[Orxonox-commit 4314] r8985 - code/branches/formation/src/orxonox/controllers
smerkli at orxonox.net
smerkli at orxonox.net
Wed Dec 14 16:02:06 CET 2011
Author: smerkli
Date: 2011-12-14 16:02:06 +0100 (Wed, 14 Dec 2011)
New Revision: 8985
Removed:
code/branches/formation/src/orxonox/controllers/Masterable.cc
code/branches/formation/src/orxonox/controllers/Masterable.h
Log:
Removed Masterable.* files
Deleted: code/branches/formation/src/orxonox/controllers/Masterable.cc
===================================================================
--- code/branches/formation/src/orxonox/controllers/Masterable.cc 2011-12-14 14:57:39 UTC (rev 8984)
+++ code/branches/formation/src/orxonox/controllers/Masterable.cc 2011-12-14 15:02:06 UTC (rev 8985)
@@ -1,1028 +0,0 @@
-/*
- * ORXONOX - the hottest 3D action shooter ever to exist
- * > www.orxonox.net <
- *
- *
- * License notice:
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Author:
- * Fabian 'x3n' Landau
- * Co-authors:
- * Dominik Solenicki
- *
- */
-
-#include <climits>
-#include "controllers/Masterable.h"
-
-#include "core/CoreIncludes.h"
-
-#include "core/XMLPort.h"
-#include "core/command/ConsoleCommand.h"
-
-#include "worldentities/ControllableEntity.h"
-#include "worldentities/pawns/Pawn.h"
-#include "worldentities/pawns/TeamBaseMatchBase.h"
-#include "gametypes/TeamDeathmatch.h"
-#include "gametypes/Dynamicmatch.h"
-#include "gametypes/Gametype.h"
-#include "controllers/WaypointPatrolController.h"
-#include "controllers/NewHumanController.h"
-#include "controllers/DroneController.h"
-
-
-namespace orxonox
-{
-
- SetConsoleCommand("Masterable", "formationflight", &Masterable::formationflight);
- SetConsoleCommand("Masterable", "masteraction", &Masterable::masteraction);
- SetConsoleCommand("Masterable", "followme", &Masterable::followme);
- SetConsoleCommand("Masterable", "passivebehaviour", &Masterable::passivebehaviour);
- SetConsoleCommand("Masterable", "formationsize", &Masterable::formationsize);
-
-
-
-
- static const unsigned int STANDARD_MAX_FORMATION_SIZE = 9;
- static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000;
- static const int FORMATION_LENGTH = 110;
- static const int FORMATION_WIDTH = 110;
- static const int FREEDOM_COUNT = 4; //seconds the slaves in a formation will be set free when master attacks an enemy
- static const float SPEED_MASTER = 0.6f;
- static const float ROTATEFACTOR_MASTER = 0.2f;
- static const float SPEED_FREE = 0.8f;
- static const float ROTATEFACTOR_FREE = 0.8f;
-
- Masterable::Masterable(BaseObject* creator) : Controller(creator)
- {
- RegisterObject(Masterable);
-
- this->target_ = 0;
- this->formationFlight_ = false;
- this->passive_ = false;
- this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE;
- this->myMaster_ = 0;
- this->freedomCount_ = 0;
-
- this->state_ = FREE;
- this->mode_ = NORMAL;
- this->specificMasterAction_ = NONE;
- this->specificMasterActionHoldCount_ = 0;
- this->bShooting_ = false;
- this->bHasTargetPosition_ = false;
- this->bHasTargetOrientation_=false;
- this->speedCounter_ = 0.2f;
- this->targetPosition_ = Vector3::ZERO;
- //this->team_=-1;
