[Orxonox-commit 6317] r10974 - in code/branches/presentationHS15: . data/levels src/orxonox/controllers

maxima at orxonox.net maxima at orxonox.net
Mon Dec 14 11:31:31 CET 2015


Author: maxima
Date: 2015-12-14 11:31:30 +0100 (Mon, 14 Dec 2015)
New Revision: 10974

Modified:
   code/branches/presentationHS15/
   code/branches/presentationHS15/data/levels/AITest.oxw
   code/branches/presentationHS15/src/orxonox/controllers/ActionpointController.cc
   code/branches/presentationHS15/src/orxonox/controllers/ActionpointController.h
   code/branches/presentationHS15/src/orxonox/controllers/CommonController.cc
   code/branches/presentationHS15/src/orxonox/controllers/CommonController.h
   code/branches/presentationHS15/src/orxonox/controllers/DivisionController.cc
   code/branches/presentationHS15/src/orxonox/controllers/DivisionController.h
   code/branches/presentationHS15/src/orxonox/controllers/FightingController.cc
   code/branches/presentationHS15/src/orxonox/controllers/MasterController.cc
   code/branches/presentationHS15/src/orxonox/controllers/SectionController.cc
   code/branches/presentationHS15/src/orxonox/controllers/SectionController.h
   code/branches/presentationHS15/src/orxonox/controllers/WingmanController.cc
   code/branches/presentationHS15/src/orxonox/controllers/WingmanController.h
Log:
merged campaign and presentation


