[Orxonox-commit 4268] r8939 - code/branches/formation/src/orxonox/controllers

willis at orxonox.net willis at orxonox.net
Wed Nov 16 16:08:23 CET 2011


Author: willis
Date: 2011-11-16 16:08:23 +0100 (Wed, 16 Nov 2011)
New Revision: 8939

Added:
   code/branches/formation/src/orxonox/controllers/Masterable.cc
   code/branches/formation/src/orxonox/controllers/Masterable.h
Modified:
   code/branches/formation/src/orxonox/controllers/ArtificialController.cc
   code/branches/formation/src/orxonox/controllers/ArtificialController.h
   code/branches/formation/src/orxonox/controllers/CMakeLists.txt
   code/branches/formation/src/orxonox/controllers/HumanController.cc
   code/branches/formation/src/orxonox/controllers/HumanController.h
Log:
moved formationflight to Masterable.* from Artificialcontroller, added formationflight to HumanPlayer

Modified: code/branches/formation/src/orxonox/controllers/ArtificialController.cc
===================================================================
--- code/branches/formation/src/orxonox/controllers/ArtificialController.cc	2011-11-16 14:46:36 UTC (rev 8938)
+++ code/branches/formation/src/orxonox/controllers/ArtificialController.cc	2011-11-16 15:08:23 UTC (rev 8939)
@@ -29,8 +29,8 @@
 #include "ArtificialController.h"
 
 #include <vector>
-#include <climits>
 
+
 #include "util/Math.h"
 #include "core/CoreIncludes.h"
 #include "core/XMLPort.h"
@@ -40,265 +40,23 @@
 #include "worldentities/pawns/TeamBaseMatchBase.h"
 #include "gametypes/TeamDeathmatch.h"
 #include "gametypes/Dynamicmatch.h"
-#include "controllers/WaypointPatrolController.h"
-#include "controllers/NewHumanController.h"
-#include "controllers/DroneController.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);
 
-    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) : Masterable(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->bHasTargetOrientation_=false;
-        this->speedCounter_ = 0.2f;
-        this->targetPosition_ = Vector3::ZERO;
-
-        this->target_.setCallback(createFunctor(&ArtificialController::targetDied, this));
+          
     }
 
     ArtificialController::~ArtificialController()
     {
-        if (this->isInitialized())
-        {
-            this->removeFromFormation();
-
-            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()
@@ -307,604 +65,7 @@
             this->removeFromFormation();
     }
 
-    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 (bHasTargetOrientation_)
-		    {
-			copyTargetOrientation();
-		    }
-                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();
-	    bHasTargetOrientation_=false;
-        }
-    }
-
-    void ArtificialController::moveToTargetPosition()
-    {
-        this->moveToPosition(this->targetPosition_);
-    }
-
-    void ArtificialController::copyOrientation(const Quaternion& orient)
-    {
-	//roll angle in radian, difference between master and slave
-	float diff=orient.getRoll().valueRadians()-(this->getControllableEntity()->getOrientation().getRoll().valueRadians());
-	if ((diff<math::twoPi && diff>math::pi) || diff>(math::pi)*3)
-	{
-		diff=diff-math::twoPi;
-	}
-	this->getControllableEntity()->rotateRoll(1.0f*ROTATEFACTOR_MASTER*diff);
-    }
-
-    void ArtificialController::copyTargetOrientation()
-    {
-	if (bHasTargetOrientation_)
-  	{
-		copyOrientation(targetOrientation_);
-	}
-    }
-
-    /**
-        @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
-	// formation:
-        {
-            dest += 1.0f*orient*WorldEntity::BACK;
-            Vector3 pos = Vector3::ZERO;
-	    bool left=true;
-            int i = 1;
-	    
-            for(std::vector<ArtificialController*>::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 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::setTargetOrientation(const Quaternion& orient)
-    {
-	this->targetOrientation_=orient;	
-	this->bHasTargetOrientation_=true;
-    }
-
-    void ArtificialController::setTargetOrientation(Pawn* target)
-    {
-	if (target)
-	    setTargetOrientation(target->getOrientation());
-    }
-
-    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())
@@ -944,118 +105,5 @@
         if (target == this->target_)
             this->targetDied();
     }
-
-    void ArtificialController::targetDied()
-    {
-        this->forgetTarget();
-        this->searchRandomTargetPosition();
-    }
-
-    bool ArtificialController::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)
-        {
-            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());
-        }
-
-        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);
-    }
+ 
 }

Modified: code/branches/formation/src/orxonox/controllers/ArtificialController.h
===================================================================
--- code/branches/formation/src/orxonox/controllers/ArtificialController.h	2011-11-16 14:46:36 UTC (rev 8938)
+++ code/branches/formation/src/orxonox/controllers/ArtificialController.h	2011-11-16 15:08:23 UTC (rev 8939)
@@ -36,119 +36,28 @@
 #include "util/Math.h"
 #include "Controller.h"
 #include "controllers/NewHumanController.h"
+#include "controllers/Masterable.h"
 
 namespace orxonox
 {
-    class _OrxonoxExport ArtificialController : public Controller
+    class _OrxonoxExport ArtificialController : public Masterable
     {
         public:
             ArtificialController(BaseObject* creator);
             virtual ~ArtificialController();
 
-            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
-
             void abandonTarget(Pawn* target);
 
-            inline void setTeam(int team)
-                { 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);
-
         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 copyOrientation(const Quaternion& orient);
-	    void copyTargetOrientation();
-
-            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 setTargetOrientation(const Quaternion& orient);
-	    void setTargetOrientation(Pawn* target);
-
-            void setTarget(Pawn* target);
-            void searchNewTarget();
-            void forgetTarget();
+            
             void aimAtTarget();
 
             bool isCloseAtTarget(float distance) const;
             bool isLookingAtTarget(float angle) const;
 
