| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Gabriel Nadler, Originalfile: Oli Scheuss |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "RocketController.h" |
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| 30 | #include "projectiles/SimpleRocket.h" |
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| 31 | #include "util/Math.h" |
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| 32 | #include "weapons/projectiles/SimpleRocket.h" |
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| 33 | #include "util/Debug.h" |
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| 34 | #include "weapons/weaponmodes/SimpleRocketFire.h" |
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| 35 | #include "worldentities/pawns/Pawn.h" |
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| 36 | |
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| 37 | namespace orxonox |
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| 38 | { |
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| 39 | /** |
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| 40 | @brief |
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| 41 | Constructor. |
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| 42 | */ |
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| 43 | RocketController::RocketController(BaseObject* creator) : Controller(creator) |
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| 44 | { |
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| 45 | RegisterObject(RocketController); |
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| 46 | COUT(0)<< "RocketController constructed\n"; |
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| 47 | |
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| 48 | |
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| 49 | this->rocket = new SimpleRocket(this); |
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| 50 | this->rocket->setController(this); |
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| 51 | this->setControllableEntity(dynamic_cast<ControllableEntity*> (rocket)); |
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| 52 | this->haha=0; |
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| 53 | } |
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| 54 | |
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| 55 | |
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| 56 | /** |
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| 57 | @brief |
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| 58 | The controlling happens here. This method defines what the controller has to do each tick. |
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| 59 | @param dt |
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| 60 | The duration of the tick. |
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| 61 | */ |
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| 62 | void RocketController::tick(float dt) |
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| 63 | { |
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| 64 | haha++; |
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| 65 | |
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| 66 | //if (haha<30)this->rocket->setVelocity(rocket->getVelocity()*1.03); |
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| 67 | if (this->target_) { |
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| 68 | this->setTargetPosition(); |
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| 69 | this->moveToTargetPosition(); |
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| 70 | } |
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| 71 | if (haha>500) rocket->setDestroy();; |
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| 72 | |
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| 73 | } |
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| 74 | |
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| 75 | |
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| 76 | RocketController::~RocketController() { |
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| 77 | |
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| 78 | |
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| 79 | COUT(0)<< "RocketController destroyed\n"; |
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| 80 | } |
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| 81 | |
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| 82 | void RocketController::setTargetPosition() { |
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| 83 | //this->targetPosition_=this->target_->getWorldPosition(); |
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| 84 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getWorldPosition(),this->getControllableEntity()->getVelocity().length() , this->target_->getWorldPosition(), this->target_->getVelocity()); |
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| 85 | } |
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| 86 | void RocketController::moveToTargetPosition() { |
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| 87 | this->moveToPosition(this->targetPosition_); |
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| 88 | } |
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| 89 | |
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| 90 | |
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| 91 | |
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| 92 | void RocketController::setTarget(WorldEntity* target) { |
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| 93 | this->target_ = target; |
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| 94 | COUT(0)<<"got target\n"; |
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| 95 | } |
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| 96 | |
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| 97 | void RocketController::moveToPosition(const Vector3& target) |
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| 98 | { |
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| 99 | if (!this->getControllableEntity()) |
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| 100 | return; |
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| 101 | float dx = target.x-this->getControllableEntity()->getPosition().x; |
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| 102 | float dy = target.y-this->getControllableEntity()->getPosition().y; |
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| 103 | COUT(0)<<"\n diff: "; |
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| 104 | COUT(0)<<target-this->getControllableEntity()->getPosition() << endl; |
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| 105 | //COUT(0)<<"\n 2D view: "; |
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| 106 | /* COUT(0)<<this->getControllableEntity()->getPosition().x; |
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| 107 | COUT(0)<<" "; |
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| 108 | COUT(0)<<this->getControllableEntity()->getPosition().y; |
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| 109 | COUT(0)<<" "; |
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| 110 | COUT(0)<<this->getControllableEntity()->getPosition().z; |
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| 111 | COUT(0)<<"\n";*/ |
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| 112 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); |
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| 113 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
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| 114 | //Vector3D diff =target-this->rocket->getPosition(); |
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| 115 | COUT(0) << "viewdirection: "<< coord << endl; |
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| 116 | //COUT(0)<<" "; |
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| 117 | //COUT(0)<<coord.y; |
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| 118 | this->getControllableEntity()->rotateYaw(-0.8f*sgn(coord.x)*coord.x*coord.x); |
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| 119 | this->getControllableEntity()->rotatePitch(0.8f*sgn(coord.y)*coord.y*coord.y); |
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| 120 | // this->getControllableEntity()->rotateYaw(10); |
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| 121 | // this->getControllableEntity()->rotatePitch(0); |
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| 122 | //this->getControllableEntity()->rotatePitch(rotation.getPitch().valueRadians()); |
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| 123 | //this->getControllableEntity()->rotateYaw(rotation.getYaw().valueRadians()); |
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| 124 | //this->getControllableEntity()->moveUpDown(coord.y); |
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| 125 | //this->getControllableEntity()->moveRightLeft(coord.x); |
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| 126 | //this->getControllableEntity()->rotatePitch(coord); |
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| 127 | // if (this->target_ || distance > 10) |
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| 128 | // { |
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| 129 | // // Multiply with 0.8 to make them a bit slower |
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| 130 | //this->getControllableEntity()->rotateYaw(coord.x ); |
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| 131 | // this->getControllableEntity()->rotatePitch(coord.y); |
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| 132 | // |
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| 133 | // } |
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| 134 | } |
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| 135 | |
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| 136 | |
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| 137 | |
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| 138 | |
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| 139 | } |
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