Changeset 10805 for code/branches/AI_HS15
- Timestamp:
- Nov 15, 2015, 4:47:35 PM (9 years ago)
- Location:
- code/branches/AI_HS15
- Files:
-
- 7 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/AI_HS15/data/levels/AITest.oxw
r10803 r10805 1 1 <LevelInfo 2 name = " AI testing level"3 description = "A level with two opposing AI teams"2 name = "New AI testing level" 3 description = "A level with two opposing new AI teams" 4 4 tags = "test" 5 5 screenshot = "emptylevel.png" … … 33 33 <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0"/> 34 34 <SpawnPoint team=0 position="-1000,-1000,-1000" lookat="1,1,-1" spawnclass=SpaceShip pawndesign=spaceshipassff /> 35 <!-->36 35 > 36 <!-- 37 37 <?lua 38 38 for i = 0, 5, 1 do 39 39 ?> 40 40 41 <StaticEntity position="0,-10000,0" direction="0,-1,0" > 42 <controller> 43 <FleetController team=1> 44 </FleetController> 45 </controller> 46 </StaticEntity> 47 <StaticEntity position="0,10000,0" direction="0,-1,0" > 48 <controller> 49 <FleetController team=2> 50 </FleetController> 51 </controller> 52 </StaticEntity> 53 <SpaceShip position="<?lua print(1600+i*200) ?>,<?lua print(3000-i*500) ?>, -1500 ?>" lookat="0,0,0"> 54 <templates> 55 <Template link=spaceshipassff /> 56 </templates> 57 <controller> 58 <AIController accuracy=10 team=1> 59 </AIController> 60 </controller> 61 </SpaceShip> 62 <?lua end ?> 63 </!--> 64 <SpaceShip position="0,-10000,0" direction="0,-1,0" > 65 <templates> 66 <Template link=spaceshipassff /> 67 </templates> 68 <controller> 69 <FleetController team=1> 70 </FleetController> 71 </controller> 72 </SpaceShip> 73 <?lua 74 for i = 0, 0, 1 do 75 ?> 76 77 78 <SpaceShip position="<?4000 ?>,<?lua print(1500+i*1000) ?>, -1000 ?>" lookat="0,0,0"> 79 <templates> 80 <Template link=spaceshipassff /> 81 </templates> 82 <controller> 83 <DivisionController team=1 formationMode="DIAMOND"> 84 </DivisionController> 85 </controller> 86 </SpaceShip> 87 <!-- <SpaceShip position="<?1000 ?>,<?lua print(1500+i*1000) ?>, -1600 ?>" lookat="0,0,0"> 88 <templates> 89 <Template link=spaceshipassff /> 90 </templates> 91 <controller> 92 <WingmanController team=1> 93 </WingmanController> 94 </controller> 95 </SpaceShip> 96 <SpaceShip position="<?1000 ?>,<?lua print(1500+i*1000) ?>, -2200 ?>" lookat="0,0,0"> 97 <templates> 98 <Template link=spaceshipassff /> 99 </templates> 100 <controller> 101 <WingmanController team=1> 102 </WingmanController> 103 </controller> 104 </SpaceShip> 105 <SpaceShip position="<?1000 ?>,<?lua print(1500+i*1000) ?>, -2800 ?>" lookat="0,0,0"> 106 <templates> 107 <Template link=spaceshipassff /> 108 </templates> 109 <controller> 110 <SectionController team=1> 111 </SectionController> 112 </controller> 113 </SpaceShip> --> 114 <?lua end ?> 115 <!-- <SpaceShip position="4000, 1500, -1300 ?>" lookat="0,0,0"> 116 <templates> 117 <Template link=spaceshipassff /> 118 </templates> 119 <controller> 120 <WingmanController team=2> 121 </WingmanController> 122 </controller> 123 </SpaceShip> --> 124 <!-- 125 <?lua 126 for i = 0, 0, 1 do 127 ?> 128 129 <StaticEntity position="1000,-10000,0" direction="0,-1,0" > 130 <controller> 131 <FleetController team=2> 132 </FleetController> 133 </controller> 134 </StaticEntity> 135 <SpaceShip position="<?50000 ?>,<?lua print(1500+i*1000) ?>, -1000 ?