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 | * Gani Aliguzhinov |
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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 "ActionpointController.h" |
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30 | |
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31 | #include "core/XMLPort.h" |
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32 | #include <algorithm> |
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33 | #include "worldentities/Actionpoint.h" |
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34 | namespace orxonox |
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35 | { |
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36 | |
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37 | RegisterClass(ActionpointController); |
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38 | |
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39 | ActionpointController::ActionpointController(Context* context) : FightingController(context) |
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40 | { |
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41 | this->ticks_ = 0; |
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42 | this->bPatrolling_ = false; |
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43 | this->bInLoop_ = false; |
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44 | this->bLoop_ = false; |
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45 | this->bEndLoop_ = false; |
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46 | loopActionpoints_.clear(); |
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47 | parsedActionpoints_.clear(); |
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48 | actionpoints_.clear(); |
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49 | this->bTakenOver_ = false; |
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50 | this->action_ = Action::NONE; |
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51 | this->squaredaccuracy_ = 2500; |
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52 | this->bStartedDodging_ = false; |
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53 | this->bDefaultPatrol_ = true; |
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54 | this->bDefaultFightAll_ = true; |
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55 | RegisterObject(ActionpointController); |
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56 | |
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57 | } |
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58 | void ActionpointController::XMLPort( Element& xmlelement, XMLPort::Mode mode ) |
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59 | { |
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60 | SUPER( ActionpointController, XMLPort, xmlelement, mode ); |
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61 | |
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62 | XMLPortObject(ActionpointController, WorldEntity, "actionpoints", addActionpoint, getActionpoint, xmlelement, mode); |
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63 | XMLPortParam(ActionpointController, "defaultFightAll", setDefaultFightAll, getDefaultFightAll, xmlelement, mode).defaultValues(true); |
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64 | XMLPortParam(ActionpointController, "defaultPatrol", setDefaultPatrol, getDefaultPatrol, xmlelement, mode).defaultValues(true); |
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65 | } |
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66 | |
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67 | ActionpointController::~ActionpointController() |
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68 | { |
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69 | loopActionpoints_.clear(); |
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70 | parsedActionpoints_.clear(); |
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71 | actionpoints_.clear(); |
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72 | |
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73 | } |
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74 | void ActionpointController::tick(float dt) |
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75 | { |
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76 | if (!this || !this->getControllableEntity() || !this->isActive()) |
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77 | return; |
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78 | |
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79 | //count ticks, ticks_ is unsigned, so overflow is not a problem |
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80 | ++this->ticks_; |
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81 | if (this->ticks_ == 1) |
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82 | { |
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83 | //those vectors are in reversed order after being set by XML. |
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84 | std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); |
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85 | std::reverse(actionpoints_.begin(), actionpoints_.end()); |
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86 | } |
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87 | |
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88 | if (!this || !this->getControllableEntity()) |
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89 | return; |
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90 | //fly |
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91 | if (this->bHasTargetPosition_) |
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92 | { |
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93 | this->moveToTargetPosition(dt); |
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94 | }//or just rotate |
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95 | else if (this->bLookAtTarget_) |
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96 | { |
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97 | this->lookAtTarget(dt); |
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98 | } |
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99 | |
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100 | |
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101 | if (!this || !this->getControllableEntity()) |
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102 | return; |
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103 | //don't fire rocket each tick |
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104 | if (timeout_ <= 0) |
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105 | { |
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106 | this->bFiredRocket_ = false; |
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107 | } |
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108 | else if (this->bFiredRocket_) |
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109 | { |
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110 | --this->timeout_; |
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111 | } |
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112 | |
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113 | if (!this || !this->getControllableEntity()) |
