[Orxonox-commit 7715] r12308 - code/branches/OrxoBlox_FS19/src/modules/OrxoBlox
ahuwyler at orxonox.net
ahuwyler at orxonox.net
Thu Apr 18 15:44:10 CEST 2019
Author: ahuwyler
Date: 2019-04-18 15:44:09 +0200 (Thu, 18 Apr 2019)
New Revision: 12308
Removed:
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxAI.cc
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxAI.h
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBat.cc
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBat.h
Modified:
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/CMakeLists.txt
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.cc
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.h
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBall.cc
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBall.h
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxPrereqs.h
code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxWall.cc
Log:
Bats are gone
Modified: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/CMakeLists.txt
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/CMakeLists.txt 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/CMakeLists.txt 2019-04-18 13:44:09 UTC (rev 12308)
@@ -3,7 +3,6 @@
OrxoBlox.cc
OrxoBloxWall.cc
OrxoBloxBall.cc
- OrxoBloxBat.cc
OrxoBloxBot.cc
OrxoBloxCenterpoint.cc
OrxoBloxStones.cc
Modified: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.cc
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.cc 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.cc 2019-04-18 13:44:09 UTC (rev 12308)
@@ -32,19 +32,24 @@
*/
#include "OrxoBlox.h"
+#include "Highscore.h"
#include "core/CoreIncludes.h"
#include "core/EventIncludes.h"
#include "core/command/Executor.h"
-#include "core/config/ConfigValueIncludes.h"
+
+#include "core/config/ConfigValueIncludes.h"//Remove??
+
#include "gamestates/GSLevel.h"
-#include "chat/ChatManager.h"
+
+#include "chat/ChatManager.h"//Remove?
+
#include "OrxoBloxCenterpoint.h"
#include "OrxoBloxBall.h"
-#include "OrxoBloxBat.h"
-#include "OrxoBloxBot.h"
+// #include "OrxoBloxBat.h"//Remove??
+#include "OrxoBloxBot.h"//Remove??
#include "OrxoBloxStones.h"
#include "OrxoBloxWall.h"
@@ -51,9 +56,7 @@
namespace orxonox
{
- // Events to allow to react to scoring of a player, in the level-file.
- CreateEventName(OrxoBloxCenterpoint, right);
- CreateEventName(OrxoBloxCenterpoint, left);
+
RegisterUnloadableClass(OrxoBlox);
@@ -147,23 +150,8 @@
this->ball_->setBatLength(this->center_->getBatLength());
-
-
-
- // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint.
- for (WeakPtr<orxonox::OrxoBloxBat>& bat : this->bat_)
- {
- if (bat == nullptr)
- {
- bat = new OrxoBloxBat(this->center_->getContext());
- bat->addTemplate(this->center_->getBattemplate());
- }
- }
-
-
// Create the first Wall.
this->createWall();
- orxout()<< "helloo"<< endl;
}
else // If no centerpoint was specified, an error is thrown and the level is exited.
@@ -256,24 +244,7 @@
this->futureWall_->setGame(this);
}
- // void OrxoBlox::createWall(void) //TODO: random rotation offset between 0 and 3 (times 90°)
- // {
- // // create new futureBrick_
- // this->futureWall_ = new TetrisBrick(this->center_->getContext());
-
- // // Apply the stone template to the stone.
- // this->futureBrick_->addTemplate(this->center_->getBrickTemplate());
-
- // // Attach the brick to the Centerpoint and set the position of the brick to be at the left side.
- // this->center_->attach(this->futureBrick_);
- // float xPos = (this->center_->getWidth()*1.6f + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize();
- // float yPos = (this->center_->getHeight()-5.1f)*this->center_->getStoneSize();
-
- // this->futureBrick_->setPosition(xPos, yPos, 0.0f);
- // this->futureBrick_->setGame(this);
- // }
-
/**
@brief
Starts the ball with some default speed.
Modified: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.h
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.h 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBlox.h 2019-04-18 13:44:09 UTC (rev 12308)
@@ -95,7 +95,7 @@
WeakPtr<OrxoBloxCenterpoint> center_; //!< The playing field.