- this->target_.setCallback(createFunctor(&Masterable::targetDied, this));
- }
-
- Masterable::~Masterable()
- {
- if (this->isInitialized())
- {
- this->removeFromFormation();
-
- for (ObjectList<Masterable>::iterator it = ObjectList<Masterable>::begin(); it; ++it)
- {
- if (*it != this)
- {
- if (it->myMaster_ == this)
- {
- orxout(internal_error) << this << " is still master in " << (*it) << endl;
- it->myMaster_ = 0;
- }
-
- while (true)
- {
- std::vector<Masterable*>::iterator it2 = std::find(it->slaves_.begin(), it->slaves_.end(), this);
- if (it2 != it->slaves_.end())
- {
- orxout(internal_error) << this << " is still slave in " << (*it) << endl;
- it->slaves_.erase(it2);
- }
- else
- break;
- }
- }
- }
- }
- }
-
- void Masterable::XMLPort(Element& xmlelement, XMLPort::Mode mode)
- {
- SUPER(Masterable, XMLPort, xmlelement, mode);
-
- XMLPortParam(Masterable, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false);
- XMLPortParam(Masterable, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE);
- XMLPortParam(Masterable, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false);
- }
-
-
-
- /**
- @brief Activates / deactivates formationflight behaviour
- @param form activate formflight if form is true
- */
- void Masterable::formationflight(const bool form)
- {
- for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
- {
- Controller* controller = 0;
-
- if (it->getController())
- controller = it->getController();
- else if (it->getXMLController())
- controller = it->getXMLController();
-
- if (!controller)
- continue;
-
- Masterable *aiController = orxonox_cast<Masterable*>(controller);
-
- if (aiController)
- {
- aiController->formationFlight_ = form;
- if (!form)
- {
- aiController->removeFromFormation();
- }
- }
- }
- }
-
- /**
- @brief Get all masters to do a "specific master action"
- @param action which action to perform (integer, so it can be called with a console command (tmp solution))
- */
- void Masterable::masteraction(const int action)
- {
- for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
- {
- Controller* controller = 0;
-
- if (it->getController())
- controller = it->getController();
- else if (it->getXMLController())
- controller = it->getXMLController();
-
- if (!controller)
- continue;
-
- Masterable *aiController = orxonox_cast<Masterable*>(controller);
-
- if(aiController && aiController->state_ == MASTER)
- {
- if (action == 1)
- aiController->spinInit();
- if (action == 2)
- aiController->turn180Init();
- }
- }
- }
-
- /**
- @brief Sets shooting behaviour of pawns.
- @param passive if true, bots won't shoot.
- */
- void Masterable::passivebehaviour(const bool passive)
- {
- for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
- {
- Controller* controller = 0;
-
- if (it->getController())
- controller = it->getController();
- else if (it->getXMLController())
- controller = it->getXMLController();
-
- if (!controller)
- continue;
-
- Masterable *aiController = orxonox_cast<Masterable*>(controller);
-
- if(aiController)
- {
- aiController->passive_ = passive;
- }
- }
- }
-
- /**
- @brief Sets maximal formation size
- @param size maximal formation size.