-            void targetDied();
-
-            static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
-
-            bool bHasTargetPosition_;
-            Vector3 targetPosition_;
-
-	    bool bHasTargetOrientation_;
-	    Quaternion targetOrientation_;
-
-            WeakPtr<Pawn> target_;
-            bool bShooting_;
-
         private:
     };
 }

Modified: code/branches/formation/src/orxonox/controllers/CMakeLists.txt
===================================================================
--- code/branches/formation/src/orxonox/controllers/CMakeLists.txt	2011-11-16 14:46:36 UTC (rev 8938)
+++ code/branches/formation/src/orxonox/controllers/CMakeLists.txt	2011-11-16 15:08:23 UTC (rev 8939)
@@ -8,4 +8,5 @@
   WaypointController.cc
   WaypointPatrolController.cc
   DroneController.cc
+  Masterable.cc
 )

Modified: code/branches/formation/src/orxonox/controllers/HumanController.cc
===================================================================
--- code/branches/formation/src/orxonox/controllers/HumanController.cc	2011-11-16 14:46:36 UTC (rev 8938)
+++ code/branches/formation/src/orxonox/controllers/HumanController.cc	2011-11-16 15:08:23 UTC (rev 8939)
@@ -49,6 +49,7 @@
     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().setAsInputCommand();
     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);
@@ -68,7 +69,7 @@
     HumanController* HumanController::localController_s = 0;
     /*static*/ const float HumanController::BOOSTING_TIME = 0.1f;
 
-    HumanController::HumanController(BaseObject* creator) : Controller(creator)
+    HumanController::HumanController(BaseObject* creator) : Masterable(creator)
     {
         RegisterObject(HumanController);
 
@@ -79,11 +80,14 @@
         HumanController::localController_s = this;
         this->boostingTimeout_.setTimer(HumanController::BOOSTING_TIME, false, createExecutor(createFunctor(&HumanController::terminateBoosting, this)));
         this->boostingTimeout_.stopTimer();
+        this->state_=MASTER;
     }
 
     HumanController::~HumanController()
     {
         HumanController::localController_s = 0;
+        if (this->state_==MASTER)
+            freeSlaves();
     }
 
     void HumanController::tick(float dt)
@@ -94,6 +98,12 @@
             if (!camera)
                 orxout(internal_warning) << "HumanController, Warning: Using a ControllableEntity without Camera" << endl;
         }
+
+        // commandslaves when Master of a formation
+        if (this->state_==MASTER)
+        {
+            this->commandSlaves();
+        }
     }
 
     void HumanController::moveFrontBack(const Vector2& value)
@@ -261,6 +271,23 @@
         }
     }
 
+    void HumanController::toggleFormationFlight()
+    {
+        if (HumanController::localController_s)
+        {
+            if (HumanController::localController_s->state_==MASTER)
+            {
+                HumanController::localController_s->freeSlaves();
+                HumanController::localController_s->state_=FREE;
+            } else //SLAVE or FREE
+            {
+                HumanController::localController_s->takeLeadOfFormation();
+                //HumanController::localController_s->state_=MASTER;
+            }
+        }
+
+    }
+
     void HumanController::addBots(unsigned int amount)
     {
         if (HumanController::localController_s && HumanController::localController_s->controllableEntity_ && HumanController::localController_s->controllableEntity_->getGametype())

Modified: code/branches/formation/src/orxonox/controllers/HumanController.h
===================================================================
--- code/branches/formation/src/orxonox/controllers/HumanController.h	2011-11-16 14:46:36 UTC (rev 8938)
+++ code/branches/formation/src/orxonox/controllers/HumanController.h	2011-11-16 15:08:23 UTC (rev 8939)
@@ -33,14 +33,14 @@
 
 #include "tools/Timer.h"
 #include "tools/interfaces/Tickable.h"
-#include "Controller.h"
+#include "Masterable.h"
 
 // tolua_begin
 namespace orxonox
 {
     class _OrxonoxExport HumanController
 // tolua_end
-        : public Controller, public Tickable
+        : public Masterable, public Tickable
     { // tolua_export
         public:
             HumanController(BaseObject* creator);
@@ -84,6 +84,8 @@
             static void toggleGodMode();
             static void myposition();
 
+            static void toggleFormationFlight();
+
             static void addBots(unsigned int amount);
             static void killBots(unsigned int amount = 0);
 