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114 | return; |
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115 | //sometimes dodge, sometimes attack |
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116 | if (this->ticks_ % 80 <= 10) |
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117 | { |
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118 | this->bDodge_ = false; |
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119 | } |
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120 | else |
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121 | { |
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122 | this->bDodge_ = true; |
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123 | } |
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124 | |
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125 | if (!this || !this->getControllableEntity()) |
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126 | return; |
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127 | //fire if you can |
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128 | if (this->bShooting_) |
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129 | { |
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130 | this->doFire(); |
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131 | } |
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132 | SUPER(ActionpointController, tick, dt); |
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133 | } |
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134 | |
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135 | /** |
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136 | @brief |
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137 | action() manages the state machine. |
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138 | */ |
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139 | |
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140 | void ActionpointController::action() |
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141 | { |
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142 | if (!this || !this->getControllableEntity() || !this->isActive()) |
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143 | return; |
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144 | |
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145 | //deltaHp is used to know if this got attacked |
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146 | this->deltaHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth() - this->previousHp; |
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147 | this->previousHp = orxonox_cast<Pawn*> (this->getControllableEntity())->getHealth(); |
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148 | |
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149 | //look out for enemies |
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150 | if (this->bDefaultPatrol_ || (this->action_ != Action::FLY && this->action_ != Action::NONE)) |
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151 | { |
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152 | this->startAttackingEnemiesThatAreClose(); |
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153 | } |
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154 | if (!this || !this->getControllableEntity()) |
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155 | return; |
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156 | |
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157 | //No action -> pop one from stack |
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158 | if (this->action_ == Action::NONE || this->bTakenOver_) |
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159 | { |
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160 | //if default behaviour is fighting all, push it onto the stack |
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161 | if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty() && this->bDefaultFightAll_) |
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162 | { |
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163 | if (!this || !this->getControllableEntity()) |
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164 | return; |
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165 | Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; |
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166 | this->parsedActionpoints_.push_back (p); |
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167 | } |
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168 | if (!this || !this->getControllableEntity()) |
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169 | return; |
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170 | this->executeActionpoint(); |
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171 | if (!this || !this->getControllableEntity()) |
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172 | return; |
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173 | this->bTakenOver_ = false; |
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174 | } |
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175 | if (!this || !this->getControllableEntity()) |
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176 | return; |
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177 | |
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178 | //Action fightall -> fight till nobody alive |
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179 | if (this->action_ == Action::FIGHTALL) |
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180 | { |
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181 | |
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182 | if (!this->hasTarget()) |
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183 | { |
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184 | ControllableEntity* newTarget = this->closestTarget(); |
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185 | if (newTarget) |
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186 | { |
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187 | if (!this || !this->getControllableEntity()) |
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188 | return; |
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189 | this->setAction (Action::FIGHTALL, newTarget); |
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190 | } |
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191 | else |
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192 | { |
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193 | if (!this || !this->getControllableEntity()) |
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194 | return; |
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195 | this->nextActionpoint(); |
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196 | if (!this || !this->getControllableEntity()) |
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197 | return; |
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198 | this->executeActionpoint(); |
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199 | |
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200 | } |
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201 | } |
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202 | } |
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203 | //Action fight -> fight as long as enemies in range |
