Changeset 8891 for code/trunk/src/orxonox
- Timestamp:
- Oct 12, 2011, 7:50:43 PM (13 years ago)
- Location:
- code/trunk
- Files:
-
- 16 edited
Legend:
- Unmodified
- Added
- Removed
-
code/trunk
-
code/trunk/src/orxonox/LevelManager.cc
r8858 r8891 87 87 void LevelManager::setConfigValues() 88 88 { 89 SetConfigValue(defaultLevelName_, " presentationDM.oxw")89 SetConfigValue(defaultLevelName_, "missionOne.oxw") 90 90 .description("Sets the pre selection of the level in the main menu."); 91 91 } … … 158 158 if (this->levels_.size() > 0) 159 159 { 160 // Activate the level that is the first in the list of levels whose activity has been requested. 160 // Activate the level that is the first in the list of levels whose activity has been requested. 161 161 this->levels_.front()->setActive(true); 162 162 // Make every player enter the newly activated level. … … 272 272 Loader::unload(&file); 273 273 274 if(info == NULL) 274 if(info == NULL) 275 275 { 276 276 // Create a default LevelInfoItem object that merely contains the name -
code/trunk/src/orxonox/controllers/AIController.cc
r8729 r8891 65 65 if (this->freedomCount_ == 1) 66 66 { 67 this->state_ = SLAVE;68 this->freedomCount_ = 0;67 this->state_ = SLAVE; 68 this->freedomCount_ = 0; 69 69 } 70 70 … … 76 76 // search enemy 77 77 random = rnd(maxrand); 78 if (random < 15&& (!this->target_))78 if (random < (15 + botlevel_* 20) && (!this->target_)) 79 79 this->searchNewTarget(); 80 80 81 81 // forget enemy 82 82 random = rnd(maxrand); 83 if (random < 5&& (this->target_))83 if (random < ((1-botlevel_)*6) && (this->target_)) 84 84 this->forgetTarget(); 85 85 86 86 // next enemy 87 87 random = rnd(maxrand); 88 if (random < 10&& (this->target_))88 if (random < (botlevel_*20) && (this->target_)) 89 89 this->searchNewTarget(); 90 90 … … 106 106 // shoot 107 107 random = rnd(maxrand); 108 if (!(this->passive_) && random < 75&& (this->target_ && !this->bShooting_))108 if (!(this->passive_) && random < (75 + botlevel_*25) && (this->target_ && !this->bShooting_)) 109 109 this->bShooting_ = true; 110 110 111 111 // stop shooting 112 112 random = rnd(maxrand); 113 if (random < 25&& (this->bShooting_))113 if (random < ((1 - botlevel_)*25) && (this->bShooting_)) 114 114 this->bShooting_ = false; 115 116 // boost 117 random = rnd(maxrand); 118 if (random < botlevel_*100 ) 119 this->boostControl(); 120 121 // update Checkpoints 122 /*random = rnd(maxrand); 123 if (this->defaultWaypoint_ && random > (maxrand-10)) 124 this->manageWaypoints(); 125 else //if(random > maxrand-10) //CHECK USABILITY!!*/ 126 if (this->waypoints_.size() == 0 ) 127 this->manageWaypoints(); 115 128 116 129 } … … 159 172 // search enemy 160 173 random = rnd(maxrand); 161 if (random < 15 && (!this->target_))174 if (random < (botlevel_)*25 && (!this->target_)) 162 175 this->searchNewTarget(); 163 176 164 177 // forget enemy 165 178 random = rnd(maxrand); 166 if (random < 5&& (this->target_))179 if (random < (1-botlevel_)*6 && (this->target_)) 167 180 this->forgetTarget(); 168 181 … … 185 198 // shoot 186 199 random = rnd(maxrand); 187 if (!(this->passive_) && random < 9&& (this->target_ && !this->bShooting_))188 { 189 this->bShooting_ = true;190 this->forceFreeSlaves();200 if (!(this->passive_) && random < 25*(botlevel_)+1 && (this->target_ && !this->bShooting_)) 201 { 202 this->bShooting_ = true; 203 this->forceFreeSlaves(); 191 204 } 192 205 193 206 // stop shooting 194 207 random = rnd(maxrand); 195 if (random < 25&& (this->bShooting_))208 if (random < ( (1- botlevel_)*25 ) && (this->bShooting_)) 196 209 this->bShooting_ = false; 197 210 211 // boost 212 random = rnd(maxrand); 213 if (random < botlevel_*100 ) 214 this->boostControl(); 215 216 // update Checkpoints 217 /*random = rnd(maxrand); 218 if (this->defaultWaypoint_ && random > (maxrand-10)) 219 this->manageWaypoints(); 220 else //if(random > maxrand-10) //CHECK USABILITY!!*/ 221 if (this->waypoints_.size() == 0 ) 222 this->manageWaypoints(); 198 223 } 199 224 } … … 206 231 return; 207 232 208 if (this->state_ == MASTER) 233 float random; 234 float maxrand = 100.0f / ACTION_INTERVAL; 235 ControllableEntity* controllable = this->getControllableEntity(); 236 237 if (controllable && this->mode_ == DEFAULT)// bot is ready to move to a target 209 238 { 210 if (this->specificMasterAction_ == NONE) 239 if (this->waypoints_.size() > 0 ) //Waypoint functionality. 