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source: code/trunk/src/orxonox/objects/NPC.h @ 1045

Last change on this file since 1045 was 1039, checked in by rgrieder, 17 years ago
  • train riding doesn't have to be boring
  • added some license notes
  • removed certain header dependencies in audio
  • changed order of header file inclusion in orxonox and audio (coding style guide will be updated)
File size: 2.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *
4 *
5 *   License notice:
6 *
7 *   This program is free software; you can redistribute it and/or
8 *   modify it under the terms of the GNU General Public License
9 *   as published by the Free Software Foundation; either version 2
10 *   of the License, or (at your option) any later version.
11 *
12 *   This program is distributed in the hope that it will be useful,
13 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
14 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 *   GNU General Public License for more details.
16 *
17 *   You should have received a copy of the GNU General Public License
18 *   along with this program; if not, write to the Free Software
19 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
20 *
21 *   Author:
22 *      ...
23 *   Co-authors:
24 *      ...
25 *
26 */
27
28/**
29  @file NPC.h
30  @brief AI using WorldEntity
31  @author Benjamin Knecht <beni_at_orxonox.net>
32 */
33
34#ifndef _NPC_H__
35#define _NPC_H__
36
37#include "OrxonoxPrereqs.h"
38
39#include "Model.h"
40
41namespace orxonox {
42
43  class _OrxonoxExport NPC : public Model
44  {
45    public:
46
47      NPC();
48      virtual ~NPC();
49      virtual void loadParams(TiXmlElement* xmlElem);
50      void tick(float dt);
51      void update();
52      void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable);
53
54    private:
55      float getDistance(WorldEntity* temp);
56      void calculateAcceleration();
57      Vector3 separation();
58      Vector3 alignment();
59      Vector3 cohesion();
60
61
62    private:
63      bool movable_;  // movability of the element, (false) gives the possiblity that an object can`t be moved by flocking but still gets into the calculation
64
65      // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed
66      static int const SEPERATIONDISTANCE = 300;  //detectionradius of seperation
67      static int const ALIGNMENTDISTANCE = 300;  //detectionradius of alignment
68      static int const COHESIONDISTANCE = 5000;  //detectionradius of cohesion
69      static int const NUMELEMENTS = 9;  //number of elements
70  };
71}
72#endif /* _NPC_H__ */
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