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 | * ... |
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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 | /** |
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30 | @file NPC.h |
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31 | @brief AI using WorldEntity |
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32 | @author Benjamin Knecht <beni_at_orxonox.net> |
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33 | */ |
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34 | |
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35 | #ifndef _NPC_H__ |
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36 | #define _NPC_H__ |
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37 | |
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38 | #include "OrxonoxPrereqs.h" |
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39 | |
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40 | #include "Model.h" |
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41 | |
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42 | namespace orxonox { |
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43 | |
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44 | class _OrxonoxExport NPC : public Model |
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45 | { |
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46 | public: |
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47 | |
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48 | NPC(); |
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49 | virtual ~NPC(); |
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50 | virtual void loadParams(TiXmlElement* xmlElem); |
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51 | void tick(float dt); |
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52 | void update(); |
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53 | void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable); |
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54 | void registerAllVariables(); |
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55 | bool create(); |
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56 | |
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57 | private: |
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58 | float getDistance(WorldEntity* temp); |
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59 | void calculateAcceleration(); |
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60 | Vector3 separation(); |
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61 | Vector3 alignment(); |
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62 | Vector3 cohesion(); |
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63 | |
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64 | |
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65 | private: |
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66 | bool movable_; // movability of the element, (false) gives the possiblity that an object can`t be moved by flocking but still gets into the calculation |
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67 | |
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68 | // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed |
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69 | static int const SEPERATIONDISTANCE = 300; //detectionradius of seperation |
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70 | static int const ALIGNMENTDISTANCE = 300; //detectionradius of alignment |
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71 | static int const COHESIONDISTANCE = 5000; //detectionradius of cohesion |
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72 | static int const NUMELEMENTS = 9; //number of elements |
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73 | }; |
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74 | } |
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75 | #endif /* _NPC_H__ */ |
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