/* * 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: * Gabriel Nadler, Originalfile: Oli Scheuss * Co-authors: * ... * */ #include "RocketController.h" #include "projectiles/SimpleRocket.h" #include "util/Math.h" #include "weapons/projectiles/SimpleRocket.h" #include "util/Debug.h" #include "weapons/weaponmodes/SimpleRocketFire.h" #include "worldentities/pawns/Pawn.h" namespace orxonox { /** @brief Constructor. */ RocketController::RocketController(BaseObject* creator) : Controller(creator) { RegisterObject(RocketController); COUT(5)<< "RocketController constructed\n"; this->rocket = new SimpleRocket(this); this->rocket->setController(this); this->setControllableEntity(dynamic_cast (rocket)); this->haha=0; } /** @brief The controlling happens here. This method defines what the controller has to do each tick. @param dt The duration of the tick. */ void RocketController::tick(float dt) { haha++; //if (haha<30)this->rocket->setVelocity(rocket->getVelocity()*1.03); if (this->target_) { this->setTargetPosition(); this->moveToTargetPosition(); } if (haha>500) rocket->setDestroy();; } RocketController::~RocketController() { COUT(5)<< "RocketController destroyed\n"; } void RocketController::setTargetPosition() { //this->targetPosition_=this->target_->getWorldPosition(); this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getWorldPosition(),this->getControllableEntity()->getVelocity().length() , this->target_->getWorldPosition(), this->target_->getVelocity()); } void RocketController::moveToTargetPosition() { this->moveToPosition(this->targetPosition_); } void RocketController::setTarget(WorldEntity* target) { this->target_ = target; } void RocketController::moveToPosition(const Vector3& target) { if (!this->getControllableEntity()) return; //float dx = target.x-this->getControllableEntity()->getPosition().x; //float dy = target.y-this->getControllableEntity()->getPosition().y; COUT(4)<<"\n diff: "; COUT(4)<getControllableEntity()->getPosition() << endl; //COUT(0)<<"\n 2D view: "; /* COUT(0)<getControllableEntity()->getPosition().x; COUT(0)<<" "; COUT(0)<getControllableEntity()->getPosition().y; COUT(0)<<" "; COUT(0)<getControllableEntity()->getPosition().z; COUT(0)<<"\n";*/ Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); //float distance = (target - this->getControllableEntity()->getPosition()).length(); //Vector3D diff =target-this->rocket->getPosition(); COUT(4) << "viewdirection: "<< coord << endl; //COUT(0)<<" "; //COUT(0)<getControllableEntity()->rotateYaw(-0.8f*sgn(coord.x)*coord.x*coord.x); this->getControllableEntity()->rotatePitch(0.8f*sgn(coord.y)*coord.y*coord.y); // this->getControllableEntity()->rotateYaw(10); // this->getControllableEntity()->rotatePitch(0); //this->getControllableEntity()->rotatePitch(rotation.getPitch().valueRadians()); //this->getControllableEntity()->rotateYaw(rotation.getYaw().valueRadians()); //this->getControllableEntity()->moveUpDown(coord.y); //this->getControllableEntity()->moveRightLeft(coord.x); //this->getControllableEntity()->rotatePitch(coord); // if (this->target_ || distance > 10) // { // // Multiply with 0.8 to make them a bit slower //this->getControllableEntity()->rotateYaw(coord.x ); // this->getControllableEntity()->rotatePitch(coord.y); // } } }