[Orxonox-commit 4321] r8992 - in code/branches/presentation2011: . data/defaultConfig src/orxonox/controllers

jo at orxonox.net jo at orxonox.net
Fri Dec 16 20:36:41 CET 2011


Author: jo
Date: 2011-12-16 20:36:41 +0100 (Fri, 16 Dec 2011)
New Revision: 8992

Added:
   code/branches/presentation2011/src/orxonox/controllers/FormationController.cc
   code/branches/presentation2011/src/orxonox/controllers/FormationController.h
Modified:
   code/branches/presentation2011/
   code/branches/presentation2011/data/defaultConfig/keybindings.ini
   code/branches/presentation2011/src/orxonox/controllers/AIController.cc
   code/branches/presentation2011/src/orxonox/controllers/AIController.h
   code/branches/presentation2011/src/orxonox/controllers/ArtificialController.cc
   code/branches/presentation2011/src/orxonox/controllers/ArtificialController.h
   code/branches/presentation2011/src/orxonox/controllers/CMakeLists.txt
   code/branches/presentation2011/src/orxonox/controllers/HumanController.cc
   code/branches/presentation2011/src/orxonox/controllers/HumanController.h
   code/branches/presentation2011/src/orxonox/controllers/NewHumanController.cc
Log:
Merged Formation branch. There are still some bugs (just have a look at the tutorial level)


Property changes on: code/branches/presentation2011
___________________________________________________________________
Modified: svn:mergeinfo
   - /code/branches/ai:6592-7033
/code/branches/ai2:8721-8880
/code/branches/bigships:8137-8588
/code/branches/buildsystem:1874-2276,2278-2400
/code/branches/buildsystem2:2506-2658
/code/branches/buildsystem3:2662-2708
/code/branches/ceguilua:1802-1808
/code/branches/chat:6527-6797
/code/branches/chat2:6836-6910
/code/branches/console:5941-6104
/code/branches/consolecommands2:6451-7178
/code/branches/consolecommands3:7178-7283
/code/branches/core3:1572-1739
/code/branches/core4:3221-3224,3227,3234-3238,3242,3244-3250,3252-3254,3256,3259-3261,3264-3265,3268-3275,3277-3278,3280,3284-3285,3287,3289-3294,3305,3309-3310
/code/branches/core5:5768-5928,6009
/code/branches/data_cleanup:7537-7686
/code/branches/doc:7290-7400
/code/branches/dockingsystem:8101-8192
/code/branches/dockingsystem2:8196-8560
/code/branches/dynamicmatch:6584-7030
/code/branches/environment3:8887-8975
/code/branches/fps:6591-7072
/code/branches/gamecontent:8893-8968
/code/branches/gameimmersion:8102-8577
/code/branches/gamestate:6430-6572,6621-6661
/code/branches/gamestates2:6594-6745
/code/branches/gametypes:2826-3031
/code/branches/gcc43:1580
/code/branches/gui:1635-1723,2795-2894
/code/branches/hud:8883-8986
/code/branches/hudelements:6584-6941
/code/branches/hudimprovements:7920-8672
/code/branches/ingamemenu:6000-6023
/code/branches/input:1629-1636
/code/branches/ipv6:7293-7458
/code/branches/kicklib:7940-8096,8098-8277
/code/branches/kicklib2:8282-8350
/code/branches/lastmanstanding:7479-7644
/code/branches/lastmanstanding3:7903-8175
/code/branches/libraries:5612-5692
/code/branches/libraries2:5703-5737
/code/branches/lod:6586-6911
/code/branches/lodfinal:2372-2411
/code/branches/mac_osx:7789-8128,8135
/code/branches/map:2801-3086,3089
/code/branches/masterserver:7502-7738
/code/branches/masterserverfix:8933-8936
/code/branches/menu:5941-6146,6148,7536-7687
/code/branches/menue:8884-8976
/code/branches/miniprojects:2754-2824
/code/branches/netp2:2835-2988
/code/branches/netp3:2988-3082
/code/branches/netp6:3214-3302
/code/branches/network:2356
/code/branches/network2:6434-6465
/code/branches/network3:7196-7344
/code/branches/network4:7497-7755
/code/branches/network5:7757-7781
/code/branches/network6:7823-8315
/code/branches/network64:2210-2355
/code/branches/notifications:7314-7401
/code/branches/objecthierarchy:1911-2085,2100,2110-2169
/code/branches/objecthierarchy2:2171-2479
/code/branches/ois_update:7506-7788
/code/branches/output:8739-8857
/code/branches/overlay:2117-2385
/code/branches/particles:2829-3085
/code/branches/particles2:6050-6106,6109
/code/branches/pch:3113-3194
/code/branches/physics:1912-2055,2107-2439
/code/branches/physics_merge:2436-2457
/code/branches/pickup:8145-8555
/code/branches/pickup2:5942-6405
/code/branches/pickup3:6418-6523
/code/branches/pickup4:6594-6710
/code/branches/pickups:1926-2086,2127,2827-2915
/code/branches/pickups2:2107-2497,2915-3071
/code/branches/png2:7262-7263
/code/branches/portals:8087-8455
/code/branches/portals2:8460-8602
/code/branches/ppspickups1:6552-6708
/code/branches/ppspickups2:6527-6532,6554-6709
/code/branches/ppspickups3:6757-6997
/code/branches/ppspickups4:7003-7089
/code/branches/presentation:2369-2652,2654-2660,7736-7786,8500-8705
/code/branches/presentation2:6106-6416,7787-7800
/code/branches/presentation3:6913-7162
/code/branches/questsystem:1894-2088
/code/branches/questsystem2:2107-2259
/code/branches/questsystem5:2776-2905
/code/branches/releasetodo:7614-7647
/code/branches/resource:3327-3366
/code/branches/resource2:3372-5694
/code/branches/rocket:6523-6950
/code/branches/rocket2:6953-6970
/code/branches/script_trigger:1295-1953,1955
/code/branches/skybox2:6559-6989
/code/branches/sound:2829-3010
/code/branches/sound3:5941-6102
/code/branches/spaceboundaries:8085-8457
/code/branches/spaceboundaries2:8460-8613
/code/branches/spacerace:8182-8630
/code/branches/steering:5949-6091,8140-8595
/code/branches/tetris:8100-8563
/code/branches/tutoriallevel:7827-8370
/code/branches/tutoriallevel2:8370-8452
/code/branches/tutoriallevel3:8453-8636
/code/branches/unity_build:8440-8716
/code/branches/usability:7915-8078
/code/branches/weapon:1925-2094
/code/branches/weapon2:2107-2488
/code/branches/weapons:2897-3051,8143-8591
/code/branches/weaponsystem:2742-2890
   + /code/branches/ai:6592-7033
/code/branches/ai2:8721-8880
/code/branches/bigships:8137-8588
/code/branches/buildsystem:1874-2276,2278-2400
/code/branches/buildsystem2:2506-2658
/code/branches/buildsystem3:2662-2708
/code/branches/ceguilua:1802-1808
/code/branches/chat:6527-6797
/code/branches/chat2:6836-6910
/code/branches/console:5941-6104
/code/branches/consolecommands2:6451-7178
/code/branches/consolecommands3:7178-7283
/code/branches/core3:1572-1739
/code/branches/core4:3221-3224,3227,3234-3238,3242,3244-3250,3252-3254,3256,3259-3261,3264-3265,3268-3275,3277-3278,3280,3284-3285,3287,3289-3294,3305,3309-3310
/code/branches/core5:5768-5928,6009
/code/branches/data_cleanup:7537-7686
/code/branches/doc:7290-7400
/code/branches/dockingsystem:8101-8192
/code/branches/dockingsystem2:8196-8560
/code/branches/dynamicmatch:6584-7030
/code/branches/environment3:8887-8975
/code/branches/formation:8885-8991
/code/branches/fps:6591-7072
/code/branches/gamecontent:8893-8968
/code/branches/gameimmersion:8102-8577
/code/branches/gamestate:6430-6572,6621-6661
/code/branches/gamestates2:6594-6745
/code/branches/gametypes:2826-3031
/code/branches/gcc43:1580
/code/branches/gui:1635-1723,2795-2894
/code/branches/hud:8883-8986
/code/branches/hudelements:6584-6941
/code/branches/hudimprovements:7920-8672
/code/branches/ingamemenu:6000-6023
/code/branches/input:1629-1636
/code/branches/ipv6:7293-7458
/code/branches/kicklib:7940-8096,8098-8277
/code/branches/kicklib2:8282-8350
/code/branches/lastmanstanding:7479-7644
/code/branches/lastmanstanding3:7903-8175
/code/branches/libraries:5612-5692
/code/branches/libraries2:5703-5737
/code/branches/lod:6586-6911
/code/branches/lodfinal:2372-2411
/code/branches/mac_osx:7789-8128,8135
/code/branches/map:2801-3086,3089
/code/branches/masterserver:7502-7738
/code/branches/masterserverfix:8933-8936
/code/branches/menu:5941-6146,6148,7536-7687
/code/branches/menue:8884-8976
/code/branches/miniprojects:2754-2824
/code/branches/netp2:2835-2988
/code/branches/netp3:2988-3082
/code/branches/netp6:3214-3302
/code/branches/network:2356
/code/branches/network2:6434-6465
/code/branches/network3:7196-7344
/code/branches/network4:7497-7755
/code/branches/network5:7757-7781
/code/branches/network6:7823-8315
/code/branches/network64:2210-2355
/code/branches/notifications:7314-7401
/code/branches/objecthierarchy:1911-2085,2100,2110-2169
/code/branches/objecthierarchy2:2171-2479
/code/branches/ois_update:7506-7788
/code/branches/output:8739-8857
/code/branches/overlay:2117-2385
/code/branches/particles:2829-3085
/code/branches/particles2:6050-6106,6109
/code/branches/pch:3113-3194
/code/branches/physics:1912-2055,2107-2439
/code/branches/physics_merge:2436-2457
/code/branches/pickup:8145-8555
/code/branches/pickup2:5942-6405
/code/branches/pickup3:6418-6523
/code/branches/pickup4:6594-6710
/code/branches/pickups:1926-2086,2127,2827-2915
/code/branches/pickups2:2107-2497,2915-3071
/code/branches/png2:7262-7263
/code/branches/portals:8087-8455
/code/branches/portals2:8460-8602
/code/branches/ppspickups1:6552-6708
/code/branches/ppspickups2:6527-6532,6554-6709
/code/branches/ppspickups3:6757-6997
/code/branches/ppspickups4:7003-7089
/code/branches/presentation:2369-2652,2654-2660,7736-7786,8500-8705
/code/branches/presentation2:6106-6416,7787-7800
/code/branches/presentation3:6913-7162
/code/branches/questsystem:1894-2088
/code/branches/questsystem2:2107-2259
/code/branches/questsystem5:2776-2905
/code/branches/releasetodo:7614-7647
/code/branches/resource:3327-3366
/code/branches/resource2:3372-5694
/code/branches/rocket:6523-6950
/code/branches/rocket2:6953-6970
/code/branches/script_trigger:1295-1953,1955
/code/branches/skybox2:6559-6989
/code/branches/sound:2829-3010
/code/branches/sound3:5941-6102
/code/branches/spaceboundaries:8085-8457
/code/branches/spaceboundaries2:8460-8613
/code/branches/spacerace:8182-8630
/code/branches/steering:5949-6091,8140-8595
/code/branches/tetris:8100-8563
/code/branches/tutoriallevel:7827-8370
/code/branches/tutoriallevel2:8370-8452
/code/branches/tutoriallevel3:8453-8636
/code/branches/unity_build:8440-8716
/code/branches/usability:7915-8078
/code/branches/weapon:1925-2094
/code/branches/weapon2:2107-2488
/code/branches/weapons:2897-3051,8143-8591
/code/branches/weaponsystem:2742-2890