WeakPtr<OrxoBloxBall> ball_; //!< The OrxoBlox ball.
- WeakPtr<OrxoBloxBat> bat_[0]; //!< The two bats.
+
PlayerInfo* player_;
Timer starttimer_; //!< A timer to delay the start of the game.
Deleted: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxAI.cc
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxAI.cc 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxAI.cc 2019-04-18 13:44:09 UTC (rev 12308)
@@ -1,385 +0,0 @@
-/*
- * ORXONOX - the hottest 3D action shooter ever to exist
- * > www.orxonox.net <
- *
- *
- * License notice:
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Author:
- * Fabian 'x3n' Landau
- * Co-authors:
- * ...
- *
- */
-
-/**
- @file OrxoBloxAI.cc
- @brief Implementation of the OrxoBloxAI class.
-*/
-
-#include "OrxoBloxAI.h"
-
-#include "core/CoreIncludes.h"
-#include "core/config/ConfigValueIncludes.h"
-#include "core/command/Executor.h"
-#include "tools/Timer.h"
-
-#include "worldentities/ControllableEntity.h"
-
-#include "OrxoBloxBall.h"
-
-namespace orxonox
-{
- RegisterUnloadableClass(OrxoBloxAI);
-
- const static float MAX_REACTION_TIME = 0.4f;
-
- /**
- @brief
- Constructor. Registers and initializes the object.
- */
- OrxoBloxAI::OrxoBloxAI(Context* context) : Controller(context)
- {
- RegisterObject(OrxoBloxAI);
-
- this->ball_ = nullptr;
- this->ballDirection_ = Vector2::ZERO;
- this->ballEndPosition_ = 0;
- this->randomOffset_ = 0;
- this->bChangedRandomOffset_ = false;
- this->relHysteresisOffset_ = 0.02f;
- this->strength_ = 0.5f;
- this->movement_ = 0;
- this->oldMove_ = 0;
- this->bOscillationAvoidanceActive_ = false;
-
- this->setConfigValues();
- }
-
- /**
- @brief
- Destructor. Cleans up the list fo reaction timers.
- */
- OrxoBloxAI::~OrxoBloxAI()
- {
- for (std::pair<Timer*, char>& pair : this->reactionTimers_)
- delete pair.first;
- }
-
- /**
- @brief
- Sets config values.
- */
- void OrxoBloxAI::setConfigValues()
- {
- // Sets the strength of the OrxoBloxAi as a config value.
- SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong.");
- }
-
- /**
- @brief
- Is called each tick.
- Implements the behavior of the OrxoBloxAI (i.e. its intelligence).
- @param dt
- The time that has elapsed since the last tick.
- */
- void OrxoBloxAI::tick(float dt)
- {
- // If either the ball, or the controllable entity (i.e. the bat) don't exist (or aren't set).
