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source: code/branches/presentation3/src/orxonox/controllers/ArtificialController.h @ 7090

Last change on this file since 7090 was 7066, checked in by solex, 14 years ago

formationflight final commit before presentation (probably…)

  • Property svn:eol-style set to native
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[2362]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:
[7034]25 *      Dominik Solenicki
[2362]26 *
27 */
28
29#ifndef _ArtificialController_H__
30#define _ArtificialController_H__
31
32#include "OrxonoxPrereqs.h"
33
[7034]34#include <vector>
35
[3196]36#include "util/Math.h"
[2362]37#include "Controller.h"
[7034]38#include "controllers/NewHumanController.h"
[2362]39
40namespace orxonox
41{
[5929]42    class _OrxonoxExport ArtificialController : public Controller
[2362]43    {
44        public:
45            ArtificialController(BaseObject* creator);
46            virtual ~ArtificialController();
[6417]47
[7034]48            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
49
[5929]50            void abandonTarget(Pawn* target);
[2362]51
[7034]52            inline void setTeam(int team)
53                { this->team_ = team; }
54            inline int getTeam() const
55                { return this->team_; }
[7066]56
[7034]57            inline void setFormationFlight(bool formation)
58                { this->formationFlight_ = formation; }
59            inline bool getFormationFlight() const
60                { return this->formationFlight_; }
[7066]61
[7034]62            inline void setFormationSize(int size)
63                { this->maxFormationSize_ = size; }
64            inline int getFormationSize() const
65                { return this->maxFormationSize_; }
[7066]66
[7034]67            virtual void changedControllableEntity();
68
[7066]69            static void formationflight(const bool form);
70            static void masteraction(const int action);
[7034]71            static void followme();
[7066]72            static void passivebehaviour(const bool passive);
73            static void formationsize(const int size);
[7034]74
[5929]75        protected:
[7034]76
77            int team_;
78            bool formationFlight_;
79            bool passive_;
80            unsigned int maxFormationSize_;
81            int freedomCount_;
82            enum State {SLAVE, MASTER, FREE};
83            State state_;
84            std::vector<ArtificialController*> slaves_;
85            ArtificialController *myMaster_;
[7066]86            enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW};
[7034]87            SpecificMasterAction specificMasterAction_;
88            int specificMasterActionHoldCount_;
[7066]89            float speedCounter_; //for speed adjustment when following
[7034]90
[3049]91            void moveToPosition(const Vector3& target);
92            void moveToTargetPosition();
93
[7034]94            void unregisterSlave();
95            void searchNewMaster();
96            void commandSlaves();
97            void setNewMasterWithinFormation();
98
99            void freeSlaves();
100            void forceFreeSlaves();
101            void loseMasterState();
102            void forceFreedom();
103            bool forcedFree();
104
105            void specificMasterActionHold();
106            void turn180Init();
107            void turn180();
108            void spinInit();
109            void spin();
[7066]110            void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100);
111            void followRandomHumanInit();
[7034]112            void follow();
[7066]113            void followForSlaves(const Vector3& target);
[7034]114
[3049]115            void setTargetPosition(const Vector3& target);
[2362]116            void searchRandomTargetPosition();
[3049]117
118            void setTarget(Pawn* target);
[2362]119            void searchNewTarget();
120            void forgetTarget();
121            void aimAtTarget();
122
123            bool isCloseAtTarget(float distance) const;
124            bool isLookingAtTarget(float angle) const;
125
[7066]126            void targetDied();
127
[3049]128            static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
129
[2362]130            bool bHasTargetPosition_;
131            Vector3 targetPosition_;
[5929]132            WeakPtr<Pawn> target_;
[2362]133            bool bShooting_;
134
135        private:
136    };
137}
138
139#endif /* _ArtificialController_H__ */
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