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source: code/branches/rocket2/src/orxonox/controllers/AIController.cc @ 7035

Last change on this file since 7035 was 6951, checked in by scheusso, 15 years ago

merged rocket branch into presentation3 and cleaned up some things (mostly debug output and intendation)

  • Property svn:eol-style set to native
File size: 3.3 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 "AIController.h"
30
31#include "util/Math.h"
32#include "core/CoreIncludes.h"
33#include "core/Executor.h"
34#include "worldentities/ControllableEntity.h"
35
36namespace orxonox
37{
38    static const float ACTION_INTERVAL = 1.0f;
39
40    CreateFactory(AIController);
41
42    AIController::AIController(BaseObject* creator) : ArtificialController(creator)
43    {
44        RegisterObject(AIController);
45
46        this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&AIController::action, this)));
47    }
48
49    AIController::~AIController()
50    {
51    }
52
53    void AIController::action()
54    {
55        float random;
56        float maxrand = 100.0f / ACTION_INTERVAL;
57
58        // search enemy
59      /*  random = rnd(maxrand);
60        if (random < 15 && (!this->target_))
61            this->searchNewTarget();*/
62
63        // forget enemy
64        //random = rnd(maxrand);
65        //if (random < 5 && (this->target_))
66        //    this->forgetTarget();
67
68        // next enemy
69  /*      random = rnd(maxrand);
70        if (random < 10 && (this->target_))
71            this->searchNewTarget();*/
72
73        // fly somewhere
74        random = rnd(maxrand);
75        if (random < 50 && (!this->bHasTargetPosition_ && !this->target_))
76            this->searchRandomTargetPosition();
77
78        // stop flying
79        random = rnd(maxrand);
80        if (random < 10 && (this->bHasTargetPosition_ && !this->target_))
81            this->bHasTargetPosition_ = false;
82
83        // fly somewhere else
84        random = rnd(maxrand);
85        if (random < 30 && (this->bHasTargetPosition_ && !this->target_))
86            this->searchRandomTargetPosition();
87
88        // shoot
89        //random = rnd(maxrand);
90        //if (random < 75 && (this->target_ && !this->bShooting_))
91        //    this->bShooting_ = true;
92
93        //// stop shooting
94        //random = rnd(maxrand);
95        //if (random < 25 && (this->bShooting_))
96        //    this->bShooting_ = false;
97    }
98
99    void AIController::tick(float dt)
100    {
101        if (!this->isActive())
102            return;
103
104        if (this->target_)
105            this->aimAtTarget();
106
107        if (this->bHasTargetPosition_)
108            this->moveToTargetPosition();
109
110        if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(Ogre::Math::PI / 20.0f))
111            this->getControllableEntity()->fire(0);
112
113        SUPER(AIController, tick, dt);
114    }
115
116}
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