- */
- void Masterable::formationsize(const int size)
- {
- for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
- {
- Controller* controller = 0;
-
- if (it->getController())
- controller = it->getController();
- else if (it->getXMLController())
- controller = it->getXMLController();
-
- if (!controller)
- continue;
-
- Masterable *aiController = orxonox_cast<Masterable*>(controller);
-
- if(aiController)
- {
- aiController->maxFormationSize_ = size;
- }
- }
- }
-
- void Masterable::removeFromFormation()
- {
- if (this->state_ == SLAVE || this->myMaster_) // slaves can also be temporary free, so check if myMaster_ is set
- this->unregisterSlave();
- else if (this->state_ == MASTER)
- this->setNewMasterWithinFormation();
- }
-
- void Masterable::moveToPosition(const Vector3& target)
- {
- if (!this->getControllableEntity())
- return;
-
- // Slave uses special movement if its master is in FOLLOW mode
- if(this->state_ == SLAVE && this->myMaster_ && this->myMaster_->specificMasterAction_ == FOLLOW)
- {
-// this->followForSlaves(target);
-// return;
- }
-
- Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
- float distance = (target - this->getControllableEntity()->getPosition()).length();
-
-
- if(this->state_ == FREE)
- {
- if (this->target_ || distance > 10)
- {
- // Multiply with ROTATEFACTOR_FREE to make them a bit slower
- this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x);
- this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y);
- }
-
- if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
- {
- this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance
- } else this->getControllableEntity()->moveFrontBack(SPEED_FREE);
- }
-
-
-
- if(this->state_ == MASTER)
- {
- if (this->target_ || distance > 10)
- {
- this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
- this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
- }
-
- if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
- {
- this->getControllableEntity()->moveFrontBack(-0.05f);
- } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
- }
-
-
-
- if(this->state_ == SLAVE)
- {
-
- this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
- this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
-
- if (distance < 300)
- {
- if (bHasTargetOrientation_)
- {
- copyTargetOrientation();
- }
- if (distance < 100)
- { //linear speed reduction
- this->getControllableEntity()->moveFrontBack(distance/100.0f*0.4f*SPEED_MASTER);
-
- } else this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER);
-
- } else {
- this->getControllableEntity()->moveFrontBack(1.2f*SPEED_MASTER + distance/300.0f);
- }
- }
-
- if (distance < 10)
- {
- this->positionReached();
- bHasTargetOrientation_=false;
- }
- }
-
-
-
- void Masterable::moveToTargetPosition()
- {
- this->moveToPosition(this->targetPosition_);
- }
-
- //copy the Roll orientation of given Quaternion.
- void Masterable::copyOrientation(const Quaternion& orient)
- {
- //roll angle difference in radian
- float diff=orient.getRoll(false).valueRadians()-(this->getControllableEntity()->getOrientation().getRoll(false).valueRadians());
- while(diff>math::twoPi) diff-=math::twoPi;
- while(diff<-math::twoPi) diff+=math::twoPi;
- this->getControllableEntity()->rotateRoll(diff*ROTATEFACTOR_MASTER);
- }
-
- void Masterable::copyTargetOrientation()
- {
- if (bHasTargetOrientation_)
- {
- copyOrientation(targetOrientation_);
- }
- }
-
-
- /**
- @brief Unregisters a slave from its master. Initiated by a slave.
- */
- void Masterable::unregisterSlave()
- {
- if (this->myMaster_)
- {
- std::vector<Masterable*>::iterator it = std::find(this->myMaster_->slaves_.begin(), this->myMaster_->slaves_.end(), this);
- if (it != this->myMaster_->slaves_.end())
- this->myMaster_->slaves_.erase(it);
- }
-
- this->myMaster_ = 0;
- this->state_ = FREE;
- }
-
- void Masterable::searchNewMaster()
- {
-
- if (!this->getControllableEntity())
- return;
-
- this->targetPosition_ = this->getControllableEntity()->getPosition();
- this->forgetTarget();
- int teamSize = 0;
- //go through all pawns
- for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
- {
-
- //same team?
- Gametype* gt=this->getGametype();
- if (!gt)
- {
- gt=it->getGametype();
- }
- if (!Masterable::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it),gt))
- continue;
-
- //has it an Masterable?
- Controller* controller = 0;
-
- if (it->getController())
- controller = it->getController();
- else if (it->getXMLController())
- controller = it->getXMLController();
-
- if (!controller)
- continue;
-
- //is pawn oneself?
- if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity())
- continue;
-
- teamSize++;
-
- Masterable *newMaster = orxonox_cast<Masterable*>(controller);
-
- //is it a master?
- if (!newMaster || newMaster->state_ != MASTER)
- continue;
-
- float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length();
-
- // is pawn in range?