Modified: code/branches/presentation2011/data/defaultConfig/keybindings.ini
===================================================================
--- code/branches/presentation2011/data/defaultConfig/keybindings.ini	2011-12-16 15:56:15 UTC (rev 8991)
+++ code/branches/presentation2011/data/defaultConfig/keybindings.ini	2011-12-16 19:36:41 UTC (rev 8992)
@@ -70,8 +70,8 @@
 KeyNoConvert=
 KeyNumLock=
 KeyNumRow0=
-KeyNumRow1=
-KeyNumRow2=
+KeyNumRow1="toggleFormationFlight"
+KeyNumRow2="FFChangeMode"
 KeyNumRow3=
 KeyNumRow4=
 KeyNumRow5=

Modified: code/branches/presentation2011/src/orxonox/controllers/AIController.cc
===================================================================
--- code/branches/presentation2011/src/orxonox/controllers/AIController.cc	2011-12-16 15:56:15 UTC (rev 8991)
+++ code/branches/presentation2011/src/orxonox/controllers/AIController.cc	2011-12-16 19:36:41 UTC (rev 8992)
@@ -74,11 +74,31 @@
             }
 
             this->defaultBehaviour(maxrand);
+
         }
 
-        if (this->state_ == SLAVE)
+        if (this->state_ == SLAVE && this->formationMode_ == ATTACK) //TODO: add botlevel parameter
         {
+            // search enemy
+            random = rnd(maxrand);
+            if (random < 75 && (!this->target_))
+                this->searchNewTarget();
 
+            // next enemy
+            random = rnd(maxrand);
+            if (random < 10 && (this->target_))
+                this->searchNewTarget();
+
+            // shoot
+            random = rnd(maxrand);
+            if (!(this->passive_) && random < 75 && (this->target_ && !this->bShooting_))
+                this->bShooting_ = true;
+
+            // stop shooting
+            random = rnd(maxrand);
+            if (random < 25 && (this->bShooting_))
+                this->bShooting_ = false;
+
         }
 
         if (this->state_ == MASTER)
@@ -100,11 +120,11 @@
                 if (random < 5)
                    this->spinInit();
 
