[10864] | 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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[10885] | 23 | * Gani Aliguzhinov |
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[10864] | 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 | #ifndef _ActionpointController_H__ |
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| 30 | #define _ActionpointController_H__ |
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| 31 | |
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[10871] | 32 | #include "controllers/FightingController.h" |
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[10877] | 33 | #include "tools/Timer.h" |
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| 34 | #include "tools/interfaces/Tickable.h" |
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[10888] | 35 | #include "../modules/pickup/PickupSpawner.h" |
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| 36 | #include <map> |
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[10864] | 37 | |
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[10953] | 38 | #include <boost/shared_ptr.hpp> |
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[10912] | 39 | |
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[10953] | 40 | |
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[10864] | 41 | namespace orxonox |
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| 42 | { |
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[10898] | 43 | /** |
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| 44 | @brief |
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| 45 | ActionpointController is a state machine with states: |
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| 46 | 1) NONE |
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| 47 | 2) FLY: fly towards a point |
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| 48 | 3) FIGHT: fight enemies that are in attackRange_ (see FightingController) |
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| 49 | 4) PROTECT: follow this->protect_ |
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| 50 | 5) FIGHTALL: fight all enemies on the map |
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| 51 | 6) ATTACK: fight a specific spaceship |
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| 52 | This controller always executes an action that is in the back of the vector being used. |
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| 53 | After current this->action_ is completed, next action becomes the top action (one that will |
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| 54 | be returned by someVector.back()), and current action either will be removed (if not looping), |
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| 55 | or moved to the top (if looping). |
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| 56 | |
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| 57 | Every second action(), which is once in two seconds, this searches the area for enemies that are in attack range, if finds anyone, |
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| 58 | pushes Action::FIGHT to the stack. That makes spaceship fight enemies inside of a sphere, and when all enemies in range are dead, |
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| 59 | Action::FIGHT is removed from the stack, and spaceship resumes doing whatever action was being executed before. |
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| 60 | |
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| 61 | In XML one has to attack Actionpoints in order to achieve any complex behaviour, but in Controller all actionpoints are effectively |
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| 62 | being stored in an array of type Point::Value. |
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[10955] | 63 | @note |
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| 64 | ActionpointController will not work, if there is no MasterController in the level! |
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[10974] | 65 | All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level. |
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[10898] | 66 | */ |
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[11071] | 67 | enum class Action |
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[10864] | 68 | { |
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[11071] | 69 | NONE, FLY, FIGHT, PROTECT, FIGHTALL, ATTACK |
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| 70 | }; |
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[10864] | 71 | |
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| 72 | struct Point { |
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[11071] | 73 | Action action; |
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[10864] | 74 | std::string name; |
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| 75 | Vector3 position; |
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| 76 | bool inLoop; |
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[11071] | 77 | }; |
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[10864] | 78 | |
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[10877] | 79 | class _OrxonoxExport ActionpointController : public FightingController, public Tickable |
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[10864] | 80 | { |
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| 81 | public: |
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[10915] | 82 | |
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[10885] | 83 | ActionpointController(Context* context); |
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| 84 | virtual ~ActionpointController(); |
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[11071] | 85 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
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[10864] | 86 | |
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[10898] | 87 | /** |
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| 88 | @brief |
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[10955] | 89 | tick is called every tick by Game (?). |
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| 90 | In tick ship flies and fires. |
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| 91 | */ |
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[11071] | 92 | virtual void tick(float dt) override; |
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[10955] | 93 | /** |
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| 94 | @brief |
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[10898] | 95 | XML method, example XML usage: |
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| 96 | <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="ss2"> |
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| 97 | <templates> |
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| 98 | <Template link=spaceshipassff /> |
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| 99 | </templates> |
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| 100 | <controller> |
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| 101 | <DivisionController team=0 formationMode="finger4"> |
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| 102 | <actionpoints> |
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| 103 | <Actionpoint position="0,0,0" action="FLY" /> |
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| 104 | <Actionpoint position="-1000,750,-500" action="ATTACK" attack="attack" /> |