240 { 241 WorldEntity* wPoint = this->waypoints_[this->waypoints_.size()-1]; 242 if(wPoint) 243 { 244 this->moveToPosition(wPoint->getWorldPosition()); //BUG ?? sometime wPoint->getWorldPosition() causes crash 245 if (wPoint->getWorldPosition().squaredDistance(controllable->getPosition()) <= this->squaredaccuracy_) 246 this->waypoints_.pop_back(); // if goal is reached, remove it from the list 247 } 248 else 249 this->waypoints_.pop_back(); // remove invalid waypoints 250 251 } 252 else if(this->defaultWaypoint_ && ((this->defaultWaypoint_->getPosition()-controllable->getPosition()).length() > 200.0f)) 253 { 254 this->moveToPosition(this->defaultWaypoint_->getPosition()); // stay within a certain range of the defaultWaypoint_ 255 random = rnd(maxrand); 256 } 257 } 258 if(this->mode_ == DEFAULT) 259 { 260 if (this->state_ == MASTER) 261 { 262 if (this->specificMasterAction_ == NONE) 263 { 264 if (this->target_) 265 { 266 if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ 267 this->forgetTarget(); 268 else 269 { 270 this->aimAtTarget(); 271 random = rnd(maxrand); 272 if(this->botlevel_*100 > random && !this->isCloseAtTarget(20)) 273 this->follow(); //If a bot is shooting a player, it shouldn't let him go away easily. 274 } 275 } 276 277 if (this->bHasTargetPosition_) 278 this->moveToTargetPosition(); 279 280 this->doFire(); 281 } 282 283 if (this->specificMasterAction_ == TURN180) 284 this->turn180(); 285 286 if (this->specificMasterAction_ == SPIN) 287 this->spin(); 288 if (this->specificMasterAction_ == FOLLOW) 289 this->follow(); 290 } 291 292 if (this->state_ == SLAVE) 293 { 294 if (this->bHasTargetPosition_) 295 this->moveToTargetPosition(); 296 } 297 298 if (this->state_ == FREE) 211 299 { 212 300 if (this->target_) … … 214 302 if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ 215 303 this->forgetTarget(); 216 else this->aimAtTarget(); 304 else 305 { 306 this->aimAtTarget(); 307 random = rnd(maxrand); 308 309 if(this->botlevel_*100 > random && !this->isCloseAtTarget(20)) 310 this->follow();//If a bot is shooting a player, it shouldn't let him go away easily. 311 } 217 312 } 218 313 … … 220 315 this->moveToTargetPosition(); 221 316 222 if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(math::pi / 20.0f)) 223 this->getControllableEntity()->fire(0); 224 } 225 226 if (this->specificMasterAction_ == TURN180) 227 this->turn180(); 228 229 if (this->specificMasterAction_ == SPIN) 230 this->spin(); 231 if (this->specificMasterAction_ == FOLLOW) 317 this->doFire(); 318 } 319 }//END_OF DEFAULT MODE 320 else if (this->mode_ == ROCKET)//Rockets do not belong to a group of bots -> bot states are not relevant. 321 { //Vector-implementation: mode_.back() == ROCKET; 322 if(controllable) 323 { 324 if(controllable->getRocket())//Check wether the bot is controlling the rocket and if the timeout is over. 325 { 232 326 this->follow(); 233 } 234 235 if (this->state_ == SLAVE) 236 { 237 238 if (this->bHasTargetPosition_) 239 this->moveToTargetPosition(); 240 241 } 242 243 if (this->state_ == FREE) 244 { 245 if (this->target_) 246 { 247 if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */ 248 this->forgetTarget(); 249 else this->aimAtTarget(); 250 } 251 252 if (this->bHasTargetPosition_) 253 this->moveToTargetPosition(); 254 255 if (this->getControllableEntity() && this->bShooting_ && this->isCloseAtTarget(1000) && this->isLookingAtTarget(math::pi / 20.0f)) 256 this->getControllableEntity()->fire(0); 257 } 327 this->timeout_ -= dt; 328 if((timeout_< 0)||(!target_))//Check if the timeout is over or target died. 329 { 330 controllable->fire(0);//kill the rocket 331 this->setPreviousMode();//get out of rocket mode 332 } 333 } 334 else 335 this->setPreviousMode();//no rocket entity -> get out of rocket mode 336 } 337 else 338 this->setPreviousMode();//If bot dies -> getControllableEntity == NULL -> get out of ROCKET mode 339 }//END_OF ROCKET MODE 258 340 259 341 SUPER(AIController, tick, dt); -
code/trunk/src/orxonox/controllers/ArtificialController.cc
