/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * Dominik Solenicki * */ #ifndef _ArtificialController_H__ #define _ArtificialController_H__ #include "OrxonoxPrereqs.h" #include "controllers/FormationController.h" namespace orxonox { class _OrxonoxExport ArtificialController : public FormationController { public: ArtificialController(BaseObject* creator); virtual ~ArtificialController(); void abandonTarget(Pawn* target); virtual void changedControllableEntity(); //************************************************************************* NEW virtual void doFire(); void setBotLevel(float level=1.0f); inline float getBotLevel() const { return this->botlevel_; } static void setAllBotLevel(float level); //WAYPOINT FUNCTIONS void addWaypoint(WorldEntity* waypoint); WorldEntity* getWaypoint(unsigned int index) const; inline void setAccuracy(float accuracy) { this->squaredaccuracy_ = accuracy*accuracy; } inline float getAccuracy() const { return sqrt(this->squaredaccuracy_); } void updatePointsOfInterest(std::string name, float distance); void manageWaypoints(); protected: void aimAtTarget(); bool isCloseAtTarget(float distance) const; bool isLookingAtTarget(float angle) const; //************************************************************************* NEW float botlevel_; // mode_; void setPreviousMode(); //WEAPONSYSTEM DATA std::map weaponModes_; // projectiles_; // > waypoints_; size_t currentWaypoint_; float squaredaccuracy_; WorldEntity* defaultWaypoint_; void boostControl(); //