/* * ORXONOX - the hottest 3D action shooter ever to exist * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * ... * Co-authors: * ... * */ /** @file NPC.h @brief AI using WorldEntity @author Benjamin Knecht */ #ifndef _NPC_H__ #define _NPC_H__ #include "OrxonoxPrereqs.h" #include "Model.h" namespace orxonox { class _OrxonoxExport NPC : public Model { public: NPC(); virtual ~NPC(); virtual void loadParams(TiXmlElement* xmlElem); void tick(float dt); void update(); void setValues(Vector3 location, Vector3 speed, Vector3 acceleration, bool movable); private: float getDistance(WorldEntity* temp); void calculateAcceleration(); Vector3 separation(); Vector3 alignment(); Vector3 cohesion(); private: 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 // those values should maybe be controlled by a higher power and should maybe be parameters that can be changed static int const SEPERATIONDISTANCE = 300; //detectionradius of seperation static int const ALIGNMENTDISTANCE = 300; //detectionradius of alignment static int const COHESIONDISTANCE = 5000; //detectionradius of cohesion static int const NUMELEMENTS = 9; //number of elements }; } #endif /* _NPC_H__ */