r8858 r8891 39 39 #include "worldentities/pawns/Pawn.h" 40 40 #include "worldentities/pawns/TeamBaseMatchBase.h" 41 #include "worldentities/pawns/SpaceShip.h" 41 42 #include "gametypes/TeamDeathmatch.h" 42 43 #include "gametypes/Dynamicmatch.h" … … 44 45 #include "controllers/NewHumanController.h" 45 46 #include "controllers/DroneController.h" 47 #include "weaponsystem/WeaponMode.h" 48 #include "weaponsystem/WeaponPack.h" 49 #include "weaponsystem/Weapon.h" 50 #include "weaponsystem/WeaponSlot.h" 51 #include "weaponsystem/WeaponSlot.h" 46 52 47 53 namespace orxonox … … 52 58 SetConsoleCommand("ArtificialController", "passivebehaviour", &ArtificialController::passivebehaviour); 53 59 SetConsoleCommand("ArtificialController", "formationsize", &ArtificialController::formationsize); 60 SetConsoleCommand("ArtificialController", "setbotlevel", &ArtificialController::setAllBotLevel); 54 61 55 62 static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7; … … 84 91 85 92 this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this)); 93 this->bSetupWorked = false; 94 this->botlevel_ = 0.5f; 95 this->mode_ = DEFAULT;////Vector-implementation: mode_.push_back(DEFAULT); 96 this->timeout_ = 0; 97 this->currentWaypoint_ = 0; 98 this->setAccuracy(5); 99 this->defaultWaypoint_ = NULL; 86 100 } 87 101 … … 89 103 { 90 104 if (this->isInitialized()) 91 { 105 {//Vector-implementation: mode_.erase(mode_.begin(),mode_.end()); 106 this->waypoints_.clear(); 92 107 this->removeFromFormation(); 93 108 this->weaponModes_.clear(); 94 109 for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it; ++it) 95 110 { … … 305 320 if (!this->getControllableEntity()) 306 321 this->removeFromFormation(); 322 this->bSetupWorked = false; // reset weapon information 323 this->setupWeapons(); 307 324 } 308 325 … … 387 404 } 388 405 } 406 407 void ArtificialController::absoluteMoveToPosition(const Vector3& target) 408 { 409 float minDistance = 40.0f; 410 if (!this->getControllableEntity()) 411 return; 412 413 Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target); 414 float distance = (target - this->getControllableEntity()->getPosition()).length(); 415 416 if (this->target_ || distance > minDistance) 417 { 418 // Multiply with ROTATEFACTOR_FREE to make them a bit slower 419 this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x); 420 this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y); 421 this->getControllableEntity()->moveFrontBack(SPEED_FREE); 422 } 423 424 425 if (distance < minDistance) 426 { 427 this->positionReached(); 428 } 429 } 430 389 431 390 432 void ArtificialController::moveToTargetPosition() … … 915 957 bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype) 916 958 { 959 if(!entity1 || !entity2) 960 return true; 917 961 if (entity1 == entity2) 918 962 return true; … … 1020 1064 return (team1 == team2 && team1 != -1); 1021 1065 } 1066 1067 /** 1068 @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all. 1069 */ 1070 void ArtificialController::doFire() 1071 { 1072 if(!this->bSetupWorked)//setup: find out which weapons are active ! hard coded: laser is "0", lens flare is "1", ... 1073 { 1074 this->setupWeapons(); 1075 } 1076 else if(this->getControllableEntity() && weaponModes_.size()&&this->bShooting_ && this->isCloseAtTarget((1 + 2*botlevel_)*1000) && this->isLookingAtTarget(math::pi / 20.0f)) 1077 { 1078 int firemode; 1079 float random = rnd(1);// 1080 if (this->isCloseAtTarget(130) && (firemode = getFiremode("LightningGun")) > -1 ) 1081 {//LENSFLARE: short range weapon 1082 this->getControllableEntity()->fire(firemode); //ai uses lens flare if they're close enough to the target 1083 } 1084 else if( this->isCloseAtTarget(400) && (random < this->botlevel_) && (firemode = getFiremode("RocketFire")) > -1 ) 1085 {//ROCKET: mid range weapon 1086 this->mode_ = ROCKET; //Vector-implementation: mode_.push_back(ROCKET); 1087 this->getControllableEntity()->fire(firemode); //launch rocket 1088 if(this->getControllableEntity() && this->target_) //after fire(3) is called, getControllableEntity() refers to the rocket! 