- if (distance < RADIUS_TO_SEARCH_FOR_MASTERS)
- {
- if(newMaster->slaves_.size() > this->maxFormationSize_) continue;
-
- for(std::vector<Masterable*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++)
- {
- (*itSlave)->myMaster_ = newMaster;
- newMaster->slaves_.push_back(*itSlave);
- }
- this->slaves_.clear();
- this->state_ = SLAVE;
-
- this->myMaster_ = newMaster;
- newMaster->slaves_.push_back(this);
-
- break;
- }
- }
-
- if (this->state_ != SLAVE && teamSize != 0)
- {
- this->state_ = MASTER;
- this->myMaster_ = 0;
- }
- }
- /**
- @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master.
- */
-
-void Masterable::commandSlaves()
- {
- if(this->state_ != MASTER) return;
-
- Quaternion orient = this->getControllableEntity()->getOrientation();
- Vector3 dest = this->getControllableEntity()->getPosition();
-
- // 1 slave: follow
- if (this->slaves_.size() == 1)
- {
- dest += 4*orient*WorldEntity::BACK;
- this->slaves_.front()->setTargetPosition(dest);
- }
- else
- // formation:
- {
- dest += 1.0f*orient*WorldEntity::BACK;
- Vector3 pos = Vector3::ZERO;
- bool left=true;
- int i = 1;
-
- for(std::vector<Masterable*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
- {
- pos = Vector3::ZERO;
- if (left)
- {
- pos+=dest+i*FORMATION_WIDTH*(orient*WorldEntity::LEFT);
- } else{
- pos+=dest+i*FORMATION_WIDTH*(orient*WorldEntity::RIGHT);
- i++;
- dest+=FORMATION_LENGTH*(orient*WorldEntity::BACK);
- }
- (*it)->setTargetOrientation(orient);
- (*it)->setTargetPosition(pos);
- left=!left;
- }
- }
- }
-
- /**
- @brief Sets a new master within the formation. Called by a master.
- */
- void Masterable::setNewMasterWithinFormation()
- {
- if(this->state_ != MASTER) return;
-
- if (!this->slaves_.empty())
- {
- Masterable *newMaster = this->slaves_.back();
- this->slaves_.pop_back();
-
- newMaster->state_ = MASTER;
- newMaster->slaves_ = this->slaves_;
- newMaster->myMaster_ = 0;
-
- for(std::vector<Masterable*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++)
- {
- (*it)->myMaster_ = newMaster;
- }
- }
-
- this->slaves_.clear();
- this->specificMasterAction_ = NONE;
- this->state_ = FREE;
- }
-
-
- /**
- @brief Frees all slaves form a master. Initiated by a master.
- */
- void Masterable::freeSlaves()
- {
- if(this->state_ != MASTER) return;
-
- for(std::vector<Masterable*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
- {
- (*it)->state_ = FREE;
- (*it)->myMaster_ = 0;
- }
- this->slaves_.clear();
- }
-
- /**
- @brief Master sets its slaves free for @ref FREEDOM_COUNT seconds.
- */
- void Masterable::forceFreeSlaves()
- {
- if(this->state_ != MASTER) return;
-
- for(std::vector<Masterable*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
- {
- (*it)->state_ = FREE;
- (*it)->forceFreedom();
- (*it)->targetPosition_ = this->targetPosition_;
- (*it)->bShooting_ = true;
-// (*it)->getControllableEntity()->fire(0);// fire once for fun
- }
- }
-
- void Masterable::loseMasterState()
- {
- this->freeSlaves();
- this->state_ = FREE;
- }
-
-
- void Masterable::forceFreedom()
- {
- this->freedomCount_ = FREEDOM_COUNT;
- }
-
- /**
- @brief Checks wether caller has been forced free, decrements time to stay forced free.
- @return true if forced free.