Added: code/branches/formation/src/orxonox/controllers/Masterable.cc
===================================================================
--- code/branches/formation/src/orxonox/controllers/Masterable.cc	                        (rev 0)
+++ code/branches/formation/src/orxonox/controllers/Masterable.cc	2011-11-16 15:08:23 UTC (rev 8939)
@@ -0,0 +1,1055 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Fabian 'x3n' Landau
+ *   Co-authors:
+ *      Dominik Solenicki
+ *
+ */
+
+#include <climits>
+#include "controllers/Masterable.h"
+
+#include "core/CoreIncludes.h"
+
+#include "core/XMLPort.h"
+#include "core/command/ConsoleCommand.h"
+
+#include "worldentities/ControllableEntity.h"
+#include "worldentities/pawns/Pawn.h"
+#include "worldentities/pawns/TeamBaseMatchBase.h"
+#include "gametypes/TeamDeathmatch.h"
+#include "gametypes/Dynamicmatch.h"
+#include "controllers/WaypointPatrolController.h"
+#include "controllers/NewHumanController.h"
+#include "controllers/DroneController.h"
+
+
+namespace orxonox
+{
+
+  SetConsoleCommand("Masterable", "formationflight",  &Masterable::formationflight);
+  SetConsoleCommand("Masterable", "masteraction",     &Masterable::masteraction);
+  SetConsoleCommand("Masterable", "followme",         &Masterable::followme);
+  SetConsoleCommand("Masterable", "passivebehaviour", &Masterable::passivebehaviour);
+  SetConsoleCommand("Masterable", "formationsize",    &Masterable::formationsize);
+
+
+
+
+  static const unsigned int STANDARD_MAX_FORMATION_SIZE = 7;
+  static const int RADIUS_TO_SEARCH_FOR_MASTERS = 20000;
+  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;
+
+  Masterable::Masterable(BaseObject* creator) : Controller(creator)
+  {
+        RegisterObject(Masterable);
+
+        this->target_ = 0;
+        this->formationFlight_ = false;
+        this->passive_ = false;
+        this->maxFormationSize_ = STANDARD_MAX_FORMATION_SIZE;
+        this->myMaster_ = 0;
+        this->freedomCount_ = 0;
+
+        this->state_ = FREE;
+        this->specificMasterAction_ = NONE;
+        this->specificMasterActionHoldCount_  = 0;
+        this->bShooting_ = false;
+        this->bHasTargetPosition_ = false;
+	this->bHasTargetOrientation_=false;
+        this->speedCounter_ = 0.2f;
+        this->targetPosition_ = Vector3::ZERO;
+
+        this->target_.setCallback(createFunctor(&Masterable::targetDied, this));
+  }
+
+  Masterable::~Masterable()
+  {
+    if (this->isInitialized())
+        {
+            this->removeFromFormation();
+
+            for (ObjectList<Masterable>::iterator it = ObjectList<Masterable>::begin(); it; ++it)
+            {
+                if (*it != this)
+                {
+                    if (it->myMaster_ == this)
+                    {
+                        orxout(internal_error) << this << " is still master in " << (*it) << endl;
+                        it->myMaster_ = 0;
+                    }
+
+                    while (true)
+                    {
+                        std::vector<Masterable*>::iterator it2 = std::find(it->slaves_.begin(), it->slaves_.end(), this);
+                        if (it2 != it->slaves_.end())
+                        {
+                            orxout(internal_error) << this << " is still slave in " << (*it) << endl;
+                            it->slaves_.erase(it2);
+                        }
+                        else
+                            break;
+                    }
+                }
+            }
+        }
+  }
+
+  void Masterable::XMLPort(Element& xmlelement, XMLPort::Mode mode)
+    {
+        SUPER(Masterable, XMLPort, xmlelement, mode);
+
+        XMLPortParam(Masterable, "formationFlight", setFormationFlight, getFormationFlight, xmlelement, mode).defaultValues(false);
+        XMLPortParam(Masterable, "formationSize", setFormationSize, getFormationSize, xmlelement, mode).defaultValues(STANDARD_MAX_FORMATION_SIZE);
+        XMLPortParam(Masterable, "passive", setPassive, getPassive, xmlelement, mode).defaultValues(false);
+    }
+
+
+
+  /**
+        @brief Activates / deactivates formationflight behaviour
+        @param form activate formflight if form is true
+    */
+  void Masterable::formationflight(const bool form)
+    {
+        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
+        {
+            Controller* controller = 0;
+
+            if (it->getController())
+                controller = it->getController();
+            else if (it->getXMLController())
+                controller = it->getXMLController();
+
+            if (!controller)
+                continue;
+
+            Masterable *aiController = orxonox_cast<Masterable*>(controller);
+
+            if (aiController)
+            {
+                aiController->formationFlight_ = form;
+                if (!form)
+                {
+                    aiController->removeFromFormation();
+                }
+            }
+        }
+    }
+
+  /**
+        @brief Get all masters to do a "specific master action"
+        @param action which action to perform (integer, so it can be called with a console command (tmp solution))
+    */
+    void Masterable::masteraction(const int action)
+    {
+        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
+        {
+            Controller* controller = 0;
+
+            if (it->getController())
+                controller = it->getController();
+            else if (it->getXMLController())
+                controller = it->getXMLController();
+
+            if (!controller)
+                continue;
+
+            Masterable *aiController = orxonox_cast<Masterable*>(controller);
+
+            if(aiController && aiController->state_ == MASTER)
+            {
+                if (action == 1)
+                    aiController->spinInit();
+                if (action == 2)
+                    aiController->turn180Init();
+            }
+        }
+    }
+
+  /**
+        @brief Sets shooting behaviour of pawns.
+        @param passive if true, bots won't shoot.
+    */
+    void Masterable::passivebehaviour(const bool passive)
+    {
+        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
+        {
+            Controller* controller = 0;
+
+            if (it->getController())
+                controller = it->getController();
+            else if (it->getXMLController())
+                controller = it->getXMLController();
+
+            if (!controller)
+                continue;
+
+            Masterable *aiController = orxonox_cast<Masterable*>(controller);
+
+            if(aiController)
+            {
+                aiController->passive_ = passive;
+            }
+        }