- if (this->ball_ == nullptr || this->getControllableEntity() == nullptr)
- return;
-
- Vector3 mypos = this->getControllableEntity()->getPosition();
- Vector3 ballpos = this->ball_->getPosition();
- Vector3 ballvel = this->ball_->getVelocity();
- float hysteresisOffset = this->relHysteresisOffset_ * this->ball_->getFieldDimension().y;
-
- char move = 0;
- bool delay = false;
-
- // Check in which direction the ball is flying
- if ((mypos.x > 0 && ballvel.x < 0) || (mypos.x < 0 && ballvel.x > 0))
- {
- // The ball is flying away
- this->ballDirection_.x = -1;
- this->ballDirection_.y = 0;
- this->bOscillationAvoidanceActive_ = false;
-
- // Move to the middle
- if (mypos.z > hysteresisOffset)
- move = 1;
- else if (mypos.z < -hysteresisOffset)
- move = -1;
- }
- else if (ballvel.x == 0)
- {
- // The ball is standing still
- this->ballDirection_.x = 0;
- this->ballDirection_.y = 0;
- this->bOscillationAvoidanceActive_ = false;
- }
- else
- {
- // The ball is approaching
- if (this->ballDirection_.x != 1)
- {
- // The ball just started to approach, initialize all values
- this->ballDirection_.x = 1;
- this->ballDirection_.y = sgn(ballvel.z);
- this->ballEndPosition_ = 0;
- this->randomOffset_ = 0;
- this->bChangedRandomOffset_ = false;
-
- this->calculateRandomOffset();
- this->calculateBallEndPosition();
- delay = true;
- this->bOscillationAvoidanceActive_ = false;
- }
-
- if (this->ballDirection_.y != sgn(ballvel.z))
- {
- // The ball just bounced from a bound, recalculate the predicted end position
- this->ballDirection_.y = sgn(ballvel.z);
-
- this->calculateBallEndPosition();
- delay = true;
- this->bOscillationAvoidanceActive_ = false;
- }
-
- // If the ball is close enough, calculate another random offset to accelerate the ball
- if (!this->bChangedRandomOffset_)
- {
- float timetohit = (-ballpos.x + this->ball_->getFieldDimension().x / 2 * sgn(ballvel.x)) / ballvel.x;
- if (timetohit < 0.05)
- {
- this->bChangedRandomOffset_ = true;
- if (rnd() < this->strength_)
- this->calculateRandomOffset();
- }
- }
-
- // Move to the predicted end position with an additional offset (to hit the ball with the side of the bat)
- if (!this->bOscillationAvoidanceActive_)
- {
- float desiredZValue = this->ballEndPosition_ + this->randomOffset_;
-
- if (mypos.z > desiredZValue + hysteresisOffset * (this->randomOffset_ < 0))
- move = 1;
- else if (mypos.z < desiredZValue - hysteresisOffset * (this->randomOffset_ > 0))
- move = -1;
- }
-
- if (move != 0 && this->oldMove_ != 0 && move != this->oldMove_ && !delay)
- {
- // We had to correct our position because we moved too far
- // (and delay is false, so we're not in the wrong place because of a new end-position prediction)
- if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y)
- {
- // We're not at the right position, but we still hit the ball, so just stay there to avoid oscillation
- move = 0;
- this->bOscillationAvoidanceActive_ = true;
- }
- }
- }
-
- this->oldMove_ = move;
- this->move(move, delay);
- this->getControllableEntity()->moveFrontBack(this->movement_);
- }
-
- /**
- @brief
- Calculates the random offset, that accounts for random errors the AI makes in order to be beatable.
- The higher the strength of the AI, the smaller the (expected value of the) error.
- The result of this method is stored in this->randomOffset_.
- */
- void OrxoBloxAI::calculateRandomOffset()
- {
- // Calculate the exponent for the position-formula
- float exp = pow(10.0f, 1.0f - 2.0f*this->strength_); // strength: 0 -> exp = 10
- // strength: 0.5 -> exp = 1
- // strength: 1 -> exp = 0.1
-
- // Calculate the relative position where to hit the ball with the bat
- float position = pow(rnd(), exp); // exp > 1 -> position is more likely a small number
- // exp < 1 -> position is more likely a large number
-
- // The position shouldn't be larger than 0.5 (50% of the bat-length from the middle is the end)
- position *= 0.48f;
-
- // Both sides are equally probable
- position *= rndsgn();
-
- // Calculate the offset in world units
- this->randomOffset_ = position * this->ball_->getBatLength() * this->ball_->getFieldDimension().y;
- }
-
- /**
- @brief
- Calculate the end position the ball will be in.
- The result of this calculation is stored in this->ballEndPosition_.