- */
- bool Masterable::forcedFree()
- {
- if(this->freedomCount_ > 0)
- {
- this->freedomCount_--;
- return true;
- } else return false;
- }
-
-
- /**
- @brief Call to take the lead of formation (if free, become slave of nearest formation, then, if Slave, become Master)
- */
- void Masterable::takeLeadOfFormation()
- {
- if (!this->getControllableEntity())
- return;
-
- if (this->state_==MASTER) return;
- //search new Master, then take lead
- if (this->state_==FREE)
- {
- searchNewMaster();
- }
-
- if (this->state_==SLAVE) //become master of this formation
- {
- this->slaves_=myMaster_->slaves_;
- this->myMaster_->slaves_.clear();
- this->myMaster_->state_=SLAVE;
- this->myMaster_->myMaster_=this;
-
- //delete myself in slavelist
- std::vector<Masterable*>::iterator it2 = std::find(this->slaves_.begin(), this->slaves_.end(), this);
- if (it2 != this->slaves_.end())
- {
- this->slaves_.erase(it2);
- }
- //add previous master
- this->slaves_.push_back(this->myMaster_);
- //set this as new master
- for(std::vector<Masterable*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
- {
- (*it)->myMaster_=this;
- }
- this->myMaster_=0;
- this->state_=MASTER;
- }
- /*/debug
- if (this->state_==SLAVE)
- {orxout(debug_output) << this << " is slave "<< endl;}
- else if (this->state_==MASTER)
- {orxout(debug_output) << this << " is now a master of "<<this->slaves_.size()<<" slaves."<< endl;}
- if (this->state_==FREE)
- {orxout(debug_output) << this << " is free "<< endl;}*/
- }
-
- void Masterable::masterAttacked(Pawn* originator)
- {
- orxout(debug_output)<<"slaves, attack!"<<endl;
- unsigned int i=0;
- for(std::vector<Masterable*>::reverse_iterator it = slaves_.rbegin(); it != slaves_.rend(); it++)
- {
- if ((*it)->state_!=FREE)
- {
- (*it)->state_=FREE;
- (*it)->forceFreedom();
- (*it)->target_=originator;
- }
- i++;
- if (i==slaves_.size()/2) break; //half the formation should attack.
- }
- }
-
-
- /**
- @brief Sets the new mode. If master, set it for all slaves.
- */
- void Masterable::setMode(Mode val)
- {
- this->mode_=val;
- if (this->state_==MASTER)
- {
- for(std::vector<Masterable*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
- {
- (*it)->mode_=val;
- if (val==ATTACK)
- (*it)->forgetTarget();
- }
- }
- }
-
- /**
- @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after.
- */
- void Masterable::specificMasterActionHold()
- {
- if(this->state_ != MASTER) return;
-
- if (specificMasterActionHoldCount_ == 0)
- {
- this->specificMasterAction_ = NONE;
- this->searchNewTarget();
- }
- else specificMasterActionHoldCount_--;
- }
-
- /**
- @brief Master initializes a 180 degree turn. Leads to a "specific master action".
- */
- void Masterable::turn180Init()
- {
- if(this->state_ != MASTER) return;
-
- Quaternion orient = this->getControllableEntity()->getOrientation();
-
- this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK);
-
- this->specificMasterActionHoldCount_ = 4;
-
- this->specificMasterAction_ = TURN180;
- }
-
- /**
- @brief Execute the 180 degree turn. Called within tick.
- */
- void Masterable::turn180()
- {
- Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
-
- this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
- this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
-
- this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
- }
-
- /**
- @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action".
- */
- void Masterable::spinInit()
- {
- if(this->state_ != MASTER) return;
- this->specificMasterAction_ = SPIN;
- this->specificMasterActionHoldCount_ = 10;
- }
-
- /**
- @brief Execute the spin. Called within tick.
- */
- void Masterable::spin()
- {
- this->moveToTargetPosition();
- this->getControllableEntity()->rotateRoll(0.8f);
- }
-
- /**
- @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup).