+    }
+
+  /**
+        @brief Sets maximal formation size
+        @param size maximal formation size.
+    */
+    void Masterable::formationsize(const int size)
+    {
+        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
+        {
+            Controller* controller = 0;
+
+            if (it->getController())
+                controller = it->getController();
+            else if (it->getXMLController())
+                controller = it->getXMLController();
+
+            if (!controller)
+                continue;
+
+            Masterable *aiController = orxonox_cast<Masterable*>(controller);
+
+            if(aiController)
+            {
+                aiController->maxFormationSize_ = size;
+            }
+        }
+    }
+
+  void Masterable::removeFromFormation()
+    {
+        if (this->state_ == SLAVE || this->myMaster_) // slaves can also be temporary free, so check if myMaster_ is set
+            this->unregisterSlave();
+        else if (this->state_ == MASTER)
+            this->setNewMasterWithinFormation();
+    }
+
+    void Masterable::moveToPosition(const Vector3& target)
+    {
+        if (!this->getControllableEntity())
+            return;
+
+        // Slave uses special movement if its master is in FOLLOW mode
+        if(this->state_ == SLAVE && this->myMaster_ && this->myMaster_->specificMasterAction_ == FOLLOW)
+        {
+//             this->followForSlaves(target);
+//             return;
+        }
+
+        Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, target);
+        float distance = (target - this->getControllableEntity()->getPosition()).length();
+
+
+        if(this->state_ == FREE)
+        {
+            if (this->target_ || distance > 10)
+            {
+                // Multiply with ROTATEFACTOR_FREE to make them a bit slower
+                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_FREE * sgn(coord.x) * coord.x*coord.x);
+                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_FREE * sgn(coord.y) * coord.y*coord.y);
+            }
+
+            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
+            {
+              this->getControllableEntity()->moveFrontBack(-0.05f); // They don't brake with full power to give the player a chance
+            } else this->getControllableEntity()->moveFrontBack(SPEED_FREE);
+        }
+
+
+
+        if(this->state_ == MASTER)
+        {
+            if (this->target_ || distance > 10)
+            {
+                this->getControllableEntity()->rotateYaw(-1.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
+                this->getControllableEntity()->rotatePitch(ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
+            }
+
+            if (this->target_ && distance < 200 && this->getControllableEntity()->getVelocity().squaredLength() > this->target_->getVelocity().squaredLength())
+            {
+                this->getControllableEntity()->moveFrontBack(-0.05f);
+            } else this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
+        }
+
+
+
+        if(this->state_ == SLAVE)
+        {
+
+           this->getControllableEntity()->rotateYaw(-2.0f * ROTATEFACTOR_MASTER * sgn(coord.x) * coord.x*coord.x);
+           this->getControllableEntity()->rotatePitch(2.0f * ROTATEFACTOR_MASTER * sgn(coord.y) * coord.y*coord.y);
+
+            if (distance < 300)
+            {
+		 if (bHasTargetOrientation_)
+		    {
+			copyTargetOrientation();
+		    }
+                if (distance < 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();
+	    bHasTargetOrientation_=false;
+        }
+    }
+
+
+
+  void Masterable::moveToTargetPosition()
+    {
+        this->moveToPosition(this->targetPosition_);
+    }
+
+    void Masterable::copyOrientation(const Quaternion& orient)
+    {
+	//roll angle in radian, difference between master and slave
+	float diff=orient.getRoll().valueRadians()-(this->getControllableEntity()->getOrientation().getRoll().valueRadians());
+	if ((diff<math::twoPi && diff>math::pi) || diff>(math::pi)*3)
+	{
+		diff=diff-math::twoPi;
+	}
+	this->getControllableEntity()->rotateRoll(1.0f*ROTATEFACTOR_MASTER*diff);
+    }
+
+    void Masterable::copyTargetOrientation()
+    {
+	if (bHasTargetOrientation_)
+  	{
+		copyOrientation(targetOrientation_);
+	}
+    }
+
+
+   /**
+        @brief Unregisters a slave from its master. Initiated by a slave.
+    */
+    void Masterable::unregisterSlave()
+    {
+        if (this->myMaster_)
+        {
+            std::vector<Masterable*>::iterator it = std::find(this->myMaster_->slaves_.begin(), this->myMaster_->slaves_.end(), this);
+            if (it != this->myMaster_->slaves_.end())
+                this->myMaster_->slaves_.erase(it);
+        }
+
+        this->myMaster_ = 0;
+        this->state_ = FREE;
+    }
+
+    void Masterable::searchNewMaster()
+    {
+
+        if (!this->getControllableEntity())
+            return;
+
+        this->targetPosition_ = this->getControllableEntity()->getPosition();
+        this->forgetTarget();
+        int teamSize = 0;
+        //go through all pawns
+        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
+        {
+           
+            //same team?
+            if (!Masterable::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
+                continue;
+
+            //has it an Masterable?
+            Controller* controller = 0;
+
+            if (it->getController())
+                controller = it->getController();
+            else if (it->getXMLController())
+                controller = it->getXMLController();
+
+            if (!controller)
+                continue;
+
+            //is pawn oneself?
+            if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity())
+                continue;
+
+            teamSize++;
+
+            Masterable *newMaster = orxonox_cast<Masterable*>(controller);
+
+            //is it a master?
+            if (!newMaster || newMaster->state_ != MASTER)
+                continue;
+
+            float distance = (it->getPosition() - this->getControllableEntity()->getPosition()).length();
+
+            // is pawn in range?
+            if (distance < RADIUS_TO_SEARCH_FOR_MASTERS)
+            {
+                if(newMaster->slaves_.size() > this->maxFormationSize_) continue;
+
+                for(std::vector<Masterable*>::iterator itSlave = this->slaves_.begin(); itSlave != this->slaves_.end(); itSlave++)
+                {
+                    (*itSlave)->myMaster_ = newMaster;
+                    newMaster->slaves_.push_back(*itSlave);
+                }
+                this->slaves_.clear();
+                this->state_ = SLAVE;