- */
- void OrxoBloxAI::calculateBallEndPosition()
- {
- Vector3 position = this->ball_->getPosition();
- Vector3 velocity = this->ball_->getVelocity();
- Vector3 acceleration = this->ball_->getAcceleration();
- Vector2 dimension = this->ball_->getFieldDimension();
-
- // Calculate bounces. The number of predicted bounces is limited by the AIs strength
- for (float limit = -0.05f; limit < this->strength_ || this->strength_ > 0.99f; limit += 0.4f)
- {
- // calculate the time until the ball reaches the other side
- float totaltime = (-position.x + dimension.x / 2 * sgn(velocity.x)) / velocity.x;
-
- // calculate wall bounce position (four possible solutions of the equation: pos.z + vel.z*t + acc.z/2*t^2 = +/- dim.z/2)
- float bouncetime = totaltime;
- bool bUpperWall = false;
-
- if (acceleration.z == 0)
- {
- if (velocity.z > 0)
- {
- bUpperWall = true;
- bouncetime = (dimension.y/2 - position.z) / velocity.z;
- }
- else if (velocity.z < 0)
- {
- bUpperWall = false;
- bouncetime = (-dimension.y/2 - position.z) / velocity.z;
- }
- }
- else
- {
- // upper wall
- float temp = velocity.z*velocity.z + 2*acceleration.z*(dimension.y/2 - position.z);
- if (temp >= 0)
- {
- float t1 = (sqrt(temp) - velocity.z) / acceleration.z;
- float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1);
- if (t1 > 0 && t1 < bouncetime)
- {
- bouncetime = t1;
- bUpperWall = true;
- }
- if (t2 > 0 && t2 < bouncetime)
- {
- bouncetime = t2;
- bUpperWall = true;
- }
- }
- // lower wall
- temp = velocity.z*velocity.z - 2*acceleration.z*(dimension.y/2 + position.z);
- if (temp >= 0)
- {
- float t1 = (sqrt(temp) - velocity.z) / acceleration.z;
- float t2 = (sqrt(temp) + velocity.z) / acceleration.z * (-1);
- if (t1 > 0 && t1 < bouncetime)
- {
- bouncetime = t1;
- bUpperWall = false;
- }
- if (t2 > 0 && t2 < bouncetime)
- {
- bouncetime = t2;
- bUpperWall = false;
- }
- }
- }
-
- if (bouncetime < totaltime)
- {
- // Calculate a random prediction error, based on the vertical speed of the ball and the strength of the AI
- float randomErrorX = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / OrxoBloxBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_);
- float randomErrorZ = rnd(-1, 1) * dimension.y * (velocity.z / velocity.x / OrxoBloxBall::MAX_REL_Z_VELOCITY) * (1 - this->strength_);
-
- // ball bounces after <bouncetime> seconds, update the position and continue
- velocity.z = velocity.z + acceleration.z * bouncetime;
-
- if (bUpperWall)
- {
- position.z = dimension.y / 2;
- velocity.z = -fabs(velocity.z) + fabs(randomErrorZ);
- }
- else
- {
- position.z = -dimension.y / 2;
- velocity.z = fabs(velocity.z) - fabs(randomErrorZ);
- }
-
- position.x = position.x + velocity.x * bouncetime + randomErrorX;
- this->ballEndPosition_ = position.z;
- }
- else
- {
- // ball doesn't bounce, calculate the end position and return
- // calculate end-height: current height + slope * distance incl. acceleration
- this->ballEndPosition_ = position.z + velocity.z * totaltime + acceleration.z / 2 * totaltime * totaltime;
- return;
- }
- }
- }
-
- /**
- @brief
- Determine the movement the AI will undertake. (Either -1, 0 or 1)
- The result of this calculation is stored in this->movement_;
- @param direction
- The current direction of movement.
- @param bUseDelay
- The time by which this move is delayed. (Again, to make the AI less efficient)
- */
- void OrxoBloxAI::move(char direction, bool bUseDelay)
- {
- // The current direction is either what we're doing right now (movement_) or what is last in the queue
- char currentDirection = this->movement_;
- if (this->reactionTimers_.size() > 0)
- currentDirection = this->reactionTimers_.back().second;
-
- // Only add changes of direction
- if (direction == currentDirection)
- return;
-
- if (bUseDelay)
- {
- // Calculate delay
- float delay = MAX_REACTION_TIME * (1 - this->strength_);
-
- // Add a new Timer
- Timer* timer = new Timer(delay, false, createExecutor(createFunctor(&OrxoBloxAI::delayedMove, this)));
- this->reactionTimers_.emplace_back(timer, direction);
- }
- else
- {
- this->movement_ = direction;
- }
- }
-
- /**
- @brief
- Is called, when a delayed move takes effect.