-                // follow a randomly chosen human - a specific Master Action
+                /*// follow a randomly chosen human - a specific Master Action
                 random = rnd(1000.0f);
                 if (random < 1)
                    this->followRandomHumanInit();
-
+*/
                  // lose master status (only if less than 4 slaves in formation)
                 random = rnd(maxrand);
                 if(random < 15/(this->slaves_.size()+1) && this->slaves_.size() < 4 )
@@ -116,8 +136,10 @@
                     this->searchNewMaster();
 
                 this->defaultBehaviour(maxrand);
+
             }
         }
+
     }
 
     void AIController::tick(float dt)
@@ -128,7 +150,7 @@
         float random;
         float maxrand = 100.0f / ACTION_INTERVAL;
         ControllableEntity* controllable = this->getControllableEntity();
-
+        //DOES: Either move to the waypoint or search for a Point of interest
         if (controllable && this->mode_ == DEFAULT)// bot is ready to move to a target
         {
             if (this->waypoints_.size() > 0 ) //Waypoint functionality.
@@ -150,8 +172,9 @@
                 random = rnd(maxrand);
             }
         }
-        if(this->mode_ == DEFAULT)
-	    {
+
+        if (this->mode_ == DEFAULT)
+        {
             if (this->state_ == MASTER)
             {
                 if (this->specificMasterAction_ ==  NONE)
@@ -164,14 +187,13 @@
                         {
                             this->aimAtTarget();
                             random = rnd(maxrand);
-                            if(this->botlevel_*100 > random && !this->isCloseAtTarget(20))
+                            if(this->botlevel_*70 > random && !this->isCloseAtTarget(100))
                                 this->follow();  //If a bot is shooting a player, it shouldn't let him go away easily.
                         }
                     }
 
                     if (this->bHasTargetPosition_)
                         this->moveToTargetPosition();
-
                     this->doFire();
                 }
 
@@ -184,34 +206,27 @@
                     this->follow();
             }
 
-            if (this->state_ == SLAVE)
+            if (this->state_ == SLAVE && this->formationMode_ != ATTACK)
             {
                 if (this->bHasTargetPosition_)
                     this->moveToTargetPosition();
             }
 
-            if (this->state_ == FREE)
+            if (this->state_ == FREE || (this->state_==SLAVE && this->formationMode_ == ATTACK) )
             {
                 if (this->target_)
                 {
                     if (!this->target_->getRadarVisibility()) /* So AI won't shoot invisible Spaceships */
                         this->forgetTarget();
-                    else
-                    {
-                        this->aimAtTarget();
-                        random = rnd(maxrand);
-
-                        if(this->botlevel_*100 > random && !this->isCloseAtTarget(20))
-                            this->follow();//If a bot is shooting a player, it shouldn't let him go away easily.
-                     }
+                    else this->aimAtTarget();
                 }
 
                 if (this->bHasTargetPosition_)
                     this->moveToTargetPosition();
 
-                this->doFire();
+                    this->doFire();
             }
-        }//END_OF DEFAULT MODE
+        }
         else if (this->mode_ == ROCKET)//Rockets do not belong to a group of bots -> bot states are not relevant.
         {   //Vector-implementation: mode_.back() == ROCKET;
             if(controllable)
@@ -236,7 +251,7 @@
 
         SUPER(AIController, tick, dt);
     }
-
+//**********************************************NEW
     void AIController::defaultBehaviour(float maxrand)
     {       float random;
             // search enemy

Modified: code/branches/presentation2011/src/orxonox/controllers/AIController.h
===================================================================
--- code/branches/presentation2011/src/orxonox/controllers/AIController.h	2011-12-16 15:56:15 UTC (rev 8991)
+++ code/branches/presentation2011/src/orxonox/controllers/AIController.h	2011-12-16 19:36:41 UTC (rev 8992)
@@ -52,7 +52,7 @@
         private:
             static const float ACTION_INTERVAL;
 
-            Timer actionTimer_; //<! Regularly calls action(). 
+            Timer actionTimer_; //<! Regularly calls action().
     };
 }
 

Modified: code/branches/presentation2011/src/orxonox/controllers/ArtificialController.cc
===================================================================
--- code/branches/presentation2011/src/orxonox/controllers/ArtificialController.cc	2011-12-16 15:56:15 UTC (rev 8991)
+++ code/branches/presentation2011/src/orxonox/controllers/ArtificialController.cc	2011-12-16 19:36:41 UTC (rev 8992)
@@ -23,81 +23,33 @@
  *      Fabian 'x3n' Landau
  *   Co-authors:
  *      Dominik Solenicki
- *
+ *      
  */
 
 #include "ArtificialController.h"
-
-#include <vector>
-#include <climits>
-
-#include "util/Math.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 "worldentities/pawns/SpaceShip.h"
-#include "gametypes/TeamDeathmatch.h"
-#include "gametypes/Dynamicmatch.h"
-#include "gametypes/Mission.h"
-#include "controllers/WaypointPatrolController.h"
-#include "controllers/NewHumanController.h"
-#include "controllers/DroneController.h"
+
 #include "weaponsystem/WeaponMode.h"
 #include "weaponsystem/WeaponPack.h"
 #include "weaponsystem/Weapon.h"
 #include "weaponsystem/WeaponSlot.h"
 #include "weaponsystem/WeaponSlot.h"
 
+
 namespace orxonox
 {
-    SetConsoleCommand("ArtificialController", "formationflight",  &ArtificialController::formationflight);
-    SetConsoleCommand("ArtificialController", "masteraction",     &ArtificialController::masteraction);
-    SetConsoleCommand("ArtificialController", "followme",         &ArtificialController::followme);
-    SetConsoleCommand("ArtificialController", "passivebehaviour", &ArtificialController::passivebehaviour);
-    SetConsoleCommand("ArtificialController", "formationsize",    &ArtificialController::formationsize);
-    SetConsoleCommand("ArtificialController", "setbotlevel",      &ArtificialController::setAllBotLevel);
 
-    static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7;
-    static const int RADIUS_TO_SEARCH_FOR_MASTERS = 5000;
-    static const int FORMATION_LENGTH =  130;
-    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;
-
-
-    ArtificialController::ArtificialController(BaseObject* creator) : Controller(creator)
+    ArtificialController::ArtificialController(BaseObject* creator) : FormationController(creator)
     {
-        RegisterObject(ArtificialController);
-
-        this->target_ = 0;
-        this->formationFlight_ = false;
-        this->passive_ = false;
-        this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE;
-        this->myMaster_ = 0;
-        this->freedomCount_ = 0;
-        this->team_ = -1;
-        this->state_ = FREE;
-        this->specificMasterAction_ = NONE;
-        this->specificMasterActionHoldCount_  = 0;
-        this->bShooting_ = false;
-        this->bHasTargetPosition_ = false;
-        this->speedCounter_ = 0.2f;
-        this->targetPosition_ = Vector3::ZERO;
-
-        this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this));
         this->bSetupWorked = false;
         this->botlevel_ = 0.5f;
-        this->mode_ = DEFAULT;////Vector-implementation: mode_.push_back(DEFAULT);
         this->timeout_ = 0;
         this->currentWaypoint_ = 0;
         this->setAccuracy(5);
         this->defaultWaypoint_ = NULL;
+        this->mode_ = DEFAULT;//Vector-implementation: mode_.push_back(DEFAULT);
     }
 
