- Timestamp:
- Nov 26, 2015, 9:08:11 AM (9 years ago)
- Location:
- code/branches/campaignHS15/src/orxonox/controllers
- Files:
-
- 2 added
- 11 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/campaignHS15/src/orxonox/controllers/CMakeLists.txt
r10834 r10864 16 16 SectionController.cc 17 17 CommonController.cc 18 ActionpointController.cc 18 19 ) -
code/branches/campaignHS15/src/orxonox/controllers/CommonController.cc
r10863 r10864 68 68 CommonController::CommonController( Context* context ): Controller( context ) 69 69 { 70 this->squaredaccuracy_ = 2500;71 70 this->bFirstTick_ = true; 72 71 this->tolerance_ = 50; 73 this->action_ = Action::NONE;74 72 this->stopLookingAtTarget(); 75 73 this->attackRange_ = 2500; 76 this->bInLoop_ = false;77 this->bLoop_ = false;78 this->bEndLoop_ = false;79 this->parsedActionpoints_.clear();80 74 RegisterObject( CommonController ); 81 this->bTakenOver_ = false; 75 82 76 } 83 77 CommonController::~CommonController() 84 78 { 85 parsedActionpoints_.clear(); 86 actionpoints_.clear(); 79 87 80 } 88 81 void CommonController::tick(float dt) 89 82 { 90 if (this->bHasTargetPosition_) 91 { 92 this->moveToTargetPosition(dt); 93 } 94 else if (this->bLookAtTarget_) 95 { 96 this->lookAtTarget(dt); 97 } 98 if (bShooting_) 99 { 100 this->doFire(); 101 } 102 if (this->bFirstTick_) 103 { 104 std::reverse(parsedActionpoints_.begin(), parsedActionpoints_.end()); 105 std::reverse(actionpoints_.begin(), actionpoints_.end()); 106 if (this->parsedActionpoints_.empty()) 107 { 108 this->action_ = Action::FIGHTALL; 109 } 110 } 111 if (this->bFirstTick_) 112 this->bFirstTick_ = false; 83 113 84 SUPER(CommonController, tick, dt); 114 85 } … … 122 93 SUPER( CommonController, XMLPort, xmlelement, mode ); 123 94 XMLPortParam( CommonController, "formationMode", setFormationModeXML, getFormationModeXML, xmlelement, mode ); 124 XMLPortObject(CommonController, WorldEntity, "actionpoints", addActionpoint, getActionpoint, xmlelement, mode);125 95 } 126 96 void CommonController::setFormationModeXML( std::string val ) … … 169 139 return this->rank_; 170 140 } 171 void CommonController::addActionpoint(WorldEntity* actionpoint) 172 { 173 std::string actionName; 174 Vector3 position; 175 std::string targetName; 176 bool inLoop = false; 177 Point p; 178 if (static_cast<Actionpoint*> (actionpoint)) 179 { 180 Actionpoint* ap = static_cast<Actionpoint*> (actionpoint); 181 actionName = ap->getActionXML(); 182 targetName = ap->getName(); 183 position = ap->getWorldPosition(); 184 185 if (this->bEndLoop_) 186 { 187 this->bInLoop_ = false; 188 } 189 if (!this->bInLoop_ && ap->getLoopStart()) 190 { 191 this->bInLoop_ = true; 192 } 193 if (this->bInLoop_ && ap->getLoopEnd()) 194 { 195 this->bEndLoop_ = true; 196 } 197 inLoop = this->bInLoop_; 198 199 Action::Value value; 200 201 if ( actionName == "FIGHT" ) 202 { value = Action::FIGHT; } 203 else if ( actionName == "FLY" ) 204 { value = Action::FLY; } 205 else if ( actionName == "PROTECT" ) 206 { value = Action::PROTECT; } 207 else if ( actionName == "NONE" ) 208 { value = Action::NONE; } 209 else if ( actionName == "FIGHTALL" ) 210 { value = Action::FIGHTALL; } 211 else if ( actionName == "ATTACK" ) 212 { value = Action::ATTACK; } 213 else 214 ThrowException( ParseError, std::string( "Attempting to set an unknown Action: '" )+ actionName + "'." ); 215 p.action = value; p.name = targetName; p.position = position; p.inLoop = inLoop; 216 } 217 else 218 { 219 p.action = Action::FLY; p.name = ""; p.position = actionpoint->getWorldPosition(); p.inLoop = inLoop; 220 } 221 parsedActionpoints_.push_back(p); 222 this->actionpoints_.push_back(actionpoint); 223 } 224 