[10864] | 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: |
---|
[10885] | 23 | * Gani Aliguzhinov |
---|
[10864] | 24 | * Co-authors: |
---|
| 25 | * ... |
---|
| 26 | * |
---|
| 27 | */ |
---|
| 28 | |
---|
| 29 | #ifndef _ActionpointController_H__ |
---|
| 30 | #define _ActionpointController_H__ |
---|
| 31 | |
---|
[10871] | 32 | #include "controllers/FightingController.h" |
---|
[10877] | 33 | #include "tools/Timer.h" |
---|
| 34 | #include "tools/interfaces/Tickable.h" |
---|
[10888] | 35 | #include <map> |
---|
[10864] | 36 | |
---|
| 37 | namespace orxonox |
---|
| 38 | { |
---|
[10898] | 39 | /** |
---|
| 40 | @brief |
---|
| 41 | ActionpointController is a state machine with states: |
---|
| 42 | 1) NONE |
---|
| 43 | 2) FLY: fly towards a point |
---|
| 44 | 3) FIGHT: fight enemies that are in attackRange_ (see FightingController) |
---|
| 45 | 4) PROTECT: follow this->protect_ |
---|
| 46 | 5) FIGHTALL: fight all enemies on the map |
---|
| 47 | 6) ATTACK: fight a specific spaceship |
---|
| 48 | This controller always executes an action that is in the back of the vector being used. |
---|
| 49 | After current this->action_ is completed, next action becomes the top action (one that will |
---|
| 50 | be returned by someVector.back()), and current action either will be removed (if not looping), |
---|
| 51 | or moved to the top (if looping). |
---|
| 52 | |
---|
| 53 | Every second action(), which is once in two seconds, this searches the area for enemies that are in attack range, if finds anyone, |
---|
| 54 | pushes Action::FIGHT to the stack. That makes spaceship fight enemies inside of a sphere, and when all enemies in range are dead, |
---|
| 55 | Action::FIGHT is removed from the stack, and spaceship resumes doing whatever action was being executed before. |
---|
| 56 | |
---|
| 57 | In XML one has to attack Actionpoints in order to achieve any complex behaviour, but in Controller all actionpoints are effectively |
---|
| 58 | being stored in an array of type Point::Value. |
---|
[10955] | 59 | @note |
---|
| 60 | ActionpointController will not work, if there is no MasterController in the level! |
---|
[10974] | 61 | All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level. |
---|
[10898] | 62 | */ |
---|
[11071] | 63 | enum class Action |
---|
[10864] | 64 | { |
---|
[11071] | 65 | NONE, FLY, FIGHT, PROTECT, FIGHTALL, ATTACK |
---|
| 66 | }; |
---|
[10864] | 67 | |
---|
| 68 | struct Point { |
---|
[11071] | 69 | Action action; |
---|
[10864] | 70 | std::string name; |
---|
| 71 | Vector3 position; |
---|
| 72 | bool inLoop; |
---|
[11071] | 73 | }; |
---|
[10864] | 74 | |
---|
[10877] | 75 | class _OrxonoxExport ActionpointController : public FightingController, public Tickable |
---|
[10864] | 76 | { |
---|
| 77 | public: |
---|
[10915] | 78 | |
---|
[10885] | 79 | ActionpointController(Context* context); |
---|
| 80 | virtual ~ActionpointController(); |
---|
[11071] | 81 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
---|
[10864] | 82 | |
---|
[10898] | 83 | /** |
---|
| 84 | @brief |
---|
[10955] | 85 | tick is called every tick by Game (?). |
---|
| 86 | In tick ship flies and fires. |
---|
| 87 | */ |
---|
[11071] | 88 | virtual void tick(float dt) override; |
---|
[10955] | 89 | /** |
---|
| 90 | @brief |
---|
[10898] | 91 | XML method, example XML usage: |
---|
[11099] | 92 | |
---|
| 93 | @code |
---|
[10898] | 94 | <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="ss2"> |
---|
| 95 | <templates> |
---|
| 96 | <Template link=spaceshipassff /> |
---|
| 97 | </templates> |
---|
| 98 | <controller> |
---|
| 99 | <DivisionController team=0 formationMode="finger4"> |
---|
| 100 | <actionpoints> |
---|
| 101 | <Actionpoint position="0,0,0" action="FLY" /> |
---|
| 102 | <Actionpoint position="-1000,750,-500" action="ATTACK" attack="attack" /> |
---|
| 103 | <Actionpoint position="-1000,750,-500" action="PROTECt" protectMe=true /> |
---|
| 104 | <Actionpoint position="-1000,750,-500" action="PROTECt" protect="protect" /> |
---|
| 105 | <Actionpoint position="-1000,750,-500" action="FIGHTALL" /> |
---|
