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source: code/branches/formation/src/orxonox/controllers/ArtificialController.cc @ 8943

Last change on this file since 8943 was 8939, checked in by willis, 13 years ago

moved formationflight to Masterable.* from Artificialcontroller, added formationflight to HumanPlayer

  • 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 *      Dominik Solenicki
26 *
27 */
28
29#include "ArtificialController.h"
30
31#include <vector>
32
33
34#include "util/Math.h"
35#include "core/CoreIncludes.h"
36#include "core/XMLPort.h"
37#include "core/command/ConsoleCommand.h"
38#include "worldentities/ControllableEntity.h"
39#include "worldentities/pawns/Pawn.h"
40#include "worldentities/pawns/TeamBaseMatchBase.h"
41#include "gametypes/TeamDeathmatch.h"
42#include "gametypes/Dynamicmatch.h"
43
44
45namespace orxonox
46{
47
48    ArtificialController::ArtificialController(BaseObject* creator) : Masterable(creator)
49    {
50         
51    }
52
53    ArtificialController::~ArtificialController()
54    {
55       
56    }
57
58
59    /**
60        @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies.
61    */
62    void ArtificialController::changedControllableEntity()
63    {
64        if (!this->getControllableEntity())
65            this->removeFromFormation();
66    }
67
68
69    void ArtificialController::aimAtTarget()
70    {
71        if (!this->target_ || !this->getControllableEntity())
72            return;
73
74        static const float hardcoded_projectile_speed = 1250;
75
76        this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getPosition(), hardcoded_projectile_speed, this->target_->getPosition(), this->target_->getVelocity());
77        this->bHasTargetPosition_ = (this->targetPosition_ != Vector3::ZERO);
78
79        Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity());
80        if (pawn)
81            pawn->setAimPosition(this->targetPosition_);
82    }
83
84    bool ArtificialController::isCloseAtTarget(float distance) const
85    {
86        if (!this->getControllableEntity())
87            return false;
88
89        if (!this->target_)
90            return (this->getControllableEntity()->getPosition().squaredDistance(this->targetPosition_) < distance*distance);
91        else
92            return (this->getControllableEntity()->getPosition().squaredDistance(this->target_->getPosition()) < distance*distance);
93    }
94
95    bool ArtificialController::isLookingAtTarget(float angle) const
96    {
97        if (!this->getControllableEntity())
98            return false;
99
100        return (getAngle(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->targetPosition_) < angle);
101    }
102
103    void ArtificialController::abandonTarget(Pawn* target)
104    {
105        if (target == this->target_)
106            this->targetDied();
107    }
108 
109}
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