WorldEntity* CommonController::getActionpoint(unsigned int index) const 225 { 226 if (index < this->actionpoints_.size()) 227 return this->actionpoints_[index]; 228 else 229 return 0; 230 } 231 141 232 142 //------------------------------------------------------------------------------ 233 143 //-------------------------------World interaction------------------------------ … … 249 159 return this->target_; 250 160 } 251 Action::Value CommonController::getAction () 252 { 253 return this->action_; 254 } 255 std::string CommonController::getActionName() 256 { 257 switch ( this->action_ ) 258 { 259 case Action::FIGHT: 260 { return "FIGHT"; break; } 261 case Action::FLY: 262 { return "FLY"; break; } 263 case Action::PROTECT: 264 { return "PROTECT"; break; } 265 case Action::NONE: 266 { return "NONE"; break; } 267 case Action::FIGHTALL: 268 { return "FIGHTALL"; break; } 269 case Action::ATTACK: 270 { return "ATTACK"; break; } 271 default: 272 return "NONE"; 273 break; 274 } 275 } 276 void CommonController::setAction (Action::Value action) 277 { 278 this->action_ = action; 279 } 280 void CommonController::setAction (Action::Value action, ControllableEntity* target) 281 { 282 this->action_ = action; 283 if (action == Action::FIGHT || action == Action::FIGHTALL || action == Action::ATTACK) 284 { 285 if (target) 286 this->setTarget (target); 287 } 288 else if (action == Action::PROTECT) 289 { 290 if (target) 291 this->setProtect (target); 292 } 293 } 294 void CommonController::setAction (Action::Value action, const Vector3& target) 295 { 296 this->action_ = action; 297 if (action == Action::FLY) 298 { 299 this->setTargetPosition (target); 300 } 301 } 302 void CommonController::setAction (Action::Value action, const Vector3& target, const Quaternion& orient ) 303 { 304 this->action_ = action; 305 if (action == Action::FLY) 306 { 307 this->setTargetPosition (target); 308 this->setTargetOrientation (orient); 309 } 310 } 161 311 162 312 163 //------------------------------------------------------------------------------ … … 603 454 this->bHasOrientationOfTarget_=true; 604 455 } 605 void CommonController::setProtect (ControllableEntity* protect) 606 { 607 this->protect_ = protect; 608 } 609 ControllableEntity* CommonController::getProtect () 610 { 611 return this->protect_; 612 } 456 613 457 void CommonController::maneuver() 614 458 { … … 739 583 this->getControllableEntity() ->fire( 0 ); 740 584 } 741 void CommonController::setClosestTarget() 742 { 743 this->setTarget (static_cast<ControllableEntity*>( closestTarget() ) ); 744 } 745 Pawn* CommonController::closestTarget() 746 { 747 if (!this->getControllableEntity()) 748 return 0; 749 750 Pawn* closestTarget = 0; 751 float minDistance = std::numeric_limits<float>::infinity(); 752 Gametype* gt = this->getGametype(); 753 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 754 { 755 if ( CommonController::sameTeam (this->getControllableEntity(), static_cast<ControllableEntity*>(*itP), gt) ) 756 continue; 757 758 float distance = CommonController::distance (*itP, this->getControllableEntity()); 759 if (distance < minDistance) 760 { 761 closestTarget = *itP; 762 minDistance = distance; 763 } 764 } 765 if (closestTarget) 766 { 767 return closestTarget; 768 } 769 return 0; 770 } 771 void CommonController::startAttackingEnemiesThatAreClose() 772 { 773 if (this->action_ != Action::FIGHT && this->action_ != Action::FIGHTALL) 774 { 775 if ( (this->target_ && this->distance (this->getControllableEntity(), this->target_) > this->attackRange_) 776 || !this->target_ ) 777 { 778 Pawn* newTarget = this->closestTarget(); 779 if ( newTarget && 780 this->distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget)) 