>" lookat="0,0,0"> 136 <templates> 137 <Template link=spaceshipassff /> 138 </templates> 139 <controller> 140 <DivisionController team=2> 141 </DivisionController> 142 </controller> 143 </SpaceShip> 144 <SpaceShip position="<?50000 ?>,<?lua print(1500+i*1000) ?>, -1600 ?>" lookat="0,0,0"> 145 <templates> 146 <Template link=spaceshipassff /> 147 </templates> 148 <controller> 149 <WingmanController team=2> 150 </WingmanController> 151 </controller> 152 </SpaceShip> 153 <SpaceShip position="<?50000 ?>,<?lua print(1500+i*1000) ?>, -2200 ?>" lookat="0,0,0"> 154 <templates> 155 <Template link=spaceshipassff /> 156 </templates> 157 <controller> 158 <WingmanController team=2> 159 </WingmanController> 160 </controller> 161 </SpaceShip> 162 <SpaceShip position="<?50000 ?>,<?lua print(1500+i*1000) ?>, -2800 ?>" lookat="0,0,0"> 163 <templates> 164 <Template link=spaceshipassff /> 165 </templates> 166 <controller> 167 <SectionController team=2> 168 </SectionController> 169 </controller> 170 </SpaceShip> 171 <?lua end ?> --> 172 173 <!-- 174 175 <StaticEntity position = "-1000, -1000, -1000"> 176 177 <controller> 178 <FleetController accuracy=10 team=1 > 179 </FleetController> 180 </controller> 181 </StaticEntity> 182 183 <SpaceShip position="1000, 1000, -1300 ?>" lookat="0,0,0"> 184 <templates> 185 <Template link=spaceshipassff /> 186 </templates> 187 <controller> 188 <DivisionController team=1> 189 </DivisionController> 190 </controller> 191 </SpaceShip> 192 <SpaceShip position="1000, 1500, -1300 ?>" lookat="0,0,0"> 193 <templates> 194 <Template link=spaceshipassff /> 195 </templates> 196 <controller> 197 <WingmanController team=1> 198 </WingmanController> 199 </controller> 200 </SpaceShip> 201 <SpaceShip position="1000, 1500, -1700 ?>" lookat="0,0,0"> 202 <templates> 203 <Template link=spaceshipassff /> 204 </templates> 205 <controller> 206 <WingmanController team=1> 207 </WingmanController> 208 </controller> 209 </SpaceShip> 210 <SpaceShip position="1000, 1000, -1900 ?>" lookat="0,0,0"> 211 <templates> 212 <Template link=spaceshipassff /> 213 </templates> 214 <controller> 215 <SectionController team=1> 216 </SectionController> 217 </controller> 218 </SpaceShip> 219 220 221 <StaticEntity position = "-1000, -1000, -2000"> 222 223 <controller> 224 <FleetController accuracy=10 team=2 > 225 </FleetController> 226 </controller> 227 </StaticEntity> 228 229 <SpaceShip position="4000, 1000, -1300 ?>" lookat="0,0,0"> 230 <templates> 231 <Template link=spaceshipassff /> 232 </templates> 233 <controller> 234 <DivisionController team=2> 235 </DivisionController> 236 </controller> 237 </SpaceShip> 238 <SpaceShip position="4000, 1500, -1300 ?>" lookat="0,0,0"> 239 <templates> 240 <Template link=spaceshipassff /> 241 </templates> 242 <controller> 243 <WingmanController team=2> 244 </WingmanController> 245 </controller> 246 </SpaceShip> 247 <SpaceShip position="4000, 1500, -1700 ?>" lookat="0,0,0"> 248 <templates> 249 <Template link=spaceshipassff /> 250 </templates> 251 <controller> 252 <WingmanController team=2> 253 </WingmanController> 254 </controller> 255 </SpaceShip> 256 <SpaceShip position="4000, 1000, -1900 ?>" lookat="0,0,0"> 257 <templates> 258 <Template link=spaceshipassff /> 259 </templates> 260 <controller> 261 <SectionController team=2> 262 </SectionController> 263 </controller> 264 </SpaceShip> --> 265 266 267 <!