1089 { 1090 float speed = this->getControllableEntity()->getVelocity().length() - target_->getVelocity().length(); 1091 if(!speed) speed = 0.1f; 1092 float distance = target_->getPosition().length() - this->getControllableEntity()->getPosition().length(); 1093 this->timeout_= distance/speed*sgn(speed*distance) + 1.8f; //predicted time of target hit (+ tolerance) 1094 } 1095 else 1096 this->timeout_ = 4.0f; //TODO: find better default value 1097 } 1098 else if ((firemode = getFiremode("HsW01")) > -1 ) //LASER: default weapon 1099 this->getControllableEntity()->fire(firemode); 1100 } 1101 } 1102 1103 /** 1104 @brief Information gathering: Which weapons are ready to use? 1105 */ 1106 void ArtificialController::setupWeapons() //TODO: Make this function generic!! (at the moment is is based on conventions) 1107 { 1108 this->bSetupWorked = false; 1109 if(this->getControllableEntity()) 1110 { 1111 Pawn* pawn = orxonox_cast<Pawn*>(this->getControllableEntity()); 1112 if(pawn) 1113 { 1114 this->weaponModes_.clear(); // reset previous weapon information 1115 WeaponSlot* wSlot = 0; 1116 for(int l=0; (wSlot = pawn->getWeaponSlot(l)) ; l++) 1117 { 1118 WeaponMode* wMode = 0; 1119 for(int i=0; (wMode = wSlot->getWeapon()->getWeaponmode(i)) ; i++) 1120 { 1121 std::string wName = wMode->getIdentifier()->getName(); 1122 if(this->getFiremode(wName) == -1) //only add a weapon, if it is "new" 1123 weaponModes_[wName] = wMode->getMode(); 1124 } 1125 } 1126 if(weaponModes_.size())//at least one weapon detected 1127 this->bSetupWorked = true; 1128 }//pawn->weaponSystem_->getMunition(SubclassIdentifier< Munition > *identifier)->getNumMunition (WeaponMode *user); 1129 } 1130 } 1131 1132 1133 void ArtificialController::setBotLevel(float level) 1134 { 1135 if (level < 0.0f) 1136 this->botlevel_ = 0.0f; 1137 else if (level > 1.0f) 1138 this->botlevel_ = 1.0f; 1139 else 1140 this->botlevel_ = level; 1141 } 1142 1143 void ArtificialController::setAllBotLevel(float level) 1144 { 1145 for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::begin(); it != ObjectList<ArtificialController>::end(); ++it) 1146 it->setBotLevel(level); 1147 } 1148 1149 void ArtificialController::setPreviousMode() 1150 { 1151 this->mode_ = DEFAULT; //Vector-implementation: mode_.pop_back(); 1152 } 1153 1154 /** 1155 @brief Manages boost. Switches between boost usage and boost safe mode. 1156 */ 1157 void ArtificialController::boostControl() 1158 { 1159 SpaceShip* ship = orxonox_cast<SpaceShip*>(this->getControllableEntity()); 1160 if(ship == NULL) return; 1161 if(ship->getBoostPower()*1.5f > ship->getInitialBoostPower() ) //upper limit ->boost 1162 this->getControllableEntity()->boost(true); 1163 else if(ship->getBoostPower()*4.0f < ship->getInitialBoostPower()) //lower limit ->do not boost 1164 this->getControllableEntity()->boost(false); 1165 } 1166 1167 int ArtificialController::getFiremode(std::string name) 1168 { 1169 for (std::map< std::string, int >::iterator it = this->weaponModes_.begin(); it != this->weaponModes_.end(); ++it) 1170 { 1171 if (it->first == name) 1172 return it->second; 1173 } 1174 return -1; 1175 } 1176 1177 void ArtificialController::addWaypoint(WorldEntity* waypoint) 1178 { 1179 this->waypoints_.push_back(waypoint); 1180 } 1181 1182 WorldEntity* ArtificialController::getWaypoint(unsigned int index) const 1183 { 1184 if (index < this->waypoints_.size()) 1185 return this->waypoints_[index]; 1186 else 1187 return 0; 1188 } 1189 1190 /** 1191 @brief Adds first waypoint of type name to the waypoint stack, which is within the searchDistance 1192 @param name object-name of a point of interest (e.g. "PickupSpawner", "ForceField") 1193 */ 1194 void ArtificialController::updatePointsOfInterest(std::string name, float searchDistance) 1195 { 1196 WorldEntity* waypoint = NULL; 1197 for (ObjectList<WorldEntity>::iterator it = ObjectList<WorldEntity>::begin(); it != ObjectList<WorldEntity>::end(); ++it) 1198 { 1199 if((*it)->getIdentifier() == ClassByString(name)) 1200 { 1201 ControllableEntity* controllable = this->getControllableEntity(); 1202 if(!controllable) continue; 1203 float actualDistance = ( (*it)->getPosition() - controllable->getPosition() ).length(); 1204 if(actualDistance > searchDistance || actualDistance < 5.0f) continue; 1205 // TODO: PickupSpawner: adjust waypoint accuracy to PickupSpawner's triggerdistance 1206 // TODO: ForceField: analyze is angle between forcefield boost and own flying direction is acceptable 1207 else 1208 { 1209 waypoint = *it; 1210 break; 1211 } 1212 } 1213 } 1214 if(waypoint) 1215 this->waypoints_.push_back(waypoint); 1216 } 1217 1218 /** 1219 @brief Adds point of interest depending on context. Further Possibilites: "ForceField", "PortalEndPoint", "MovableEntity", "Dock" 1220 */ 1221 void ArtificialController::manageWaypoints() 1222 { 1223 if(!defaultWaypoint_) 1224 this->updatePointsOfInterest("PickupSpawner", 200.0f); // long search radius if there is no default goal 1225 else 1226 this->updatePointsOfInterest("PickupSpawner", 20.0f); // take pickup en passant if there is a default waypoint 1227 } 1228 1022 1229 } -
