| [2839] | 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 |  | 
|---|
| [8108] | 29 | /** | 
|---|
 | 30 |     @file PongAI.cc | 
|---|
 | 31 |     @brief Implementation of the PongAI class. | 
|---|
 | 32 | */ | 
|---|
 | 33 |  | 
|---|
| [2839] | 34 | #include "PongAI.h" | 
|---|
 | 35 |  | 
|---|
 | 36 | #include "core/CoreIncludes.h" | 
|---|
| [2857] | 37 | #include "core/ConfigValueIncludes.h" | 
|---|
| [3196] | 38 | #include "tools/Timer.h" | 
|---|
| [8108] | 39 |  | 
|---|
| [5735] | 40 | #include "worldentities/ControllableEntity.h" | 
|---|
| [8108] | 41 |  | 
|---|
| [5725] | 42 | #include "PongBall.h" | 
|---|
| [2839] | 43 |  | 
|---|
 | 44 | namespace orxonox | 
|---|
 | 45 | { | 
|---|
 | 46 |     CreateUnloadableFactory(PongAI); | 
|---|
 | 47 |  | 
|---|
| [3196] | 48 |     const static float MAX_REACTION_TIME = 0.4f; | 
|---|
| [2860] | 49 |  | 
|---|
| [8108] | 50 |     /** | 
|---|
 | 51 |     @brief | 
|---|
 | 52 |         Constructor. Registers and initializes the object. | 
|---|
 | 53 |     */ | 
|---|
| [2839] | 54 |     PongAI::PongAI(BaseObject* creator) : Controller(creator) | 
|---|
 | 55 |     { | 
|---|
 | 56 |         RegisterObject(PongAI); | 
|---|
 | 57 |  | 
|---|
 | 58 |         this->ball_ = 0; | 
|---|
| [2860] | 59 |         this->ballDirection_ = Vector2::ZERO; | 
|---|
 | 60 |         this->ballEndPosition_ = 0; | 
|---|
| [2839] | 61 |         this->randomOffset_ = 0; | 
|---|
| [5929] | 62 |         this->bChangedRandomOffset_ = false; | 
|---|
| [3196] | 63 |         this->relHysteresisOffset_ = 0.02f; | 
|---|
 | 64 |         this->strength_ = 0.5f; | 
|---|
| [2860] | 65 |         this->movement_ = 0; | 
|---|
| [2885] | 66 |         this->oldMove_ = 0; | 
|---|
 | 67 |         this->bOscillationAvoidanceActive_ = false; | 
|---|
| [2857] | 68 |  | 
|---|
 | 69 |         this->setConfigValues(); | 
|---|
| [2839] | 70 |     } | 
|---|
 | 71 |  | 
|---|
| [8108] | 72 |     /** | 
|---|
 | 73 |     @brief | 
|---|
 | 74 |         Destructor. Cleans up the list fo reaction timers. | 
|---|
 | 75 |     */ | 
|---|
| [2860] | 76 |     PongAI::~PongAI() | 
|---|
 | 77 |     { | 
|---|
| [5929] | 78 |         for (std::list<std::pair<Timer*, char> >::iterator it = this->reactionTimers_.begin(); it != this->reactionTimers_.end(); ++it) | 
|---|
| [6417] | 79 |             it->first->destroy(); | 
|---|
| [2860] | 80 |     } | 
|---|
 | 81 |  | 
|---|
| [8108] | 82 |     /** | 
|---|
 | 83 |     @brief | 
|---|
 | 84 |         Sets config values. | 
|---|
 | 85 |     */ | 
|---|
| [2857] | 86 |     void PongAI::setConfigValues() | 
|---|
 | 87 |     { | 
|---|
| [8108] | 88 |         // Sets the strength of the PongAi as a config value. | 
|---|
| [2857] | 89 |         SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong."); | 
|---|
 | 90 |     } | 
|---|
 | 91 |  | 
|---|
| [8108] | 92 |     /** | 
|---|
 | 93 |     @brief | 
|---|
 | 94 |         Is called each tick. | 
|---|
 | 95 |         Implements the behavior of the PongAI (i.e. its intelligence). | 
|---|
 | 96 |     @param dt | 
|---|
 | 97 |         The time that has elapsed since the last tick. | 
|---|
 | 98 |     */ | 
|---|
| [2839] | 99 |     void PongAI::tick(float dt) | 
|---|
 | 100 |     { | 
|---|
| [8108] | 101 |         // If either the ball, or the controllable entity (i.e. the bat) don't exist (or aren't set). | 
|---|
 | 102 |         if (this->ball_  == NULL || this->getControllableEntity() == NULL) | 
