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source: code/trunk/src/orxonox/controllers/AIController.cc @ 6104

Last change on this file since 6104 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • 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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