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204 | else if (this->action_ == Action::FIGHT) |
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205 | { |
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206 | if (!this->hasTarget() ) |
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207 | { |
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208 | //----find a target---- |
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209 | ControllableEntity* newTarget = this->closestTarget(); |
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210 | if (!this || !this->getControllableEntity()) |
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211 | return; |
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212 | if (newTarget && |
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213 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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214 | { |
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215 | if (!this || !this->getControllableEntity()) |
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216 | return; |
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217 | this->setAction (Action::FIGHT, newTarget); |
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218 | } |
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219 | else |
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220 | { |
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221 | if (!this || !this->getControllableEntity()) |
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222 | return; |
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223 | this->nextActionpoint(); |
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224 | if (!this || !this->getControllableEntity()) |
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225 | return; |
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226 | this->executeActionpoint(); |
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227 | } |
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228 | } |
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229 | else if (this->hasTarget()) |
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230 | { |
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231 | //----fly in formation if far enough---- |
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232 | Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); |
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233 | |
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234 | if (diffVector.length() > this->attackRange_) |
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235 | { |
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236 | ControllableEntity* newTarget = this->closestTarget(); |
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237 | if (!this || !this->getControllableEntity()) |
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238 | return; |
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239 | if (newTarget && |
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240 | CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) |
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241 | { |
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242 | if (!this || !this->getControllableEntity()) |
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243 | return; |
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244 | this->setAction (Action::FIGHT, newTarget); |
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245 | } |
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246 | else |
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247 | { |
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248 | if (!this || !this->getControllableEntity()) |
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249 | return; |
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250 | this->nextActionpoint(); |
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251 | if (!this || !this->getControllableEntity()) |
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252 | return; |
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253 | this->executeActionpoint(); |
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254 | } |
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255 | } |
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256 | } |
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257 | } |
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258 | else if (this->action_ == Action::FLY) |
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259 | { |
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260 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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261 | { |
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262 | if (!this || !this->getControllableEntity()) |
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263 | return; |
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264 | this->nextActionpoint(); |
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265 | if (!this || !this->getControllableEntity()) |
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266 | return; |
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267 | this->executeActionpoint(); |
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268 | } |
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269 | } |
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270 | else if (this->action_ == Action::PROTECT) |
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271 | { |
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272 | if (!this->getProtect()) |
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273 | { |
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274 | if (!this || !this->getControllableEntity()) |
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275 | return; |
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276 | this->nextActionpoint(); |
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277 | if (!this || !this->getControllableEntity()) |
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278 | return; |
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279 | this->executeActionpoint(); |
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280 | } |
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281 | if (!this || !this->getControllableEntity()) |
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282 | return; |
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283 | this->stayNearProtect(); |
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284 | } |
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285 | else if (this->action_ == Action::ATTACK) |
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286 | { |
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287 | if (!this || !this->getControllableEntity()) |
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288 | return; |
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289 | if (!this->hasTarget()) |
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290 | { |
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291 | if (!this || !this->getControllableEntity()) |
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292 | return; |
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293 | this->nextActionpoint(); |