- */
- void Masterable::followme()
- {
-
- Pawn *humanPawn = NULL;
- NewHumanController *currentHumanController = NULL;
- std::vector<Masterable*> allMasters;
-
- for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
- {
- Controller* controller = 0;
-
- if (it->getController())
- controller = it->getController();
- else if (it->getXMLController())
- controller = it->getXMLController();
-
- if (!controller)
- continue;
-
- currentHumanController = orxonox_cast<NewHumanController*>(controller);
-
- if(currentHumanController) humanPawn = *it;
-
- Masterable *aiController = orxonox_cast<Masterable*>(controller);
-
- if(aiController && aiController->state_ == MASTER)
- allMasters.push_back(aiController);
-
- }
-
- if((humanPawn != NULL) && (allMasters.size() != 0))
- {
- float posHuman = humanPawn->getPosition().length();
- float distance = 0.0f;
- float minDistance = FLT_MAX;
- int index = 0;
- int i = 0;
-
- for(std::vector<Masterable*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
- {
- if (!Masterable::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue;
- distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
- if(distance < minDistance) index = i;
- }
- allMasters[index]->followInit(humanPawn);
- }
-
- }
-
-
-
-
-
- /**
- @brief Master begins to follow a pawn. Is a "specific master action".
- @param pawn pawn to follow.
- @param always follows pawn forever if true (false if omitted).
- @param secondsToFollow seconds to follow the pawn if always is false. Will follow pawn 100 seconds if omitted (set in header).
- */
- void Masterable::followInit(Pawn* pawn, const bool always, const int secondsToFollow)
- {
- if (pawn == NULL || this->state_ != MASTER)
- return;
- this->specificMasterAction_ = FOLLOW;
-
- this->setTarget(pawn);
- if (!always)
- this->specificMasterActionHoldCount_ = secondsToFollow;
- else
- this->specificMasterActionHoldCount_ = INT_MAX; //for now...
-
- }
-
- /**
- @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action".
- */
- void Masterable::followRandomHumanInit()
- {
-
- Pawn *humanPawn = NULL;
- NewHumanController *currentHumanController = NULL;
-
- for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
- {
- if (!it->getController())
- continue;
-
- currentHumanController = orxonox_cast<NewHumanController*>(it->getController());
- if(currentHumanController)
- {
- if (!Masterable::sameTeam(this->getControllableEntity(), *it, this->getGametype())) continue;
- humanPawn = *it;
- break;
- }
- }
-
- if((humanPawn != NULL))
- this->followInit(humanPawn);
- }
-
-
- /**
- @brief Master follows target with adjusted speed. Called within tick.
- */
- void Masterable::follow()
- {
- if (this->target_)
- this->moveToPosition(this->target_->getPosition());
- else
- this->specificMasterActionHoldCount_ = 0;
- }
-
-
- void Masterable::setTargetPosition(const Vector3& target)
- {
- this->targetPosition_ = target;
- this->bHasTargetPosition_ = true;
- }
-
- void Masterable::searchRandomTargetPosition()
- {
- this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
- this->bHasTargetPosition_ = true;
- }
-
- void Masterable::setTargetOrientation(const Quaternion& orient)
- {
- this->targetOrientation_=orient;
- this->bHasTargetOrientation_=true;
- }
-
- void Masterable::setTargetOrientation(Pawn* target)
- {
- if (target)
- setTargetOrientation(target->getOrientation());
- }
-
- void Masterable::setTarget(Pawn* target)
- {
- this->target_ = target;
-
- if (target)
- this->targetPosition_ = target->getPosition();
- }
-
- void Masterable::searchNewTarget()
- {
- if (!this->getControllableEntity())
- return;
-
- this->targetPosition_ = this->getControllableEntity()->getPosition();
- this->forgetTarget();
-
- for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
- {
- if (Masterable::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
- continue;
-
- /* So AI won't choose invisible Spaceships as target */
- if (!it->getRadarVisibility())
- continue;
-
- if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
- {