+
+                this->myMaster_ = newMaster;
+                newMaster->slaves_.push_back(this);
+
+                break;
+            }
+        }
+
+        if (this->state_ != SLAVE  && teamSize != 0)
+        {
+            this->state_ = MASTER;
+            this->myMaster_ = 0;
+        }
+    }
+ /**
+        @brief Commands the slaves of a master into a formation. Sufficiently fast not to be called within tick. Initiated by a master.
+    */
+
+void Masterable::commandSlaves()
+    {
+        if(this->state_ != MASTER) return;
+
+        Quaternion orient = this->getControllableEntity()->getOrientation();
+        Vector3 dest = this->getControllableEntity()->getPosition();
+
+        // 1 slave: follow
+        if (this->slaves_.size() == 1)
+        {
+            dest += 4*orient*WorldEntity::BACK;
+            this->slaves_.front()->setTargetPosition(dest);
+        }
+        else
+	// formation:
+        {
+            dest += 1.0f*orient*WorldEntity::BACK;
+            Vector3 pos = Vector3::ZERO;
+	    bool left=true;
+            int i = 1;
+	    
+            for(std::vector<Masterable*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
+            {
+                pos = Vector3::ZERO;
+		if (left)
+		{
+                    pos+=dest+i*FORMATION_WIDTH*(orient*WorldEntity::LEFT);
+		} else
+		{
+		    pos+=dest+i*FORMATION_WIDTH*(orient*WorldEntity::RIGHT);
+		    i++;
+		    dest+=FORMATION_LENGTH*(orient*WorldEntity::BACK);
+		}		
+		(*it)->setTargetOrientation(orient);
+                (*it)->setTargetPosition(pos);
+		left=!left;
+            }
+        }
+    }
+
+    /**
+        @brief Sets a new master within the formation. Called by a master.
+    */
+    void Masterable::setNewMasterWithinFormation()
+    {
+        if(this->state_ != MASTER) return;
+
+        if (!this->slaves_.empty())
+        {
+            Masterable *newMaster = this->slaves_.back();
+            this->slaves_.pop_back();
+
+            newMaster->state_ = MASTER;
+            newMaster->slaves_ = this->slaves_;
+            newMaster->myMaster_ = 0;
+
+            for(std::vector<Masterable*>::iterator it = newMaster->slaves_.begin(); it != newMaster->slaves_.end(); it++)
+            {
+                (*it)->myMaster_ = newMaster;
+            }
+        }
+
+        this->slaves_.clear();
+        this->specificMasterAction_ = NONE;
+        this->state_ = FREE;
+    }
+
+
+  /**
+        @brief Frees all slaves form a master. Initiated by a master.
+    */
+    void Masterable::freeSlaves()
+    {
+        if(this->state_ != MASTER) return;
+
+        for(std::vector<Masterable*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
+        {
+            (*it)->state_ = FREE;
+            (*it)->myMaster_ = 0;
+        }
+        this->slaves_.clear();
+    }
+
+    /**
+        @brief Master sets its slaves free for @ref FREEDOM_COUNT seconds.
+    */
+    void Masterable::forceFreeSlaves()
+    {
+        if(this->state_ != MASTER) return;
+
+        for(std::vector<Masterable*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
+        {
+            (*it)->state_ = FREE;
+            (*it)->forceFreedom();
+            (*it)->targetPosition_ = this->targetPosition_;
+            (*it)->bShooting_ = true;
+//             (*it)->getControllableEntity()->fire(0);// fire once for fun
+        }
+    }
+
+    void Masterable::loseMasterState()
+    {
+        this->freeSlaves();
+        this->state_ = FREE;
+    }
+
+
+    void Masterable::forceFreedom()
+    {
+        this->freedomCount_ = FREEDOM_COUNT;
+    }
+
+    /**
+        @brief Checks wether caller has been forced free, decrements time to stay forced free.
+        @return true if forced free.
+    */
+    bool Masterable::forcedFree()
+    {
+        if(this->freedomCount_ > 0)
+        {
+            this->freedomCount_--;
+            return true;
+        } else return false;
+    }
+
+
+    /**
+        @brief Call to take the lead of formation (if free, become slave of nearest formation, then, if Slave, become Master)
+    */
+    void Masterable::takeLeadOfFormation()
+    {
+	if (this->state_==MASTER) return;
+        //search new Master, then take lead
+        if (this->state_==FREE)
+        {
+            float minDistance=RADIUS_TO_SEARCH_FOR_MASTERS;
+            Masterable* bestMaster=NULL;
+
+            //search nearest Master, store in bestMaster
+            for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
+            {
+           
+                //same team?  (doesnt work with a HumanPlayer??!?) TODO
+                if (!Masterable::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
+                    continue;
+
+                //get Controller
+                Controller* controller = 0;
+
+                if (it->getController())
+                    controller = it->getController();
+                else if (it->getXMLController())
+                    controller = it->getXMLController();
+
+                if (!controller)
+                    continue;
+
+                //myself?
+                if (orxonox_cast<ControllableEntity*>(*it) == this->getControllableEntity())
+                    continue;
+
+                Masterable *newMaster = orxonox_cast<Masterable*>(controller);
+                if (!newMaster || newMaster->state_!=MASTER) continue;
+                
+                float distance= (it->getPosition() - this->getControllableEntity()->getPosition()).length();
+                
+                if (distance<minDistance)
+                {
+                    minDistance=distance;
+                    bestMaster=newMaster;
+                }
+            }
+
+            if (bestMaster!=NULL)
+            {
+                //becom slave of formation
+                bestMaster->slaves_.push_back(this);
+                this->state_=SLAVE;
+                this->myMaster_=bestMaster;
+            }
+            else
+            {
+              //no formation found to lead, become master of empty formation
+              this->state_=MASTER;
+              this->slaves_.clear();
+              this->myMaster_=0;
+              return;
+            }
+        }
+
+        if (this->state_==SLAVE)
+        {
+            this->slaves_=myMaster_->slaves_;
+            this->myMaster_->slaves_.clear();
+            this->myMaster_->state_=SLAVE;
+            this->myMaster_->myMaster_=this;
+            
+            //delete myself in slavelist
+            std::vector<Masterable*>::iterator it2 = std::find(this->slaves_.begin(), this->slaves_.end(), this);
+            if (it2 != this->slaves_.end())
+            {
