dead?---- |
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182 | if (!it || |
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183 | (it->getIdentifier()->getName() != "SectionController" && it->getIdentifier()->getName() != "DivisionController") || |
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184 | !(it->getControllableEntity())) |
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185 | continue; |
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186 | |
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187 | //----same team?---- |
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188 | if ( !CommonController::sameTeam (this->getControllableEntity(), (it)->getControllableEntity(), gt) ) |
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189 | continue; |
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190 | |
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191 | //----check distance---- |
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192 | float distance = CommonController::distance (it->getControllableEntity(), this->getControllableEntity()); |
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193 | if (distance < minDistance && !(it->hasWingman())) |
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194 | { |
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195 | closestLeader = *it; |
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196 | minDistance = distance; |
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197 | } |
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198 | } |
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199 | if (closestLeader) |
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200 | { |
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201 | //----Racing conditions---- |
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202 | /*TODO: racing condition check is wrong and redundant, as there is no multithreading here, ticks get called one after another, |
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203 | so it can be simplified to a check of whether leader got a wingman*/ |
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204 | if (closestLeader->setWingman(orxonox_cast<ActionpointController*>(this))) |
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205 | { |
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206 | return closestLeader; |
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207 | } |
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208 | } |
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209 | return 0; |
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210 | } |
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211 | |
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212 | } |
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