781 <= this->attackRange_ ) 782 { 783 Point p = { Action::FIGHT, this->getName(newTarget), Vector3::ZERO, false }; 784 this->parsedActionpoints_.push_back(p); 785 this->executeActionpoint(); 786 } 787 } 788 } 789 } 790 791 //------------------------------------------------------------------------------ 792 //------------------------------Actionpoint methods----------------------------- 793 //------------------------------------------------------------------------------ 794 795 //POST: this starts doing what was asked by the last element of parsedActionpoints_, 796 //if last element was failed to be parsed, next element will be executed. 797 void CommonController::executeActionpoint() 798 { 799 if (this->bLoop_) 800 { 801 if (!this->loopActionpoints_.empty()) 802 { 803 this->action_ = this->loopActionpoints_.back().action; 804 switch ( this->action_ ) 805 { 806 case Action::FIGHT: 807 { 808 std::string targetName = this->loopActionpoints_.back().name; 809 if (targetName == "") 810 { 811 break; 812 } 813 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 814 { 815 if (CommonController::getName(*itP) == targetName) 816 { 817 this->setTarget (static_cast<ControllableEntity*>(*itP)); 818 } 819 } 820 break; 821 } 822 case Action::FLY: 823 { 824 this->setTargetPosition( this->loopActionpoints_.back().position ); 825 if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) 826 { 827 this->nextActionpoint(); 828 this->executeActionpoint(); 829 } 830 break; 831 } 832 case Action::PROTECT: 833 { 834 std::string protectName = this->loopActionpoints_.back().name; 835 if (protectName == "reservedKeyword:human") 836 { 837 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 838 { 839 if (orxonox_cast<ControllableEntity*>(*itP) && ((*itP)->getController()) && orxonox_cast <NewHumanController*> ((*itP)->getController())) 840 { 841 this->setProtect (static_cast<ControllableEntity*>(*itP)); 842 } 843 } 844 } 845 else 846 { 847 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 848 { 849 if (CommonController::getName(*itP) == protectName) 850 { 851 this->setProtect (static_cast<ControllableEntity*>(*itP)); 852 } 853 } 854 } 855 if (!this->getProtect()) 856 { 857 this->nextActionpoint(); 858 this->executeActionpoint(); 859 } 860 break; 861 } 862 case Action::NONE: 863 { 864 break; 865 } 866 case Action::FIGHTALL: 867 { 868 break; 869 } 870 case Action::ATTACK: 871 { 872 std::string targetName = this->loopActionpoints_.back().name; 873 874 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 875 { 876 if (CommonController::getName(*itP) == targetName) 877 { 878 this->setTarget (static_cast<ControllableEntity*>(*itP)); 879 } 880 } 881 if (!this->hasTarget()) 882 { 883 this->nextActionpoint(); 884 this->executeActionpoint(); 885 } 886 break; 887 } 888 default: 889 break; 890 } 891 } 892 else 893 { 894 this->bLoop_ = false; 895 } 896 } 897 else 898 { 899 if (!this->parsedActionpoints_.empty()) 900 { 901 if (this->parsedActionpoints_.back().inLoop) 902 { 903 //MOVES all points that are in loop to a loop vector 904 this->fillLoop(); 905 this->bLoop_ = true; 906 executeActionpoint(); 907 return; 908 } 909 this->action_ = this->parsedActionpoints_.back().action; 910 switch ( this->action_ ) 911 { 912 case Action::FIGHT: 913 { 914 std::string targetName = this->parsedActionpoints_.back().name; 915 if (targetName == "") 916 { 917 break; 918 } 919 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 920 { 921 if (CommonController::getName(*itP) == targetName) 922 { 923 this->setTarget (static_cast<ControllableEntity*>(*itP)); 924 } 925 } 926 break; 927 } 928 case Action::FLY: 929 { 930 