- */
- void OrxoBloxAI::delayedMove()
- {
- // Get the new movement direction from the timer list
- this->movement_ = this->reactionTimers_.front().second;
-
- // Destroy the timer and remove it from the list
- delete this->reactionTimers_.front().first;
- this->reactionTimers_.pop_front();
- }
-}
Deleted: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxAI.h
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxAI.h 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxAI.h 2019-04-18 13:44:09 UTC (rev 12308)
@@ -1,98 +0,0 @@
-/*
- * ORXONOX - the hottest 3D action shooter ever to exist
- * > www.orxonox.net <
- *
- *
- * License notice:
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Author:
- * Fabian 'x3n' Landau
- * Co-authors:
- * ...
- *
- */
-
-/**
- @file OrxoBloxAI.h
- @brief Declaration of the OrxoBloxAI class.
- @ingroup OrxoBlox
-*/
-
-#ifndef _OrxoBloxAI_H__
-#define _OrxoBloxAI_H__
-
-#include "OrxoBlox/OrxoBloxPrereqs.h"
-
-#include <list>
-
-#include "util/Math.h"
-#include "tools/interfaces/Tickable.h"
-
-#include "controllers/Controller.h"
-#include "OrxoBloxBall.h"
-
-namespace orxonox
-{
-
- /**
- @brief
- The OrxoBloxAI is an artificial intelligence for the @ref orxonox::OrxoBlox "OrxoBlox" gametype.
-
- @author
- Fabian 'x3n' Landau
-
- @ingroup OrxoBlox
- */
- class _OrxoBloxExport OrxoBloxAI : public Controller, public Tickable
- {
- public:
- OrxoBloxAI(Context* context); //!< Constructor. Registers and initializes the object.
- virtual ~OrxoBloxAI();
-
- void setConfigValues();
-
- virtual void tick(float dt) override; //!< Implements the behavior of the OrxoBloxAI (i.e. its intelligence).
-
- /**
- @brief Set the ball for the AI.
- @param ball A pointer to the ball.
- */
- void setOrxoBloxBall(OrxoBloxBall* ball)
- { this->ball_ = ball; }
-
- protected:
- void calculateRandomOffset(); //!< Calculates the random offset, that accounts for random errors the AI makes in order to be beatable.
- void calculateBallEndPosition(); //!< Calculate the end position the ball will be in.
- void move(char direction, bool bUseDelay); //!< Determine the movement the AI will undertake.
- void delayedMove(); //!< Is called, when a delayed move takes effect.
-
- WeakPtr<OrxoBloxBall> ball_; //!< A weak pointer to the ball.
- Vector2 ballDirection_; //!< Vector to store the (x,z) direction in which the ball is flying.
- float ballEndPosition_; //!< The calculated end position of the ball.
- float randomOffset_; //!< A random offset to introduce random errors (weighted by the strength of the AI) into the AI's behavior.
- bool bChangedRandomOffset_; //!< Helper boolean, to change the random offset more often.
- float relHysteresisOffset_; //!< A hysteresis offset.
- float strength_; //!< The strength of the AI. Ranging from 0 to 1.
-
- std::list<std::pair<Timer*, char>> reactionTimers_; //!< A list of reaction timers and the directions that take effect when their timer expires.
- char movement_; //!< The planned movement.
- char oldMove_; //!< The previous movement.
- bool bOscillationAvoidanceActive_; //!< Boolean, to avoid oscillations.