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294 | if (!this || !this->getControllableEntity()) |
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295 | return; |
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296 | this->executeActionpoint(); |
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297 | } |
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298 | } |
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299 | } |
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300 | /** |
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301 | @brief |
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302 | if action is protect, this follows protect_ and fights enemies that are close |
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303 | */ |
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304 | void ActionpointController::setProtect (ControllableEntity* protect) |
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305 | { |
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306 | this->protect_ = protect; |
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307 | } |
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308 | ControllableEntity* ActionpointController::getProtect () |
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309 | { |
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310 | return this->protect_; |
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311 | } |
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312 | //XML method |
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313 | void ActionpointController::addActionpoint(WorldEntity* actionpoint) |
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314 | { |
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315 | std::string actionName; |
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316 | Vector3 position; |
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317 | std::string targetName; |
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318 | bool inLoop = false; |
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319 | Point p; |
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320 | if (actionpoint->getIdentifier()->getName() == "Actionpoint") |
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321 | { |
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322 | Actionpoint* ap = orxonox_cast<Actionpoint*> (actionpoint); |
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323 | actionName = ap->getActionXML(); |
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324 | targetName = ap->getName(); |
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325 | position = ap->getWorldPosition(); |
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326 | |
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327 | if (this->bEndLoop_) |
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328 | { |
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329 | this->bInLoop_ = false; |
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330 | } |
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331 | if (!this->bInLoop_ && ap->getLoopStart()) |
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332 | { |
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333 | this->bInLoop_ = true; |
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334 | } |
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335 | if (this->bInLoop_ && ap->getLoopEnd()) |
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336 | { |
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337 | this->bEndLoop_ = true; |
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338 | } |
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339 | inLoop = this->bInLoop_; |
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340 | |
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341 | Action value; |
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342 | |
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343 | if ( actionName == "FIGHT" ) |
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344 | { value = Action::FIGHT; } |
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345 | else if ( actionName == "FLY" ) |
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346 | { value = Action::FLY; } |
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347 | else if ( actionName == "PROTECT" ) |
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348 | { value = Action::PROTECT; } |
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349 | else if ( actionName == "NONE" ) |
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350 | { value = Action::NONE; } |
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351 | else if ( actionName == "FIGHTALL" ) |
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352 | { value = Action::FIGHTALL; } |
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353 | else if ( actionName == "ATTACK" ) |
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354 | { value = Action::ATTACK; } |
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355 | else |
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356 | ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); |
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357 | p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; |
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358 | } |
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359 | else |
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360 | { |
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361 | inLoop = true; |
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362 | p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; |
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363 | } |
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364 | parsedActionpoints_.push_back(p); |
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365 | this->actionpoints_.push_back(actionpoint); |
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366 | } |
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367 | //XML method |
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368 | WorldEntity* ActionpointController::getActionpoint(unsigned int index) const |
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369 | { |
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370 | if (index < this->actionpoints_.size()) |
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371 | return this->actionpoints_[index]; |
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372 | else |
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373 | return nullptr; |
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374 | } |
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375 | //XML method |
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376 | Action ActionpointController::getAction () |
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377 | { |
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378 | return this->action_; |
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379 | } |
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380 | //XML method |
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381 | std::string ActionpointController::getActionName() |
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382 | { |