|---|
| [2839] | 103 |             return; | 
|---|
 | 104 |  | 
|---|
| [2860] | 105 |         Vector3 mypos = this->getControllableEntity()->getPosition(); | 
|---|
| [2839] | 106 |         Vector3 ballpos = this->ball_->getPosition(); | 
|---|
 | 107 |         Vector3 ballvel = this->ball_->getVelocity(); | 
|---|
 | 108 |         float hysteresisOffset = this->relHysteresisOffset_ * this->ball_->getFieldDimension().y; | 
|---|
 | 109 |  | 
|---|
| [2860] | 110 |         char move = 0; | 
|---|
| [2885] | 111 |         bool delay = false; | 
|---|
| [2860] | 112 |  | 
|---|
| [2839] | 113 |         // Check in which direction the ball is flying | 
|---|
 | 114 |         if ((mypos.x > 0 && ballvel.x < 0) || (mypos.x < 0 && ballvel.x > 0)) | 
|---|
 | 115 |         { | 
|---|
| [2872] | 116 |             // The ball is flying away | 
|---|
| [2860] | 117 |             this->ballDirection_.x = -1; | 
|---|
 | 118 |             this->ballDirection_.y = 0; | 
|---|
| [2885] | 119 |             this->bOscillationAvoidanceActive_ = false; | 
|---|
| [2839] | 120 |  | 
|---|
| [2872] | 121 |             // Move to the middle | 
|---|
| [2839] | 122 |             if (mypos.z > hysteresisOffset) | 
|---|
| [2860] | 123 |                 move = 1; | 
|---|
| [2839] | 124 |             else if (mypos.z < -hysteresisOffset) | 
|---|
| [2860] | 125 |                 move = -1; | 
|---|
| [2839] | 126 |         } | 
|---|
 | 127 |         else if (ballvel.x == 0) | 
|---|
 | 128 |         { | 
|---|
| [2872] | 129 |             // The ball is standing still | 
|---|
| [2860] | 130 |             this->ballDirection_.x = 0; | 
|---|
 | 131 |             this->ballDirection_.y = 0; | 
|---|
| [2885] | 132 |             this->bOscillationAvoidanceActive_ = false; | 
|---|
| [2839] | 133 |         } | 
|---|
 | 134 |         else | 
|---|
 | 135 |         { | 
|---|
| [2872] | 136 |             // The ball is approaching | 
|---|
| [2860] | 137 |             if (this->ballDirection_.x != 1) | 
|---|
 | 138 |             { | 
|---|
| [8108] | 139 |                 // The ball just started to approach, initialize all values | 
|---|
| [2860] | 140 |                 this->ballDirection_.x = 1; | 
|---|
 | 141 |                 this->ballDirection_.y = sgn(ballvel.z); | 
|---|
 | 142 |                 this->ballEndPosition_ = 0; | 
|---|
 | 143 |                 this->randomOffset_ = 0; | 
|---|
| [5929] | 144 |                 this->bChangedRandomOffset_ = false; | 
|---|
| [2839] | 145 |  | 
|---|
| [2860] | 146 |                 this->calculateRandomOffset(); | 
|---|
 | 147 |                 this->calculateBallEndPosition(); | 
|---|
| [2885] | 148 |                 delay = true; | 
|---|
 | 149 |                 this->bOscillationAvoidanceActive_ = false; | 
|---|
| [2860] | 150 |             } | 
|---|
 | 151 |  | 
|---|
 | 152 |             if (this->ballDirection_.y != sgn(ballvel.z)) | 
|---|
 | 153 |             { | 
|---|
| [2872] | 154 |                 // The ball just bounced from a bound, recalculate the predicted end position | 
|---|
| [2860] | 155 |                 this->ballDirection_.y = sgn(ballvel.z); | 
|---|
 | 156 |  | 
|---|
 | 157 |                 this->calculateBallEndPosition(); | 
|---|
| [2885] | 158 |                 delay = true; | 
|---|
 | 159 |                 this->bOscillationAvoidanceActive_ = false; | 
|---|
| [2860] | 160 |             } | 
|---|
| [6417] | 161 |  | 