+                 this->slaves_.erase(it2);
+            }
+            //add previous master
+            this->slaves_.push_back(this->myMaster_);
+            //set this as new master
+            for(std::vector<Masterable*>::iterator it = slaves_.begin(); it != slaves_.end(); it++)
+            {
+                 (*it)->myMaster_=this;
+            }
+            this->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 Used to continue a "specific master action" for a certain time and resuming normal behaviour after.
+    */
+    void Masterable::specificMasterActionHold()
+    {
+        if(this->state_ != MASTER) return;
+
+        if (specificMasterActionHoldCount_ == 0)
+         {
+            this->specificMasterAction_ = NONE;
+            this->searchNewTarget();
+         }
+        else specificMasterActionHoldCount_--;
+    }
+
+    /**
+        @brief Master initializes a 180 degree turn. Leads to a "specific master action".
+    */
+    void Masterable::turn180Init()
+    {
+        if(this->state_ != MASTER) return;
+
+        Quaternion orient = this->getControllableEntity()->getOrientation();
+
+        this->setTargetPosition(this->getControllableEntity()->getPosition() + 1000.0f*orient*WorldEntity::BACK);
+
+        this->specificMasterActionHoldCount_ = 4;
+
+        this->specificMasterAction_ = TURN180;
+    }
+
+    /**
+        @brief Execute the 180 degree turn. Called within tick.
+    */
+    void Masterable::turn180()
+    {
+            Vector2 coord = get2DViewdirection(this->getControllableEntity()->getPosition(), this->getControllableEntity()->getOrientation() * WorldEntity::FRONT, this->getControllableEntity()->getOrientation() * WorldEntity::UP, this->targetPosition_);
+
+            this->getControllableEntity()->rotateYaw(-2.0f * sgn(coord.x) * coord.x*coord.x);
+            this->getControllableEntity()->rotatePitch(2.0f * sgn(coord.y) * coord.y*coord.y);
+
+            this->getControllableEntity()->moveFrontBack(SPEED_MASTER);
+    }
+
+    /**
+        @brief Master initializes a spin around its looking direction axis. Leads to a "specific master action".
+    */
+    void Masterable::spinInit()
+    {
+        if(this->state_ != MASTER) return;
+        this->specificMasterAction_ = SPIN;
+        this->specificMasterActionHoldCount_ = 10;
+    }
+
+    /**
+        @brief Execute the spin. Called within tick.
+    */
+    void Masterable::spin()
+    {
+            this->moveToTargetPosition();
+            this->getControllableEntity()->rotateRoll(0.8f);
+    }
+
+  /**
+        @brief A human player gets followed by its nearest master. Initiated by console command, so far intended for demonstration puproses (possible future pickup).
+    */
+    void Masterable::followme()
+    {
+
+        Pawn *humanPawn = NULL;
+        NewHumanController *currentHumanController = NULL;
+        std::vector<Masterable*> allMasters;
+
+        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
+        {
+            Controller* controller = 0;
+
+            if (it->getController())
+                controller = it->getController();
+            else if (it->getXMLController())
+                controller = it->getXMLController();
+
+            if (!controller)
+                continue;
+
+            currentHumanController = orxonox_cast<NewHumanController*>(controller);
+
+            if(currentHumanController) humanPawn = *it;
+
+            Masterable *aiController = orxonox_cast<Masterable*>(controller);
+
+            if(aiController && aiController->state_ == MASTER)
+                allMasters.push_back(aiController);
+
+        }
+
+        if((humanPawn != NULL) && (allMasters.size() != 0))
+        {
+                float posHuman = humanPawn->getPosition().length();
+                float distance = 0.0f;
+                float minDistance = FLT_MAX;
+                int index = 0;
+                int i = 0;
+
+                for(std::vector<Masterable*>::iterator it = allMasters.begin(); it != allMasters.end(); it++, i++)
+                    {
+                        if (!Masterable::sameTeam((*it)->getControllableEntity(), humanPawn, (*it)->getGametype())) continue;
+                        distance = posHuman - (*it)->getControllableEntity()->getPosition().length();
+                        if(distance < minDistance) index = i;
+                    }
+                allMasters[index]->followInit(humanPawn);
+            }
+
+    }
+
+
+
+
+
+    /**
+        @brief Master begins to follow a pawn. Is a "specific master action".
+        @param pawn pawn to follow.
+        @param always follows pawn forever if true (false if omitted).
+        @param secondsToFollow seconds to follow the pawn if always is false. Will follow pawn 100 seconds if omitted (set in header).
+    */
+    void Masterable::followInit(Pawn* pawn, const bool always, const int secondsToFollow)
+    {
+        if (pawn == NULL || this->state_ != MASTER)
+            return;
+        this->specificMasterAction_  =  FOLLOW;
+
+        this->setTarget(pawn);
+        if (!always)
+            this->specificMasterActionHoldCount_ = secondsToFollow;
+        else
+            this->specificMasterActionHoldCount_ = INT_MAX; //for now...
+
+    }
+
+   /**
+        @brief Master begins to follow a randomly chosen human player of the same team. Is a "specific master action".
+    */
+    void Masterable::followRandomHumanInit()
+    {
+
+        Pawn *humanPawn = NULL;
+        NewHumanController *currentHumanController = NULL;
+
+        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
+        {
+            if (!it->getController())
+                continue;
+
+            currentHumanController = orxonox_cast<NewHumanController*>(it->getController());
+            if(currentHumanController)
+            {
+                if (!Masterable::sameTeam(this->getControllableEntity(), *it, this->getGametype())) continue;
+                humanPawn = *it;
+                break;
+            }
+        }
+
+        if((humanPawn != NULL))
+                this->followInit(humanPawn);
+    }
+
+
+  /**
+        @brief Master follows target with adjusted speed. Called within tick.
+    */
+    void Masterable::follow()
+    {
+        if (this->target_)
+            this->moveToPosition(this->target_->getPosition());
+        else
+            this->specificMasterActionHoldCount_ = 0;
+    }
+
+
+  void Masterable::setTargetPosition(const Vector3& target)
+    {
+        this->targetPosition_ = target;
+        this->bHasTargetPosition_ = true;
+    }
+
+    void Masterable::searchRandomTargetPosition()
+    {