this->setTargetPosition( this->parsedActionpoints_.back().position ); 931 if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) 932 { 933 this->nextActionpoint(); 934 this->executeActionpoint(); 935 } 936 break; 937 } 938 case Action::PROTECT: 939 { 940 941 std::string protectName = this->parsedActionpoints_.back().name; 942 if (protectName == "reservedKeyword:human") 943 { 944 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 945 { 946 if (orxonox_cast<ControllableEntity*>(*itP) && ((*itP)->getController()) && orxonox_cast <NewHumanController*> ((*itP)->getController())) 947 { 948 this->setProtect (static_cast<ControllableEntity*>(*itP)); 949 } 950 } 951 } 952 else 953 { 954 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 955 { 956 if (CommonController::getName(*itP) == protectName) 957 { 958 this->setProtect (static_cast<ControllableEntity*>(*itP)); 959 } 960 } 961 } 962 if (!this->getProtect()) 963 { 964 this->nextActionpoint(); 965 this->executeActionpoint(); 966 } 967 break; 968 } 969 case Action::NONE: 970 { 971 break; 972 } 973 case Action::FIGHTALL: 974 { 975 break; 976 } 977 case Action::ATTACK: 978 { 979 std::string targetName = this->parsedActionpoints_.back().name; 980 981 for (ObjectList<Pawn>::iterator itP = ObjectList<Pawn>::begin(); itP; ++itP) 982 { 983 if (CommonController::getName(*itP) == targetName) 984 { 985 this->setTarget (static_cast<ControllableEntity*>(*itP)); 986 } 987 } 988 if (!this->hasTarget()) 989 { 990 this->nextActionpoint(); 991 this->executeActionpoint(); 992 } 993 break; 994 } 995 default: 996 break; 997 } 998 } 999 else 1000 { 1001 this->setTarget(0); 1002 this->setTargetPosition(this->getControllableEntity()->getWorldPosition()); 1003 this->action_ = Action::NONE; 1004 } 1005 } 1006 1007 } 1008 void CommonController::stayNearProtect() 1009 { 1010 Vector3* targetRelativePosition; 1011 targetRelativePosition = new Vector3 (0, 300, 300); 1012 Vector3 targetAbsolutePosition = ((this->getProtect()->getWorldPosition()) + 1013 (this->getProtect()->getWorldOrientation()* (*targetRelativePosition))); 1014 this->setTargetPosition(targetAbsolutePosition); 1015 } 1016 void CommonController::nextActionpoint() 1017 { 1018 if (!this || !this->getControllableEntity()) 1019 return; 1020 if (this->bLoop_) 1021 { 1022 if (!this->loopActionpoints_.empty()) 1023 { 1024 this->moveBackToTop(); 1025 } 1026 } 1027 else 1028 { 1029 if (!this->parsedActionpoints_.empty()) 1030 { 1031 this->parsedActionpoints_.pop_back(); 1032 } 1033 } 1034 this->setAction(Action::NONE); 1035 } 1036 void CommonController::moveBackToTop() 1037 { 1038 Point temp = loopActionpoints_.back(); 1039 loopActionpoints_.pop_back(); 1040 std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); 1041 loopActionpoints_.push_back(temp); 1042 std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); 1043 } 1044 void CommonController::fillLoop() 1045 { 1046 loopActionpoints_.clear(); 1047 fillLoopReversed(); 1048 std::reverse (loopActionpoints_.begin(), loopActionpoints_.end()); 1049 } 1050 void CommonController::fillLoopReversed() 1051 { 1052 if (parsedActionpoints_.back().inLoop) 1053 { 1054 loopActionpoints_.push_back(parsedActionpoints_.back()); 1055 parsedActionpoints_.pop_back(); 1056 } 1057 if (parsedActionpoints_.back().inLoop) 1058 { 1059 fillLoopReversed(); 1060 } 1061 } 1062 void CommonController::action() 1063 { 1064 if (!this || !this->getControllableEntity()) 1065 return; 1066 // orxout (internal_error) << "Size of actions is " << this->parsedActionpoints_.size() << endl; 1067 this->startAttackingEnemiesThatAreClose(); 1068 //No action -> pop one from stack 1069 if (this->action_ == Action::NONE || this->bTakenOver_) 1070 { 