- float speed = this->getControllableEntity()->getVelocity().length();
- Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
- Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
- if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / math::twoPi)
- < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / math::twoPi) + rnd(-250, 250))
- {
- this->target_ = (*it);
- this->targetPosition_ = it->getPosition();
- }
- }
- }
- }
-
- void Masterable::forgetTarget()
- {
- this->target_ = 0;
- this->bShooting_ = false;
- }
-
- void Masterable::targetDied()
- {
- this->forgetTarget();
- this->searchRandomTargetPosition();
- }
-
- bool Masterable::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
- {
- if (entity1 == entity2)
- return true;
-
- int team1 = -1;
- int team2 = -1;
-
- Controller* controller = 0;
- if (entity1->getController())
- controller = entity1->getController();
- else
- controller = entity1->getXMLController();
- if (controller)
- {
- Masterable* ac = orxonox_cast<Masterable*>(controller);
- if (ac)
- team1 = ac->getTeam();
- }
-
- if (entity2->getController())
- controller = entity2->getController();
- else
- controller = entity2->getXMLController();
- if (controller)
- {
- Masterable* ac = orxonox_cast<Masterable*>(controller);
- if (ac)
- team2 = ac->getTeam();
- }
-
- TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype);
- if (tdm)
- {
- if (entity1->getPlayer())
- team1 = tdm->getTeam(entity1->getPlayer());
-
- if (entity2->getPlayer())
- team2 = tdm->getTeam(entity2->getPlayer());
- }
-
- TeamBaseMatchBase* base = 0;
- base = orxonox_cast<TeamBaseMatchBase*>(entity1);
- if (base)
- {
- switch (base->getState())
- {
- case BaseState::ControlTeam1:
- team1 = 0;
- break;
- case BaseState::ControlTeam2:
- team1 = 1;
- break;
- case BaseState::Uncontrolled:
- default:
- team1 = -1;
- }
- }
- base = orxonox_cast<TeamBaseMatchBase*>(entity2);
- if (base)
- {
- switch (base->getState())
- {
- case BaseState::ControlTeam1:
- team2 = 0;
- break;
- case BaseState::ControlTeam2:
- team2 = 1;
- break;
- case BaseState::Uncontrolled:
- default:
- team2 = -1;
- }
- }
-
- DroneController* droneController = 0;
- droneController = orxonox_cast<DroneController*>(entity1->getController());
- if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity2)
- return true;
- droneController = orxonox_cast<DroneController*>(entity2->getController());
- if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity1)
- return true;
- DroneController* droneController1 = orxonox_cast<DroneController*>(entity1->getController());
- DroneController* droneController2 = orxonox_cast<DroneController*>(entity2->getController());
- if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner())
- return true;
-
- Dynamicmatch* dynamic = orxonox_cast<Dynamicmatch*>(gametype);
- if (dynamic)
- {
- if (dynamic->notEnoughPigs||dynamic->notEnoughKillers||dynamic->notEnoughChasers) {return false;}
-
- if (entity1->getPlayer())
- team1 = dynamic->getParty(entity1->getPlayer());
-
- if (entity2->getPlayer())
- team2 = dynamic->getParty(entity2->getPlayer());
-
- if (team1 ==-1 ||team2 ==-1 ) {return false;}
- else if (team1 == dynamic->chaser && team2 != dynamic->chaser) {return false;}
- else if (team1 == dynamic->piggy && team2 == dynamic->chaser) {return false;}
- else if (team1 == dynamic->killer && team2 == dynamic->chaser) {return false;}
- else return true;
- }
-
- return (team1 == team2 && team1 != -1);
- }
-
-}
Deleted: code/branches/formation/src/orxonox/controllers/Masterable.h
===================================================================
--- code/branches/formation/src/orxonox/controllers/Masterable.h 2011-12-14 14:57:39 UTC (rev 8984)
+++ code/branches/formation/src/orxonox/controllers/Masterable.h 2011-12-14 15:02:06 UTC (rev 8985)
@@ -1,177 +0,0 @@
-/*
- * ORXONOX - the hottest 3D action shooter ever to exist
- * > www.orxonox.net <
- *
- *
- * License notice:
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Author:
- * Fabian 'x3n' Landau
- * Co-authors:
- * ...