Property changes on: code/branches/presentationHS15
___________________________________________________________________
Modified: svn:mergeinfo
   - /code/branches/AI_HS15:10640-10832
/code/branches/ParticleEffectsFS15:10309-10612
/code/branches/Racingbot:9388-9513
/code/branches/SciptableControllerFS15:10308-10613
/code/branches/ScriptableController:9999-10075
/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/campaignHS15:10639-10967
/code/branches/ceguilua:1802-1808
/code/branches/chat:6527-6797
/code/branches/chat2:6836-6910
/code/branches/clangenb:10385-10609
/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/core6:9552-9666
/code/branches/core7:10328-10623
/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/explosionChunksHS15:10641-10961
/code/branches/fabienHS15:10685-10960
/code/branches/formation:8885-8991
/code/branches/formationFS15:10320-10610
/code/branches/formationupdate:9580-9624
/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/hoverHS15:10633-10959
/code/branches/hud:8883-8986
/code/branches/hudHS14:10083-10241
/code/branches/hudelements:6584-6941
/code/branches/hudimprovements:7920-8672
/code/branches/ingamemenu:6000-6023
/code/branches/input:1629-1636
/code/branches/invaders:9694-9896
/code/branches/ipv6:7293-7458
/code/branches/keckslevelHS14:10082-10222
/code/branches/kicklib:7940-8096,8098-8277
/code/branches/kicklib2:8282-8350
/code/branches/largeShip1:9384-9515
/code/branches/lastmanstanding:7479-7644
/code/branches/lastmanstanding3:7903-8175
/code/branches/levelElias:9697-9921
/code/branches/levelKaan:9695-9921
/code/branches/levelMichael:9696-9921
/code/branches/leveljoemeHS14:10087-10223
/code/branches/libraries:5612-5692
/code/branches/libraries2:5703-5737
/code/branches/libs:9668-9674
/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/minigame4DHS14:10081-10230
/code/branches/miniprojects:2754-2824
/code/branches/modularships:9994-10071
/code/branches/multiplayerFS15:10324-10611
/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/newlevel2012:9033-9244
/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/pCuts:9023-9284
/code/branches/particleEffectsHS15:10644-10962
/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/pickup2012:9029-9189
/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/pickupsFS14:10000-10259
/code/branches/planetLevelHS15:10637-10966
/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/presentation2011:8974-9015
/code/branches/presentation2012:9189-9268
/code/branches/presentation2012merge:9266-9347
/code/branches/presentation3:6913-7162
/code/branches/presentationFS14:10069-10215
/code/branches/presentationFS15:10499
/code/branches/presentationFS15merge:10595-10621
/code/branches/presentationHS12:9481-9525
/code/branches/presentationHS13:9891-9938
/code/branches/presentationHS14merge:10222-10257
/code/branches/questsystem:1894-2088
/code/branches/questsystem2:2107-2259
/code/branches/questsystem5:2776-2905
/code/branches/radarDreiD:9690-9901
/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/sfxThilo:9691-9917
/code/branches/shipSelection:9038-9206
/code/branches/skybox2:6559-6989
/code/branches/sound:2829-3010
/code/branches/sound2012:9205-9214
/code/branches/sound3:5941-6102
/code/branches/spaceNavigation:9381-9497
/code/branches/spaceboundaries:8085-8457
/code/branches/spaceboundaries2:8460-8613
/code/branches/spacerace:8182-8630
/code/branches/spaceraceTwo:8881-8996
/code/branches/spacestationentry:9699-9905
/code/branches/steering:5949-6091,8140-8595
/code/branches/storymodeHS14:10085-10254
/code/branches/surfaceRace:9028-9199
/code/branches/surfaceraceHS14:10080-10236
/code/branches/testing:9015-9549
/code/branches/tetris:8100-8563
/code/branches/towerdefenseFS15:10283-10614
/code/branches/towerdefenseHS14:10086-10247
/code/branches/turret:9380-9501
/code/branches/turretFS14:9998-10070
/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/weaponFS15:10302-10615
/code/branches/weapons:2897-3051,8143-8591
/code/branches/weaponsystem:2742-2890
/code/branches/weaponupdateHS14:10084-10237
   + /code/branches/AI_HS15:10640-10832
/code/branches/ParticleEffectsFS15:10309-10612
/code/branches/Racingbot:9388-9513
/code/branches/SciptableControllerFS15:10308-10613
/code/branches/ScriptableController:9999-10075
/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/campaignHS15:10639-10973
/code/branches/ceguilua:1802-1808
/code/branches/chat:6527-6797
/code/branches/chat2:6836-6910
/code/branches/clangenb:10385-10609
/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/core6:9552-9666
/code/branches/core7:10328-10623
/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/explosionChunksHS15:10641-10961
/code/branches/fabienHS15:10685-10960
/code/branches/formation:8885-8991
/code/branches/formationFS15:10320-10610
/code/branches/formationupdate:9580-9624
/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/hoverHS15:10633-10959
/code/branches/hud:8883-8986
/code/branches/hudHS14:10083-10241
/code/branches/hudelements:6584-6941
/code/branches/hudimprovements:7920-8672
/code/branches/ingamemenu:6000-6023
/code/branches/input:1629-1636
/code/branches/invaders:9694-9896
/code/branches/ipv6:7293-7458
/code/branches/keckslevelHS14:10082-10222
/code/branches/kicklib:7940-8096,8098-8277
/code/branches/kicklib2:8282-8350
/code/branches/largeShip1:9384-9515
/code/branches/lastmanstanding:7479-7644
/code/branches/lastmanstanding3:7903-8175
/code/branches/levelElias:9697-9921
/code/branches/levelKaan:9695-9921
/code/branches/levelMichael:9696-9921
/code/branches/leveljoemeHS14:10087-10223
/code/branches/libraries:5612-5692
/code/branches/libraries2:5703-5737
/code/branches/libs:9668-9674
/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/minigame4DHS14:10081-10230
/code/branches/miniprojects:2754-2824
/code/branches/modularships:9994-10071
/code/branches/multiplayerFS15:10324-10611
/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/newlevel2012:9033-9244
/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/pCuts:9023-9284
/code/branches/particleEffectsHS15:10644-10962
/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/pickup2012:9029-9189
/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/pickupsFS14:10000-10259
/code/branches/planetLevelHS15:10637-10966
/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/presentation2011:8974-9015
/code/branches/presentation2012:9189-9268
/code/branches/presentation2012merge:9266-9347
/code/branches/presentation3:6913-7162
/code/branches/presentationFS14:10069-10215
/code/branches/presentationFS15:10499
/code/branches/presentationFS15merge:10595-10621
/code/branches/presentationHS12:9481-9525
/code/branches/presentationHS13:9891-9938
/code/branches/presentationHS14merge:10222-10257
/code/branches/questsystem:1894-2088
/code/branches/questsystem2:2107-2259
/code/branches/questsystem5:2776-2905
/code/branches/radarDreiD:9690-9901
/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/sfxThilo:9691-9917
/code/branches/shipSelection:9038-9206
/code/branches/skybox2:6559-6989
/code/branches/sound:2829-3010
/code/branches/sound2012:9205-9214
/code/branches/sound3:5941-6102
/code/branches/spaceNavigation:9381-9497
/code/branches/spaceboundaries:8085-8457
/code/branches/spaceboundaries2:8460-8613
/code/branches/spacerace:8182-8630
/code/branches/spaceraceTwo:8881-8996
/code/branches/spacestationentry:9699-9905
/code/branches/steering:5949-6091,8140-8595
/code/branches/storymodeHS14:10085-10254
/code/branches/surfaceRace:9028-9199
/code/branches/surfaceraceHS14:10080-10236
/code/branches/testing:9015-9549
/code/branches/tetris:8100-8563
/code/branches/towerdefenseFS15:10283-10614
/code/branches/towerdefenseHS14:10086-10247
/code/branches/turret:9380-9501
/code/branches/turretFS14:9998-10070
/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/weaponFS15:10302-10615
/code/branches/weapons:2897-3051,8143-8591
/code/branches/weaponsystem:2742-2890
/code/branches/weaponupdateHS14:10084-10237