--> 268 <?lua 269 for i = 0, 5, 1 do 270 ?> 271 <SpaceShip position="<?lua print(1600+i*200) ?>,3000, 6000 ?>" lookat="0,0,0"> 41 42 <SpaceShip position="<?lua print(-1600+i*200) ?>,<?lua print(-3000-i*500) ?>, -1500 ?>" lookat="0,0,0"> 272 43 <templates> 273 44 <Template link=spaceshipassff /> … … 278 49 </controller> 279 50 </SpaceShip> 280 <?lua end ?> 281 </!--> 51 <?lua end ?> --> 52 53 54 <SpaceShip position="4000, 1500, -1000" lookat="0,0,0"> 55 <templates> 56 <Template link=spaceshipassff /> 57 </templates> 58 <controller> 59 <DivisionController team=1 formationMode="DIAMOND"> 60 </DivisionController> 61 </controller> 62 </SpaceShip> 63 <SpaceShip position="4000 ,1500, -1600 " lookat="0,0,0"> 64 <templates> 65 <Template link=spaceshipassff /> 66 </templates> 67 <controller> 68 <WingmanController team=1> 69 </WingmanController> 70 </controller> 71 </SpaceShip> 72 <SpaceShip position="4000, 1500, -2200" lookat="0,0,0"> 73 <templates> 74 <Template link=spaceshipassff /> 75 </templates> 76 <controller> 77 <WingmanController team=1> 78 </WingmanController> 79 </controller> 80 </SpaceShip> 81 <SpaceShip position="6000, 1500, -2800" lookat="0,0,0"> 82 <templates> 83 <Template link=spaceshipassff /> 84 </templates> 85 <controller> 86 <SectionController team=1> 87 </SectionController> 88 </controller> 89 </SpaceShip> 90 <SpaceShip position="6000, 1500, -1000" lookat="0,0,0"> 91 <templates> 92 <Template link=spaceshipassff /> 93 </templates> 94 <controller> 95 <DivisionController team=1 formationMode="DIAMOND"> 96 </DivisionController> 97 </controller> 98 </SpaceShip> 99 <SpaceShip position="6000 ,1500, -1600 " lookat="0,0,0"> 100 <templates> 101 <Template link=spaceshipassff /> 102 </templates> 103 <controller> 104 <WingmanController team=1> 105 </WingmanController> 106 </controller> 107 </SpaceShip> 108 <SpaceShip position="6000, 1500, -2200" lookat="0,0,0"> 109 <templates> 110 <Template link=spaceshipassff /> 111 </templates> 112 <controller> 113 <WingmanController team=1> 114 </WingmanController> 115 </controller> 116 </SpaceShip> 117 <SpaceShip position="6000, 1500, -2800" lookat="0,0,0"> 118 <templates> 119 <Template link=spaceshipassff /> 120 </templates> 121 <controller> 122 <SectionController team=1> 123 </SectionController> 124 </controller> 125 </SpaceShip> 126 127 128 <SpaceShip position="-4000, 1500, -5000" lookat="0,0,0"> 129 <templates> 130 <Template link=spaceshipassff /> 131 </templates> 132 <controller> 133 <DivisionController team=2 formationMode="FINGER4"> 134 </DivisionController> 135 </controller> 136 </SpaceShip> 137 <SpaceShip position="-4000 , 1500, -5600" lookat="0,0,0"> 138 <templates> 139 <Template link=spaceshipassff /> 140 </templates> 141 <controller> 142 <WingmanController team=2> 143 </WingmanController> 144 </controller> 145 </SpaceShip> 146 <SpaceShip position="-4000, 1500, -6200" lookat="0,0,0"> 147 <templates> 148 <Template link=spaceshipassff /> 149 </templates> 150 <controller> 151 <WingmanController team=2> 152 </WingmanController> 153 </controller> 154 </SpaceShip> 155 <SpaceShip position="-4000, 1500, -6800 " lookat="0,0,0"> 156 <templates> 157 <Template link=spaceshipassff /> 158 </templates> 159 <controller> 160 <SectionController team=2> 161 </SectionController> 162 </controller> 163 </SpaceShip> 164 165 <SpaceShip position="-6000, 1500, -5000" lookat="0,0,0"> 