1071 if (this->parsedActionpoints_.empty() && this->loopActionpoints_.empty()) 1072 { 1073 Point p = { Action::FIGHTALL, "", Vector3::ZERO, false }; 1074 this->parsedActionpoints_.push_back (p); 1075 } 1076 this->executeActionpoint(); 1077 this->bTakenOver_ = false; 1078 } 1079 //Action fightall -> fight till nobody alive 1080 if (this->action_ == Action::FIGHTALL) 1081 { 1082 if (!this->hasTarget()) 1083 { 1084 //----find a target---- 1085 ControllableEntity* newTarget = this->closestTarget(); 1086 if (newTarget) 1087 { 1088 this->setAction (Action::FIGHTALL, newTarget); 1089 } 1090 else 1091 { 1092 this->nextActionpoint(); 1093 return; 1094 } 1095 } 1096 else if (this->hasTarget()) 1097 { 1098 1099 } 1100 } 1101 //Action fight -> fight as long as enemies in range 1102 else if (this->action_ == Action::FIGHT) 1103 { 1104 if (!this->hasTarget()) 1105 { 1106 //----find a target---- 1107 ControllableEntity* newTarget = this->closestTarget(); 1108 if (newTarget && 1109 CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) 1110 { 1111 this->setAction (Action::FIGHT, newTarget); 1112 } 1113 else 1114 { 1115 this->nextActionpoint(); 1116 return; 1117 } 1118 } 1119 else if (this->hasTarget()) 1120 { 1121 //----fly in formation if far enough---- 1122 Vector3 diffVector = this->positionOfTarget_ - this->getControllableEntity()->getWorldPosition(); 1123 1124 if (diffVector.length() > this->attackRange_) 1125 { 1126 ControllableEntity* newTarget = this->closestTarget(); 1127 1128 if (newTarget && 1129 CommonController::distance (this->getControllableEntity(), newTarget) < this->attackRange_) 1130 { 1131 this->setAction (Action::FIGHT, newTarget); 1132 } 1133 else 1134 { 1135 this->nextActionpoint(); 1136 return; 1137 } 1138 } 1139 } 1140 } 1141 else if (this->action_ == Action::FLY) 1142 { 1143 if (this->squaredDistanceToTarget() <= this->squaredaccuracy_) 1144 { 1145 this->nextActionpoint(); 1146 return; 1147 } 1148 } 1149 else if (this->action_ == Action::PROTECT) 1150 { 1151 if (!this->getProtect()) 1152 { 1153 this->nextActionpoint(); 1154 return; 1155 } 1156 this->stayNearProtect(); 1157 } 1158 else if (this->action_ == Action::ATTACK) 1159 { 1160 if (!this->hasTarget()) 1161 { 1162 this->nextActionpoint(); 1163 return; 1164 } 1165 } 1166 if (this->hasTarget()) 1167 { 1168 //----choose where to go---- 1169 this->maneuver(); 1170 //----fire if you can---- 1171 this->bShooting_ = this->canFire(); 1172 } 1173 } 1174 void CommonController::takeActionpoints (std::vector<Point > vector, std::vector<Point > loop, bool b) 1175 { 1176 this->parsedActionpoints_ = vector; 1177 this->loopActionpoints_ = loop; 1178 this->bLoop_ = this->bLoop_; 1179 this->bTakenOver_ = true; 1180 // orxout(internal_error) << "Top action is " << this->parsedActionpoints_.back().action << endl; 1181 } 585 586 587 1182 588 void CommonController::boostControl() 1183 589 { -
code/branches/campaignHS15/src/orxonox/controllers/CommonController.h
r10861 r10864 61 61 62 62 } 63 namespace Action 64 { 65 enum Value 66 { 67 NONE, FLY, FIGHT, PROTECT, FIGHTALL, ATTACK 68 }; 69 70 } 71 72 struct Point { 73 Action::Value action; 74 std::string name; 75 Vector3 position; 76 bool inLoop; 77 } ; 78 63 79 64 80 65 … … 96 81 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); 97 82 98 99 100 101 83 void setFormationModeXML(std::string val); 84 std::string getFormationModeXML(); 85 void setFormationMode(FormationMode::Value val); 86 FormationMode::Value getFormationMode() const; 102 87 103 void setRank(Rank::Value val); 104 Rank::Value getRank() const; 105 106 void addActionpoint(WorldEntity* waypoint); 107 WorldEntity* getActionpoint(unsigned int index) const; 