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383 | switch ( this->action_ ) |
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384 | { |
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385 | case Action::FIGHT: |
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386 | { return "FIGHT"; } |
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387 | case Action::FLY: |
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388 | { return "FLY"; } |
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389 | case Action::PROTECT: |
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390 | { return "PROTECT"; } |
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391 | case Action::NONE: |
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392 | { return "NONE"; } |
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393 | case Action::FIGHTALL: |
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394 | { return "FIGHTALL"; } |
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395 | case Action::ATTACK: |
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396 | { return "ATTACK"; } |
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397 | default: |
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398 | return "NONE"; |
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399 | break; |
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400 | } |
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401 | } |
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402 | //XML method |
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403 | void ActionpointController::setAction (Action action) |
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404 | { |
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405 | this->action_ = action; |
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406 | } |
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407 | //set action and target/protect |
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408 | void ActionpointController::setAction (Action action, ControllableEntity* target) |
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409 | { |
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410 | if (!this || !this->getControllableEntity()) |
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411 | return; |
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412 | this->action_ = action; |
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413 | if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) |
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414 | { |
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415 | if (target) |
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416 | this->setTarget (target); |
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417 | } |
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418 | else if (action == Action::PROTECT) |
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419 | { |
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420 | if (target) |
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421 | this->setProtect (target); |
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422 | } |
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423 | } |
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424 | //set action and target position |
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425 | void ActionpointController::setAction (Action action, const Vector3& target) |
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426 | { |
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427 | if (!this || !this->getControllableEntity()) |
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428 | return; |
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429 | this->action_ = action; |
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430 | if (action == Action::FLY) |
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431 | { |
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432 | this->setTargetPosition (target); |
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433 | } |
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434 | } |
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435 | //set action and target position and orientation |
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436 | void ActionpointController::setAction (Action action, const Vector3& target, const Quaternion& orient ) |
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437 | { |
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438 | if (!this || !this->getControllableEntity()) |
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439 | return; |
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440 | this->action_ = action; |
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441 | if (action == Action::FLY) |
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442 | { |
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443 | this->setTargetPosition (target); |
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444 | this->setTargetOrientation (orient); |
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445 | } |
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446 | } |
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447 | |
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448 | //------------------------------------------------------------------------------ |
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449 | //------------------------------Actionpoint methods----------------------------- |
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450 | //------------------------------------------------------------------------------ |
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451 | |
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452 | //POST: this starts doing what was asked by the last element of parsedActionpoints_, |
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453 | //if last element was failed to be parsed, next element will be executed. |
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454 | void ActionpointController::executeActionpoint() |
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455 | { |
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456 | if (!this || !this->getControllableEntity()) |
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457 | return; |
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458 | |
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459 | Point p; |
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460 | if (this->bLoop_ && !loopActionpoints_.empty()) |
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461 | { |
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462 | p = loopActionpoints_.back(); |
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463 | } |
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464 | else if (this->bLoop_) |
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465 | { |
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466 | this->bLoop_ = false; |
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467 | return; |
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468 | } |
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469 | else if (!this->bLoop_ && !parsedActionpoints_.empty()) |
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470 | { |