| 106 | </actionpoints> |
---|
| 107 | </DivisionController> |
---|
| 108 | </controller> |
---|
| 109 | </SpaceShip> |
---|
[11099] | 110 | @endcode |
---|
[10898] | 111 | |
---|
| 112 | Full description: |
---|
| 113 | Adds an Actionpoint to this->actionpoints_. Actionpoint can take arguments like action="attack" attack="name". |
---|
| 114 | For documentation on Actionpoint XML arguments, check out Actionpoint.h class |
---|
| 115 | If any WorldEntity that is not Actionpoint or its child being sent to actionpoints through XML, |
---|
| 116 | action would be assumed to be Action::FLY and target position to be position of the entity. Also, if not Actionpoint |
---|
[11099] | 117 | is passed, it is assumed to be in a loop. How it works is: in \<actionpoints\> first all Actionpoints between |
---|
[10898] | 118 | first Actionpoint with loopStart=true and first following Actionpoint with loopEnd=true are included in a single loop. |
---|
| 119 | If they are adjacent (in the input array) with WorldEntity, then WorldEntity is also in a loop. |
---|
| 120 | All the Worldentities are assumed to be in loop. |
---|
| 121 | |
---|
| 122 | Loop example: |
---|
[11099] | 123 | |
---|
| 124 | @code |
---|
[10898] | 125 | <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="ss1"> |
---|
| 126 | <templates> |
---|
| 127 | <Template link=spaceshipassff /> |
---|
| 128 | </templates> |
---|
| 129 | <controller> |
---|
| 130 | <DivisionController team=0 formationMode="wall"> |
---|
| 131 | <actionpoints> |
---|
| 132 | <Actionpoint position=" 0,2000,-600" action="FLY" loopStart=true/> |
---|
| 133 | <Actionpoint position=" 0,2000,-1000" action="FLY" /> |
---|
| 134 | <Actionpoint position="400,2000,-1000" action="FLY" /> |
---|
| 135 | <Actionpoint position="400,2000,-600" action="FLY" loopEnd=true /> |
---|
| 136 | </actionpoints> |
---|
| 137 | </DivisionController> |
---|
| 138 | </controller> |
---|
| 139 | </SpaceShip> |
---|
[11099] | 140 | @endcode |
---|
[10898] | 141 | |
---|
| 142 | other loop example: |
---|
[11099] | 143 | |
---|
| 144 | @code |
---|
[10898] | 145 | <SpaceShip position="-1500, -1500, -1500" lookat="0,0,0" team=0 name="ss1"> |
---|
| 146 | <templates> |
---|
| 147 | <Template link=spaceshipassff /> |
---|
| 148 | </templates> |
---|
| 149 | <controller> |
---|
| 150 | <DivisionController team=0 formationMode="diamond"> |
---|
| 151 | <actionpoints> |
---|
| 152 | <Model mesh="cube.mesh" scale=8 position=" 0,2000,-600" /> |
---|
| 153 | <Model mesh="cube.mesh" scale=8 position=" 0,2000,-1000" /> |
---|
| 154 | <Model mesh="cube.mesh" scale=8 position="400,2000,-1000" /> |
---|
| 155 | <Model mesh="cube.mesh" scale=8 position="400,2000,-600" /> |
---|
| 156 | </actionpoints> |
---|
| 157 | </DivisionController> |
---|
| 158 | </controller> |
---|
[11099] | 159 | </SpaceShip> |
---|
| 160 | @endcode |
---|
[10885] | 161 | |
---|
[10898] | 162 | @note |
---|
[11099] | 163 | Don't use several loops, and don't use WorldEntities as input to \<actionpoints\> as I didn't test it well, but you |
---|
[10898] | 164 | can try if feeling lucky. |
---|
| 165 | */ |
---|
| 166 | void addActionpoint(WorldEntity* actionpoint); |
---|
[10912] | 167 | WorldEntity* getActionpoint(unsigned int index) const; |
---|
| 168 | void setDefaultFightAll(bool value) |
---|
| 169 | { this->bDefaultFightAll_ = value; } |
---|
| 170 | bool getDefaultFightAll () |
---|
| 171 | { return this->bDefaultFightAll_; } |
---|
| 172 | void setDefaultPatrol(bool value) |
---|
| 173 | { this->bDefaultPatrol_ = value; } |
---|
| 174 | bool getDefaultPatrol () |
---|
| 175 | { return this->bDefaultPatrol_; } |
---|
[10935] | 176 | |
---|
[10912] | 177 | |
---|
[10864] | 178 | virtual void stayNearProtect(); |
---|
[10955] | 179 | virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour. Only gets called by MasterController |
---|
[10885] | 180 | virtual void takeActionpoints (const std::vector<Point>& vector, const std::vector<Point>& loop, bool b); |
---|
[10864] | 181 | |
---|
[11071] | 182 | virtual Action getAction (); |
---|
[10885] | 183 | virtual std::string getActionName(); |
---|
| 184 | |
