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source: code/trunk/src/orxonox/worldentities/Actionpoint.h @ 11083

Last change on this file since 11083 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: 6.3 KB
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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#ifndef _Actionpoint_H__
30#define _Actionpoint_H__
31
32#include <string>                           //need string for XML input
33
34#include "core/XMLPort.h"                   //need XMLPort
35#include "worldentities/StaticEntity.h"     //this is a child of StaticEntity
36
37namespace orxonox
38{ 
39    /**
40    @brief
41        Actionpoints are used by ActionpointController and all derived classes.
42        Such classes will execute actions set in Actionpoints.
43
44        In XML file one can pass an array of Actionpoints to a controller. Each
45        Actionpoint can take action type, string and boolean or
46        action and two booleans as an argument.
47        If action is set to fly, Actionpoint's position is assumed to be the desired
48        location.
49        Example XML code:
50
51        <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName">
52          <templates>
53            <Template link=spaceshipassff />
54          </templates>
55          <controller>
56            <DivisionController team=0 formationMode="WALL">
57              <actionpoints>
58                <Actionpoint position="0,0,0" action="FLY" />
59                <Actionpoint position="-1000,750,-500" action="ATTACK" attack="someShipName" />
60                <Actionpoint position="-1000,750,-500" action="PROTECT" protectMe=true />
61                <Actionpoint position="-1000,750,-500" action="PROTECT" protect="otherShipName" />
62                <Actionpoint position="-1000,750,-500" action="FIGHTALL" />
63               </actionpoints>
64            </DivisionController>
65          </controller>
66        </SpaceShip>
67       
68        Example with loops:
69
70        <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName">
71          <templates>
72            <Template link=spaceshipassff />
73          </templates>
74          <controller>
75            <DivisionController team=0 formationMode="finger4">
76              <actionpoints>
77                <Actionpoint position="  0,2000,-600" action="FLY" loopStart=true/>
78                <Actionpoint position="  0,2000,-700" action="FLY"  />
79                <Actionpoint position="100,2000,-700" action="FLY" />
80                <Actionpoint position="100,2000,-600" action="FLY" loopEnd=true />
81              </actionpoints>
82            </DivisionController>
83          </controller>
84        </SpaceShip>
85       
86        One can also use other Worldentities instead of Actionpoints just like Waypoints, but those points
87        will be included in loop.
88        For more information read descriptions of the methods.
89    */
90    class _OrxonoxExport Actionpoint : public StaticEntity
91    {
92        public:
93            Actionpoint(Context* context);
94            virtual ~Actionpoint() = default;
95
96            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override;
97
98            /** @brief Decides what AI will do. @param val action to execute */
99            void setActionXML(std::string val)
100                { this->actionName_ = getUppercase (val); }
101            std::string getActionXML() const
102                { return this->actionName_; }
103
104            /** @brief Makes AI follow an entity. @param val name of entity to protect */
105            void setProtectXML(std::string val)
106                { this->name_ = val; }
107            std::string getProtectXML() const
108                { return this->name_; }
109
110            /** @brief Makes AI attack an entity. @param val name of entity to attack */
111            void setAttackXML(std::string val)
112                { this->name_ = val; }
113            std::string getAttackXML() const
114                { return this->name_; }
115
116            /** @brief Makes AI follow human player. @param c protect Human? */
117            void setProtectMeXML(bool c)
118                { this->bProtectMe_ = c; }
119            bool getProtectMeXML() const
120                { return this->bProtectMe_; }
121
122            /** @brief Starts a loop of Actionpoints. @param value start loop? */
123            void setLoopStart(bool value)
124                { this->bLoopStart_ = value; }
125            bool getLoopStart() const
126                { return this->bLoopStart_; }
127            /** @brief Ends a loop of Actionpoints. @param value end loop? */
128            void setLoopEnd (bool value)
129                { this->bLoopEnd_ = value; }
130            bool getLoopEnd() const
131                { return this->bLoopEnd_; }
132
133            std::string getName() const;
134
135        private:   
136            std::string actionName_;    //!< can be set to "FLY", "ATTACK",
137                                        //!< "PROTECT", "FIGHT", "FIGHTALL"
138                                        //!< or "NONE".
139
140            std::string name_;          //!< name of the ship that is to be
141                                        //!< attacked or protected.
142
143            bool bLoopStart_;           //!< if true, this and all following Actionpoints
144                                        //!< until the first Actionpoint with bLoopEnd_
145                                        //!< set to true are executed in a loop.
146
147            bool bLoopEnd_;             //!< if true, this is the last element of
148                                        //!< a loop started by loopStart=true argument
149
150            bool bProtectMe_;           //!< if player is to be protected,
151                                        //!< instead of passing name, one has
152                                        //!< to set protectMe to true.
153    };
154}
155
156#endif /* _Actionpoint_H__ */
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