     ArtificialController::~ArtificialController()
@@ -105,810 +57,21 @@
         if (this->isInitialized())
         {//Vector-implementation: mode_.erase(mode_.begin(),mode_.end());
             this->waypoints_.clear();
-            this->removeFromFormation();
             this->weaponModes_.clear();
-            for (ObjectList<ArtificialController>::iterator it = ObjectList<ArtificialController>::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<ArtificialController*>::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 ArtificialController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
-    {
-        SUPER(ArtificialController, XMLPort, xmlelement, mode);
 
-        XMLPortParam(ArtificialController, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1);
-        XMLPortParam(ArtificialController, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false);
-        XMLPortParam(ArtificialController, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE);
-        XMLPortParam(ArtificialController, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false);
-    }
-
-// Documentation only here to get a faster overview for creating a useful documentation...
-
     /**
-        @brief Activates / deactivates formationflight behaviour
-        @param form activate formflight if form is true
-    */
-    void ArtificialController::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;
-
-            ArtificialController *aiController = orxonox_cast<ArtificialController*>(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 ArtificialController::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;
-
-            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
-
-            if(aiController && aiController->state_ == MASTER)
-            {
-                if (action == 1)
-                    aiController->spinInit();
-                if (action == 2)
-                    aiController->turn180Init();
-            }
-        }
-    }
-
-    /**
-        @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup).
-    */
-    void ArtificialController::followme()
-    {
-
-        Pawn *humanPawn = NULL;
-        NewHumanController *currentHumanController = NULL;
-        std::vector<ArtificialController*> 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;
-
-            ArtificialController *aiController = orxonox_cast<ArtificialController*>(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<ArtificialController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
-                    {
-                        if (!ArtificialController::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue;
-                        distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
-                        if(distance < minDistance) index = i;
-                    }
-                allMasters[index]->followInit(humanPawn);
-            }
-
-    }
-
-    /**
-        @brief Sets shooting behaviour of pawns.
-        @param passive if true, bots won't shoot.
-    */
-    void ArtificialController::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;
-
-            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
-
-            if(aiController)
-            {
-                aiController->passive_ = passive;
-            }
-        }
-    }
-
-
-    /**
-        @brief Sets maximal formation size
-        @param size maximal formation size.
-    */
-    void ArtificialController::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;
-
-            ArtificialController *aiController = orxonox_cast<ArtificialController*>(controller);
-
-            if(aiController)
-            {
-                aiController->maxFormationSize_ = size;
-            }
-        }
-    }
-
-    /**
         @brief Gets called when ControllableEntity is being changed. Resets the bot when it dies.
     */
     void ArtificialController::changedControllableEntity()
     {
         if (!this->getControllableEntity())
             this->removeFromFormation();
-        this->bSetupWorked = false;        // reset weapon information
-        this->setupWeapons();
     }
 
-    void ArtificialController::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 ArtificialController::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 (distance < 40)
-                {
-                    this->getControllableEntity()->moveFrontBack(0.8f*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();
-        }
-    }
-
-    void ArtificialController::absoluteMoveToPosition(const Vector3& target)
-    {
-        float minDistance = 40.0f;
-        if (!this->getControllableEntity())
-            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->target_ || distance > minDistance)
-            {
-                // 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);
-                this->getControllableEntity()->moveFrontBack(SPEED_FREE);
-            }
-
-
-        if (distance < minDistance)
-        {
-            this->positionReached();
-        }
-    }
-
-
-    void ArtificialController::moveToTargetPosition()
-    {
-        this->moveToPosition(this->targetPosition_);
-    }
-
-    /**
-        @brief Unregisters a slave from its master. Initiated by a slave.
-    */
-    void ArtificialController::unregisterSlave()
-    {
-        if (this->myMaster_)
-        {
-            std::vector<ArtificialController*>::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 ArtificialController::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?
-            if (!ArtificialController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
-                continue;
-
-            //has it an ArtificialController?
-            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++;
-
-            ArtificialController *newMaster = orxonox_cast<ArtificialController*>(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<ArtificialController*>::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 ArtificialController::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
-        {
-            dest += 1.0f*orient*WorldEntity::BACK;
-            Vector3 pos = Vector3::ZERO;
-            int i = 1;
-
-            for(std::vector<ArtificialController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
-            {
-                pos = Vector3::ZERO;
-                if (i <= 1) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::LEFT);
-                if (i == 2) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::RIGHT);
-                if (i == 3) pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::UP);
-                if (i >= 4)
-                {
-                    pos += dest  + (float)FORMATION_WIDTH*(orient*WorldEntity::DOWN);
-                    i = 1;
-                    dest += (float)FORMATION_LENGTH*(orient*WorldEntity::BACK);
-                    (*it)->setTargetPosition(pos);
-                    continue;
-                }
-                i++;
-                (*it)->setTargetPosition(pos);
-            }
-        }
-    }
-
-    /**
-        @brief Sets a new master within the formation. Called by a master.
-    */
-    void ArtificialController::setNewMasterWithinFormation()
-    {
-        if(this->state_ != MASTER) return;
-
-        if (!this->slaves_.empty())
-        {
-            ArtificialController *newMaster = this->slaves_.back();
-            this->slaves_.pop_back();
-
-            newMaster->state_ = MASTER;
-            newMaster->slaves_ = this->slaves_;
-            newMaster->myMaster_ = 0;
-
-            for(std::vector<ArtificialController*>::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 ArtificialController::freeSlaves()
-    {
-        if(this->state_ != MASTER) return;
-
-        for(std::vector<ArtificialController*>::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 ArtificialController::forceFreeSlaves()
-    {
-        if(this->state_ != MASTER) return;
-
-        for(std::vector<ArtificialController*>::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 ArtificialController::loseMasterState()
-    {
-        this->freeSlaves();
-        this->state_ = FREE;
-    }
-
-
-    void ArtificialController::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 ArtificialController::forcedFree()
-    {
-        if(this->freedomCount_ > 0)
-        {
-            this->freedomCount_--;
-            return true;
-        } else return false;
-    }
-
-    /**
-        @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after.
-    */
-    void ArtificialController::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 ArtificialController::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 ArtificialController::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 ArtificialController::spinInit()
-    {
-        if(this->state_ != MASTER) return;
-        this->specificMasterAction_ = SPIN;
-        this->specificMasterActionHoldCount_ = 10;
-    }
-
-    /**
-        @brief Execute the spin. Called within tick.
-    */
-    void ArtificialController::spin()
-    {
-            this->moveToTargetPosition();
-            this->getControllableEntity()->rotateRoll(0.8f);
-    }
-
-    /**
-        @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 ArtificialController::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 ArtificialController::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 (!ArtificialController::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 ArtificialController::follow()
-    {
-        if (this->target_)
-            this->moveToPosition(this->target_->getPosition());
-        else
-            this->specificMasterActionHoldCount_ = 0;
-/*
-        if (!this->getControllableEntity())
-            return;
-
-        float distance = (this->target_->getPosition() - this->getControllableEntity()->getPosition()).length();
-
-        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->target_->getPosition());
-
-
-        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
-        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
-
-        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->target_->getVelocity().squaredLength();
-
-orxout() << "~follow distance: " << distance << "SpeedCounter: " << this->speedCounter_ << "~speedDiv: " << speedDiv << endl;
-        if (distance < 800)
-        {
-            if (distance < 200)
-            {
-                this->speedCounter_ -= 0.5f;
-                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
-                this->getControllableEntity()->moveFrontBack(speedCounter_);
-            } else {
-                if(speedDiv < 0)
-                    this->speedCounter_ +=  0.01f;
-                else
-                    this->speedCounter_ -= 0.05f;
-                this->getControllableEntity()->moveFrontBack(speedCounter_);
-            }
-
-        } else {
-            this->speedCounter_ += 0.05f;
-            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
-        }
-//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
-
-*/
-    }
-
-
-    /**
-        @brief Slave moving behaviour when master is following a pawn, gets redirected from moveToPosition(const Vector3& target)). Called within tick.
-    */
-    void ArtificialController::followForSlaves(const Vector3& target)
-    {
-
-/*
-        if (!this->getControllableEntity() && !this->myMaster_ && this->myMaster_->state_ != FOLLOW && !this->myMaster_->target_)
-            return;
-
-        float distance = (target - this->getControllableEntity()->getPosition()).length();
-
-        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
-
-
-        this->getControllableEntity()->rotateYaw(-0.8f * sgn(coord.x) * coord.x*coord.x);
-        this->getControllableEntity()->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
-
-
-        float speedDiv = this->getControllableEntity()->getVelocity().squaredLength() - this->myMaster_->target_->getVelocity().squaredLength();
-
-
-         if (distance < 800)
-        {
-            if (distance < 200)
-            {
-                this->speedCounter_ -= 5.0f;
-                if(this->speedCounter_ < 0) this->speedCounter_ = 0.0f;
-                this->getControllableEntity()->moveFrontBack(speedCounter_);
-            } else {
-                if(speedDiv < 0)
-                    this->speedCounter_ +=  0.01f;
-                else
-                    this->speedCounter_ -= 0.05f;
-                this->getControllableEntity()->moveFrontBack(speedCounter_);
-            }
-
-        } else {
-            this->speedCounter_ += 0.05f;
-            this->getControllableEntity()->moveFrontBack(speedCounter_ + distance/300.0f);
-        }
-//         if (this->getControllableEntity()->getVelocity().squaredLength() > 50.0f) this->speedCounter_ = 0;
-*/
-    }
-
-
-    void ArtificialController::setTargetPosition(const Vector3& target)
-    {
-        this->targetPosition_ = target;
-        this->bHasTargetPosition_ = true;
-    }
-
-    void ArtificialController::searchRandomTargetPosition()
-    {
-        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
-        this->bHasTargetPosition_ = true;
-    }
-
-    void ArtificialController::setTarget(Pawn* target)
-    {
-        this->target_ = target;
-
-        if (target)
-            this->targetPosition_ = target->getPosition();
-    }
-
-    void ArtificialController::searchNewTarget()
-    {
-        if (!this->getControllableEntity())
-            return;
-
-        this->targetPosition_ = this->getControllableEntity()->getPosition();
-        this->forgetTarget();
-
-        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
-        {
-            if (ArtificialController::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 ArtificialController::forgetTarget()
-    {
-        this->target_ = 0;
-        this->bShooting_ = false;
-    }
-
     void ArtificialController::aimAtTarget()
     {
         if (!this->target_ || !this->getControllableEntity())
@@ -949,132 +112,7 @@
             this->targetDied();
     }
 