code/trunk/src/orxonox/controllers/ArtificialController.h
r8706 r8891 32 32 #include "OrxonoxPrereqs.h" 33 33 34 #include < vector>34 #include <map> 35 35 36 36 #include "util/Math.h" 37 37 #include "Controller.h" 38 38 #include "controllers/NewHumanController.h" 39 #include "weaponsystem/WeaponSystem.h" 39 40 40 41 namespace orxonox … … 78 79 static void formationsize(const int size); 79 80 81 virtual void doFire(); 82 void setBotLevel(float level=1.0f); 83 inline float getBotLevel() const 84 { return this->botlevel_; } 85 static void setAllBotLevel(float level); 86 //WAYPOINT FUNCTIONS 87 void addWaypoint(WorldEntity* waypoint); 88 WorldEntity* getWaypoint(unsigned int index) const; 89 90 inline void setAccuracy(float accuracy) 91 { this->squaredaccuracy_ = accuracy*accuracy; } 92 inline float getAccuracy() const 93 { return sqrt(this->squaredaccuracy_); } 94 void updatePointsOfInterest(std::string name, float distance); 95 void manageWaypoints(); 96 80 97 protected: 81 98 … … 96 113 void moveToPosition(const Vector3& target); 97 114 void moveToTargetPosition(); 115 void absoluteMoveToPosition(const Vector3& target); 98 116 99 117 virtual void positionReached() {} … … 135 153 136 154 static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack 155 void boostControl(); //<! Sets and resets the boost parameter of the spaceship. Bots alternate between boosting and saving boost. 137 156 138 157 bool bHasTargetPosition_; … … 141 160 bool bShooting_; 142 161 143 private: 162 float botlevel_; //<! Makes the level of a bot configurable. 163 enum Mode {DEFAULT, ROCKET, DEFENCE, MOVING};//TODO; implement DEFENCE, MOVING modes 164 Mode mode_; //TODO: replace single value with stack-like implementation: std::vector<Mode> mode_; 165 void setPreviousMode(); 166 167 //WEAPONSYSTEM DATA 168 std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode- managed by setupWeapons() 169 //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons() 170 float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.) 171 void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed. 172 bool bSetupWorked; //<! If false, setupWeapons() is called. 173 int getFiremode(std::string name); 174 175 //WAYPOINT DATA 176 std::vector<WeakPtr<WorldEntity> > waypoints_; 177 size_t currentWaypoint_; 178 float squaredaccuracy_; 179 WorldEntity* defaultWaypoint_; 144 180 }; 145 181 } -
code/trunk/src/orxonox/controllers/DroneController.cc
r8729 r8891 52 52 this->drone_ = 0; 53 53 this->isShooting_ = false; 54 this->setAccuracy(10); 54 55 55 56 this->actionTimer_.setTimer(ACTION_INTERVAL, true, createExecutor(createFunctor(&DroneController::action, this))); … … 92 93 The duration of the tick. 93 94 */ 95 /* PORTALS workaround: 96 if the owner uses a portal -> distance between owner and drone is huge -> is detected by drone 97 -> drone searches for portal -> drone adds portal as waypoint -> drone flies towards portal //ignores owner 98 -> if the drone used a portal, then the distance to the owner is small -> remove waypoint // back to normal mode 99 100 */ 94 101 void DroneController::tick(float dt) 95 102 { 96 103 if (this->getDrone() && this->getOwner()) 97 104 { 98 if (this->target_) 105 if (this->waypoints_.size() > 0 ) //Waypoint functionality: Drone should follow it's master through portals 106 {// Idea: after using the the portal, the master is far away. 107 WorldEntity* wPoint = this->waypoints_[this->waypoints_.size()-1]; 108 if(wPoint) 109 { 110 float distanceToOwnerSquared = (this->getDrone()->getWorldPosition() - this->getOwner()->getWorldPosition()).squaredLength(); 111 this->absoluteMoveToPosition(wPoint->getWorldPosition()); //simplified function - needs WORKAROUND 112 if (distanceToOwnerSquared <= 90000.0f) //WORKAROUND: if the Drone is again near its owner, the portal has been used correctly. 