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source: code/trunk/src/orxonox/controllers/WingmanController.cc @ 12012

Last change on this file since 12012 was 11083, checked in by muemart, 9 years ago

Fix some clang-tidy warnings.
Also, Serialise.h was doing some C-style casts that ended up being const casts. I moved those const casts as close to the source as possible and changed the loadAndIncrease functions to not do that.

  • Property svn:eol-style set to native
File size: 6.4 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 *      Gani Aliguzhinov
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "WingmanController.h"
30
31
32namespace orxonox
33{
34
35    RegisterClass(WingmanController);
36   
37    //ActionpointController contains all common functionality of AI Controllers
38    WingmanController::WingmanController(Context* context) : ActionpointController(context)
39    {
40        RegisterObject(WingmanController);
41        this->myLeader_ = nullptr;
42        this->bFirstAction_ = true;
43
44    }
45
46    WingmanController::~WingmanController()
47    {
48        for (WorldEntity* actionpoint : this->actionpoints_)
49        {
50            if (actionpoint)
51                actionpoint->destroy();
52        }
53        this->parsedActionpoints_.clear();
54        this->actionpoints_.clear();
55    }
56   
57    //----action for hard calculations----
58    void WingmanController::action()
59    {
60        if (!this->getControllableEntity() || !this->isActive())
61            return;
62        //----If no leader, find one----
63        if (!this->myLeader_)
64        {
65            ActionpointController* newLeader = (findNewLeader());
66
67            this->myLeader_ = newLeader;
68            if (this->myLeader_)
69            {
70               
71            }
72        }
73        //----If have leader, he will deal with logic----
74        else
75        {
76
77        }
78        if (!this->myLeader_)
79        {
80            ActionpointController::action();
81        }
82        else if (this->myLeader_)
83        {
84            if (this->myLeader_->bKeepFormation_ || !(this->myLeader_->getAction() == Action::FIGHT
85                || this->myLeader_->getAction() == Action::FIGHTALL
86                || this->myLeader_->getAction() == Action::ATTACK))
87            {
88                this->keepFormation();
89            }
90            else if (!this->myLeader_->bKeepFormation_)
91            {
92
93                if (!this->hasTarget())
94                {
95                    this->setTarget(this->myLeader_->getTarget());
96                }
97               
98            }
99        }
100    }
101     
102   
103    Vector3 WingmanController::getFormationPosition ()
104    {
105        this->setFormationMode( this->myLeader_->getFormationMode() );
106        this->spread_ = this->myLeader_->getSpread();
107        if (this->myLeader_->getIdentifier()->getName() == "DivisionController")
108        {
109            switch (this->formationMode_){
110                case FormationMode::WALL:
111                    return Vector3 (2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_);
112                case FormationMode::FINGER4: 
113                    return Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
114                case FormationMode::DIAMOND: 
115                    return Vector3 (2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
116                default:
117                    return Vector3::ZERO;
118            }
119        }
120        else
121        {
122            switch (this->formationMode_){
123                case FormationMode::WALL:
124                    return Vector3 (-2.0f*this->spread_, 0, 0 - 1.0f*this->tolerance_);
125                case FormationMode::FINGER4: 
126                    return Vector3 (-2.0f*this->spread_, 0, this->spread_ - 1.0f*this->tolerance_);
127                case FormationMode::DIAMOND: 
128                    return Vector3 (2.0f*this->spread_, -1.0f*this->spread_, 0 - 1.0f*this->tolerance_);
129                default:
130                    return Vector3::ZERO;
131            }
132        }
133    }
134    void WingmanController::keepFormation()
135    {
136        this->bKeepFormation_ = true;
137        ControllableEntity* leaderEntity = this->myLeader_->getControllableEntity();
138        Vector3 targetRelativePosition = this->getFormationPosition();
139        if (!leaderEntity)
140            return;
141        FlyingController::keepFormation (leaderEntity, targetRelativePosition);
142    }
143    //----POST: closest leader that is ready to take a new wingman is returned----
144    ActionpointController* WingmanController::findNewLeader()
145    {
146
147        if (!this->getControllableEntity())
148            return nullptr;
149
150        //----vars for finding the closest leader----
151        ActionpointController* closestLeader = nullptr;
152        float minDistance =  std::numeric_limits<float>::infinity();
153        Gametype* gt = this->getGametype();
154
155        for (ActionpointController* controller : ObjectList<ActionpointController>())
156        {
157            //----0ptr or not a leader or dead?----
158            if (!controller ||
159                (controller->getIdentifier()->getName() != "SectionController" && controller->getIdentifier()->getName() != "DivisionController") ||
160                !(controller->getControllableEntity()))
161                continue;
162           
163            //----same team?----
164            if ( !CommonController::sameTeam (this->getControllableEntity(), controller->getControllableEntity(), gt) )
165                continue;
166           
167            //----check distance----
168            float distance = CommonController::distance (controller->getControllableEntity(), this->getControllableEntity());
169            if (distance < minDistance && !(controller->hasWingman()))
170            {
171                closestLeader = controller;
172                minDistance = distance;
173            }
174        }
175        if (closestLeader)
176        {
177            //----Racing conditions----
178            /*TODO: racing condition check is wrong and redundant, as there is no multithreading here, ticks get called one after another,
179            so it can be simplified to a check of whether leader got a wingman*/
180            if (closestLeader->setWingman(orxonox_cast<ActionpointController*>(this)))
181            {
182                return closestLeader;
183            }
184        }
185        return nullptr;
186    }
187
188}
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