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source: data/contentcreation/pps/noep/HeavyCruiser/INFO.txt @ 10422

Last change on this file since 10422 was 9895, checked in by noep, 11 years ago

Updated HeavyCruiser files

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1==== Refer to the following links for further information ====
2http://www.orxonox.net/wiki/HeavyCruiser
3http://forum.orxonox.net/viewtopic.php?f=1&t=1104
4
5
6    ---=== TODO ===---
7 
8- Allow Big Ships to have sub-parts.
9 
10(- Adapt the HUD to show individual part's health.
11  Edit /trunk/dataoverlays/HUDTemplates3.oxo and corresponding classes in src/modules/overlays/hud/)
12
13
14
15    ---=== PROBLEMS ===---
16
17- When firing weapons mounted at the front of the ship, the aim is incorrect,
18  due to the cursor (target) position being too close to the camera.
19  Fix:  Move position of cursor further away. (src/orxonox/controllers/NewHumanController.cc, updateTarget(), line 445)
20
21- Turrets cannot be attached to the ship in its template, due to turrets being spaceships by themselves.
22  Fix:  Redesign Turret class. -> MovableEntity? ShipPart?
23
24- Only Pawns are able to receive hits. However Pawns are dynamic entities, which cannot be attached to another.
25  Fix:  Major changes in the code-structure of Pawns/Entities required. There should be destructible not-dynamic entities.
26
27
28
29    ---=== POSSIBLE APPROACHES ===---
30
31- Sub-Parts are Pawns.
32    PRO: - Basic structure of a destructible (and controllable, for turrets) is provided.
33    CON: - Need to build something to hook Pawns together, allowing them to interact with each other.
34
35- Create a new class/interface: DestructibleEntity.
36  Create a new class: ShipPart, which is a DestructibleEntity.
37  Create a new class: Turret, which is a ShipPart.
38    PRO: - More 'leightweight' than a Pawn. Can be used for simple things such as Asteroids too.
39         - Parts can easily be attached to each other in XML
40    CON: - Need to copy property of getting damage from hits from pawns
41         - Need to add controllers for Turret again
42
43
44!=== THE FOLLOWING REFERS TO THE LAST APPROACH ===!
45
46    HOW IT'LL LOOK IN XML
47
48<BigShip [parameters]>
49
50    <engines>
51        ...
52    </engines>
53   
54    <attached>   
55        <Model [parameters] />
56       
57        <ShipPart [parameters]>
58            <attached>
59                <Model [parameters] />
60            </attached>
61            <collisionShapes>
62                ...
63            </collisionShapes>
64        </ShipPart>
65       
66        <ShipPart [parameters]>
67            ...
68        </ShipPart>
69    </attached>
70   
71    <collisionShapes>
72        ...
73    </collisionShapes>
74   
75<BigShip>
76
77
78
79    DETAILS:
80
81- BigShip class:
82    - /src/orxonox/worldentities/pawns -> Create BigShip.cc and BigShip.h, inherit from SpaceShip
83    - Damage can be shared with sub-parts. (Implement new HUD, which shows sub-parts health?)
84     ?- How to manage/list sub-parts? Arrays?
85      - Modify damage() as needed, calls damagePart()
86      - Spread damage relative to how much of the overall health a part has.
87        (If a part has 20% of the total health, it gets 20% of the damage)
88      - void damagePart(... , ShipPart part)
89    - Destruction of sub-parts can alter datavalues of the ship (e.g. shield or acceleration)
90      or disable weapons
91
92- DestructibleEntity class
93   ?- is a StaticEntity?
94    - defined in XML Parameters: health, animation upon death
95    - receives damage from hits (and from other sources?)
96    - has health
97    - special events on 'destruction'
98    - special animation upon destruction
99 
100- ShipPart class
101    - is a DestructibleEntity
102    - has a BigShip as *owner
103    - Has own health
104    - Receives damage from direct hits and from parent-part
105    - Triggers events on destruction (e.g. disabling weapons or weakening shields)
106      - Invisible & not collidable? Or actually inexistent?
107
108- Turret class
109   ?- is a ShipPart?
110    - has a controller
111
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