113 { 114 this->waypoints_.pop_back(); // if goal is reached, remove it from the list 115 this->positionReached(); //needed?? 116 } 117 118 } 119 else 120 this->waypoints_.pop_back(); // remove invalid waypoints 121 } 122 else 99 123 { 100 float distanceToTargetSquared = (this->getDrone()->getWorldPosition() - this->target_->getWorldPosition()).squaredLength(); 101 if (distanceToTargetSquared < (this->getDrone()->getMaxShootingRange()*this->getDrone()->getMaxShootingRange())) 124 if (this->target_) 102 125 { 103 this->isShooting_ = true; 104 this->aimAtTarget(); 105 this->getDrone()->fire(0); 126 float distanceToTargetSquared = (this->getDrone()->getWorldPosition() - this->target_->getWorldPosition()).squaredLength(); 127 if (distanceToTargetSquared < (this->getDrone()->getMaxShootingRange()*this->getDrone()->getMaxShootingRange())) 128 { 129 this->isShooting_ = true; 130 this->aimAtTarget(); 131 if(!this->friendlyFire()) 132 this->getDrone()->fire(0); 133 } 134 } 135 136 137 float maxDistanceSquared = this->getDrone()->getMaxDistanceToOwner()*this->getDrone()->getMaxDistanceToOwner(); 138 float minDistanceSquared = this->getDrone()->getMinDistanceToOwner()*this->getDrone()->getMinDistanceToOwner(); 139 if((this->getDrone()->getWorldPosition() - this->getOwner()->getWorldPosition()).squaredLength() > 20.0f*maxDistanceSquared) 140 {//FIX: if the drone's owner uses portal, the drone searches for the portal & adds it as a waypoint. 141 this->updatePointsOfInterest("PortalEndPoint", 500.0f); //possible conflict: speed-pickup 106 142 } 143 if ((this->getDrone()->getWorldPosition() - this->getOwner()->getWorldPosition()).squaredLength() > maxDistanceSquared) 144 { 145 this->moveToPosition(this->getOwner()->getWorldPosition()); //fly towards owner 146 } 147 else if((this->getDrone()->getWorldPosition() - this->getOwner()->getWorldPosition()).squaredLength() < minDistanceSquared) 148 { 149 this->moveToPosition(-this->getOwner()->getWorldPosition()); //fly away from owner 150 } 151 else if (!this->isShooting_) 152 { 153 float random = rnd(2.0f); 154 float randomSelection = rnd(6.0f); 155 if((int)randomSelection==0) drone_->moveUpDown(random); 156 else if((int)randomSelection==1) drone_->moveRightLeft(random); 157 else if((int)randomSelection==2) drone_->moveFrontBack(random); 158 else if((int)randomSelection==3) drone_->rotateYaw(random); 159 else if((int)randomSelection==4) drone_->rotatePitch(random); 160 else if((int)randomSelection==5) drone_->rotateRoll(random); 161 } 162 163 this->isShooting_ = false; 107 164 } 108 109 float maxDistanceSquared = this->getDrone()->getMaxDistanceToOwner()*this->getDrone()->getMaxDistanceToOwner();110 float minDistanceSquared = this->getDrone()->getMinDistanceToOwner()*this->getDrone()->getMinDistanceToOwner();111 if ((this->getDrone()->getWorldPosition() - this->getOwner()->getWorldPosition()).squaredLength() > maxDistanceSquared)112 {113 this->moveToPosition(this->getOwner()->getWorldPosition()); //fly towards owner114 }115 else if((this->getDrone()->getWorldPosition() - this->getOwner()->getWorldPosition()).squaredLength() < minDistanceSquared)116 {117 this->moveToPosition(-this->getOwner()->getWorldPosition()); //fly away from owner118 }119 else if (!this->isShooting_)120 {121 float random = rnd(2.0f);122 float randomSelection = rnd(6.0f);123 if((int)randomSelection==0) drone_->moveUpDown(random);124 else if((int)randomSelection==1) drone_->moveRightLeft(random);125 else if((int)randomSelection==2) drone_->moveFrontBack(random);126 else if((int)randomSelection==3) drone_->rotateYaw(random);127 else if((int)randomSelection==4) drone_->rotatePitch(random);128 else if((int)randomSelection==5) drone_->rotateRoll(random);129 }130 131 this->isShooting_ = false;132 165 } 133 134 166 SUPER(AIController, tick, dt); 135 136 167 } 137 168 … … 147 178 this->destroy(); 148 179 } 180 181 bool DroneController::friendlyFire() 182 { ControllableEntity* droneEntity_ = this->getControllableEntity(); 183 if (!droneEntity_) return false; 184 if(!owner_) return