+        this->targetPosition_ = Vector3(rnd(-2000,2000), rnd(-2000,2000), rnd(-2000,2000));
+        this->bHasTargetPosition_ = true;
+    }
+
+    void Masterable::setTargetOrientation(const Quaternion& orient)
+    {
+	this->targetOrientation_=orient;	
+	this->bHasTargetOrientation_=true;
+    }
+
+    void Masterable::setTargetOrientation(Pawn* target)
+    {
+	if (target)
+	    setTargetOrientation(target->getOrientation());
+    }
+
+    void Masterable::setTarget(Pawn* target)
+    {
+        this->target_ = target;
+
+        if (target)
+            this->targetPosition_ = target->getPosition();
+    }
+
+    void Masterable::searchNewTarget()
+    {
+        if (!this->getControllableEntity())
+            return;
+
+        this->targetPosition_ = this->getControllableEntity()->getPosition();
+        this->forgetTarget();
+
+        for (ObjectList<Pawn>::iterator it = ObjectList<Pawn>::begin(); it; ++it)
+        {
+            if (Masterable::sameTeam(this->getControllableEntity(), static_cast<ControllableEntity*>(*it), this->getGametype()))
+                continue;
+
+            /* So AI won't choose invisible Spaceships as target */
+            if (!it->getRadarVisibility())
+                continue;
+
+            if (static_cast<ControllableEntity*>(*it) != this->getControllableEntity())
+            {
+                float speed = this->getControllableEntity()->getVelocity().length();
+                Vector3 distanceCurrent = this->targetPosition_ - this->getControllableEntity()->getPosition();
+                Vector3 distanceNew = it->getPosition() - this->getControllableEntity()->getPosition();
+                if (!this->target_ || it->getPosition().squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceNew) / speed / distanceNew.length()) / math::twoPi)
+                        < this->targetPosition_.squaredDistance(this->getControllableEntity()->getPosition()) * (1.5f + acos((this->getControllableEntity()->getOrientation() * WorldEntity::FRONT).dotProduct(distanceCurrent) / speed / distanceCurrent.length()) / math::twoPi) + rnd(-250, 250))
+                {
+                    this->target_ = (*it);
+                    this->targetPosition_ = it->getPosition();
+                }
+            }
+        }
+    }
+
+  void Masterable::forgetTarget()
+    {
+        this->target_ = 0;
+        this->bShooting_ = false;
+    }
+
+   void Masterable::targetDied()
+    {
+        this->forgetTarget();
+        this->searchRandomTargetPosition();
+    }
+
+
+
+
+
+  void Masterable::setMode(Mode mode)
+  {
+     for (std::vector<Masterable*>::iterator it=slaves_.begin(); it != slaves_.end(); it++)
+     {
+	//(*it)->myMode_=mode;
+     }
+  }
+
+  Masterable::Mode Masterable::getMode()
+  {
+    return Masterable::NORMAL;
+  }
+
+
+  bool Masterable::sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
+    {
+        if (entity1 == entity2)
+            return true;
+
+        int team1 = -1;
+        int team2 = -1;
+
+        Controller* controller = 0;
+        if (entity1->getController())
+            controller = entity1->getController();
+        else
+            controller = entity1->getXMLController();
+        if (controller)
+        {
+            Masterable* ac = orxonox_cast<Masterable*>(controller);
+            if (ac)
+                team1 = ac->getTeam();
+        }
+
+        if (entity2->getController())
+            controller = entity2->getController();
+        else
+            controller = entity2->getXMLController();
+        if (controller)
+        {
+            Masterable* ac = orxonox_cast<Masterable*>(controller);
+            if (ac)
+                team2 = ac->getTeam();
+        }
+
+        TeamDeathmatch* tdm = orxonox_cast<TeamDeathmatch*>(gametype);
+        if (tdm)
+        {
+            if (entity1->getPlayer())
+                team1 = tdm->getTeam(entity1->getPlayer());
+
+            if (entity2->getPlayer())
+                team2 = tdm->getTeam(entity2->getPlayer());
+        }
+
+        TeamBaseMatchBase* base = 0;
+        base = orxonox_cast<TeamBaseMatchBase*>(entity1);
+        if (base)
+        {
+            switch (base->getState())
+            {
+                case BaseState::ControlTeam1:
+                    team1 = 0;
+                    break;
+                case BaseState::ControlTeam2:
+                    team1 = 1;
+                    break;
+                case BaseState::Uncontrolled:
+                default:
+                    team1 = -1;
+            }
+        }
+        base = orxonox_cast<TeamBaseMatchBase*>(entity2);
+        if (base)
+        {
+            switch (base->getState())
+            {
+                case BaseState::ControlTeam1:
+                    team2 = 0;
+                    break;
+                case BaseState::ControlTeam2:
+                    team2 = 1;
+                    break;
+                case BaseState::Uncontrolled:
+                default:
+                    team2 = -1;
+            }
+        }
+
+        DroneController* droneController = 0;
+        droneController = orxonox_cast<DroneController*>(entity1->getController());
+        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity2)
+            return true;
+        droneController = orxonox_cast<DroneController*>(entity2->getController());
+        if (droneController && static_cast<ControllableEntity*>(droneController->getOwner()) == entity1)
+            return true;
+        DroneController* droneController1 = orxonox_cast<DroneController*>(entity1->getController());
+        DroneController* droneController2 = orxonox_cast<DroneController*>(entity2->getController());
+        if (droneController1 && droneController2 && droneController1->getOwner() == droneController2->getOwner())
+            return true;
+
+        Dynamicmatch* dynamic = orxonox_cast<Dynamicmatch*>(gametype);
+        if (dynamic)
+        {
+            if (dynamic->notEnoughPigs||dynamic->notEnoughKillers||dynamic->notEnoughChasers) {return false;}
+
+            if (entity1->getPlayer())
+                team1 = dynamic->getParty(entity1->getPlayer());
+
+            if (entity2->getPlayer())
+                team2 = dynamic->getParty(entity2->getPlayer());
+
+            if (team1 ==-1 ||team2 ==-1 ) {return false;}
+            else if (team1 == dynamic->chaser && team2 != dynamic->chaser) {return false;}
+            else if (team1 == dynamic->piggy && team2 == dynamic->chaser) {return false;}
+            else if (team1 == dynamic->killer && team2 == dynamic->chaser) {return false;}
+            else return true;
+        }
+
+        return (team1 == team2 && team1 != -1);
+    }
+
+}

