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source: code/branches/presentation/src/orxonox/objects/controllers/AIController.cc @ 2487

Last change on this file since 2487 was 2485, checked in by landauf, 16 years ago

Merged objecthierarchy2 into presentation branch

Couln't merge 2 lines in Gamestate.cc and a whole block of code in GSDedicated.cc (it seems like oli implemented in both branches something like a network-tick-limiter but with different approaches)

Not yet tested in network mode and with bots
The SpaceShips movement is also not yet fully adopted to the new physics (see Engine class)

  • Property svn:eol-style set to native
File size: 3.4 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 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "AIController.h"
31
32#include "core/Core.h"
33#include "core/CoreIncludes.h"
34#include "core/Executor.h"
35#include "objects/worldentities/ControllableEntity.h"
36
37namespace orxonox
38{
39    static const float ACTION_INTERVAL = 1.0f;
40
41    CreateFactory(AIController);
42
43    AIController::AIController(BaseObject* creator) : ArtificialController(creator)
44    {
45        RegisterObject(AIController);
46
47        if (Core::isMaster())
48            this->actionTimer_.setTimer(ACTION_INTERVAL, true, this, createExecutor(createFunctor(&AIController::action)));
49    }
50
51    AIController::~AIController()
52    {
53    }
54
55    void AIController::action()
56    {
57        float random;
58        float maxrand = 100.0f / ACTION_INTERVAL;
59/*
60        // search enemy
61        random = rnd(maxrand);
62        if (random < 15 && (!this->target_))
63            this->searchNewTarget();
64
65        // forget enemy
66        random = rnd(maxrand);
67        if (random < 5 && (this->target_))
68            this->forgetTarget();
69
70        // next enemy
71        random = rnd(maxrand);
72        if (random < 10 && (this->target_))
73            this->searchNewTarget();
74*/
75        // fly somewhere
76        random = rnd(maxrand);
77        if (random < 50 && (!this->bHasTargetPosition_ && !this->target_))
78            this->searchRandomTargetPosition();
79
80        // stop flying
81        random = rnd(maxrand);
82        if (random < 10 && (this->bHasTargetPosition_ && !this->target_))
83            this->bHasTargetPosition_ = false;
84
85        // fly somewhere else
86        random = rnd(maxrand);
87        if (random < 30 && (this->bHasTargetPosition_ && !this->target_))
88            this->searchRandomTargetPosition();
89/*
90        // shoot
91        random = rnd(maxrand);
92        if (random < 75 && (this->target_ && !this->bShooting_))
93            this->bShooting_ = true;
94
95        // stop shooting
96        random = rnd(maxrand);
97        if (random < 25 && (this->bShooting_))
98            this->bShooting_ = false;
99*/
100    }
101
102    void AIController::tick(float dt)
103    {
104        if (!this->isActive())
105            return;
106
107        if (this->target_)
108            this->aimAtTarget();
109
110        if (this->bHasTargetPosition_)
111            this->moveToTargetPosition(dt);
112
113        if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(500) && this->isLookingAtTarget(Ogre::Math::PI / 20.0))
114            this->getControllableEntity()->fire();
115
116        SUPER(AIController, tick, dt);
117    }
118
119}
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