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source: code/trunk/src/orxonox/controllers/WingmanController.cc @ 11072

Last change on this file since 11072 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 6.6 KB
RevLine 
[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);
[11071]41        this->myLeader_ = nullptr;
[10851]42        this->bFirstAction_ = true;
43
[10678]44    }
45
46    WingmanController::~WingmanController()
47    {
[11071]48        for (WorldEntity* actionpoint : this->actionpoints_)
[10854]49        {
[11071]50            if (actionpoint)
51                actionpoint->destroy();
[10854]52        }
53        this->parsedActionpoints_.clear();
54        this->actionpoints_.clear();
[10678]55    }
[10826]56   
57    //----action for hard calculations----
[10731]58    void WingmanController::action()
59    {
[10946]60        if (!this || !this->getControllableEntity() || !this->isActive())
[10923]61            return;
[10826]62        //----If no leader, find one----
[10731]63        if (!this->myLeader_)
64        {
[10877]65            ActionpointController* newLeader = (findNewLeader());
[10925]66            if (!this || !this->getControllableEntity())
67                return;
68
[10731]69            this->myLeader_ = newLeader;
[10879]70            if (this->myLeader_)
71            {
[10923]72               
[10879]73            }
[10731]74        }
[10826]75        //----If have leader, he will deal with logic----
[10731]76        else
77        {
[10851]78
[10731]79        }
[10851]80        if (!this->myLeader_)
81        {
[10953]82            ActionpointController::action();
[10805]83        }
[10854]84        else if (this->myLeader_)
[10805]85        {
[10974]86            if (this->myLeader_->bKeepFormation_ || !(this->myLeader_->getAction() == Action::FIGHT
87                || this->myLeader_->getAction() == Action::FIGHTALL
[10883]88                || this->myLeader_->getAction() == Action::ATTACK))
[10856]89            {
[10886]90                this->keepFormation();
[10879]91            }
[10886]92            else if (!this->myLeader_->bKeepFormation_)
[10879]93            {
[10925]94                if (!this || !this->getControllableEntity())
95                    return;
96
[10886]97                if (!this->hasTarget())
[10883]98                {
[10886]99                    this->setTarget(this->myLeader_->getTarget());
[10856]100                }
[10935]101               
[10856]102            }
[10805]103        }
[10731]104    }
105     
106   
[10856]107    Vector3 WingmanController::getFormationPosition ()
108    {
109        this->setFormationMode( this->myLeader_->getFormationMode() );
[10883]110        this->spread_ = this->myLeader_->getSpread();
[10869]111        if (this->myLeader_->getIdentifier()->getName() == "DivisionController")
[10856]112        {
113            switch (this->formationMode_){
114                case FormationMode::WALL:
[11071]115                    return Vector3 (2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_);
[10856]116                case FormationMode::FINGER4: 
[11071]117                    return Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
[10856]118                case FormationMode::DIAMOND: 
[11071]119                    return Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
120                default:
121                    return Vector3::ZERO;
[10856]122            }
123        }
124        else
125        {
126            switch (this->formationMode_){
127                case FormationMode::WALL:
[11071]128                    return Vector3 (-2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_);
[10856]129                case FormationMode::FINGER4: 
[11071]130                    return Vector3 (-2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
[10856]131                case FormationMode::DIAMOND: 
[11071]132                    return Vector3 (2.0f*this->spread_, -1.0f*this->spread_, 0 - 1.0f*this->tolerance_);
133                default:
134                    return Vector3::ZERO;
[10856]135            }
136        }
137    }
[10886]138    void WingmanController::keepFormation()
139    {
140        this->bKeepFormation_ = true;
141        ControllableEntity* leaderEntity = this->myLeader_->getControllableEntity();
142        Vector3 targetRelativePosition = this->getFormationPosition();
143        if (!leaderEntity)
144            return;
145        FlyingController::keepFormation (leaderEntity, targetRelativePosition);
146    }
[10826]147    //----POST: closest leader that is ready to take a new wingman is returned----
[10877]148    ActionpointController* WingmanController::findNewLeader()
[10717]149    {
150
151        if (!this->getControllableEntity())
[11071]152            return nullptr;
[10717]153
[10826]154        //----vars for finding the closest leader----
[11071]155        ActionpointController* closestLeader = nullptr;
[10722]156        float minDistance =  std::numeric_limits<float>::infinity();
[10838]157        Gametype* gt = this->getGametype();
[10877]158
[11071]159        for (ActionpointController* controller : ObjectList<ActionpointController>())
[10717]160        {
[10826]161            //----0ptr or not a leader or dead?----
[11071]162            if (!controller ||
163                (controller->getIdentifier()->getName() != "SectionController" && controller->getIdentifier()->getName() != "DivisionController") ||
164                !(controller->getControllableEntity()))
[10722]165                continue;
[10826]166           
167            //----same team?----
[11071]168            if ( !CommonController::sameTeam (this->getControllableEntity(), controller->getControllableEntity(), gt) )
[10717]169                continue;
[10826]170           
171            //----check distance----
[11071]172            float distance = CommonController::distance (controller->getControllableEntity(), this->getControllableEntity());
173            if (distance < minDistance && !(controller->hasWingman()))
[10722]174            {
[11071]175                closestLeader = controller;
[10722]176                minDistance = distance;
177            }
[10717]178        }
[10722]179        if (closestLeader)
180        {
[10826]181            //----Racing conditions----
[10974]182            /*TODO: racing condition check is wrong and redundant, as there is no multithreading here, ticks get called one after another,
183            so it can be simplified to a check of whether leader got a wingman*/
[10877]184            if (closestLeader->setWingman(orxonox_cast<ActionpointController*>(this)))
185            {
[10722]186                return closestLeader;
[10877]187            }
[10722]188        }
[11071]189        return nullptr;
[10717]190    }
[10722]191
[10678]192}
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