-    void ArtificialController::targetDied()
-    {
-        this->forgetTarget();
-        this->searchRandomTargetPosition();
-    }
-
-    bool ArtificialController::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
-    {
-        if(!entity1 || !entity2)
-            return true;
-        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)
-        {
-            ArtificialController* ac = orxonox_cast<ArtificialController*>(controller);
-            if (ac)
-                team1 = ac->getTeam();
-        }
-
-        if (entity2->getController())
-            controller = entity2->getController();
-        else
-            controller = entity2->getXMLController();
-        if (controller)
-        {
-            ArtificialController* ac = orxonox_cast<ArtificialController*>(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());
-        }
-
-        Mission* miss = orxonox_cast<Mission*>(gametype);
-        if (miss)
-        {
-            if (entity1->getPlayer())
-                team1 = miss->getTeam(entity1->getPlayer());
-
-            if (entity2->getPlayer())
-                team2 = miss->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);
-    }
-
+//****************************************************************************************** NEW
     /**
         @brief DoFire is called when a bot should shoot and decides which weapon is used and whether the bot shoots at all.
     */
@@ -1227,7 +265,7 @@
     }
 
     /**
-        @brief Adds point of interest depending on context. Further Possibilites: "ForceField", "PortalEndPoint", "MovableEntity", "Dock"
+        @brief Adds point of interest depending on context.  TODO: Further Possibilites: "ForceField", "PortalEndPoint", "MovableEntity", "Dock"
     */
     void ArtificialController::manageWaypoints()
     {
@@ -1236,5 +274,5 @@
         else
             this->updatePointsOfInterest("PickupSpawner", 20.0f); // take pickup en passant if there is a default waypoint
     }
-
+ 
 }

Modified: code/branches/presentation2011/src/orxonox/controllers/ArtificialController.h
===================================================================
--- code/branches/presentation2011/src/orxonox/controllers/ArtificialController.h	2011-12-16 15:56:15 UTC (rev 8991)
+++ code/branches/presentation2011/src/orxonox/controllers/ArtificialController.h	2011-12-16 19:36:41 UTC (rev 8992)
@@ -30,54 +30,20 @@
 #define _ArtificialController_H__
 
 #include "OrxonoxPrereqs.h"
+#include "controllers/FormationController.h"
 
-#include <map>
-
-#include "util/Math.h"
-#include "Controller.h"
-#include "controllers/NewHumanController.h"
-#include "weaponsystem/WeaponSystem.h"
-
 namespace orxonox
 {
-    class _OrxonoxExport ArtificialController : public Controller
+    class _OrxonoxExport ArtificialController : public FormationController
     {
         public:
             ArtificialController(BaseObject* creator);
             virtual ~ArtificialController();
 
-            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
-
             void abandonTarget(Pawn* target);
 
-            inline void setTeam(int team) //TODO: write through to controllable entity.
-                { this->team_ = team; }
-            inline int getTeam() const
-                { return this->team_; }
-
-            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_; }
-
             virtual void changedControllableEntity();
-
-            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);
-
+//************************************************************************* NEW 
             virtual void doFire();
             void setBotLevel(float level=1.0f);
             inline float getBotLevel() const
@@ -94,89 +60,39 @@
             void updatePointsOfInterest(std::string name, float distance);
             void manageWaypoints();
 