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| 105 | <Actionpoint position="-1000,750,-500" action="PROTECt" protectMe=true /> |
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| 106 | <Actionpoint position="-1000,750,-500" action="PROTECt" protect="protect" /> |
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| 107 | <Actionpoint position="-1000,750,-500" action="FIGHTALL" /> |
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| 108 | </actionpoints> |
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| 109 | </DivisionController> |
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| 110 | </controller> |
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| 111 | </SpaceShip> |
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| 112 | |
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| 113 | Full description: |
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| 114 | Adds an Actionpoint to this->actionpoints_. Actionpoint can take arguments like action="attack" attack="name". |
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| 115 | For documentation on Actionpoint XML arguments, check out Actionpoint.h class |
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| 116 | If any WorldEntity that is not Actionpoint or its child being sent to actionpoints through XML, |
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| 117 | action would be assumed to be Action::FLY and target position to be position of the entity. Also, if not Actionpoint |
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| 118 | is passed, it is assumed to be in a loop. How it works is: in <actionpoints> first all Actionpoints between |
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| 119 | first Actionpoint with loopStart=true and first following Actionpoint with loopEnd=true are included in a single loop. |
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| 120 | If they are adjacent (in the input array) with WorldEntity, then WorldEntity is also in a loop. |
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| 121 | All the Worldentities are assumed to be in loop. |
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| 122 | |
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| 123 | Loop example: |
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| 124 | <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="ss1"> |
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| 125 | <templates> |
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| 126 | <Template link=spaceshipassff /> |
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| 127 | </templates> |
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| 128 | <controller> |
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| 129 | <DivisionController team=0 formationMode="wall"> |
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| 130 | <actionpoints> |
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| 131 | <Actionpoint position=" 0,2000,-600" action="FLY" loopStart=true/> |
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| 132 | <Actionpoint position=" 0,2000,-1000" action="FLY" /> |
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| 133 | <Actionpoint position="400,2000,-1000" action="FLY" /> |
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| 134 | <Actionpoint position="400,2000,-600" action="FLY" loopEnd=true /> |
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| 135 | </actionpoints> |
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| 136 | </DivisionController> |
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| 137 | </controller> |
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| 138 | </SpaceShip> |
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| 139 | |
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| 140 | other loop example: |
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| 141 | <SpaceShip position="-1500, -1500, -1500" lookat="0,0,0" team=0 name="ss1"> |
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| 142 | <templates> |
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| 143 | <Template link=spaceshipassff /> |
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| 144 | </templates> |
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| 145 | <controller> |
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| 146 | <DivisionController team=0 formationMode="diamond"> |
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| 147 | <actionpoints> |
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| 148 | <Model mesh="cube.mesh" scale=8 position=" 0,2000,-600" /> |
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| 149 | <Model mesh="cube.mesh" scale=8 position=" 0,2000,-1000" /> |
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| 150 | <Model mesh="cube.mesh" scale=8 position="400,2000,-1000" /> |
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| 151 | <Model mesh="cube.mesh" scale=8 position="400,2000,-600" /> |
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| 152 | </actionpoints> |
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| 153 | </DivisionController> |
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| 154 | </controller> |
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| 155 | </SpaceShip> |
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[10885] | 156 | |
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[10898] | 157 | @note |
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| 158 | Don't use several loops, and don't use WorldEntities as input to <actionpoints> as I didn't test it well, but you |
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| 159 | can try if feeling lucky. |
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| 160 | */ |
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| 161 | void addActionpoint(WorldEntity* actionpoint); |
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[10912] | 162 | WorldEntity* getActionpoint(unsigned int index) const; |
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| 163 | void setDefaultFightAll(bool value) |
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| 164 | { this->bDefaultFightAll_ = value; } |
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| 165 | bool getDefaultFightAll () |
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| 166 | { return this->bDefaultFightAll_; } |
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| 167 | void setDefaultPatrol(bool value) |
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| 168 | { this->bDefaultPatrol_ = value; } |
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| 169 | bool getDefaultPatrol () |
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| 170 | { return this->bDefaultPatrol_; } |
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[10935] | 171 | |
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[10912] | 172 | |
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[10864] | 173 | virtual void stayNearProtect(); |
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[10955] | 174 | virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour. Only gets called by MasterController |
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[10885] | 175 | virtual void takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b); |
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[10864] | 176 | |
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[11071] | 177 | virtual Action getAction (); |
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[10885] | 178 | virtual std::string getActionName(); |
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| 179 | |