- *
- */
-
-#ifndef _Masterable_h__
-#define _Masterable_h__
-
-#include "OrxonoxPrereqs.h"
-
-#include <vector>
-#include "core/Super.h"
-
-#include "util/Math.h"
-#include "core/OrxonoxClass.h"
-#include "controllers/Controller.h"
-#include "worldentities/ControllableEntity.h"
-
-
-namespace orxonox {
-
- class _OrxonoxExport Masterable : public Controller
- {
-
- public:
- Masterable(BaseObject* creator);
-
- virtual ~Masterable();
-
- virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
-
-
- static void formationflight(const bool form);
- static void masteraction(const int action);
- static void followme();
- static void passivebehaviour(const bool passive);
- static void formationsize(const int size);
-
- inline void setFormationFlight(bool formation)
- { this->formationFlight_ = formation; }
- inline bool getFormationFlight() const
- { return this->formationFlight_; }
-
- inline void setFormationSize(int size)
- { this->maxFormationSize_ = size; }
- inline int getFormationSize() const
- { return this->maxFormationSize_; }
-
-
- inline void setPassive(bool passive)
- { this->passive_ = passive; }
- inline bool getPassive() const
- { return this->passive_; }
-
- inline void setTeam(int team)
- { this->team_ = team;
- orxout(debug_output) << "Set team to: "<<team<<" in "<<this<< endl;}
- inline int getTeam() const
- { return this->team_; }
-
- /**
- @brief Mode of the formation, behaviour of slaves
- Normal-normal behaviour
- Defend-just defend the master
- Attack-leave formation, attack every target
- */
- enum Mode {NORMAL,DEFEND,ATTACK};
-
- /**
- @brief Sets the new mode. If master, set it for all slaves.
- */
- void setMode(Mode val);
- inline Mode getMode() const
- { return this->mode_; }
-
- protected:
- bool formationFlight_;
- bool passive_;
- int team_;
- unsigned int maxFormationSize_;
- int freedomCount_;
- enum State {SLAVE, MASTER, FREE};
-
- State state_;
- std::vector<Masterable*> slaves_;
- Masterable* myMaster_;
-
- Mode mode_;
-
- enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW};
- SpecificMasterAction specificMasterAction_;
- int specificMasterActionHoldCount_;
- float speedCounter_; //for speed adjustment when following
-
- void moveToPosition(const Vector3& target);
- void moveToTargetPosition();
- void copyOrientation(const Quaternion& orient);
- void copyTargetOrientation();
-
- void removeFromFormation();
- void unregisterSlave();
- void searchNewMaster();
- void commandSlaves();
- void setNewMasterWithinFormation();
-
- void freeSlaves();
- void forceFreeSlaves();
- void loseMasterState();
- void forceFreedom();
- bool forcedFree();
-
- void takeLeadOfFormation();
- void masterAttacked(Pawn* originator);
-
- void specificMasterActionHold();
- void turn180Init();
- void spinInit();
- void spin();
- void turn180();
- void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100);
- void followRandomHumanInit();
- void follow();
-
- void setTargetPosition(const Vector3& target);
- void searchRandomTargetPosition();
-
- void setTargetOrientation(const Quaternion& orient);
- void setTargetOrientation(Pawn* target);
-
- virtual void positionReached() {}
-
- static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
-
-
- void setTarget(Pawn* target);
- void searchNewTarget();
- void forgetTarget();
-
- void targetDied();
-
- bool bHasTargetPosition_;
- Vector3 targetPosition_;
- bool bHasTargetOrientation_;
- Quaternion targetOrientation_;
-
- WeakPtr<Pawn> target_;
- bool bShooting_;
- };
-
-
-}
-#endif /* _Masterable_h__ */
-
-
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