Modified: code/branches/presentationHS15/data/levels/AITest.oxw
===================================================================
--- code/branches/presentationHS15/data/levels/AITest.oxw	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/data/levels/AITest.oxw	2015-12-14 10:31:30 UTC (rev 10974)
@@ -161,7 +161,7 @@
    
 <!-- HERE ENDS DEMO FOR THE ACTIONPOINTS -->
 <!-- HERE STARTS DEMO FOR FIGHTING -->
-    <!-- 
+    
 
     <SpaceShip position="-4000, 1500, -1000" lookat="0,0,0" team=0 name="d1sd1">
       <templates>
@@ -237,11 +237,11 @@
         <WingmanController team=1>
         </WingmanController>
       </controller>
-    </SpaceShip>  -->
+    </SpaceShip> 
 
 <!-- HERE ENDS DEMO FOR FIGHTING -->
 <!-- HERE STARTS DEMO FOR FORMATIONS -->
-    
+    <!-- 
     <Model mesh="cube.mesh" scale=8 position="   0,2000,    0" />
     <Model mesh="cube.mesh" scale=8 position="   0,2000,-2000" />
     <Model mesh="cube.mesh" scale=8 position="2000,2000,-2000" />
@@ -290,7 +290,7 @@
         </WingmanController>
       </controller>
     </SpaceShip> 
-   
+    -->
 <!-- HERE ENDS DEMO FOR FORMATIONS -->
     <!-- 1 division is roughly equal to 6 AIControllers--!>
 <!-- 

Modified: code/branches/presentationHS15/src/orxonox/controllers/ActionpointController.cc
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/ActionpointController.cc	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/ActionpointController.cc	2015-12-14 10:31:30 UTC (rev 10974)
@@ -52,7 +52,6 @@
         this->bStartedDodging_ = false;
         this->bDefaultPatrol_ = true;
         this->bDefaultFightAll_ = true;
-        this->stop_ = false;
         RegisterObject(ActionpointController);
 
     }
@@ -74,7 +73,7 @@
     }
     void ActionpointController::tick(float dt)
     {
-        if (!this || !this->getControllableEntity() || !this->isActive() || this->stop_)
+        if (!this || !this->getControllableEntity() || !this->isActive())
             return;
 
