1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Thomas Fahrni |
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13 | co-programmer: |
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14 | */ |
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15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_AI |
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16 | #include "ai_team.h" |
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17 | #include "swarm_gorel.h" |
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18 | #include "swarm_module.h" |
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19 | #include "swarm_wait.h" |
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20 | #include "swarm_attack.h" |
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21 | #include "debug.h" |
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22 | #include "player.h" |
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23 | #include "playable.h" |
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24 | #include "state.h" |
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25 | |
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26 | void AITeam::process(float dt) |
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27 | { |
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28 | std::map<int,SwarmModule*>::iterator it; |
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29 | for (it= swarms.begin(); it!= swarms.end(); it++ ){ |
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30 | |
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31 | if(it->second->taskDone()){ |
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32 | //std::cout << "Swarm Task Complete!\n"; |
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33 | |
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34 | if(enemyList->size()==0){ |
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35 | changeSwarmModule(it, new SwarmWait); |
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36 | it->second->orderMaxTime(2); //sleep 2 seconds.. |
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37 | it->second->process(dt); |
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38 | continue; |
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39 | } |
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40 | |
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41 | Vector position=it->second->getPosition(); |
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42 | Vector newPosition; |
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43 | WorldEntity* target=enemyList->at(0); |
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44 | |
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45 | //check if enemy is the player.. |
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46 | bool isPlayer=(State::getPlayer()->getPlayable()==target); |
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47 | float speed; |
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48 | float maxTime=10; |
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49 | |
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50 | |
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51 | //find new Position |
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52 | if(isPlayer){ |
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53 | float attackDistance=it->second->getAttackDistance(); |
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54 | |
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55 | Vector targetPos=target->getAbsCoor(); |
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56 | float distanceToPlayer=(targetPos-position).len(); |
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57 | |
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58 | int zNorm=(position.z>targetPos.z)?1:-1; |
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59 | |
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60 | if(distanceToPlayer<attackDistance+60){ //### change wakeup distance here |
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61 | std::cout << "AI Sleeps \n"; |
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62 | changeSwarmModule(it, new SwarmWait); |
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63 | maxTime=1000; //sleep 2 seconds.. |
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64 | }else{ |
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65 | /*if((position.z-targetPos.z)*zNorm>60){ //go to start position |
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66 | std::cout << "Go Start Position\n"; |
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67 | changeSwarmModule(it, new SwarmGoRel); |
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68 | zNorm=1-(rand()%2)*2; //1 or -1 |
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69 | newPosition=Vector(attackDistance+60,0,zNorm*10); |
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70 | speed=60; |
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71 | }else if(position.x > targetPos.x+attackDistance+40){ //go to attack position |
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72 | std::cout << "Go Attack Position\n"; |
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73 | changeSwarmModule(it, new SwarmGoRel); |
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74 | newPosition=Vector(attackDistance+30,0,0) |
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75 | speed=60; |
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76 | }else if(position.x > targetPos.x+attackDistance+20){ //go to attack mode; |
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77 | std::cout << "Go Attack Mode \n";*/ |
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78 | std::cout << "AI Attacks \n"; |
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79 | changeSwarmModule(it, new SwarmAttack); |
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80 | newPosition=Vector(attackDistance,0,0); |
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81 | speed=60; |
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82 | maxTime=(1000);//rand()%11)+4;//4-14 Sekunden |
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83 | /*}else{ //go to fallback point |
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84 | std::cout << "Go Fallback Point\n"; |
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85 | changeSwarmModule(it, new SwarmGoRel); |
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86 | newPosition=Vector(80,0,zNorm*90); |
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87 | speed=80;*/ |
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88 | } |
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89 | //}else{ |
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90 | |
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91 | } |
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92 | |
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93 | speed=0; |
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94 | |
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95 | if(enemyList->size()>0){ |
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96 | it->second->setEnemyList(enemyList); |
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97 | it->second->orderRelObject(target); |
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98 | it->second->orderRelPos(newPosition); |
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99 | it->second->orderSpeed(speed); |
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100 | //it->second->orderView(Vector(0,0,1)); |
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101 | it->second->orderMaxTime(maxTime); //5-10 |
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102 | //it->second->newOrder(); |
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103 | } |
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104 | } |
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105 | it->second->process(dt); |
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106 | } |
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107 | } |
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108 | |
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109 | void AITeam::changeSwarmModule(std::map<int,SwarmModule*>::iterator it,SwarmModule* newAI) |
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110 | { |
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111 | SwarmModule* oldAI = it->second; |
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112 | newAI->getAttributesFrom(oldAI); |
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113 | it->second=newAI; |
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114 | delete oldAI; |
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115 | } |
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116 | |
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117 | |
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118 | void AITeam::addAI(int swarmNumber, WorldEntity* npc, float maxSpeed, float attackDistance) |
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119 | { |
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120 | std::pair<std::map<int,SwarmModule*>::iterator,bool> p; |
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121 | SwarmModule* newSwarm=new SwarmGoRel(); |
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122 | p=swarms.insert(std::make_pair(swarmNumber,newSwarm)); |
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123 | if(!p.second)delete newSwarm; |
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124 | p.first->second->addAI(npc, maxSpeed, attackDistance); |
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125 | } |
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126 | |
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127 | |
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128 | void AITeam::removeAI(int swarmNumber, WorldEntity* npc) |
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129 | { |
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130 | std::map<int,SwarmModule*>::iterator it = swarms.find(swarmNumber); |
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131 | if(it==swarms.end())return; |
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132 | it->second->removeAI(npc); |
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133 | if(it->second->getSwarmSize()==0){ |
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134 | delete it->second; |
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135 | swarms.erase(it); |
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136 | } |
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137 | } |
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