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471 | p = parsedActionpoints_.back(); |
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472 | } |
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473 | else |
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474 | { |
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475 | if (!this || !this->getControllableEntity()) |
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476 | return; |
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477 | |
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478 | this->setTarget(nullptr); |
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479 | this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); |
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480 | this->action_ = Action::NONE; |
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481 | return; |
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482 | } |
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483 | if (!this || !this->getControllableEntity()) |
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484 | return; |
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485 | if (!this->bLoop_ && this->parsedActionpoints_.back().inLoop) |
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486 | { |
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487 | //MOVES all points that are in loop to a loop vector |
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488 | this->fillLoop(); |
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489 | if (!this || !this->getControllableEntity()) |
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490 | return; |
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491 | this->bLoop_ = true; |
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492 | executeActionpoint(); |
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493 | return; |
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494 | } |
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495 | if (!this || !this->getControllableEntity()) |
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496 | return; |
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497 | this->setAction (p.action); |
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498 | if (!this || !this->getControllableEntity()) |
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499 | return; |
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500 | |
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501 | switch (this->action_) |
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502 | { |
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503 | case Action::FIGHT: |
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504 | { |
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505 | std::string targetName = p.name; |
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506 | if (targetName == "") |
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507 | break; |
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508 | for (Pawn* pawn : ObjectList<Pawn>()) |
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509 | { |
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510 | if (!this || !this->getControllableEntity()) |
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511 | return; |
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512 | if (CommonController::getName(pawn) == targetName) |
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513 | { |
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514 | this->setTarget (static_cast<ControllableEntity*>(pawn)); |
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515 | } |
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516 | } |
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517 | break; |
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518 | } |
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519 | case Action::FLY: |
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520 | { |
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521 | this->setTargetPosition( p.position ); |
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522 | if (!this || !this->getControllableEntity()) |
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523 | return; |
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524 | if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) |
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525 | { |
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526 | if (!this || !this->getControllableEntity()) |
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527 | return; |
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528 | this->nextActionpoint(); |
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529 | if (!this || !this->getControllableEntity()) |
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530 | return; |
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531 | this->executeActionpoint(); |
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532 | } |
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533 | break; |
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534 | } |
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535 | case Action::PROTECT: |
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536 | { |
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537 | if (!this || !this->getControllableEntity()) |
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538 | return; |
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539 | |
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540 | std::string protectName = p.name; |
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541 | if (protectName == "reservedKeyword:human") |
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542 | { |
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543 | for (Pawn* pawn : ObjectList<Pawn>()) |
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544 | { |
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545 | if (orxonox_cast<ControllableEntity*>(pawn) && (pawn->getController()) && (pawn->getController()->getIdentifier()->getName() == "NewHumanController")) |
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546 | { |
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547 | this->setProtect (static_cast<ControllableEntity*>(pawn)); |
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548 | } |
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549 | } |
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550 | } |
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551 | else |
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552 | { |
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553 | for (Pawn* pawn : ObjectList<Pawn>()) |
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554 | { |
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555 | if (CommonController::getName(pawn) == protectName) |
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556 | { |
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557 | this->setProtect (static_cast<ControllableEntity*>(pawn)); |
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558 | } |
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559 | } |
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560 | } |
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561 | if (!this->getProtect()) |