         //count ticks, ticks_ is unsigned, so overflow is not a problem
@@ -732,35 +731,31 @@
     {
         if (!this || !this->getControllableEntity())
             return;
-
-        //if (this->action_ != Action::FIGHT && this->action_ != Action::FIGHTALL)
+        
+        if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_))
         {
-            if (!this->target_ || (this->target_ && CommonController::distance (this->getControllableEntity(), this->target_) > this->attackRange_))
+            if (!this || !this->getControllableEntity())
+                return;
+            Pawn* newTarget = this->closestTarget();
+            if ( newTarget && 
+                CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget))
+                    <= this->attackRange_ )
             {
                 if (!this || !this->getControllableEntity())
                     return;
-                Pawn* newTarget = this->closestTarget();
-                if ( newTarget && 
-                    CommonController::distance (this->getControllableEntity(), static_cast<ControllableEntity*>(newTarget))
-                        <= this->attackRange_ )
+                this->setTarget(newTarget);
+                if (this->bLoop_ && !this->bPatrolling_)
                 {
-                    if (!this || !this->getControllableEntity())
-                        return;
-                    this->setTarget(newTarget);
-                    if (this->bLoop_ && !this->bPatrolling_)
-                    {
-                        Point p = { Action::FIGHT, "", Vector3::ZERO, true };
-                        this->loopActionpoints_.push_back(p);
-                    }
-                    else if (!this->bPatrolling_)
-                    {
-                        //orxout (internal_error) << "found new target " << CommonController::getName(newTarget) <<endl;
-                        Point p = { Action::FIGHT, "", Vector3::ZERO, false };
-                        this->parsedActionpoints_.push_back(p);
-                    }
-                    this->bPatrolling_ = true;
-                    this->executeActionpoint();
+                    Point p = { Action::FIGHT, "", Vector3::ZERO, true };
+                    this->loopActionpoints_.push_back(p);
                 }
+                else if (!this->bPatrolling_)
+                {
+                    Point p = { Action::FIGHT, "", Vector3::ZERO, false };
+                    this->parsedActionpoints_.push_back(p);
+                }
+                this->bPatrolling_ = true;
+                this->executeActionpoint();
             }
         }
     }

Modified: code/branches/presentationHS15/src/orxonox/controllers/ActionpointController.h
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/ActionpointController.h	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/ActionpointController.h	2015-12-14 10:31:30 UTC (rev 10974)
@@ -62,6 +62,7 @@
         being stored in an array of type Point::Value.
     @note
         ActionpointController will not work, if there is no MasterController in the level!
+        All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level.
     */
     namespace Action
     {  
@@ -215,9 +216,9 @@
                 float squaredaccuracy_;
                 std::vector<Point > parsedActionpoints_;//<! actionpoints as they are stored here after being parsed from XML
                 std::vector<Point > loopActionpoints_;  //<! actionpoints that are to be looped
-                bool bInLoop_;
+                bool bInLoop_;                          //<! variable for addActionpoint method
                 bool bLoop_;                            //<! is state machine looping?
-                bool bEndLoop_;                    
+                bool bEndLoop_;                         //<! variable for addActionpoint method
                 bool bTakenOver_;                       //<! are actionpoints taken over from the leader when he died? if yes, top actionpoint 
                                                         //<! is to be executed for the state machine to start working
             //----[/Actionpoint information]----
@@ -249,13 +250,11 @@
                 void nextActionpoint();                 
             //----[Actionpoint methods]----          
 
-                bool bDefaultFightAll_;
+                bool bDefaultFightAll_;     //<! if true, when no action set, this will fight all
 
-                bool bPatrolling_;
-                bool bDefaultPatrol_;
-                bool stop_;
+                bool bPatrolling_;        //<! true if current action_ is FIGHT because this found enemies that are close, need this to correctly go back to looping if was looping
+                bool bDefaultPatrol_;       //<! if true, this will look out for enemies that are close if this is just flying or doing nothing
                 unsigned int ticks_;     //<! local tick counter            
-
     };
 }
 

Modified: code/branches/presentationHS15/src/orxonox/controllers/CommonController.cc
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/CommonController.cc	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/CommonController.cc	2015-12-14 10:31:30 UTC (rev 10974)
@@ -22,7 +22,7 @@
  *   Author:
  *      Gani Aliguzhinov
  *   Co-authors:
- *      Dominik Solenicki
+ *      ...
  *
  */
 #include "controllers/CommonController.h"
@@ -72,10 +72,7 @@
     */    
     bool CommonController::sameTeam (ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gametype)
     {
-        //uncomment following code if functions stops working due to being a hack
-        /*if (!entity1 || !entity2)
-            return false;
-        return entity1->getTeam() == entity2->getTeam();*/
+        
         if (!entity1 || !entity2)
             return false;
         if (entity1 == entity2)