-        protected:
+            
 
-            int team_;
-            bool formationFlight_;
-            bool passive_;
-            unsigned int maxFormationSize_;
-            int freedomCount_;
-            enum State {SLAVE, MASTER, FREE};
-            State state_;
-            std::vector<ArtificialController*> slaves_;
-            ArtificialController *myMaster_;
-            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 absoluteMoveToPosition(const Vector3& target);
-
-            virtual void positionReached() {}
-
-            void removeFromFormation();
-            void unregisterSlave();
-            void searchNewMaster();
-            void commandSlaves();
-            void setNewMasterWithinFormation();
-
-            void freeSlaves();
-            void forceFreeSlaves();
-            void loseMasterState();
-            void forceFreedom();
-            bool forcedFree();
-
-            void specificMasterActionHold();
-            void turn180Init();
-            void turn180();
-            void spinInit();
-            void spin();
-            void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100);
-            void followRandomHumanInit();
-            void follow();
-            void followForSlaves(const Vector3& target);
-
-            void setTargetPosition(const Vector3& target);
-            void searchRandomTargetPosition();
-
-            void setTarget(Pawn* target);
-            void searchNewTarget();
-            void forgetTarget();
+        protected:
+            
             void aimAtTarget();
 
             bool isCloseAtTarget(float distance) const;
             bool isLookingAtTarget(float angle) const;
-
-            void targetDied();
-
-            static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
-            void boostControl(); //<! Sets and resets the boost parameter of the spaceship. Bots alternate between boosting and saving boost.
-
-            bool bHasTargetPosition_;
-            Vector3 targetPosition_;
-            WeakPtr<Pawn> target_;
-            bool bShooting_;
-
+//************************************************************************* NEW 
             float botlevel_; //<! Makes the level of a bot configurable.
             enum Mode {DEFAULT, ROCKET, DEFENCE, MOVING};//TODO; implement DEFENCE, MOVING modes
             Mode mode_; //TODO: replace single value with stack-like implementation: std::vector<Mode> mode_;
             void setPreviousMode();
 
+
             //WEAPONSYSTEM DATA
-            std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode- managed by setupWeapons()
+            std::map<std::string, int> weaponModes_; //<! Links each "weapon" to it's weaponmode - managed by setupWeapons()
             //std::vector<int> projectiles_; //<! Displays amount of projectiles of each weapon. - managed by setupWeapons()
             float timeout_; //<! Timeout for rocket usage. (If a rocket misses, a bot should stop using it.)
             void setupWeapons(); //<! Defines which weapons are available for a bot. Is recalled whenever a bot was killed.
             bool bSetupWorked; //<! If false, setupWeapons() is called.
             int getFiremode(std::string name);
 
+
             //WAYPOINT DATA
             std::vector<WeakPtr<WorldEntity> > waypoints_;
             size_t currentWaypoint_;
             float squaredaccuracy_;
             WorldEntity* defaultWaypoint_;
+
+            void boostControl(); //<! Sets and resets the boost parameter of the spaceship. Bots alternate between boosting and saving boost.
+
+        private:
     };
 }
 

Modified: code/branches/presentation2011/src/orxonox/controllers/CMakeLists.txt
===================================================================
--- code/branches/presentation2011/src/orxonox/controllers/CMakeLists.txt	2011-12-16 15:56:15 UTC (rev 8991)
+++ code/branches/presentation2011/src/orxonox/controllers/CMakeLists.txt	2011-12-16 19:36:41 UTC (rev 8992)
@@ -8,4 +8,5 @@
   WaypointController.cc
   WaypointPatrolController.cc
   DroneController.cc
+  FormationController.cc
 )