|---|
| [5929] | 162 |             // If the ball is close enough, calculate another random offset to accelerate the ball | 
|---|
 | 163 |             if (!this->bChangedRandomOffset_) | 
|---|
 | 164 |             { | 
|---|
 | 165 |                 float timetohit = (-this->ball_->getPosition().x + this->ball_->getFieldDimension().x / 2 * sgn(this->ball_->getVelocity().x)) / this->ball_->getVelocity().x; | 
|---|
 | 166 |                 if (timetohit < 0.05) | 
|---|
 | 167 |                 { | 
|---|
 | 168 |                     this->bChangedRandomOffset_ = true; | 
|---|
 | 169 |                     if (rnd() < this->strength_) | 
|---|
 | 170 |                         this->calculateRandomOffset(); | 
|---|
 | 171 |                 } | 
|---|
 | 172 |             } | 
|---|
| [2860] | 173 |  | 
|---|
| [2872] | 174 |             // Move to the predicted end position with an additional offset (to hit the ball with the side of the bat) | 
|---|
| [2885] | 175 |             if (!this->bOscillationAvoidanceActive_) | 
|---|
 | 176 |             { | 
|---|
 | 177 |                 float desiredZValue = this->ballEndPosition_ + this->randomOffset_; | 
|---|
| [2860] | 178 |  | 
|---|
| [2885] | 179 |                 if (mypos.z > desiredZValue + hysteresisOffset * (this->randomOffset_ < 0)) | 
|---|
 | 180 |                     move = 1; | 
|---|
 | 181 |                 else if (mypos.z < desiredZValue - hysteresisOffset * (this->randomOffset_ > 0)) | 
|---|
 | 182 |                     move = -1; | 
|---|
 | 183 |             } | 
|---|
 | 184 |  | 
|---|
 | 185 |             if (move != 0 && this->oldMove_ != 0 && move != this->oldMove_ && !delay) | 
|---|
 | 186 |             { | 
|---|
 | 187 |                 // We had to correct our position because we moved too far | 
|---|
| [8108] | 188 |                 // (and delay is false, so we're not in the wrong place because of a new end-position prediction) | 
|---|
| [2885] | 189 |                 if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y) | 
|---|
 | 190 |                 { | 
|---|
 | 191 |                     // We're not at the right position, but we still hit the ball, so just stay there to avoid oscillation | 
|---|
 | 192 |                     move = 0; | 
|---|
 | 193 |                     this->bOscillationAvoidanceActive_ = true; | 
|---|
 | 194 |                 } | 
|---|
 | 195 |             } | 
|---|
| [2839] | 196 |         } | 
|---|
| [2860] | 197 |  | 
|---|
| [2885] | 198 |         this->oldMove_ = move; | 
|---|
 | 199 |         this->move(move, delay); | 
|---|
| [2860] | 200 |         this->getControllableEntity()->moveFrontBack(this->movement_); | 
|---|
| [2839] | 201 |     } | 
|---|
 | 202 |  | 
|---|
| [8108] | 203 |     /** | 
|---|
 | 204 |     @brief | 
|---|
 | 205 |         Calculates the random offset, that accounts for random errors the AI makes in order to be beatable. | 
|---|
 | 206 |         The higher the strength of the AI, the smaller the (expected value of the) error. | 
|---|
 | 207 |         The result of this method is stored in this->randomOffset_. | 
|---|
 | 208 |     */ | 
|---|
| [2839] | 209 |     void PongAI::calculateRandomOffset() | 
|---|
 | 210 |     { | 
|---|
| [2857] | 211 |         // Calculate the exponent for the position-formula | 
|---|
 | 212 |         float exp = pow(10, 1 - 2*this->strength_); // strength: 0   -> exp = 10 | 
|---|
