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 | * Gani Aliguzhinov |
---|
24 | * Co-authors: |
---|
25 | * ... |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | #ifndef _Actionpoint_H__ |
---|
30 | #define _Actionpoint_H__ |
---|
31 | |
---|
32 | #include <string> //need string for XML input |
---|
33 | |
---|
34 | #include "core/XMLPort.h" //need XMLPort |
---|
35 | #include "worldentities/StaticEntity.h" //this is a child of StaticEntity |
---|
36 | |
---|
37 | namespace orxonox |
---|
38 | { |
---|
39 | /** |
---|
40 | @brief |
---|
41 | Actionpoints are used by ActionpointController and all derived classes. |
---|
42 | Such classes will execute actions set in Actionpoints. |
---|
43 | |
---|
44 | In XML file one can pass an array of Actionpoints to a controller. Each |
---|
45 | Actionpoint can take action type, string and boolean or |
---|
46 | action and two booleans as an argument. |
---|
47 | If action is set to fly, Actionpoint's position is assumed to be the desired |
---|
48 | location. |
---|
49 | Example XML code: |
---|
50 | |
---|
51 | <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName"> |
---|
52 | <templates> |
---|
53 | <Template link=spaceshipassff /> |
---|
54 | </templates> |
---|
55 | <controller> |
---|
56 | <DivisionController team=0 formationMode="WALL"> |
---|
57 | <actionpoints> |
---|
58 | <Actionpoint position="0,0,0" action="FLY" /> |
---|
59 | <Actionpoint position="-1000,750,-500" action="ATTACK" attack="someShipName" /> |
---|
60 | <Actionpoint position="-1000,750,-500" action="PROTECT" protectMe=true /> |
---|
61 | <Actionpoint position="-1000,750,-500" action="PROTECT" protect="otherShipName" /> |
---|
62 | <Actionpoint position="-1000,750,-500" action="FIGHTALL" /> |
---|
63 | </actionpoints> |
---|
64 | </DivisionController> |
---|
65 | </controller> |
---|
66 | </SpaceShip> |
---|
67 | |
---|
68 | Example with loops: |
---|
69 | |
---|
70 | <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName"> |
---|
71 | <templates> |
---|
72 | <Template link=spaceshipassff /> |
---|
73 | </templates> |
---|
74 | <controller> |
---|
75 | <DivisionController team=0 formationMode="finger4"> |
---|
76 | <actionpoints> |
---|
77 | <Actionpoint position=" 0,2000,-600" action="FLY" loopStart=true/> |
---|
78 | <Actionpoint position=" 0,2000,-700" action="FLY" /> |
---|
79 | <Actionpoint position="100,2000,-700" action="FLY" /> |
---|
80 | <Actionpoint position="100,2000,-600" action="FLY" loopEnd=true /> |
---|
81 | </actionpoints> |
---|
82 | </DivisionController> |
---|
83 | </controller> |
---|
84 | </SpaceShip> |
---|
85 | |
---|
86 | One can also use other Worldentities instead of Actionpoints just like Waypoints, but those points |
---|
87 | will be included in loop. |
---|
88 | For more information read descriptions of the methods. |
---|
89 | */ |
---|
90 | class _OrxonoxExport Actionpoint : public StaticEntity |
---|
91 | { |
---|
92 | public: |
---|
93 | Actionpoint(Context* context); |
---|
94 | virtual ~Actionpoint() = default; |
---|
95 | |
---|
96 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
---|
97 | |
---|
98 | /** @brief Decides what AI will do. @param val action to execute */ |
---|
99 | void setActionXML(std::string val) |
---|
100 | { this->actionName_ = getUppercase (val); } |
---|
101 | std::string getActionXML() const |
---|
102 | { return this->actionName_; } |
---|
103 | |
---|
104 | /** @brief Makes AI follow an entity. @param val name of entity to protect */ |
---|
105 | void setProtectXML(std::string val) |
---|
106 | { this->name_ = val; } |
---|
107 | std::string getProtectXML() const |
---|
108 | { return this->name_; } |
---|
109 | |
---|
110 | /** @brief Makes AI attack an entity. @param val name of entity to attack */ |
---|
111 | void setAttackXML(std::string val) |
---|
112 | { this->name_ = val; } |
---|
113 | std::string getAttackXML() const |
---|
114 | { return this->name_; } |
---|
115 | |
---|
116 | /** @brief Makes AI follow human player. @param c protect Human? */ |
---|
117 | void setProtectMeXML(bool c) |
---|
118 | { this->bProtectMe_ = c; } |
---|
119 | bool getProtectMeXML() const |
---|
120 | { return this->bProtectMe_; } |
---|
121 | |
---|
122 | /** @brief Starts a loop of Actionpoints. @param value start loop? */ |
---|
123 | void setLoopStart(bool value) |
---|
124 | { this->bLoopStart_ = value; } |
---|
125 | bool getLoopStart() const |
---|
126 | { return this->bLoopStart_; } |
---|
127 | /** @brief Ends a loop of Actionpoints. @param value end loop? */ |
---|
128 | void setLoopEnd (bool value) |
---|
129 | { this->bLoopEnd_ = value; } |
---|
130 | bool getLoopEnd() const |
---|
131 | { return this->bLoopEnd_; } |
---|
132 | |
---|
133 | std::string getName() const; |
---|
134 | |
---|
135 | private: |
---|
136 | std::string actionName_; //!< can be set to "FLY", "ATTACK", |
---|
137 | //!< "PROTECT", "FIGHT", "FIGHTALL" |
---|
138 | //!< or "NONE". |
---|
139 | |
---|
140 | std::string name_; //!< name of the ship that is to be |
---|
141 | //!< attacked or protected. |
---|
142 | |
---|
143 | bool bLoopStart_; //!< if true, this and all following Actionpoints |
---|
144 | //!< until the first Actionpoint with bLoopEnd_ |
---|
145 | //!< set to true are executed in a loop. |
---|
146 | |
---|
147 | bool bLoopEnd_; //!< if true, this is the last element of |
---|
148 | //!< a loop started by loopStart=true argument |
---|
149 | |
---|
150 | bool bProtectMe_; //!< if player is to be protected, |
---|
151 | //!< instead of passing name, one has |
---|
152 | //!< to set protectMe to true. |
---|
153 | }; |
---|
154 | } |
---|
155 | |
---|
156 | #endif /* _Actionpoint_H__ */ |
---|