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562 | { |
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563 | this->nextActionpoint(); |
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564 | this->executeActionpoint(); |
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565 | } |
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566 | break; |
---|
567 | } |
---|
568 | case Action::NONE: |
---|
569 | { |
---|
570 | break; |
---|
571 | } |
---|
572 | case Action::FIGHTALL: |
---|
573 | { |
---|
574 | break; |
---|
575 | } |
---|
576 | case Action::ATTACK: |
---|
577 | { |
---|
578 | std::string targetName = p.name; |
---|
579 | |
---|
580 | for (Pawn* pawn : ObjectList<Pawn>()) |
---|
581 | { |
---|
582 | if (CommonController::getName(pawn) == targetName) |
---|
583 | { |
---|
584 | if (!this || !this->getControllableEntity()) |
---|
585 | return; |
---|
586 | this->setTarget (static_cast<ControllableEntity*>(pawn)); |
---|
587 | } |
---|
588 | } |
---|
589 | if (!this->hasTarget()) |
---|
590 | { |
---|
591 | this->nextActionpoint(); |
---|
592 | if (!this || !this->getControllableEntity()) |
---|
593 | return; |
---|
594 | this->executeActionpoint(); |
---|
595 | } |
---|
596 | break; |
---|
597 | } |
---|
598 | default: |
---|
599 | break; |
---|
600 | } |
---|
601 | } |
---|
602 | |
---|
603 | //calculate where in world coordinates this ship has to be, so that it keeps distance to protect_, and fly there |
---|
604 | void ActionpointController::stayNearProtect() |
---|
605 | { |
---|
606 | if (!this || !this->getControllableEntity()) |
---|
607 | return; |
---|
608 | |
---|
609 | Vector3 targetRelativePosition(0, 300, 300); |
---|
610 | if (!this->getProtect()) |
---|
611 | { |
---|
612 | this->nextActionpoint(); |
---|
613 | return; |
---|
614 | } |
---|
615 | Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + |
---|
616 | (this->getProtect()->getWorldOrientation()* (targetRelativePosition))); |
---|
617 | this->setTargetPosition(targetAbsolutePosition); |
---|
618 | if (!this->getProtect()) |
---|
619 | { |
---|
620 | this->nextActionpoint(); |
---|
621 | return; |
---|
622 | } |
---|
623 | this->setTargetOrientation(this->getProtect()->getWorldOrientation()); |
---|
624 | } |
---|
625 | //remove current point from the stack |
---|
626 | void ActionpointController::nextActionpoint() |
---|
627 | { |
---|
628 | if (!this || !this->getControllableEntity()) |
---|
629 | return; |
---|
630 | if (this->bLoop_) |
---|
631 | { |
---|
632 | if (this->bPatrolling_) |
---|
633 | { |
---|
634 | this->loopActionpoints_.pop_back(); |
---|
635 | this->bPatrolling_ = false; |
---|
636 | } |
---|
637 | else if (!this->loopActionpoints_.empty()) |
---|
638 | { |
---|
639 | this->moveBackToTop(); |
---|
640 | } |
---|
641 | } |
---|
642 | else |
---|
643 | { |
---|
644 | if (!this->parsedActionpoints_.empty()) |
---|
645 | { |
---|
646 | this->parsedActionpoints_.pop_back(); |
---|
647 | } |
---|
648 | } |
---|
649 | this->setAction(Action::NONE); |
---|
650 | this->bHasTargetPosition_ = false; |
---|
651 | } |
---|
652 | //if looping, instead of erasing point, move it to the top (back is what gets executed, so it's kinda reversed stack) |
---|
653 | void ActionpointController::moveBackToTop() |
---|
654 | { |
---|
655 | if (!this || !this->getControllableEntity()) |
---|
656 | return; |
---|
657 | |
---|
658 | Point temp = loopActionpoints_.back(); |
---|
659 | loopActionpoints_.pop_back(); |
---|
660 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
---|
661 | loopActionpoints_.push_back(temp); |
---|
662 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
---|
663 | } |
---|
664 | //POST: moves all consecutive points that are in loop to the loop stack |
---|
665 | void ActionpointController::fillLoop() |
---|
666 | { |
---|
667 | loopActionpoints_.clear(); |
---|
668 | fillLoopReversed(); |
---|
669 | std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); |
---|
670 | } |
---|
671 | void ActionpointController::fillLoopReversed() |
---|
672 | { |
---|
673 | if (parsedActionpoints_.back().inLoop) |
---|
674 | { |
---|
675 | loopActionpoints_.push_back(parsedActionpoints_.back()); |
---|
676 | parsedActionpoints_.pop_back(); |
---|
677 | } |
---|
678 | if (parsedActionpoints_.back().inLoop) |
---|
679 | { |
---|
680 | fillLoopReversed(); |
---|
681 | } |
---|
682 | } |
---|
683 | //copy other ship's stacks so that if it dies, this can finish that ship's actions |
---|
684 | void ActionpointController::takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b) |
---|
685 | { |
---|
686 | if (!this || !this->getControllableEntity()) |
---|
687 | return; |
---|
688 | this->parsedActionpoints_ = vector; |
---|
689 | if (!this || !this->getControllableEntity()) |
---|
690 | return; |
---|
691 | this->loopActionpoints_ = loop; |
---|
692 | this->bLoop_ = b; |
---|
693 | this->bTakenOver_ = true; |
---|
694 | } |
---|
695 | //attack closest target |
---|
696 | void ActionpointController::setClosestTarget() |
---|
697 | { |
---|
698 | this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); |
---|
699 | } |
---|
700 | //find closest target |
---|
701 | Pawn* ActionpointController::closestTarget() |
---|
702 | { |
---|
703 | if (!this || !this->getControllableEntity()) |
---|
704 | return nullptr; |
---|
705 | |
---|
706 | Pawn* closestTarget = nullptr; |
---|
707 | float minDistance = std::numeric_limits<float>::infinity(); |
---|
708 | Gametype* gt = this->getGametype(); |
---|
709 | for (Pawn* pawn : ObjectList<Pawn>()) |
---|
710 | { |
---|
711 | if (!this || !this->getControllableEntity()) |
---|
712 | return nullptr; |
---|
713 | if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(pawn), gt) ) |
---|
714 | continue; |
---|
715 | |
---|
716 | float distance = CommonController::distance (pawn, this->getControllableEntity()); |
---|
717 | if (distance < minDistance) |
---|
718 | { |
---|
719 | closestTarget = pawn; |
---|
720 | minDistance = distance; |
---|
721 | } |
---|
722 | } |
---|
723 | if (closestTarget) |
---|
724 | { |
---|
725 | return closestTarget; |
---|
726 | } |
---|
727 | return nullptr; |
---|
728 | } |
---|
729 | //push action FIGHT to the stack and set target to the closest enemy |
---|
730 | void ActionpointController::startAttackingEnemiesThatAreClose() |
---|
731 | { |
---|
732 | if (!this || !this->getControllableEntity()) |
---|
733 | return; |
---|
734 | |
---|
735 | if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_)) |
---|
736 | { |
---|
737 | if (!this || !this->getControllableEntity()) |
---|
738 | return; |
---|
739 | Pawn* newTarget = this->closestTarget(); |
---|
740 | if ( newTarget && |
---|
741 | CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) |
---|
742 | <= this->attackRange_ ) |
---|
743 | { |
---|
744 | if (!this || !this->getControllableEntity()) |
---|
745 | return; |
---|
746 | this->setTarget(newTarget); |
---|
747 | if (this->bLoop_ && !this->bPatrolling_) |
---|
748 | { |
---|
749 | Point p = { Action::FIGHT, "", Vector3::ZERO, true }; |
---|
750 | this->loopActionpoints_.push_back(p); |
---|
751 | } |
---|
752 | else if (!this->bPatrolling_) |
---|
753 | { |
---|
754 | Point p = { Action::FIGHT, "", Vector3::ZERO, false }; |
---|
755 | this->parsedActionpoints_.push_back(p); |
---|
756 | } |
---|
757 | this->bPatrolling_ = true; |
---|
758 | this->executeActionpoint(); |
---|
759 | } |
---|
760 | } |
---|
761 | } |
---|
762 | } |
---|