88 void setRank(Rank::Value val); 89 Rank::Value getRank() const; 90 91 108 92 //----[/XML methods]---- 109 93 … … 115 99 ControllableEntity* getTarget(); 116 100 117 Action::Value getAction (); 118 std::string getActionName(); 119 120 void setAction (Action::Value action); 121 void setAction (Action::Value action, ControllableEntity* target); 122 void setAction (Action::Value action, const Vector3& target); 123 void setAction (Action::Value action, const Vector3& target, const Quaternion& orient ); 124 //----[/Interaction with other Controllers]---- 101 //----[/Interaction with other Controllers]---- 125 102 126 103 //----[Helper methods]---- … … 135 112 //----[/Helper methods]---- 136 113 137 138 virtual void stayNearProtect(); 139 virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour. 140 virtual void takeActionpoints (std::vector<Point > vector, std::vector<Point > loop, bool b); 141 114 142 115 protected: 143 116 //----[Flying methods]---- … … 168 141 void setOrientationOfTarget(const Quaternion& orient); 169 142 170 void setProtect (ControllableEntity* protect);171 ControllableEntity* getProtect ();172 143 173 144 void maneuver(); … … 175 146 bool canFire(); 176 147 void doFire(); 177 void setClosestTarget(); 178 Pawn* closestTarget(); 179 void startAttackingEnemiesThatAreClose(); 148 180 149 //----[/Fighting methods]---- 181 150 … … 200 169 //----[/who-to-kill information]---- 201 170 202 //----[Actionpoint information]----203 171 204 std::vector<WeakPtr<WorldEntity> > actionpoints_;205 float squaredaccuracy_;206 std::vector<Point > parsedActionpoints_;207 std::vector<Point > loopActionpoints_;208 209 //----[/Actionpoint information]----210 //----[Actionpoint methods]----211 void executeActionpoint();212 void nextActionpoint();213 void fillLoop();214 void fillLoopReversed();215 void moveBackToTop();216 //----[Actionpoint methods]----217 172 //----["Private" variables]---- 218 173 FormationMode::Value formationMode_; 219 174 Rank::Value rank_; 220 std::string protectName_; 221 std::string targetName_; 222 Action::Value action_; 175 223 176 int attackRange_; 224 177 bool bLookAtTarget_; … … 227 180 int tolerance_; 228 181 bool bFirstTick_; 229 bool bInLoop_; 230 bool bLoop_; 231 bool bEndLoop_; 232 bool bTakenOver_; 182 233 183 //----[/"Private" variables]---- 234 184 -
code/branches/campaignHS15/src/orxonox/controllers/DivisionController.cc
r10861 r10864 91 91 return; 92 92 93 CommonController::action();93 ActionpointController::action(); 94 94 if (!this || !this->getControllableEntity()) 95 95 return; … … 109 109 void DivisionController::stayNearProtect() 110 110 { 111 CommonController::stayNearProtect();111 ActionpointController::stayNearProtect(); 112 112 } 113 113 114 bool DivisionController::setWingman( CommonController* cwingman)114 bool DivisionController::setWingman(ActionpointController* cwingman) 115 115 { 116 116 -
code/branches/campaignHS15/src/orxonox/controllers/DivisionController.h
r10856 r10864 53 53 //----[own functions]---- 54 54 virtual bool setFollower(LeaderController* myFollower); 55 virtual bool setWingman( CommonController* cwingman);55 virtual bool setWingman(ActionpointController* cwingman); 56 56 virtual bool hasWingman(); 57 57 virtual bool hasFollower(); -
code/branches/campaignHS15/src/orxonox/controllers/LeaderController.cc
r10859 r10864 36 36 37 37 //CommonController contains all common functionality of AI Controllers 38 LeaderController::LeaderController(Context* context) : CommonController(context)38 LeaderController::LeaderController(Context* context) : ActionpointController(context) 39 39 { 40 40 -
code/branches/campaignHS15/src/orxonox/controllers/LeaderController.h