Modified: code/branches/presentationHS15/src/orxonox/controllers/CommonController.h
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/CommonController.h	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/CommonController.h	2015-12-14 10:31:30 UTC (rev 10974)
@@ -22,7 +22,7 @@
  *   Author:
  *      Gani Aliguzhinov
  *   Co-authors:
- *      Dominik Solenicki
+ *      ...
  *
  */
 
@@ -48,11 +48,11 @@
 
             CommonController(Context* context);
             virtual ~CommonController();
-            static float randomInRange(float a, float b);
-            static float distance(const ControllableEntity* entity1, const ControllableEntity* entity2);
+            static float randomInRange(float a, float b);   //<! returns random number from a to b
+            static float distance(const ControllableEntity* entity1, const ControllableEntity* entity2);    //<! returns distance between arguments
             static bool sameTeam (ControllableEntity* entity1, ControllableEntity* entity2, Gametype* gt);
-            static bool isLooking(const ControllableEntity* entityThatLooks, const ControllableEntity* entityBeingLookedAt, float angle ) ;
-            static std::string getName(const Pawn* entity ) ;           
+            static bool isLooking(const ControllableEntity* entityThatLooks, const ControllableEntity* entityBeingLookedAt, float angle) ;
+            static std::string getName(const Pawn* entity) ;           
     };
 }
 

Modified: code/branches/presentationHS15/src/orxonox/controllers/DivisionController.cc
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/DivisionController.cc	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/DivisionController.cc	2015-12-14 10:31:30 UTC (rev 10974)
@@ -78,6 +78,7 @@
             return;
         if (!(this->parsedActionpoints_.empty() && this->loopActionpoints_.empty()))
         {
+            //when this dies, its follower will execute all its actionpoints, if follower dies before this, wingman will do this
             if (this->myFollower_)
             {
                 this->myFollower_->takeActionpoints(this->parsedActionpoints_, this->loopActionpoints_, this->bLoop_);

Modified: code/branches/presentationHS15/src/orxonox/controllers/DivisionController.h
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/DivisionController.h	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/DivisionController.h	2015-12-14 10:31:30 UTC (rev 10974)
@@ -38,6 +38,7 @@
     /**
         @note
         ActionpointController will not work, if there is no MasterController in the level!
+        All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level.
     */
     class _OrxonoxExport DivisionController : public ActionpointController
     {

Modified: code/branches/presentationHS15/src/orxonox/controllers/FightingController.cc
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/FightingController.cc	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/FightingController.cc	2015-12-14 10:31:30 UTC (rev 10974)
@@ -150,7 +150,6 @@
                 return;
             if (!this->bDodge_)
             {
-                // orxout(internal_error) << "attacking" << endl;
                 this->bStartedDodging_ = false;
 
                 this->setTargetPosition(this->positionOfTarget_ - diffUnit * 50.0f);   
@@ -158,7 +157,6 @@
             }
             else if (bTargetIsLookingAtThis || diffLength < 700.0f)
             {
-                // orxout(internal_error) << "dodging" << endl;
                 if (!this->bStartedDodging_)
                 {
                     this->bStartedDodging_ = true;
@@ -169,14 +167,12 @@
             {
                 if (diffLength < 1000)
                 {
-                // orxout(internal_error) << "looking" << endl;                    
                     this->stopMoving();
                     this->startLookingAtTarget();
 