Copied: code/branches/presentation2011/src/orxonox/controllers/FormationController.cc (from rev 8991, code/branches/formation/src/orxonox/controllers/FormationController.cc)
===================================================================
--- code/branches/presentation2011/src/orxonox/controllers/FormationController.cc	                        (rev 0)
+++ code/branches/presentation2011/src/orxonox/controllers/FormationController.cc	2011-12-16 19:36:41 UTC (rev 8992)
@@ -0,0 +1,1065 @@
+/*
+ *   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/FormationController.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/Mission.h" TODO: include mission after merging
+#include "gametypes/Gametype.h"
+#include "controllers/WaypointPatrolController.h"
+#include "controllers/NewHumanController.h"
+#include "controllers/DroneController.h"
+
+
+namespace orxonox
+{
+
+  SetConsoleCommand("FormationController", "formationflight",  &FormationController::formationflight);
+  SetConsoleCommand("FormationController", "masteraction",     &FormationController::masteraction);
+  SetConsoleCommand("FormationController", "followme",         &FormationController::followme);
+  SetConsoleCommand("FormationController", "passivebehaviour", &FormationController::passivebehaviour);
+  SetConsoleCommand("FormationController", "formationsize",    &FormationController::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;
+
+  FormationController::FormationController(BaseObject* creator) : Controller(creator)
+  {
+        RegisterObject(FormationController);
+
+        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->formationMode_ = 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(&FormationController::targetDied, this));
+  }
+
+  FormationController::~FormationController()
+  {
+    if (this->isInitialized())
+        {
+            this->removeFromFormation();
+
+            for (ObjectList<FormationController>::iterator it = ObjectList<FormationController>::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<FormationController*>::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 FormationController::XMLPort(Element& xmlelement, XMLPort::Mode mode)
+    {
+        SUPER(FormationController, XMLPort, xmlelement, mode);
+
+        XMLPortParam(FormationController, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false);
+        XMLPortParam(FormationController, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE);
+        XMLPortParam(FormationController, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false);
+    }
+
+
+
+  /**
+        @brief Activates / deactivates formationflight behaviour
+        @param form activate formflight if form is true
+    */
+  void FormationController::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;
+
+            FormationController *aiController = orxonox_cast<FormationController*>(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 FormationController::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;
+
+            FormationController *aiController = orxonox_cast<FormationController*>(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 FormationController::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;
+
+            FormationController *aiController = orxonox_cast<FormationController*>(controller);
+
+            if(aiController)
+            {
+                aiController->passive_ = passive;
+            }
+        }
+    }
+
+  /**
+        @brief Sets maximal formation size
+        @param size maximal formation size.
+    */
+    void FormationController::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;
+
+            FormationController *aiController = orxonox_cast<FormationController*>(controller);
+
+            if(aiController)
+            {
+                aiController->maxFormationSize_ = size;
+            }
+        }
+    }
+
+  void FormationController::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 FormationController::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 FormationController::moveToTargetPosition()
+    {
+        this->moveToPosition(this->targetPosition_);
+    }
+
+  //copy the Roll orientation of given Quaternion.
+  void FormationController::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 FormationController::copyTargetOrientation()
+    {
+        if (bHasTargetOrientation_)
+        {
+            copyOrientation(targetOrientation_);
+        }
+    }
+
+
+   /**
+        @brief Unregisters a slave from its master. Initiated by a slave.
+    */
+    void FormationController::unregisterSlave()
+    {
+        if (this->myMaster_)
+        {
+            std::vector<FormationController*>::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 FormationController::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 (!FormationController::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it),gt))
+                continue;
+
+            //has it an FormationController?
+            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++;
+
+            FormationController *newMaster = orxonox_cast<FormationController*>(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<FormationController*>::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 FormationController::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<FormationController*>::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 FormationController::setNewMasterWithinFormation()
+    {
+        if(this->state_ != MASTER) return;
+
+        if (!this->slaves_.empty())
+        {
+            FormationController *newMaster = this->slaves_.back();
+            this->slaves_.pop_back();
+
+            newMaster->state_ = MASTER;
+            newMaster->slaves_ = this->slaves_;
+            newMaster->myMaster_ = 0;
+
+            for(std::vector<FormationController*>::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 FormationController::freeSlaves()
+    {
+        if(this->state_ != MASTER) return;
+
+        for(std::vector<FormationController*>::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 FormationController::forceFreeSlaves()
+    {
+        if(this->state_ != MASTER) return;
+
+        for(std::vector<FormationController*>::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 FormationController::loseMasterState()
+    {
+        this->freeSlaves();
+        this->state_ = FREE;
+    }
+
+
+    void FormationController::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 FormationController::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 FormationController::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_=this->myMaster_->slaves_;
+            this->myMaster_->slaves_.clear();
+            this->myMaster_->state_=SLAVE;
+            this->myMaster_->myMaster_=this;
+            
+            //delete myself in slavelist
+            std::vector<FormationController*>::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<FormationController*>::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;}*/
+    }
+    /**
+      @brief if called, half of the formation will attack the originator
+    */
+    void FormationController::masterAttacked(Pawn* originator)
+    {
+       if (this->state_!=MASTER) return;
+       unsigned int i=0;
+       for(std::vector<FormationController*>::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 FormationController::setFormationMode(FormationMode val)
+    {
+        this->formationMode_ = val;
+        if (this->state_ == MASTER)
+        {
+            for(std::vector<FormationController*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
+            {
+                 (*it)->formationMode_ = val;
+                 if (val == ATTACK)
+                     (*it)->forgetTarget();
+            }
+        }
+    }
+
+    /**
+        @brief Used to continue a "specific master action" for a certain time and resuming normal behaviour after.
+    */
+    void FormationController::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 FormationController::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 FormationController::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 FormationController::spinInit()
+    {
+        if(this->state_ != MASTER) return;
+        this->specificMasterAction_ = SPIN;
+        this->specificMasterActionHoldCount_ = 10;
+    }
+
+    /**
+        @brief Execute the spin. Called within tick.
+    */
+    void FormationController::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 FormationController::followme()
+    {
+
+        Pawn *humanPawn = NULL;
+        NewHumanController *currentHumanController = NULL;
+        std::vector<FormationController*> 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;
+
+            FormationController *aiController = orxonox_cast<FormationController*>(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<FormationController*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
+                    {
+                        if (!FormationController::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 FormationController::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 FormationController::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 (!FormationController::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 FormationController::follow()
+    {
+        if (this->target_)
+            this->moveToPosition(this->target_->getPosition());
+        else
+            this->specificMasterActionHoldCount_ = 0;
+    }
+
+
+  void FormationController::setTargetPosition(const Vector3& target)
+    {
+        this->targetPosition_ = target;
+        this->bHasTargetPosition_ = true;
+    }
+
+    void FormationController::searchRandomTargetPosition()
+    {
+        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
+        this->bHasTargetPosition_ = true;
+    }
+
+    void FormationController::setTargetOrientation(const Quaternion& orient)
+    {
+        this->targetOrientation_=orient;	
+        this->bHasTargetOrientation_=true;
+    }
+
+    void FormationController::setTargetOrientation(Pawn* target)
+    {
+        if (target)
+            setTargetOrientation(target->getOrientation());
+    }
+
+    void FormationController::setTarget(Pawn* target)
+    {
+        this->target_ = target;
+
+        if (target)
+            this->targetPosition_ = target->getPosition();
+    }
+
+    void FormationController::searchNewTarget()
+    {
+        if (!this->getControllableEntity())
+            return;
+
+        this->targetPosition_ = this->getControllableEntity()->getPosition();
+        this->forgetTarget();
+
+        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
+        {
+            if (FormationController::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 FormationController::forgetTarget()
+    {
+        this->target_ = 0;
+        this->bShooting_ = false;
+    }
+
+   void FormationController::targetDied()
+    {
+        this->forgetTarget();
+        this->searchRandomTargetPosition();
+    }
+
+  bool FormationController::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)
+        {
+            FormationController* ac = orxonox_cast<FormationController*>(controller);
+            if (ac)
+                team1 = ac->getTeam();
+        }
+
+        if (entity2->getController())
+            controller = entity2->getController();
+        else
+            controller = entity2->getXMLController();
+        if (controller)
+        {
+            FormationController* ac = orxonox_cast<FormationController*>(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());
+        }
+
+        Mission* miss = orxonox_cast<Mission*>(gametype);
+        if (miss)
+        {
+            if (entity1->getPlayer())
+                team1 = miss->getTeam(entity1->getPlayer());
+
+            if (entity2->getPlayer())
+                team2 = miss->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);
+    }
+
+    void FormationController::absoluteMoveToPosition(const Vector3& target)
+    {
+        float minDistance = 40.0f;
+        if (!this->getControllableEntity())
+            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->target_ || distance > minDistance)
+            {
+                // 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);
+                this->getControllableEntity()->moveFrontBack(SPEED_FREE);
+            }
+
+
+        if (distance < minDistance)
+        {
+            this->positionReached();
+        }
+    }
+
+}

Copied: code/branches/presentation2011/src/orxonox/controllers/FormationController.h (from rev 8991, code/branches/formation/src/orxonox/controllers/FormationController.h)
===================================================================
--- code/branches/presentation2011/src/orxonox/controllers/FormationController.h	                        (rev 0)
+++ code/branches/presentation2011/src/orxonox/controllers/FormationController.h	2011-12-16 19:36:41 UTC (rev 8992)
@@ -0,0 +1,178 @@
+/*
+ *   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 _FormationController_h__
+#define _FormationController_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 FormationController : public Controller
+  {
+
+      public:
+      FormationController(BaseObject* creator);
+
+      virtual ~FormationController();
+
+      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 FormationMode {NORMAL,DEFEND,ATTACK};
+      
+      /**
+        @brief Sets the new mode. If master, set it for all slaves.
+      */
+      void setFormationMode(FormationMode val);
+      inline FormationMode getFormationMode() const
+           { return this->formationMode_; }
+
+    protected:
+      bool formationFlight_;
+      bool passive_;
+      int team_;
+      unsigned int maxFormationSize_;
+      int freedomCount_;
+      enum State {SLAVE, MASTER, FREE};
+      
+      State state_;
+      std::vector<FormationController*> slaves_;
+      FormationController* myMaster_;
+
+      FormationMode formationMode_;
+
+      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 absoluteMoveToPosition(const Vector3& target);
+      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 /* _FormationController_h__ */
+
+

Modified: code/branches/presentation2011/src/orxonox/controllers/HumanController.cc
===================================================================
--- code/branches/presentation2011/src/orxonox/controllers/HumanController.cc	2011-12-16 15:56:15 UTC (rev 8991)
+++ code/branches/presentation2011/src/orxonox/controllers/HumanController.cc	2011-12-16 19:36:41 UTC (rev 8992)
@@ -49,6 +49,8 @@
     SetConsoleCommand("HumanController", "rotateYaw",              &HumanController::rotateYaw     ).addShortcut().setAsInputCommand();
     SetConsoleCommand("HumanController", "rotatePitch",            &HumanController::rotatePitch   ).addShortcut().setAsInputCommand();
     SetConsoleCommand("HumanController", "rotateRoll",             &HumanController::rotateRoll    ).addShortcut().setAsInputCommand();
+    SetConsoleCommand("HumanController", "toggleFormationFlight",  &HumanController::toggleFormationFlight).addShortcut().keybindMode(KeybindMode::OnPress);
+    SetConsoleCommand("HumanController", "FFChangeMode",  &HumanController::FFChangeMode).addShortcut().keybindMode(KeybindMode::OnPress);
     SetConsoleCommand("HumanController", __CC_fire_name,           &HumanController::fire          ).addShortcut().keybindMode(KeybindMode::OnHold);
     SetConsoleCommand("HumanController", "reload",                 &HumanController::reload        ).addShortcut();
     SetConsoleCommand("HumanController", __CC_boost_name,          &HumanController::keepBoost     ).addShortcut().keybindMode(KeybindMode::OnHold);
@@ -68,21 +70,26 @@
     HumanController* HumanController::localController_s = 0;
     /*static*/ const float HumanController::BOOSTING_TIME = 0.1f;
 