- };
-}
-
-#endif /* _OrxoBloxAI_H__ */
Modified: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBall.cc
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBall.cc 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBall.cc 2019-04-18 13:44:09 UTC (rev 12308)
@@ -38,7 +38,6 @@
#include "gametypes/Gametype.h"
-#include "OrxoBloxBat.h"
#include "sound/WorldSound.h"
#include "core/XMLPort.h"
@@ -60,11 +59,7 @@
this->speed_ = 0;
this->accelerationFactor_ = 1.0f;
- this->bat_ = nullptr;
this->bDeleteBats_ = false;
- this->batID_ = new unsigned int[2];
- this->batID_[0] = OBJECTID_UNKNOWN;
- this->batID_[1] = OBJECTID_UNKNOWN;
this->relMercyOffset_ = 0.05f;
this->registerVariables();
@@ -96,7 +91,6 @@
if (this->isInitialized())
{
if (this->bDeleteBats_)
- delete[] this->bat_;
delete[] this->batID_;
}
@@ -122,8 +116,6 @@
registerVariable( this->batlength_ );
registerVariable( this->speed_ );
registerVariable( this->relMercyOffset_ );
- registerVariable( this->batID_[0] );
- registerVariable( this->batID_[1], VariableDirection::ToClient, new NetworkCallback<OrxoBloxBall>( this, &OrxoBloxBall::applyBats) );
}
/**
@@ -216,45 +208,7 @@
}
}
- /**
- @brief
- Set the bats for the ball.
- @param bats
- An array (of size 2) of weak pointers, to be set as the new bats.
- */
- void OrxoBloxBall::setBats(WeakPtr<OrxoBloxBat>* bats)
- {
- if (this->bDeleteBats_) // If there are already some bats, delete them.
- {
- delete[] this->bat_;
- this->bDeleteBats_ = false;
- }
- this->bat_ = bats;
- // Also store their object IDs, for synchronization.
- this->batID_[0] = this->bat_[0]->getObjectID();
- this->batID_[1] = this->bat_[1]->getObjectID();
- }
-
- /**
- @brief
- Get the bats over the network.
- */
- void OrxoBloxBall::applyBats()
- {
- // Make space for the bats, if they don't exist, yet.
- if (this->bat_ == nullptr)
- {
- this->bat_ = new WeakPtr<OrxoBloxBat>[2];
- this->bDeleteBats_ = true;
- }
-
- if (this->batID_[0] != OBJECTID_UNKNOWN)
- this->bat_[0] = orxonox_cast<OrxoBloxBat*>(Synchronisable::getSynchronisable(this->batID_[0]));
- if (this->batID_[1] != OBJECTID_UNKNOWN)
- this->bat_[1] = orxonox_cast<OrxoBloxBat*>(Synchronisable::getSynchronisable(this->batID_[1]));
- }
-
void OrxoBloxBall::setDefScoreSound(const std::string &OrxoBloxSound)
{
if( defScoreSound_ )
Modified: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBall.h
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBall.h 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBall.h 2019-04-18 13:44:09 UTC (rev 12308)
@@ -120,7 +120,7 @@
float getBatLength() const
{ return this->batlength_; }
- void setBats(WeakPtr<OrxoBloxBat>* bats); //!< Set the bats for the ball.
+
void applyBats(); //!< Get the bats over the network.
static const float MAX_REL_Z_VELOCITY;
@@ -140,7 +140,6 @@
float speed_; //!< The speed (in x-direction) of the ball.
float accelerationFactor_; //!< The acceleration factor of the ball.
float batlength_; //!< The length of the bats (in z-direction) as percentage of the height of the playing field.
- WeakPtr<OrxoBloxBat>* bat_; //!< An array with the two bats.
bool bDeleteBats_; //!< Bool, to keep track, of whether this->bat_ exists or not.
unsigned int* batID_; //!< The object IDs of the bats, to be able to synchronize them over the network.
float relMercyOffset_; //!< Offset, that makes the player not loose, when, in all fairness, he would have.
Deleted: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBat.cc
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBat.cc 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBat.cc 2019-04-18 13:44:09 UTC (rev 12308)
@@ -1,155 +0,0 @@
-/*
- * ORXONOX - the hottest 3D action shooter ever to exist
- * > www.orxonox.net <
- *
- *
- * License notice:
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Author:
- * Fabian 'x3n' Landau
- * Co-authors:
- * ...