false; 185 if(this->bHasTargetPosition_) 186 { 187 Vector3 ownerPosition_ = owner_->getPosition(); 188 Vector3 toOwner_ = owner_->getPosition() - droneEntity_->getPosition(); 189 Vector3 toTarget_ = targetPosition_ - droneEntity_->getPosition(); 190 if(toTarget_.length() < toOwner_.length()) return false; //owner is far away = in safty 191 float angleToOwner = getAngle(droneEntity_->getPosition(), droneEntity_->getOrientation() * WorldEntity::FRONT, ownerPosition_); 192 float angleToTarget = getAngle(droneEntity_->getPosition(), droneEntity_->getOrientation() * WorldEntity::FRONT, targetPosition_); 193 float angle = angleToOwner - angleToTarget;//angle between target and owner, observed by the drone 194 if(std::sin(angle)*toOwner_.length() < 5.0f)//calculate owner's distance to shooting line 195 return true; 196 } 197 return false;//Default return value: Usually there is no friendlyFire 198 } 149 199 } -
code/trunk/src/orxonox/controllers/DroneController.h
r8729 r8891 66 66 virtual void action(); 67 67 void ownerDied(); 68 bool friendlyFire(); //<! returns true if the owner_ would be hit. 68 69 bool isShooting_; 69 70 -
code/trunk/src/orxonox/controllers/WaypointController.cc
r5929 r8891 40 40 { 41 41 RegisterObject(WaypointController); 42 43 this->currentWaypoint_ = 0;44 42 this->setAccuracy(100); 45 43 } … … 47 45 WaypointController::~WaypointController() 48 46 { 49 if (this->isInitialized())47 for (size_t i = 0; i < this->waypoints_.size(); ++i) 50 48 { 51 for (size_t i = 0; i < this->waypoints_.size(); ++i)49 if(this->waypoints_[i]) 52 50 this->waypoints_[i]->destroy(); 53 51 } … … 58 56 SUPER(WaypointController, XMLPort, xmlelement, mode); 59 57 60 XMLPortParam( WaypointController, "accuracy", setAccuracy, getAccuracy, xmlelement, mode).defaultValues(100.0f);61 XMLPortObject( WaypointController, WorldEntity, "waypoints", addWaypoint, getWaypoint, xmlelement, mode);58 XMLPortParam(ArtificialController, "accuracy", setAccuracy, getAccuracy, xmlelement, mode).defaultValues(100.0f); 59 XMLPortObject(ArtificialController, WorldEntity, "waypoints", addWaypoint, getWaypoint, xmlelement, mode); 62 60 } 63 61 … … 76 74 } 77 75 78 void WaypointController::addWaypoint(WorldEntity* waypoint)79 {80 this->waypoints_.push_back(waypoint);81 }82 83 WorldEntity* WaypointController::getWaypoint(unsigned int index) const84 {85 if (index < this->waypoints_.size())86 return this->waypoints_[index];87 else88 return 0;89 }90 76 } -
code/trunk/src/orxonox/controllers/WaypointController.h
r5781 r8891 47 47 virtual void tick(float dt); 48 48 49 void addWaypoint(WorldEntity* waypoint); 50 WorldEntity* getWaypoint(unsigned int index) const; 49 protected: 51 50 52 inline void setAccuracy(float accuracy)53 { this->squaredaccuracy_ = accuracy*accuracy; }54 inline float getAccuracy() const55 { return sqrt(this->squaredaccuracy_); }56 57 protected:58 std::vector<WorldEntity*> waypoints_;59 size_t currentWaypoint_;60 float squaredaccuracy_;61 51 }; 62 52 } -
code/trunk/src/orxonox/infos/PlayerInfo.cc
r8706 r8891 235 235 236 236 this->controllableEntity_->setController(0); 237 this->controllableEntity_->destroyHud(); // HACK-ish 237 if(this->isHumanPlayer()) // TODO: Multiplayer? 238 this->controllableEntity_->destroyHud(); // HACK-ish 238 239 239 240 // this->controllableEntity_ = this->previousControllableEntity_.back(); … … 248 249 249 250 // HACK-ish 250 if(this->controllableEntity_ != NULL )251 if(this->controllableEntity_ != NULL && this->isHumanPlayer()) 251 252 this->controllableEntity_->createHud(); 252 253 -
code/trunk/src/orxonox/weaponsystem/WeaponSlot.h
r5781 r8891 35 35 namespace orxonox 36 36 { 37 /** 38 @brief 39 The a WeaponSlot defines where a @ref orxonox::Weapon "Weapon" is placed on a pawn. (A WeaponSlot is a StaticEntity) 40 In a WeaponSlot there can be only one "Weapon", but a Weapon can have several @ref orxonox::WeaponMode "WeaponModes". 41 A WeaponMode is what one intuitively imagines as weapon. (E.g. RocketFire, LightningGun, LaserFire are weaponmodes) 42 43 A WeaponSlot is created in XML (in a weaponsettings file), which can be done in the following fashion: 44 @code 45 <weaponslots> 46 <WeaponSlot position="-15.0,-1.5,0" /> 47 <WeaponSlot position=" 15.0,-1.5,0" /> 48 <WeaponSlot position=" 0, 0,0" /> 49 </weaponslots> 50 51 @author 52 Martin Polak 53 54 @ingroup Weaponsystem 55 */ 37 56 class _OrxonoxExport WeaponSlot : public StaticEntity 38 57 { -