-    HumanController::HumanController(BaseObject* creator) : Controller(creator)
+    HumanController::HumanController(BaseObject* creator) : FormationController(creator)
     {
         RegisterObject(HumanController);
 
         this->controlPaused_ = false;
         this->boosting_ = false;
         this->boosting_ = false;
-
+        this->tempMaster=NULL;
         HumanController::localController_s = this;
         this->boostingTimeout_.setTimer(HumanController::BOOSTING_TIME, false, createExecutor(createFunctor(&HumanController::terminateBoosting, this)));
         this->boostingTimeout_.stopTimer();
+        this->state_=FREE;
     }
 
     HumanController::~HumanController()
     {
+        if (HumanController::localController_s) 
+        {
+            HumanController::localController_s->removeFromFormation();
+        }
         HumanController::localController_s = 0;
     }
 
@@ -94,6 +101,13 @@
             if (!camera)
                 orxout(internal_warning) << "HumanController, Warning: Using a ControllableEntity without Camera" << endl;
         }
+
+        // commandslaves when Master of a formation
+        if (HumanController::localController_s && HumanController::localController_s->state_==MASTER)
+        {
+            if (HumanController::localController_s->formationMode_ != ATTACK)
+                HumanController::localController_s->commandSlaves();
+        }
     }
 
     void HumanController::moveFrontBack(const Vector2& value)
@@ -159,7 +173,14 @@
     void HumanController::doFire(unsigned int firemode)
     {
         if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
+        {
             HumanController::localController_s->controllableEntity_->fire(firemode);
+            //if human fires, set slaves free. See FormationController::forceFreeSlaves()
+            if (HumanController::localController_s->state_==MASTER && HumanController::localController_s->formationMode_ == NORMAL)
+            {
+                HumanController::localController_s->forceFreeSlaves();
+            }
+        }
     }
 
     void HumanController::reload()
@@ -261,6 +282,65 @@
         }
     }
 
+    /**
+    @brief
+       toggle the formation. Not usable, if formationflight is disabled generally (formationFlight_)
+    */
+    void HumanController::toggleFormationFlight()
+    {
+        if (HumanController::localController_s)
+        {
+            if (!HumanController::localController_s->formationFlight_)
+            {
+                return; //dont use when formationFlight is disabled
+            }
+            if (HumanController::localController_s->state_==MASTER)
+            {
+                HumanController::localController_s->loseMasterState();
+                orxout(message) <<"FormationFlight disabled "<< endl;
+            } else //SLAVE or FREE
+            {
+                HumanController::localController_s->takeLeadOfFormation();
+                orxout(message) <<"FormationFlight enabled "<< endl;
+            }
+            
+        }
+
+    }
+
+    /**
+    @brief
+       Switch through the different Modes of formationflight. You must be a master of a formation to use.
+    */
+    void HumanController::FFChangeMode()
+    {
+        if (HumanController::localController_s && HumanController::localController_s->state_==MASTER)
+        {
+            switch (HumanController::localController_s->getFormationMode()) {
+                case NORMAL:
+                    HumanController::localController_s->setFormationMode(DEFEND);
+                    orxout(message) <<"Mode: DEFEND "<< endl;
+                    break;
+                case DEFEND:
+                    HumanController::localController_s->setFormationMode(ATTACK);
+                    orxout(message) <<"Mode: ATTACK "<< endl;
+                    break;
+                case ATTACK:
+                    HumanController::localController_s->setFormationMode(NORMAL);
+                    orxout(message) <<"Mode: NORMAL "<< endl;
+                    break;
+            }
+        }
+    }
+
+
+    //used, when slaves are in DEFEND mode.
+    void HumanController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
+    {
+        if (!this->formationFlight_ || this->state_!=MASTER || this->formationMode_!=DEFEND) return;
+            this->masterAttacked(originator);
+    }
+
     void HumanController::addBots(unsigned int amount)
     {
         if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())

Modified: code/branches/presentation2011/src/orxonox/controllers/HumanController.h
===================================================================
--- code/branches/presentation2011/src/orxonox/controllers/HumanController.h	2011-12-16 15:56:15 UTC (rev 8991)
+++ code/branches/presentation2011/src/orxonox/controllers/HumanController.h	2011-12-16 19:36:41 UTC (rev 8992)
@@ -33,14 +33,14 @@
 
 #include "tools/Timer.h"
 #include "tools/interfaces/Tickable.h"
-#include "Controller.h"
+#include "FormationController.h"
 
 // tolua_begin
 namespace orxonox
 {
     class _OrxonoxExport HumanController
 // tolua_end
-        : public Controller, public Tickable
+        : public FormationController, public Tickable
     { // tolua_export
         public:
             HumanController(BaseObject* creator);
@@ -73,7 +73,8 @@
                 { return this->boosting_; }
             void keepBoosting(void);
             void terminateBoosting(void);
-            
+                  
+
             static void greet();
             static void switchCamera();
             static void mouseLook();
@@ -84,6 +85,11 @@
             static void toggleGodMode();
             static void myposition();
 
+            static void toggleFormationFlight();
+            static void FFChangeMode();
+            virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
+
+
             static void addBots(unsigned int amount);
             static void killBots(unsigned int amount = 0);
 
@@ -106,6 +112,7 @@
             bool boosting_; // Whether the HumanController is in boosting mode or not.
             Timer boostingTimeout_; // A timer to check whether the player is no longer boosting.
             static const float BOOSTING_TIME; // The time after it is checked, whether the player is no longer boosting.
+            FormationController* tempMaster;
 
     }; // tolua_export
 } // tolua_export

Modified: code/branches/presentation2011/src/orxonox/controllers/NewHumanController.cc
===================================================================
--- code/branches/presentation2011/src/orxonox/controllers/NewHumanController.cc	2011-12-16 15:56:15 UTC (rev 8991)
+++ code/branches/presentation2011/src/orxonox/controllers/NewHumanController.cc	2011-12-16 19:36:41 UTC (rev 8992)
@@ -276,7 +276,7 @@
         HumanController::tick(dt);
     }
 
-    void NewHumanController::doFire(unsigned int firemode)
+    void NewHumanController::doFire(unsigned int firemode)//TODO??
     {
         if (!this->controllableEntity_)
             return;
@@ -296,6 +296,9 @@
 
     void NewHumanController::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
     {
+        //Used in HumanController for formationFlight
+        HumanController::hit(originator,contactpoint,damage);
+        
         if (this->showDamageOverlay_ && !this->controlPaused_ && this->controllableEntity_ && !this->controllableEntity_->isInMouseLook())
         {
             Vector3 posA;




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