 | 213 |                                                     // strength: 0.5 -> exp = 1 | 
|---|
 | 214 |                                                     // strength: 1   -> exp = 0.1 | 
|---|
 | 215 |  | 
|---|
 | 216 |         // Calculate the relative position where to hit the ball with the bat | 
|---|
 | 217 |         float position = pow(rnd(), exp); // exp > 1 -> position is more likely a small number | 
|---|
 | 218 |                                           // exp < 1 -> position is more likely a large number | 
|---|
 | 219 |  | 
|---|
| [8108] | 220 |         // The position shouldn't be larger than 0.5 (50% of the bat-length from the middle is the end) | 
|---|
| [3196] | 221 |         position *= 0.48f; | 
|---|
| [2857] | 222 |  | 
|---|
 | 223 |         // Both sides are equally probable | 
|---|
| [2872] | 224 |         position *= rndsgn(); | 
|---|
| [2857] | 225 |  | 
|---|
 | 226 |         // Calculate the offset in world units | 
|---|
 | 227 |         this->randomOffset_ = position * this->ball_->getBatLength() * this->ball_->getFieldDimension().y; | 
|---|
| [2839] | 228 |     } | 
|---|
| [2860] | 229 |  | 
|---|
| [8108] | 230 |     /** | 
|---|
 | 231 |     @brief | 
|---|
 | 232 |         Calculate the end position the ball will be in. | 
|---|
 | 233 |         The result of this calculation is stored in this->ballEndPosition_. | 
|---|
 | 234 |     */ | 
|---|
| [2860] | 235 |     void PongAI::calculateBallEndPosition() | 
|---|
 | 236 |     { | 
|---|
 | 237 |         Vector3 position = this->ball_->getPosition(); | 
|---|
 | 238 |         Vector3 velocity = this->ball_->getVelocity(); | 
|---|
| [5929] | 239 |         Vector3 acceleration = this->ball_->getAcceleration(); | 
|---|
| [2860] | 240 |         Vector2 dimension = this->ball_->getFieldDimension(); | 
|---|
 | 241 |  | 
|---|
| [5929] | 242 |         // Calculate bounces. The number of predicted bounces is limited by the AIs strength | 
|---|
 | 243 |         for (float limit = -0.05f; limit < this->strength_ || this->strength_ > 0.99f; limit += 0.4f) | 
|---|
| [2860] | 244 |         { | 
|---|
| [5929] | 245 |             // calculate the time until the ball reaches the other side | 
|---|
 | 246 |             float totaltime = (-position.x + dimension.x / 2 * sgn(velocity.x)) / velocity.x; | 
|---|
| [6417] | 247 |  | 
|---|
| [5929] | 248 |             // calculate wall bounce position (four possible solutions of the equation: pos.z + vel.z*t + acc.z/2*t^2 = +/- dim.z/2) | 
|---|
 | 249 |             float bouncetime = totaltime; | 
|---|
 | 250 |             bool bUpperWall = false; | 
|---|
| [6417] | 251 |  | 
|---|
| [5929] | 252 |             if (acceleration.z == 0) | 
|---|
 | 253 |             { | 
|---|
 | 254 |                 if (velocity.z > 0) | 
|---|
 | 255 |                 { | 
|---|
 | 256 |                     bUpperWall = true; | 
|---|
 | 257 |                     bouncetime = (dimension.y/2 - position.z) / velocity.z; | 
|---|
 | 258 |                 } | 
|---|
 | 259 |                 else if (velocity.z < 0) | 
|---|
 | 260 |                 { | 
|---|
 | 261 |                     bUpperWall = false; | 
|---|
 | 262 |                     bouncetime = (-dimension.y/2 - position.z) / velocity.z; | 
|---|
 | 263 |                 } | 
|---|
 | 264 |             } | 
|---|
 | 265 |             else | 
|---|
 | 266 |             { | 
|---|
 | 267 |                 // upper wall | 
|---|