                 }
                 else
                 {
-                // orxout(internal_error) << "closing up" << endl;                    
                     this->setTargetPosition(this->positionOfTarget_ - diffUnit * 300.0f);
                 }
             }
@@ -353,14 +349,13 @@
                         // SubclassIdentifier<Munition> munition =  ClassByString(wName);
                         if (wName == "RocketFire")
                             this->rocketsLeft_ = 10;
-                            // this->rocketsLeft_ = orxonox_cast<Pawn*>(this->getControllableEntity())->getWeaponSystem()->getMunition(&munition)->getNumMunitionInCurrentMagazine(wMode);
                         if(this->getFiremode(wName) == -1) //only add a weapon, if it is "new"
                             weaponModes_[wName] = wMode->getMode();
                     }
                 }
                 if(weaponModes_.size())//at least one weapon detected
                     this->bSetupWorked = true;
-            }//pawn->weaponSystem_->getMunition(SubclassIdentifier< Munition > *identifier)->getNumMunition (WeaponMode *user);
+            }
         }
 
     }

Modified: code/branches/presentationHS15/src/orxonox/controllers/MasterController.cc
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/MasterController.cc	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/MasterController.cc	2015-12-14 10:31:30 UTC (rev 10974)
@@ -37,8 +37,6 @@
     MasterController::MasterController(Context* context) : Controller(context)
     {
         RegisterObject(MasterController);
-        // orxout(internal_error) << "MasterController was created" << endl;
-
         this->controllers_.clear();
         this->numberOfTicksPassedSinceLastActionCall_ = 0;
         this->indexOfCurrentController_ = 0;
@@ -49,12 +47,13 @@
     {
         this->controllers_.clear();
     } 
+    /*HACK*/
+    //the whole idea is a hack
     void MasterController::tick(float dt)
     {   
         if (!this->isActive())
             return;  
         ++this->ticks_;
-        //orxout(internal_error) << "Tick = " << this->ticks_ << endl;
         if (this->ticks_ == 1)
         {
             //fill the vector in the first tick
@@ -65,11 +64,9 @@
                     continue;
                 this->controllers_.push_back(*it);
             }
-            //orxout(internal_error) << "I got " << this->controllers_.size() << " controllers" << endl;
         }
         else
         {
-
             if (this->controllers_.empty())
                 return;
 
@@ -86,40 +83,41 @@
 
             if (this->numberOfTicksPassedSinceLastActionCall_ > 0)
             {
-                //call maneuver for current index
                 if (this->numberOfTicksPassedSinceLastActionCall_ == 3)
                 {
+                    //check if 0ptr
                     if (!this->controllers_.at(this->indexOfCurrentController_))
                     {
                         this->controllers_.erase(this->controllers_.begin() + this->indexOfCurrentController_);
                         return;
                     }
-                    //orxout (internal_error) << "Executing maneuver of Controller # " << this->indexOfCurrentController_ << endl;
+                    //call maneuver for current index
                     this->controllers_.at(this->indexOfCurrentController_)->maneuver();
                 }
                 else if (this->numberOfTicksPassedSinceLastActionCall_ == 6)
                 {
-                    //call canFire for current index
+                    //check if 0ptr
                     if (!this->controllers_.at(this->indexOfCurrentController_))
                     {
                         this->controllers_.erase(this->controllers_.begin() + this->indexOfCurrentController_);
                         return;
                     }
-                    //orxout (internal_error) << "Executing maneuver of Controller # " << this->indexOfCurrentController_ << endl;
+                    //call canFire for current index
                     this->controllers_.at(this->indexOfCurrentController_)->bShooting_ = this->controllers_.at(this->indexOfCurrentController_)->canFire();   
                 }
                 ++this->numberOfTicksPassedSinceLastActionCall_;
             }
             else
             {
-                //call action for current index
+                //check if 0ptr
                 if (!this->controllers_.at(this->indexOfCurrentController_))
                 {
                     this->controllers_.erase(this->controllers_.begin() + this->indexOfCurrentController_);
                     return;
                 }
-                //orxout (internal_error) << "Executing action of Controller # " << this->indexOfCurrentController_ << endl;
-                this->controllers_.at(this->indexOfCurrentController_)->action();    
+                //call action for current index
+                this->controllers_.at(this->indexOfCurrentController_)->action();   
+                 
                 //bCopyOrientation makes ship oscillate like crazy if set to true all the time.s
                 this->controllers_.at(this->indexOfCurrentController_)->bCopyOrientation_ = this->ticks_ % 3 == 0;
 