166 <templates> 167 <Template link=spaceshipassff /> 168 </templates> 169 <controller> 170 <DivisionController team=2 formationMode="FINGER4"> 171 </DivisionController> 172 </controller> 173 </SpaceShip> 174 <SpaceShip position="-6000 , 1500, -5600" lookat="0,0,0"> 175 <templates> 176 <Template link=spaceshipassff /> 177 </templates> 178 <controller> 179 <WingmanController team=2> 180 </WingmanController> 181 </controller> 182 </SpaceShip> 183 <SpaceShip position="-6000, 1500, -6200" lookat="0,0,0"> 184 <templates> 185 <Template link=spaceshipassff /> 186 </templates> 187 <controller> 188 <WingmanController team=2> 189 </WingmanController> 190 </controller> 191 </SpaceShip> 192 <SpaceShip position="-6000, 1500, -6800 " lookat="0,0,0"> 193 <templates> 194 <Template link=spaceshipassff /> 195 </templates> 196 <controller> 197 <SectionController team=2> 198 </SectionController> 199 </controller> 200 </SpaceShip> 201 202 203 204 282 205 283 206 </Scene> -
code/branches/AI_HS15/src/orxonox/controllers/CommonController.cc
r10803 r10805 55 55 this->executingManeuver_ = false; 56 56 this->executingMoveToPoint_ = false; 57 this->action_ = Action::FLY; 57 58 this->stopLookingAtTarget(); 58 59 this->maneuverType_ = ManeuverType::NONE; … … 63 64 CommonController::~CommonController() 64 65 { 66 orxout(internal_error) << "I died, my Rank is " << rank_ << endl; 65 67 } 66 68 … … 118 120 } 119 121 } 122 Action::Value CommonController::getAction () 123 { 124 return this->action_; 125 } 126 127 void CommonController::setAction (Action::Value action, ControllableEntity* target) 128 { 129 this->action_ = action; 130 if (action == Action::FIGHT) 131 { 132 if (target) 133 this->setTarget (target); 134 } 135 else if (action == Action::PROTECT) 136 { 137 } 138 } 139 void CommonController::setAction (Action::Value action, const Vector3& target) 140 { 141 this->action_ = action; 142 if (action == Action::FLY) 143 { 144 this->setTargetPosition (target); 145 } 146 else if (action == Action::PROTECT) 147 { 148 149 } 150 } 151 void CommonController::setAction (Action::Value action, const Vector3& target, const Quaternion& orient ) 152 { 153 this->action_ = action; 154 if (action == Action::FLY) 155 { 156 this->setTargetPosition (target); 157 this->setTargetOrientation (orient); 158 } 159 else if (action == Action::PROTECT) 160 { 161 162 } 163 } 120 164 void CommonController::maneuver() 121 165 { … … 145 189 146 190 //bool bThisIsLookingAtTarget = this->isLooking ( getControllableEntity(), this->target_, math::pi/4 ); 147 bool bTargetIsLookingAtThis = this->isLooking ( this->target_, getControllableEntity(), math::pi/ 8.0f );191 bool bTargetIsLookingAtThis = this->isLooking ( this->target_, getControllableEntity(), math::pi/5.0f ); 148 192 149 193 150 194 151 195 //too far? well, come closer then 152 if ( diffLength > 5000 )196 if ( diffLength > 3000 ) 153 197 { 154 198 if (diffLength < 6000) 155 199 { 156 this->bEngaging_ = true; 200 157 201 } 158 202 else 159 203 { 160 this->bEngaging_ = false;161 204 } 162 205 this->setTargetPosition( this->positionOfTarget_ ); 163 206 } 164 207 //too close? How do u expect to dodge anything? Just attack! 