 | 268 |                 float temp = velocity.z*velocity.z + 2*acceleration.z*(dimension.y/2 - position.z); | 
|---|
 | 269 |                 if (temp >= 0) | 
|---|
 | 270 |                 { | 
|---|
 | 271 |                     float t1 = (sqrt(temp) - velocity.z) / acceleration.z; | 
|---|
 | 272 |                     float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); | 
|---|
 | 273 |                     if (t1 > 0 && t1 < bouncetime) | 
|---|
 | 274 |                     { | 
|---|
 | 275 |                         bouncetime = t1; | 
|---|
 | 276 |                         bUpperWall = true; | 
|---|
 | 277 |                     } | 
|---|
 | 278 |                     if (t2 > 0 && t2 < bouncetime) | 
|---|
 | 279 |                     { | 
|---|
 | 280 |                         bouncetime = t2; | 
|---|
 | 281 |                         bUpperWall = true; | 
|---|
 | 282 |                     } | 
|---|
 | 283 |                 } | 
|---|
 | 284 |                 // lower wall | 
|---|
 | 285 |                 temp = velocity.z*velocity.z - 2*acceleration.z*(dimension.y/2 + position.z); | 
|---|
 | 286 |                 if (temp >= 0) | 
|---|
 | 287 |                 { | 
|---|
 | 288 |                     float t1 = (sqrt(temp) - velocity.z) / acceleration.z; | 
|---|
 | 289 |                     float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1); | 
|---|
 | 290 |                     if (t1 > 0 && t1 < bouncetime) | 
|---|
 | 291 |                     { | 
|---|
 | 292 |                         bouncetime = t1; | 
|---|
 | 293 |                         bUpperWall = false; | 
|---|
 | 294 |                     } | 
|---|
 | 295 |                     if (t2 > 0 && t2 < bouncetime) | 
|---|
 | 296 |                     { | 
|---|
 | 297 |                         bouncetime = t2; | 
|---|
 | 298 |                         bUpperWall = false; | 
|---|
 | 299 |                     } | 
|---|
 | 300 |                 } | 
|---|
 | 301 |             } | 
|---|
| [2885] | 302 |  | 
|---|
| [5929] | 303 |             if (bouncetime < totaltime) | 
|---|
| [2860] | 304 |             { | 
|---|
| [5929] | 305 |                 // Calculate a random prediction error, based on the vertical speed of the ball and the strength of the AI | 
|---|
 | 306 |                 float randomErrorX = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); | 
|---|
 | 307 |                 float randomErrorZ = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / PongBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_); | 
|---|
 | 308 |  | 
|---|
 | 309 |                 // ball bounces after <bouncetime> seconds, update the position and continue | 
|---|
 | 310 |                 velocity.z = velocity.z + acceleration.z * bouncetime; | 
|---|
| [6417] | 311 |  | 
|---|
| [5929] | 312 |                 if (bUpperWall) | 
|---|
 | 313 |                 { | 
|---|
 | 314 |                     position.z = dimension.y / 2; | 
|---|
 | 315 |                     velocity.z = -fabs(velocity.z) + fabs(randomErrorZ); | 
|---|
 | 316 |                 } | 
|---|
 | 317 |                 else | 
|---|
 | 318 |                 { | 
|---|
 | 319 |                     position.z = -dimension.y / 2; | 
|---|
 | 320 |                     velocity.z = fabs(velocity.z) - fabs(randomErrorZ); | 
|---|
 | 321 |                 } | 
|---|
| [6417] | 322 |  | 
|---|
| [5929] | 323 |                 position.x = position.x + velocity.x * bouncetime + randomErrorX; | 