- *
- */
-
-/**
- @file OrxoBloxBat.cc
- @brief Implementation of the OrxoBloxBat class.
-*/
-
-#include "OrxoBloxBat.h"
-
-#include "core/CoreIncludes.h"
-#include "core/XMLPort.h"
-
-namespace orxonox
-{
- RegisterClass(OrxoBloxBat);
-
- /**
- @brief
- Constructor. Registers and initializes the object.
- */
- OrxoBloxBat::OrxoBloxBat(Context* context) : ControllableEntity(context)
- {
- RegisterObject(OrxoBloxBat);
-
- this->movement_ = 0;
- this->bMoveLocal_ = false;
- this->speed_ = 60;
- this->length_ = 0.25;
- this->fieldHeight_ = 100;
- this->bSteadiedPosition_ = false;
-
- this->registerVariables();
- }
-
- /**
- @brief
- Registers variables to be synchronized over the network.
- */
- void OrxoBloxBat::registerVariables()
- {
- registerVariable(this->speed_);
- registerVariable(this->fieldHeight_);
- registerVariable(this->length_);
- }
-
- /**
- @brief
- Is called each tick.
- Moves the bat.
- @param dt
- The time since last tick.
- */
- void OrxoBloxBat::tick(float dt)
- {
- // If the bat is controlled (but not over the network).
- if (this->hasLocalController())
- {
- if (this->movement_ != 0)
- {
- // The absolute value of the movement is restricted to be lesser or equal than the speed of the bat.
- this->movement_ = clamp(this->movement_, -1.0f, 1.0f) * this->speed_;
-
- // If moveRightLeft() is used the movement is dependento on wehther it is the right or the left bat, so, it is i.e. dependent on the orientation of the bat.
- if (this->bMoveLocal_)
- this->setVelocity(this->getOrientation() * Vector3(this->movement_, 0, 0));
- else
- this->setVelocity(0, 0, this->movement_);
-
- this->movement_ = 0;
- this->bSteadiedPosition_ = false;
- }
- // If there is no movement but the position has not been steadied, the velocity is set to zero and the position is reaffirmed.
- else if (!this->bSteadiedPosition_)
- {
- // To ensure network synchronicity
- this->setVelocity(0, 0, 0);
- this->setPosition(this->getPosition());
- this->bSteadiedPosition_ = true;
- }
- }
-
- SUPER(OrxoBloxBat, tick, dt);
-
- // Restrict the position of the bats, for them to always be between the upper and lower delimiters. i.e. the bats stall if they reach the upper or lower boundary.
- Vector3 position = this->getPosition();
- if (position.z > this->fieldHeight_ / 2 - this->fieldHeight_ * this->length_ / 2)
- position.z = this->fieldHeight_ / 2 - this->fieldHeight_ * this->length_ / 2;
- if (position.z < -this->fieldHeight_ / 2 + this->fieldHeight_ * this->length_ / 2)
- position.z = -this->fieldHeight_ / 2 + this->fieldHeight_ * this->length_ / 2;
- if (position != this->getPosition())
- {
- this->setPosition(position);
- this->setVelocity( Vector3::ZERO );
- }
- }
-
- /**
- @brief
- Overloaded the function to steer the bat up and down.
- @param value
- A vector whose first component is the inverse direction in which we want to steer the bat.
- */
- void OrxoBloxBat::moveFrontBack(const Vector2& value)
- {
- this->bMoveLocal_ = false;
- this->movement_ = -value.x;
- }
-
- /**
- @brief
- Overloaded the function to steer the bat up and down.
- @param value
- A vector whose first component is the direction in which we wnat to steer the bat.
- */
- void OrxoBloxBat::moveRightLeft(const Vector2& value)
- {
- this->bMoveLocal_ = true;
- this->movement_ = value.x;
- }
-
- /**
- @brief
- Is called when the player changed.