165 else if ( diffLength < 600 )208 else if ( diffLength < 500 ) 166 209 { 167 210 //at this point, just look and shoot 168 if ( diffLength < 300 )211 if ( diffLength < 250 ) 169 212 { 170 213 this->stopMoving(); … … 205 248 if ( this->getControllableEntity() && !this->target_ ) 206 249 { 207 this->bEngaging_ = false; 250 208 251 this->maneuverType_ = ManeuverType::NONE; 209 252 } 210 orxout ( internal_error ) << "ManeuverType = " << this->maneuverType_ << endl;253 //orxout ( internal_error ) << "ManeuverType = " << this->maneuverType_ << endl; 211 254 } 212 255 ControllableEntity* CommonController::getTarget() … … 305 348 { 306 349 this->target_ = target; 307 orxout ( internal_error ) << " TARGET SET " << endl;350 //orxout ( internal_error ) << " TARGET SET " << endl; 308 351 309 352 if ( this->target_ ) … … 376 419 void CommonController::moveToPosition( const Vector3& target, float dt ) 377 420 { 378 float factor = 1; 379 if ( !this->getControllableEntity() ) 380 return; 381 if ( this->rank_ == Rank::DIVISIONLEADER ) 382 factor = 0.9; 383 if ( this->rank_ == Rank::SECTIONLEADER ) 384 factor = 0.95; 421 385 422 386 423 //100 is ( so far )the smallest tolerance ( empirically found )that can be reached, … … 421 458 } 422 459 423 this->getControllableEntity() ->moveFrontBack( SPEED *factor* dt );460 this->getControllableEntity() ->moveFrontBack( SPEED * dt ); 424 461 } 425 462 else … … 560 597 float squaredDistance = squaredDistanceToTarget(); 561 598 562 if ( squaredDistance < 25000000.0f && this->isLookingAtTarget( math::pi / 10.0f)) {599 if ( squaredDistance < 9000000.0f && this->isLookingAtTarget( math::pi / 10.0f)) { 563 600 return true; 564 601 } -
code/branches/AI_HS15/src/orxonox/controllers/CommonController.h
r10803 r10805 65 65 }; 66 66 67 } 68 namespace Action 69 { 70 enum Value 71 { 72 FLY, FIGHT, PROTECT 73 }; 67 74 } 68 75 //none for a formation flight … … 121 128 /*void spin(); 122 129 void turn180();*/ 123 130 Action::Value getAction (); 131 void setAction (Action::Value action, ControllableEntity* target); 132 void setAction (Action::Value action, const Vector3& target); 133 void setAction (Action::Value action, const Vector3& target, const Quaternion& orient ); 124 134 125 135 protected: … … 158 168 Quaternion targetOrientation_; 159 169 170 Vector3 destination_; 171 bool bHasDestination; 172 173 160 174 void stopMoving(); 161 175 void setPositionOfTarget(const Vector3& target); … … 170 184 //WeakPtr<ControllableEntity> thisEntity_; 171 185 186 187 188 Action::Value action_; 172 189 bool bEngaging_; 173 190 bool bShooting_; -
code/branches/AI_HS15/src/orxonox/controllers/DivisionController.cc
r10803 r10805 51 51 DivisionController::~DivisionController() 52 52 { 53 54 53 } 55 54 … … 77 76 void DivisionController::action() 78 77 { 79 this->maneuver(); 80 this->bShooting_ = this->canFire(); 81 78 if (!this->target_) 79 { 80 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 81 { 82 if (this->getControllableEntity()->getTeam() == static_cast<ControllableEntity*>(*itP)->getTeam()) 83 continue; 84 85 86 if (static_cast<ControllableEntity*>(*itP) != (this)->getControllableEntity() && !