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[11071] | 180 | void setAction (Action action); |
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| 181 | void setAction (Action action, ControllableEntity* target); |
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| 182 | void setAction (Action action, const Vector3& target); |
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| 183 | void setAction (Action action, const Vector3& target, const Quaternion& orient ); |
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[10864] | 184 | |
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[10877] | 185 | virtual bool setWingman(ActionpointController* wingman) |
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| 186 | { return false; } |
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| 187 | virtual bool hasWingman() |
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| 188 | { return true; } |
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| 189 | virtual bool setFollower(ActionpointController* myFollower) |
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| 190 | { return false; } |
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| 191 | virtual bool hasFollower() |
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| 192 | { return true; } |
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[10898] | 193 | |
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[10912] | 194 | |
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[10864] | 195 | protected: |
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[10885] | 196 | void startAttackingEnemiesThatAreClose(); |
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| 197 | WeakPtr<ActionpointController> myWingman_; |
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| 198 | WeakPtr<ActionpointController> myFollower_; |
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| 199 | WeakPtr<ActionpointController> myDivisionLeader_; |
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[10864] | 200 | //----[Actionpoint information]---- |
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[11071] | 201 | Action action_; |
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[10864] | 202 | std::string protectName_; |
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| 203 | std::string targetName_; |
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[11071] | 204 | std::vector<WeakPtr<WorldEntity>> actionpoints_; |
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[10864] | 205 | float squaredaccuracy_; |
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[11071] | 206 | std::vector<Point> parsedActionpoints_; //<! actionpoints as they are stored here after being parsed from XML |
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| 207 | std::vector<Point> loopActionpoints_; //<! actionpoints that are to be looped |
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[10974] | 208 | bool bInLoop_; //<! variable for addActionpoint method |
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[10898] | 209 | bool bLoop_; //<! is state machine looping? |
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[10974] | 210 | bool bEndLoop_; //<! variable for addActionpoint method |
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[10898] | 211 | bool bTakenOver_; //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint |
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| 212 | //<! is to be executed for the state machine to start working |
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[10864] | 213 | //----[/Actionpoint information]---- |
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| 214 | void setProtect (ControllableEntity* protect); |
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| 215 | ControllableEntity* getProtect (); |
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[10898] | 216 | WeakPtr<ControllableEntity> protect_; //<! entity that is to be protected if this->action_ == Action::PROTECT |
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| 217 | void fillLoop(); //<! moves actionpoints that are should be in loop from parsedActionpoints_ to loopActionpoints_ |
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[10885] | 218 | void fillLoopReversed(); |
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[10898] | 219 | void moveBackToTop(); //<! analog of removing back actionpoint for loopActionpoints_: instead of removing it, |
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| 220 | //<! move it to the top, so that it will be executed later on. |
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[10864] | 221 | void setClosestTarget(); |
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| 222 | Pawn* closestTarget(); |
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| 223 | //----[Actionpoint methods]---- |
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[10898] | 224 | /** |
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| 225 | @brief |
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| 226 | Sets this->target_, this->targetPosition_, this->protect_ and this->action_ depending |
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| 227 | on the current actionpoint in the vector parsedActionpoints_ if not looping or |
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| 228 | loopActionpoints_ if looping. |
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| 229 | @note |
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| 230 | */ |
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| 231 | void executeActionpoint(); |
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| 232 | /** |
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| 233 | @brief |
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| 234 | If this->bLoop_, move back action to top (back is the current one, top is the last), |
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| 235 | otherwise remove back actionpoint. |
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| 236 | @note |
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| 237 | actionpoints_ is only used for XML, real state stacks are parsedActionpoints_ and loopActionpoints_ |
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| 238 | */ |
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| 239 | void nextActionpoint(); |
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[10864] | 240 | //----[Actionpoint methods]---- |
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[10877] | 241 | |
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[10974] | 242 | bool bDefaultFightAll_; //<! if true, when no action set, this will fight all |
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[10912] | 243 | |
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[10974] | 244 | bool bPatrolling_; //<! true if current action_ is FIGHT because this found enemies that are close, need this to correctly go back to looping if was looping |
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| 245 | bool bDefaultPatrol_; //<! if true, this will look out for enemies that are close if this is just flying or doing nothing |
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[10946] | 246 | unsigned int ticks_; //<! local tick counter |
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[10864] | 247 | }; |
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| 248 | } |
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| 249 | |
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| 250 | #endif /* _ActionpointController_H__ */ |
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