code/trunk/src/orxonox/worldentities/ControllableEntity.cc
r8858 r8891 67 67 this->camera_ = 0; 68 68 this->xmlcontroller_ = 0; 69 this->controller_ = 0;69 //this->controller_ = 0; 70 70 this->reverseCamera_ = 0; 71 71 this->bDestroyWhenPlayerLeft_ = false; … … 74 74 this->bMouseLook_ = false; 75 75 this->mouseLookSpeed_ = 200; 76 this->bIsRocket_ = false; 76 77 77 78 this->server_position_ = Vector3::ZERO; … … 189 190 return counter; 190 191 } 191 192 192 193 bool ControllableEntity::setCameraPosition(unsigned int index) 193 194 { … … 309 310 } 310 311 312 void ControllableEntity::setController(Controller* val) 313 { 314 this->controller_ = val; 315 } 316 311 317 void ControllableEntity::setTarget( WorldEntity* target ) 312 318 { -
code/trunk/src/orxonox/worldentities/ControllableEntity.h
r8706 r8891 99 99 */ 100 100 virtual void boost(bool bBoost) {} 101 101 102 102 virtual void greet() {} 103 103 virtual void switchCamera(); … … 155 155 156 156 inline Controller* getController() const 157 { return this->controller_ ; }158 inline void setController(Controller* val)159 { this->controller_ = val; } 157 { return this->controller_.get(); } 158 void setController(Controller* val); 159 160 160 161 161 virtual void setTarget( WorldEntity* target ); … … 163 163 { return this->target_.get(); } 164 164 void setTargetInternal( uint32_t targetID ); 165 inline bool getRocket() const 166 { return this-> bIsRocket_; } 165 167 166 168 protected: … … 181 183 182 184 Ogre::SceneNode* cameraPositionRootNode_; 185 bool bIsRocket_; //Workaround to see, if the controllable entity is a Rocket. 183 186 184 187 private: … … 234 237 std::string cameraPositionTemplate_; 235 238 Controller* xmlcontroller_; 236 Controller*controller_;239 WeakPtr<Controller> controller_; 237 240 CameraPosition* reverseCamera_; 238 241 WeakPtr<WorldEntity> target_; -
code/trunk/src/orxonox/worldentities/pawns/Pawn.cc
r8855 r8891 93 93 94 94 this->isHumanShip_ = this->hasLocalController(); 95 95 96 96 this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition 97 97 } … … 450 450 this->isHumanShip_ = true; 451 451 } 452 453 void Pawn::changedActivity(void) 454 { 455 SUPER(Pawn, changedActivity); 456 457 this->setRadarVisibility(this->isActive()); 458 } 459 460 void Pawn::changedVisibility(void) 461 { 462 SUPER(Pawn, changedVisibility); 463 //this->setVisible(this->isVisible()); 464 this->setRadarVisibility(this->isVisible()); 465 } 466 452 467 } -
code/trunk/src/orxonox/worldentities/pawns/Pawn.h
r8855 r8891 170 170 virtual const Vector3& getCarrierPosition(void) const 171 171 { return this->getWorldPosition(); }; 172 virtual void changedActivity(void); //!< To enable radarviewability when the activity is changed 173 virtual void changedVisibility(void); //!< To enable proper radarviewability when the visibility is changed 172 174 173 175 protected: … … 195 197 float maxHealth_; 196 198 float initialHealth_; 197 199 198 200 float shieldHealth_; 199 201 float maxShieldHealth_; -
code/trunk/src/orxonox/worldentities/pawns/SpaceShip.cc
r8858 r8891 298 298 } 299 299 300 /**301 @brief302 Add an Engine to the SpaceShip.303 @param engine304 A pointer to the Engine to be added.305 */306 300 void SpaceShip::addEngine(orxonox::Engine* engine) 307 301 { … … 504 498 void SpaceShip::resetCamera() 505 499 { 506 Camera *camera = this->getCamera(); 507 if (camera == 0) 508 { 509 orxout(internal_warning) << "Failed to reset camera!" << endl; 510 return; 511 } 512 513 this->shakeDt_ = 0.0f; 514 camera->setPosition(this->cameraOriginalPosition_); 515 camera->setOrientation(this->cameraOriginalOrientation_); 500 if(this->hasLocalController() && this->hasHumanController()) 501 { 502 Camera *camera = this->getCamera(); 503 if (camera == 0) 504 { 505 orxout(internal_warning) << "Failed to reset camera!" << endl; 506 return; 507 } 508 this->shakeDt_ = 0.0f; 509 camera->setPosition(this->cameraOriginalPosition_); 510 camera->setOrientation(this->cameraOriginalOrientation_); 511 } 516 512 } 517 513
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