|---|
 | 324 |                 this->ballEndPosition_ = position.z; | 
|---|
| [2860] | 325 |             } | 
|---|
| [5929] | 326 |             else | 
|---|
| [2860] | 327 |             { | 
|---|
| [5929] | 328 |                 // ball doesn't bounce, calculate the end position and return | 
|---|
 | 329 |                 // calculate end-height: current height + slope * distance incl. acceleration | 
|---|
 | 330 |                 this->ballEndPosition_ = position.z + velocity.z * totaltime + acceleration.z / 2 * totaltime * totaltime; | 
|---|
 | 331 |                 return; | 
|---|
| [2860] | 332 |             } | 
|---|
 | 333 |         } | 
|---|
 | 334 |     } | 
|---|
 | 335 |  | 
|---|
| [8108] | 336 |     /** | 
|---|
 | 337 |     @brief | 
|---|
 | 338 |         Determine the movement the AI will undertake. (Either -1, 0 or 1) | 
|---|
 | 339 |         The result of this calculation is stored in this->movement_; | 
|---|
 | 340 |     @param direction | 
|---|
 | 341 |         The current direction of movement. | 
|---|
 | 342 |     @param bUseDelay | 
|---|
 | 343 |         The time by which this move is delayed. (Again, to make the AI less efficient) | 
|---|
 | 344 |     */ | 
|---|
| [2885] | 345 |     void PongAI::move(char direction, bool bUseDelay) | 
|---|
| [2860] | 346 |     { | 
|---|
 | 347 |         // The current direction is either what we're doing right now (movement_) or what is last in the queue | 
|---|
 | 348 |         char currentDirection = this->movement_; | 
|---|
 | 349 |         if (this->reactionTimers_.size() > 0) | 
|---|
 | 350 |             currentDirection = this->reactionTimers_.back().second; | 
|---|
 | 351 |  | 
|---|
 | 352 |         // Only add changes of direction | 
|---|
 | 353 |         if (direction == currentDirection) | 
|---|
 | 354 |             return; | 
|---|
 | 355 |  | 
|---|
| [2885] | 356 |         if (bUseDelay) | 
|---|
| [2860] | 357 |         { | 
|---|
| [2885] | 358 |             // Calculate delay | 
|---|
| [2860] | 359 |             float delay = MAX_REACTION_TIME * (1 - this->strength_); | 
|---|
 | 360 |  | 
|---|
 | 361 |             // Add a new Timer | 
|---|
| [5929] | 362 |             Timer* timer = new Timer(delay, false, createExecutor(createFunctor(&PongAI::delayedMove, this))); | 
|---|
 | 363 |             this->reactionTimers_.push_back(std::pair<Timer*, char>(timer, direction)); | 
|---|
| [2860] | 364 |         } | 
|---|
 | 365 |         else | 
|---|
 | 366 |         { | 
|---|
| [2885] | 367 |             this->movement_ = direction; | 
|---|
| [2860] | 368 |         } | 
|---|
 | 369 |     } | 
|---|
 | 370 |  | 
|---|
| [8108] | 371 |     /** | 
|---|
 | 372 |     @brief | 
|---|
 | 373 |         Is called, when a delayed move takes effect. | 
|---|
 | 374 |     */ | 
|---|
| [2860] | 375 |     void PongAI::delayedMove() | 
|---|
 | 376 |     { | 
|---|
| [2872] | 377 |         // Get the new movement direction from the timer list | 
|---|
| [2860] | 378 |         this->movement_ = this->reactionTimers_.front().second; | 
|---|
 | 379 |  | 
|---|
| [2872] | 380 |         // Destroy the timer and remove it from the list | 
|---|
| [5929] | 381 |         Timer* timer = this->reactionTimers_.front().first; | 
|---|
 | 382 |         timer->destroy(); | 
|---|
| [2860] | 383 |  | 
|---|
 | 384 |         this->reactionTimers_.pop_front(); | 
|---|
 | 385 |     } | 
|---|
| [2839] | 386 | } | 
|---|