Added: code/branches/formation/src/orxonox/controllers/Masterable.h
===================================================================
--- code/branches/formation/src/orxonox/controllers/Masterable.h	                        (rev 0)
+++ code/branches/formation/src/orxonox/controllers/Masterable.h	2011-11-16 15:08:23 UTC (rev 8939)
@@ -0,0 +1,173 @@
+/*
+ *   ORXONOX - the hottest 3D action shooter ever to exist
+ *                    > www.orxonox.net <
+ *
+ *
+ *   License notice:
+ *
+ *   This program is free software; you can redistribute it and/or
+ *   modify it under the terms of the GNU General Public License
+ *   as published by the Free Software Foundation; either version 2
+ *   of the License, or (at your option) any later version.
+ *
+ *   This program is distributed in the hope that it will be useful,
+ *   but WITHOUT ANY WARRANTY; without even the implied warranty of
+ *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ *   GNU General Public License for more details.
+ *
+ *   You should have received a copy of the GNU General Public License
+ *   along with this program; if not, write to the Free Software
+ *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+ *
+ *   Author:
+ *      Fabian 'x3n' Landau
+ *   Co-authors:
+ *      ...
+ *
+ */
+
+#ifndef _Masterable_h__
+#define _Masterable_h__
+
+#include "OrxonoxPrereqs.h"
+
+#include <vector>
+#include "core/Super.h"
+
+#include "util/Math.h"
+#include "core/OrxonoxClass.h"
+#include "controllers/Controller.h"
+#include "worldentities/ControllableEntity.h"
+
+
+namespace orxonox {
+
+  class _OrxonoxExport Masterable : public Controller
+  {
+
+      public:
+      Masterable(BaseObject* creator);
+
+      virtual ~Masterable();
+
+      virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
+
+
+      static void formationflight(const bool form);
+      static void masteraction(const int action);
+      static void followme();
+      static void passivebehaviour(const bool passive);
+      static void formationsize(const int size);
+
+      inline void setFormationFlight(bool formation)
+           { this->formationFlight_ = formation; }
+      inline bool getFormationFlight() const
+           { return this->formationFlight_; }
+
+      inline void setFormationSize(int size)
+           { this->maxFormationSize_ = size; }
+      inline int getFormationSize() const
+           { return this->maxFormationSize_; }
+
+
+      inline void setPassive(bool passive)
+           { this->passive_ = passive; }
+      inline bool getPassive() const
+           { return this->passive_; }
+
+      inline void setTeam(int team)
+           { this->team_ = team; }
+      inline int getTeam() const
+           { return this->team_; }
+
+      /**
+        @brief Mode of the formation, behaviour of slaves
+               Normal-normal behaviour
+               Defend-just defend the master
+               Attack-leave formation, attack every target
+      */ 
+      enum Mode {NORMAL,DEFEND,ATTACK};
+      /**
+        @brief set a mode in formation
+      */ 
+      void setMode(Mode mode);
+       /**
+        @brief get the current mode
+      */
+      Mode getMode();
+      
+    protected:
+      bool formationFlight_;
+      bool passive_;
+      int team_;
+      unsigned int maxFormationSize_;
+      int freedomCount_;
+      enum State {SLAVE, MASTER, FREE};
+      State state_;
+      std::vector<Masterable*> slaves_;
+      Masterable* myMaster_;
+
+      enum SpecificMasterAction {NONE, HOLD, SPIN, TURN180, FOLLOW};
+      SpecificMasterAction specificMasterAction_;
+      int specificMasterActionHoldCount_;
+      float speedCounter_; //for speed adjustment when following
+
+      void moveToPosition(const Vector3& target);
+      void moveToTargetPosition();
+      void copyOrientation(const Quaternion& orient);
+      void copyTargetOrientation();
+
+      void removeFromFormation();
+      void unregisterSlave();
+      void searchNewMaster();
+      void commandSlaves();
+      void setNewMasterWithinFormation();
+
+      void freeSlaves();
+      void forceFreeSlaves();
+      void loseMasterState();
+      void forceFreedom();
+      bool forcedFree();
+
+      void takeLeadOfFormation();
+
+      void specificMasterActionHold();
+      void turn180Init();
+      void spinInit();
+      void spin();
+      void turn180();
+      void followInit(Pawn* pawn, const bool always = false, const int secondsToFollow = 100);
+      void followRandomHumanInit();
+      void follow();
+
+      void setTargetPosition(const Vector3& target);
+      void searchRandomTargetPosition();
+
+      void setTargetOrientation(const Quaternion& orient);
+      void setTargetOrientation(Pawn* target);
+
+      virtual void positionReached() {}
+
+      static bool sameTeam(ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype); // hack
+      
+
+      void setTarget(Pawn* target);
+      void searchNewTarget();
+      void forgetTarget();
+
+      void targetDied();
+      
+      bool bHasTargetPosition_;
+      Vector3 targetPosition_;
+      bool bHasTargetOrientation_;
+      Quaternion targetOrientation_;
+
+      WeakPtr<Pawn> target_;
+      bool bShooting_;
+  };
+
+
+}
+#endif /* _Masterable_h__ */
+
+




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