r10856 r10864 30 30 #define _LeaderController_H__ 31 31 32 #include "controllers/ CommonController.h"32 #include "controllers/ActionpointController.h" 33 33 #include "controllers/WingmanController.h" 34 34 … … 38 38 namespace orxonox 39 39 { 40 class _OrxonoxExport LeaderController : public CommonController40 class _OrxonoxExport LeaderController : public ActionpointController 41 41 { 42 42 public: -
code/branches/campaignHS15/src/orxonox/controllers/SectionController.cc
r10861 r10864 99 99 { 100 100 101 CommonController::action();101 ActionpointController::action(); 102 102 if (!this || !this->getControllableEntity()) 103 103 return; … … 307 307 return 0; 308 308 } 309 bool SectionController::setWingman( CommonController* cwingman)309 bool SectionController::setWingman(ActionpointController* cwingman) 310 310 { 311 311 WeakPtr<WingmanController> wingman = orxonox_cast<WingmanController*>(cwingman); -
code/branches/campaignHS15/src/orxonox/controllers/SectionController.h
r10856 r10864 53 53 LeaderController* findNewDivisionLeader(); 54 54 55 virtual bool setWingman( CommonController* cwingman);55 virtual bool setWingman(ActionpointController* cwingman); 56 56 virtual bool hasWingman(); 57 57 -
code/branches/campaignHS15/src/orxonox/controllers/WingmanController.cc
r10859 r10864 35 35 RegisterClass(WingmanController); 36 36 37 // CommonController contains all common functionality of AI Controllers38 WingmanController::WingmanController(Context* context) : CommonController(context)37 //ActionpointController contains all common functionality of AI Controllers 38 WingmanController::WingmanController(Context* context) : ActionpointController(context) 39 39 { 40 40 RegisterObject(WingmanController); … … 81 81 if (!this->myLeader_) 82 82 { 83 CommonController* newLeader = findNewLeader();83 ActionpointController* newLeader = findNewLeader(); 84 84 this->myLeader_ = newLeader; 85 85 … … 92 92 if (!this->myLeader_) 93 93 { 94 CommonController::action();94 ActionpointController::action(); 95 95 } 96 96 else if (this->myLeader_) … … 217 217 } 218 218 //----POST: closest leader that is ready to take a new wingman is returned---- 219 CommonController* WingmanController::findNewLeader()219 ActionpointController* WingmanController::findNewLeader() 220 220 { 221 221 … … 224 224 225 225 //----vars for finding the closest leader---- 226 CommonController* closestLeader = 0;226 ActionpointController* closestLeader = 0; 227 227 float minDistance = std::numeric_limits<float>::infinity(); 228 228 Gametype* gt = this->getGametype(); 229 for (ObjectList< CommonController>::iterator it = ObjectList<CommonController>::begin(); it; ++it)229 for (ObjectList<ActionpointController>::iterator it = ObjectList<ActionpointController>::begin(); it; ++it) 230 230 { 231 231 //----0ptr or not a leader or dead?---- -
code/branches/campaignHS15/src/orxonox/controllers/WingmanController.h
r10856 r10864 31 31 32 32 33 #include "controllers/ CommonController.h"33 #include "controllers/ActionpointController.h" 34 34 35 35 36 36 namespace orxonox 37 37 { 38 class _OrxonoxExport WingmanController : public CommonController38 class _OrxonoxExport WingmanController : public ActionpointController 39 39 { 40 40 public: … … 52 52 53 53 //----[own functions]---- 54 CommonController* findNewLeader();54 ActionpointController* findNewLeader(); 55 55 //----[/own functions]---- 56 56 … … 62 62 private: 63 63 //----private variables----- 64 WeakPtr< CommonController> myLeader_;64 WeakPtr<ActionpointController> myLeader_; 65 65 Timer actionTimer_; //<! Regularly calls action(). 66 66 bool bFirstAction_;
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