Modified: code/branches/presentationHS15/src/orxonox/controllers/SectionController.cc
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/SectionController.cc	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/SectionController.cc	2015-12-14 10:31:30 UTC (rev 10974)
@@ -83,8 +83,6 @@
                 return;
 
             this->myDivisionLeader_ = newDivisionLeader;
-            //spread copyOrientation called equally among the division
-
         }
         //----If have leader----
         else
@@ -110,8 +108,6 @@
                 || this->myDivisionLeader_->getAction() == Action::ATTACK))
             {
                 this->keepFormation();
-                //orxout (internal_error) << "Keeping formation" << endl;
-
             }
             else if (!this->myDivisionLeader_->bKeepFormation_)
             {
@@ -161,7 +157,6 @@
                         {
                             foundTarget = true;
                             target =  (*itP);
-                            //orxout(internal_error) << "Found target" << endl;
                             break; 
                         }
                     }

Modified: code/branches/presentationHS15/src/orxonox/controllers/SectionController.h
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/SectionController.h	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/SectionController.h	2015-12-14 10:31:30 UTC (rev 10974)
@@ -37,6 +37,7 @@
     /**
         @note
         ActionpointController will not work, if there is no MasterController in the level!
+        All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level.
     */
     class _OrxonoxExport SectionController : public ActionpointController
     {
@@ -65,7 +66,7 @@
 
         protected:       
             //----action must only be managed by this----     
-                virtual void action(); //<! action() is called in regular intervals managing the bot's behaviour.
+                virtual void action(); //<! action() is called in regular intervals by MasterController managing the bot's behaviour.
                 Vector3 getFormationPosition ();
                 void keepFormation();
         private:

Modified: code/branches/presentationHS15/src/orxonox/controllers/WingmanController.cc
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/WingmanController.cc	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/WingmanController.cc	2015-12-14 10:31:30 UTC (rev 10974)
@@ -98,7 +98,8 @@
         }
         else if (this->myLeader_)
         {
-            if (this->myLeader_->bKeepFormation_ || !(this->myLeader_->getAction() == Action::FIGHT || this->myLeader_->getAction() == Action::FIGHTALL
+            if (this->myLeader_->bKeepFormation_ || !(this->myLeader_->getAction() == Action::FIGHT 
+                || this->myLeader_->getAction() == Action::FIGHTALL
                 || this->myLeader_->getAction() == Action::ATTACK))
             {
                 this->keepFormation();
@@ -147,7 +148,6 @@
         }
         else
         {
-
             switch (this->formationMode_){
                 case FormationMode::WALL:
                 {
@@ -214,16 +214,10 @@
         if (closestLeader)
         {
             //----Racing conditions----
+            /*TODO: racing condition check is wrong and redundant, as there is no multithreading here, ticks get called one after another,
+            so it can be simplified to a check of whether leader got a wingman*/
             if (closestLeader->setWingman(orxonox_cast<ActionpointController*>(this)))
             {
-                if (closestLeader->getIdentifier()->getName() == "SectionController")
-                {
-                    this->actionTime_ = 1.6f;
-                }
-                else
-                {
-                    this->actionTime_ = 2.0f;
-                }
                 return closestLeader;
             }
         }

Modified: code/branches/presentationHS15/src/orxonox/controllers/WingmanController.h
===================================================================
--- code/branches/presentationHS15/src/orxonox/controllers/WingmanController.h	2015-12-14 10:24:35 UTC (rev 10973)
+++ code/branches/presentationHS15/src/orxonox/controllers/WingmanController.h	2015-12-14 10:31:30 UTC (rev 10974)
@@ -38,6 +38,7 @@
     /**
         @note
         ActionpointController will not work, if there is no MasterController in the level!
+        All the demos are in a file called AITest.oxw. In the menu look for New AI Testing Level.
     */
     class _OrxonoxExport WingmanController : public ActionpointController
     {
@@ -72,7 +73,6 @@
             //----private variables-----
                 WeakPtr<ActionpointController> myLeader_;
                 bool bFirstAction_;
-                float actionTime_;
 
 
     };




More information about the Orxonox-commit mailing list