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source: code/trunk/src/orxonox/controllers/WingmanController.cc @ 11064

Last change on this file since 11064 was 11052, checked in by landauf, 9 years ago

merged branch presentationHS15 back to trunk

  • Property svn:eol-style set to native
File size: 7.5 KB
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[10678]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
[10678]24 *   Co-authors:
[10885]25 *      ...
[10678]26 *
27 */
28
29#include "WingmanController.h"
30
31
32namespace orxonox
33{
34
35    RegisterClass(WingmanController);
[10729]36   
[10864]37    //ActionpointController contains all common functionality of AI Controllers
38    WingmanController::WingmanController(Context* context) : ActionpointController(context)
[10678]39    {
40        RegisterObject(WingmanController);
[10725]41        this->myLeader_ = 0;
[10851]42        this->bFirstAction_ = true;
43
[10678]44    }
45
46    WingmanController::~WingmanController()
47    {
[10854]48        for (size_t i = 0; i < this->actionpoints_.size(); ++i)
49        {
50            if(this->actionpoints_[i])
51                this->actionpoints_[i]->destroy();
52        }
53        this->parsedActionpoints_.clear();
54        this->actionpoints_.clear();
[10678]55    }
[10826]56 
57    void WingmanController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
58    {
59        SUPER(WingmanController, XMLPort, xmlelement, mode);
60    }
61   
62    //----in tick, move (or look) and shoot----
[10731]63    void WingmanController::tick(float dt)
64    {   
65        if (!this->isActive())
[10886]66            return; 
[10731]67       
68        SUPER(WingmanController, tick, dt);
[10915]69
[10731]70    }
71   
[10826]72    //----action for hard calculations----
[10731]73    void WingmanController::action()
74    {
[10946]75        if (!this || !this->getControllableEntity() || !this->isActive())
[10923]76            return;
[10826]77        //----If no leader, find one----
[10731]78        if (!this->myLeader_)
79        {
[10877]80            ActionpointController* newLeader = (findNewLeader());
[10925]81            if (!this || !this->getControllableEntity())
82                return;
83
[10731]84            this->myLeader_ = newLeader;
[10879]85            if (this->myLeader_)
86            {
[10923]87               
[10879]88            }
[10731]89        }
[10826]90        //----If have leader, he will deal with logic----
[10731]91        else
92        {
[10851]93
[10731]94        }
[10851]95        if (!this->myLeader_)
96        {
[10953]97            ActionpointController::action();
[10805]98        }
[10854]99        else if (this->myLeader_)
[10805]100        {
[10974]101            if (this->myLeader_->bKeepFormation_ || !(this->myLeader_->getAction() == Action::FIGHT
102                || this->myLeader_->getAction() == Action::FIGHTALL
[10883]103                || this->myLeader_->getAction() == Action::ATTACK))
[10856]104            {
[10886]105                this->keepFormation();
[10879]106            }
[10886]107            else if (!this->myLeader_->bKeepFormation_)
[10879]108            {
[10925]109                if (!this || !this->getControllableEntity())
110                    return;
111
[10886]112                if (!this->hasTarget())
[10883]113                {
[10886]114                    this->setTarget(this->myLeader_->getTarget());
[10856]115                }
[10935]116               
[10856]117            }
[10805]118        }
[10731]119    }
120     
121   
[10856]122    Vector3 WingmanController::getFormationPosition ()
123    {
[10925]124
125
[10856]126        this->setFormationMode( this->myLeader_->getFormationMode() );
127        Vector3* targetRelativePosition;
[10883]128        this->spread_ = this->myLeader_->getSpread();
[10869]129        if (this->myLeader_->getIdentifier()->getName() == "DivisionController")
[10856]130        {
131            switch (this->formationMode_){
132                case FormationMode::WALL:
133                {
[11030]134                    targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_);
[10856]135                    break;
136                }
137                case FormationMode::FINGER4: 
138                {
[11030]139                    targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
[10856]140                    break;
141                }
142                case FormationMode::DIAMOND: 
143                {
[11030]144                    targetRelativePosition = new Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
[10856]145                    break;
146                }
147            }
148        }
149        else
150        {
151            switch (this->formationMode_){
152                case FormationMode::WALL:
153                {
[11030]154                    targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_);
[10856]155                    break;
156                }
157                case FormationMode::FINGER4: 
158                {
[11030]159                    targetRelativePosition = new Vector3 (-2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
[10856]160                    break;
161                }
162                case FormationMode::DIAMOND: 
163                {
[11030]164                    targetRelativePosition = new Vector3 (2.0f*this->spread_, -1.0f*this->spread_, 0 - 1.0f*this->tolerance_);
[10856]165                    break;
166                }
167            }
168        }
[10880]169        Vector3 result = *targetRelativePosition;
170        delete targetRelativePosition;
171        return result;
[10856]172    }
[10886]173    void WingmanController::keepFormation()
174    {
175        this->bKeepFormation_ = true;
176        ControllableEntity* leaderEntity = this->myLeader_->getControllableEntity();
177        Vector3 targetRelativePosition = this->getFormationPosition();
178        if (!leaderEntity)
179            return;
180        FlyingController::keepFormation (leaderEntity, targetRelativePosition);
181    }
[10826]182    //----POST: closest leader that is ready to take a new wingman is returned----
[10877]183    ActionpointController* WingmanController::findNewLeader()
[10717]184    {
185
186        if (!this->getControllableEntity())
[10722]187            return 0;
[10717]188
[10826]189        //----vars for finding the closest leader----
[10877]190        ActionpointController* closestLeader = 0;
[10722]191        float minDistance =  std::numeric_limits<float>::infinity();
[10838]192        Gametype* gt = this->getGametype();
[10877]193
194        for (ObjectList<ActionpointController>::iterator it = ObjectList<ActionpointController>::begin(); it; ++it)
[10717]195        {
[10826]196            //----0ptr or not a leader or dead?----
[10731]197            if (!it || 
[10869]198                (it->getIdentifier()->getName() != "SectionController" && it->getIdentifier()->getName() != "DivisionController") || 
[10731]199                !(it->getControllableEntity()))
[10722]200                continue;
[10826]201           
202            //----same team?----
[10838]203            if ( !CommonController::sameTeam (this->getControllableEntity(), (it)->getControllableEntity(), gt) )
[10717]204                continue;
[10826]205           
206            //----check distance----
207            float distance = CommonController::distance (it->getControllableEntity(), this->getControllableEntity());
[10722]208            if (distance < minDistance && !(it->hasWingman()))
209            {
210                closestLeader = *it;
211                minDistance = distance;
212            }
[10717]213        }
[10722]214        if (closestLeader)
215        {
[10826]216            //----Racing conditions----
[10974]217            /*TODO: racing condition check is wrong and redundant, as there is no multithreading here, ticks get called one after another,
218            so it can be simplified to a check of whether leader got a wingman*/
[10877]219            if (closestLeader->setWingman(orxonox_cast<ActionpointController*>(this)))
220            {
[10722]221                return closestLeader;
[10877]222            }
[10722]223        }
224        return 0;
[10717]225    }
[10722]226
[10678]227}
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