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 | * Gabriel Nadler, Originalfile: Oli Scheuss |
---|
24 | * Co-authors: |
---|
25 | * ... |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | #include "RocketController.h" |
---|
30 | #include "projectiles/SimpleRocket.h" |
---|
31 | #include "util/Math.h" |
---|
32 | #include "weapons/projectiles/SimpleRocket.h" |
---|
33 | #include "util/Debug.h" |
---|
34 | #include "weapons/weaponmodes/SimpleRocketFire.h" |
---|
35 | #include "worldentities/pawns/Pawn.h" |
---|
36 | |
---|
37 | namespace orxonox |
---|
38 | { |
---|
39 | /** |
---|
40 | @brief |
---|
41 | Constructor. |
---|
42 | */ |
---|
43 | RocketController::RocketController(BaseObject* creator) : Controller(creator) |
---|
44 | { |
---|
45 | RegisterObject(RocketController); |
---|
46 | COUT(5)<< "RocketController constructed\n"; |
---|
47 | |
---|
48 | |
---|
49 | this->rocket = new SimpleRocket(this); |
---|
50 | this->rocket->setController(this); |
---|
51 | this->setControllableEntity(dynamic_cast<ControllableEntity*> (rocket)); |
---|
52 | this->haha=0; |
---|
53 | } |
---|
54 | |
---|
55 | |
---|
56 | /** |
---|
57 | @brief |
---|
58 | The controlling happens here. This method defines what the controller has to do each tick. |
---|
59 | @param dt |
---|
60 | The duration of the tick. |
---|
61 | */ |
---|
62 | void RocketController::tick(float dt) |
---|
63 | { |
---|
64 | haha++; |
---|
65 | |
---|
66 | //if (haha<30)this->rocket->setVelocity(rocket->getVelocity()*1.03); |
---|
67 | if (this->target_) { |
---|
68 | this->setTargetPosition(); |
---|
69 | this->moveToTargetPosition(); |
---|
70 | } |
---|
71 | if (haha>500) rocket->setDestroy();; |
---|
72 | |
---|
73 | } |
---|
74 | |
---|
75 | |
---|
76 | RocketController::~RocketController() |
---|
77 | { |
---|
78 | COUT(5)<< "RocketController destroyed\n"; |
---|
79 | } |
---|
80 | |
---|
81 | void RocketController::setTargetPosition() |
---|
82 | { |
---|
83 | //this->targetPosition_=this->target_->getWorldPosition(); |
---|
84 | this->targetPosition_ = getPredictedPosition(this->getControllableEntity()->getWorldPosition(),this->getControllableEntity()->getVelocity().length() , this->target_->getWorldPosition(), this->target_->getVelocity()); |
---|
85 | } |
---|
86 | void RocketController::moveToTargetPosition() |
---|
87 | { |
---|
88 | this->moveToPosition(this->targetPosition_); |
---|
89 | } |
---|
90 | |
---|
91 | |
---|
92 | |
---|
93 | void RocketController::setTarget(WorldEntity* target) |
---|
94 | { |
---|
95 | this->target_ = target; |
---|
96 | CCOUT(4) << "got target" << endl; |
---|
97 | } |
---|
98 | |
---|
99 | void RocketController::moveToPosition(const Vector3& target) |
---|
100 | { |
---|
101 | if (!this->getControllableEntity()) |
---|
102 | return; |
---|
103 | float dx = target.x-this->getControllableEntity()->getPosition().x; |
---|
104 | float dy = target.y-this->getControllableEntity()->getPosition().y; |
---|
105 | COUT(4)<<"\n diff: "; |
---|
106 | COUT(4)<<target-this->getControllableEntity()->getPosition() << endl; |
---|
107 | //COUT(0)<<"\n 2D view: "; |
---|
108 | /* COUT(0)<<this->getControllableEntity()->getPosition().x; |
---|
109 | COUT(0)<<" "; |
---|
110 | COUT(0)<<this->getControllableEntity()->getPosition().y; |
---|
111 | COUT(0)<<" "; |
---|
112 | COUT(0)<<this->getControllableEntity()->getPosition().z; |
---|
113 | COUT(0)<<"\n";*/ |
---|
114 | Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); |
---|
115 | float distance = (target - this->getControllableEntity()->getPosition()).length(); |
---|
116 | //Vector3D diff =target-this->rocket->getPosition(); |
---|
117 | COUT(4) << "viewdirection: "<< coord << endl; |
---|
118 | //COUT(0)<<" "; |
---|
119 | //COUT(0)<<coord.y; |
---|
120 | this->getControllableEntity()->rotateYaw(-sgn(coord.x)*coord.x*coord.x); |
---|
121 | this->getControllableEntity()->rotatePitch(sgn(coord.y)*coord.y*coord.y); |
---|
122 | // this->getControllableEntity()->rotateYaw(10); |
---|
123 | // this->getControllableEntity()->rotatePitch(0); |
---|
124 | //this->getControllableEntity()->rotatePitch(rotation.getPitch().valueRadians()); |
---|
125 | //this->getControllableEntity()->rotateYaw(rotation.getYaw().valueRadians()); |
---|
126 | //this->getControllableEntity()->moveUpDown(coord.y); |
---|
127 | //this->getControllableEntity()->moveRightLeft(coord.x); |
---|
128 | //this->getControllableEntity()->rotatePitch(coord); |
---|
129 | // if (this->target_ || distance > 10) |
---|
130 | // { |
---|
131 | // // Multiply with 0.8 to make them a bit slower |
---|
132 | //this->getControllableEntity()->rotateYaw(coord.x ); |
---|
133 | // this->getControllableEntity()->rotatePitch(coord.y); |
---|
134 | // } |
---|
135 | } |
---|
136 | |
---|
137 | |
---|
138 | |
---|
139 | |
---|
140 | } |
---|