(this)->hasTarget() 87 && ((*itP)->getWorldPosition() - (this)->getControllableEntity()->getWorldPosition()).length() < 10000) 88 { 89 (this)->setAction(Action::FIGHT, *itP); 90 } 91 } 92 } 93 94 if (this->action_ == Action::FIGHT) 95 { 96 this->maneuver(); 97 this->bShooting_ = this->canFire(); 98 if (this->target_) 99 { 100 if (this->myWingman_) 101 { 102 this->myWingman_->setAction (Action::FIGHT, this->target_); 103 } 104 105 Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); 106 if (diffVector.length() > 3000) 107 { 108 this->setTargetPositionOfWingman(); 109 //this->setTargetPositionOfFollower(); 110 } 111 } 112 } 113 else if (this->action_ == Action::FLY) 114 { 115 this->setTargetPositionOfWingman(); 116 this->setTargetPositionOfFollower(); 117 } 118 else if (this->action_ == Action::PROTECT) 119 { 120 121 } 82 122 83 123 } … … 116 156 (this->getControllableEntity()->getWorldOrientation()* (*targetRelativePositionOfWingman))); 117 157 118 myWingman_->setTargetOrientation(orient); 119 myWingman_->setTargetPosition(targetAbsolutePositionOfWingman); 158 myWingman_->setAction( Action::FLY, targetAbsolutePositionOfWingman, orient); 120 159 121 160 } … … 153 192 (this->getControllableEntity()->getWorldOrientation()* (*targetRelativePositionOfFollower))); 154 193 155 myFollower_->setTargetOrientation(orient); 156 myFollower_->setTargetPosition(targetAbsolutePositionOfFollower); 157 194 myFollower_->setAction ( Action::FLY, targetAbsolutePositionOfFollower, orient ); 158 195 } 159 196 -
code/branches/AI_HS15/src/orxonox/controllers/FleetController.cc
r10793 r10805 87 87 for(std::vector<WeakPtr<DivisionController> >::iterator it = divisions_.begin(); it != divisions_.end(); ++it) 88 88 { 89 if (static_cast<ControllableEntity*>(*itP) != (*it)->getControllableEntity() && !(*it)->hasTarget()) 89 if (static_cast<ControllableEntity*>(*itP) != (*it)->getControllableEntity() && !(*it)->hasTarget() 90 && ((*itP)->getWorldPosition() - (*it)->getControllableEntity()->getWorldPosition()).length() < 10000) 90 91 { 91 (*it)->set Target(*itP);92 (*it)->setAction(Action::FIGHT, *itP); 92 93 } 93 94 … … 95 96 96 97 } 97 98 /*for(std::vector<WeakPtr<DivisionController> >::iterator it = divisions_.begin(); it != divisions_.end(); ++it) 99 { 100 Vector3* target = new Vector3 (0, 0, 2000); 101 (*it)->setAction (Action::FLY, *target); 102 } 103 */ 98 104 } 99 105 void FleetController::tick(float dt) -
code/branches/AI_HS15/src/orxonox/controllers/SectionController.cc
r10789 r10805 55 55 void SectionController::tick(float dt) 56 56 { 57 if (!this->isActive())57 if (!this->isActive()) 58 58 return; 59 60 61 59 if (this->bHasTargetPosition_) 62 60 { 63 61 this->moveToTargetPosition(dt); 64 62 } 65 if (this->bShooting_) 66 doFire(); 63 else if (this->bLookAtTarget_) 64 { 65 this->lookAtTarget(dt); 66 } 67 if (bShooting_) 68 { 69 this->doFire(); 70 } 67 71 68 72 SUPER(SectionController, tick, dt); … … 80 84 else 81 85 { 82 83 } 84 85 } 86 setTargetPositionOfWingman(); 87 if (this->target_ && this->myWingman_) 88 this->myWingman_->setTarget(this->target_); 89 if (canFire()) 90 this->bShooting_ = true; 86 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 87 { 88 if (this->getControllableEntity()->getTeam() == static_cast<ControllableEntity*>(*itP)->getTeam()) 89 continue; 90 91 if (!this->myDivisionLeader_) 92 { 93 this->setAction(Action::FIGHT, (*itP)); 94 break; 95 } 96 97 } 98 } 99 100 } 91 101 else 92 this->bShooting_ = false; 102 { 103 if (this->myDivisionLeader_->getAction() == Action::FIGHT) 104 { 105 if (this->myDivisionLeader_->hasTarget()) 106 { 107 if (this->myDivisionLeader_->hasWingman() && (!this->hasTarget() || this->getTarget() == this->myDivisionLeader_->getTarget())) 108 { 109 bool foundTarget = false; 110 Vector3 divisionTargetPosition = this->myDivisionLeader_->getTarget()->getWorldPosition(); 111 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 112 { 113 if (this->getControllableEntity()->getTeam() == static_cast<ControllableEntity*>(*itP)->getTeam()) 114 continue; 115 116 if (((*itP)->getWorldPosition() - divisionTargetPosition).length() < 3000 && 117 ((*itP)->getWorldPosition() - divisionTargetPosition).length() > 1000 && 118 (*itP) != this->myDivisionLeader_->getTarget()) 119 { 120 foundTarget = true; 121 this->setAction(Action::FIGHT, (*itP)); 122 orxout(internal_error) << "Found target" << endl; 123 break; 124 } 125 } 126 if (!foundTarget) 127 { 128 this->setAction(Action::FIGHT, this->myDivisionLeader_->getTarget()); 129 } 130 131 } 132 } 133 } 134 } 135 136 if (this->action_ == Action::FIGHT) 137 { 138 this->maneuver(); 139 this->bShooting_ = this->canFire(); 140 if (this->target_) 141 { 142 if (this->myWingman_) 143 { 144 this->myWingman_->setAction (Action::FIGHT, this->target_); 145 } 146 Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); 147 if (diffVector.length() > 3000) 148 { 149 this->setTargetPositionOfWingman(); 150 } 151 } 152 } 153 else if (this->action_ == Action::FLY) 154 { 155 this->setTargetPositionOfWingman(); 156 } 157 else if (this->action_ == Action::PROTECT) 158 { 159 160 } 93 161 94 162 … … 126 194 (this->getControllableEntity()->getWorldOrientation()* (*targetRelativePositionOfWingman))); 127 195 128 myWingman_->setTargetOrientation(orient); 129 myWingman_->setTargetPosition(targetAbsolutePositionOfWingman); 196 myWingman_->setAction (Action::FLY, targetAbsolutePositionOfWingman, orient); 130 197 131 198 } -
code/branches/AI_HS15/src/orxonox/controllers/WingmanController.cc
r10789 r10805 111 111 void WingmanController::tick(float dt) 112 112 { 113 114 115 113 if (!this->isActive()) 116 114 return; 117 if (!this->target_)118 {119 //stay in formation120 }121 else122 {123 124 }125 115 if (this->bHasTargetPosition_) 126 116 { 127 117 this->moveToTargetPosition(dt); 128 } 129 130 if (this->bShooting_) 131 doFire(); 118 } 119 else if (this->bLookAtTarget_) 120 { 121 this->lookAtTarget(dt); 122 } 123 if (bShooting_) 124 { 125 this->doFire(); 126 } 132 127 133 128 SUPER(WingmanController, tick, dt); … … 144 139 else 145 140 { 146 //orxout(internal_error) << "0 leader" << endl; 147 141 if (!this->target_){ 142 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 143 { 144 if (this->getControllableEntity()->getTeam() == static_cast<ControllableEntity*>(*itP)->getTeam()) 145 continue; 146 this->setAction(Action::FIGHT, (*itP)); 147 break; 148 } 149 } 148 150 } 149 151 … … 153 155 154 156 } 155 if (canFire()) 156 this->bShooting_ = true; 157 else 158 this->bShooting_ = false; 157 158 if (this->action_ == Action::FIGHT) 159 { 160 this->maneuver(); 161 this->bShooting_ = this->canFire(); 162 if (this->target_) 163 { 164 Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); 165 if (diffVector.length() > 5000) 166 { 167 168 } 169 } 170 } 171 else if (this->action_ == Action::FLY) 172 { 173 174 } 175 else if (this->action_ == Action::PROTECT) 176 { 177 178 } 159 179 160 180 }
Note: See TracChangeset
for help on using the changeset viewer.