---|
[11071] | 185 | void setAction (Action action); |
---|
| 186 | void setAction (Action action, ControllableEntity* target); |
---|
| 187 | void setAction (Action action, const Vector3& target); |
---|
| 188 | void setAction (Action action, const Vector3& target, const Quaternion& orient ); |
---|
[10864] | 189 | |
---|
[10877] | 190 | virtual bool setWingman(ActionpointController* wingman) |
---|
| 191 | { return false; } |
---|
| 192 | virtual bool hasWingman() |
---|
| 193 | { return true; } |
---|
| 194 | virtual bool setFollower(ActionpointController* myFollower) |
---|
| 195 | { return false; } |
---|
| 196 | virtual bool hasFollower() |
---|
| 197 | { return true; } |
---|
[10898] | 198 | |
---|
[10912] | 199 | |
---|
[10864] | 200 | protected: |
---|
[10885] | 201 | void startAttackingEnemiesThatAreClose(); |
---|
| 202 | WeakPtr<ActionpointController> myWingman_; |
---|
| 203 | WeakPtr<ActionpointController> myFollower_; |
---|
| 204 | WeakPtr<ActionpointController> myDivisionLeader_; |
---|
[10864] | 205 | //----[Actionpoint information]---- |
---|
[11071] | 206 | Action action_; |
---|
[10864] | 207 | std::string protectName_; |
---|
| 208 | std::string targetName_; |
---|
[11071] | 209 | std::vector<WeakPtr<WorldEntity>> actionpoints_; |
---|
[10864] | 210 | float squaredaccuracy_; |
---|
[11071] | 211 | std::vector<Point> parsedActionpoints_; //<! actionpoints as they are stored here after being parsed from XML |
---|
| 212 | std::vector<Point> loopActionpoints_; //<! actionpoints that are to be looped |
---|
[10974] | 213 | bool bInLoop_; //<! variable for addActionpoint method |
---|
[10898] | 214 | bool bLoop_; //<! is state machine looping? |
---|
[10974] | 215 | bool bEndLoop_; //<! variable for addActionpoint method |
---|
[10898] | 216 | bool bTakenOver_; //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint |
---|
| 217 | //<! is to be executed for the state machine to start working |
---|
[10864] | 218 | //----[/Actionpoint information]---- |
---|
| 219 | void setProtect (ControllableEntity* protect); |
---|
| 220 | ControllableEntity* getProtect (); |
---|
[10898] | 221 | WeakPtr<ControllableEntity> protect_; //<! entity that is to be protected if this->action_ == Action::PROTECT |
---|
| 222 | void fillLoop(); //<! moves actionpoints that are should be in loop from parsedActionpoints_ to loopActionpoints_ |
---|
[10885] | 223 | void fillLoopReversed(); |
---|
[10898] | 224 | void moveBackToTop(); //<! analog of removing back actionpoint for loopActionpoints_: instead of removing it, |
---|
| 225 | //<! move it to the top, so that it will be executed later on. |
---|
[10864] | 226 | void setClosestTarget(); |
---|
| 227 | Pawn* closestTarget(); |
---|
| 228 | //----[Actionpoint methods]---- |
---|
[10898] | 229 | /** |
---|
| 230 | @brief |
---|
| 231 | Sets this->target_, this->targetPosition_, this->protect_ and this->action_ depending |
---|
| 232 | on the current actionpoint in the vector parsedActionpoints_ if not looping or |
---|
| 233 | loopActionpoints_ if looping. |
---|
| 234 | @note |
---|
| 235 | */ |
---|
| 236 | void executeActionpoint(); |
---|
| 237 | /** |
---|
| 238 | @brief |
---|
| 239 | If this->bLoop_, move back action to top (back is the current one, top is the last), |
---|
| 240 | otherwise remove back actionpoint. |
---|
| 241 | @note |
---|
| 242 | actionpoints_ is only used for XML, real state stacks are parsedActionpoints_ and loopActionpoints_ |
---|
| 243 | */ |
---|
| 244 | void nextActionpoint(); |
---|
[10864] | 245 | //----[Actionpoint methods]---- |
---|
[10877] | 246 | |
---|
[10974] | 247 | bool bDefaultFightAll_; //<! if true, when no action set, this will fight all |
---|
[10912] | 248 | |
---|
[10974] | 249 | 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 |
---|
| 250 | bool bDefaultPatrol_; //<! if true, this will look out for enemies that are close if this is just flying or doing nothing |
---|
[10946] | 251 | unsigned int ticks_; //<! local tick counter |
---|
[10864] | 252 | }; |
---|
| 253 | } |
---|
| 254 | |
---|
| 255 | #endif /* _ActionpointController_H__ */ |
---|