- */
- void OrxoBloxBat::changedPlayer()
- {
- this->setVelocity(0, 0, 0);
- }
-}
Deleted: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBat.h
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBat.h 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxBat.h 2019-04-18 13:44:09 UTC (rev 12308)
@@ -1,120 +0,0 @@
-/*
- * ORXONOX - the hottest 3D action shooter ever to exist
- * > www.orxonox.net <
- *
- *
- * License notice:
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * Author:
- * Fabian 'x3n' Landau
- * Co-authors:
- * ...
- *
- */
-
-/**
- @file OrxoBloxBat.h
- @brief Declaration of the OrxoBloxBat class.
- @ingroup OrxoBlox
-*/
-
-#ifndef _OrxoBloxBat_H__
-#define _OrxoBloxBat_H__
-
-#include "OrxoBlox/OrxoBloxPrereqs.h"
-
-#include "worldentities/ControllableEntity.h"
-
-namespace orxonox
-{
-
- /**
- @brief
- The OrxoBloxBat class manages the bats for @ref orxonox::OrxoBlox "OrxoBlox", which are the elements controlled by the players.
-
- It is responsible for the movement (controlled by the players) of the bat.
-
- @author
- Fabian 'x3n' Landau
-
- @ingroup OrxoBlox
- */
- class _OrxoBloxExport OrxoBloxBat : public ControllableEntity
- {
- public:
- OrxoBloxBat(Context* context); //!< Constructor. Registers and initializes the object.
- virtual ~OrxoBloxBat() {}
-
- virtual void tick(float dt) override;
-
- virtual void moveFrontBack(const Vector2& value) override; //!< Overloaded the function to steer the bat up and down.
- virtual void moveRightLeft(const Vector2& value) override; //!< Overloaded the function to steer the bat up and down.
-
- virtual void changedPlayer() override; //!< Is called when the player changed.
-
- /**
- @brief Set the speed of the bat.
- @param speed The speed to be set.
- */
- void setSpeed(float speed)
- { this->speed_ = speed; }
- /**
- @brief Get the speed of the bat.
- @return Returns the speed of the bat.
- */
- float getSpeed() const
- { return this->speed_; }
-
- /**
- @brief Set the height of the playing field.
- @param height The height of the playing field.
- */
- void setFieldHeight(float height)
- { this->fieldHeight_ = height; }
- /**
- @brief Get the height of the playing field.
- @return Returns the height of the playing field.
- */
- float getFieldHeight() const
- { return this->fieldHeight_; }
-
- /**
- @brief Set the length of the bat.
- @param length The length of the bat (in z-direction) as percentage of the height of the playing field.
- */
- void setLength(float length)
- { this->length_ = length; }
- /**
- @brief Get the length of the bat.
- @return Returns the length of the bat (in z-direction) as percentage of the height of the playing field.
- */
- float getLength() const
- { return this->length_; }
-
- private:
- void registerVariables(); //!< Registers variables to be synchronized over the network.
-
- float movement_; //!< The amount (and direction), in z-direction, of movement of the bat.
- bool bMoveLocal_; //!< Helper to know whether the movement is caused by moveFrontBack() or moveRightLeft().
- float speed_; //!< The movement speed of the bat.
- float length_; //!< The length of the bat (in z-direction) as percentage of the height of the playing field.
- float fieldHeight_; //!< The height of the playing field.
- bool bSteadiedPosition_; //!< Helper boolean, to keep track of when to steady the position, to ensure network synchronicity.
- };
-}
-
-#endif /* _OrxoBloxBat_H__ */
Modified: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxPrereqs.h
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxPrereqs.h 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxPrereqs.h 2019-04-18 13:44:09 UTC (rev 12308)
@@ -68,9 +68,8 @@
namespace orxonox
{
class OrxoBlox;
- class OrxoBloxAI;
class OrxoBloxBall;
- class OrxoBloxBat;
+
class OrxoBloxCenterpoint;
class OrxoBloxWall;
class OrxobloxStones;
Modified: code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxWall.cc
===================================================================
--- code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxWall.cc 2019-04-18 13:00:44 UTC (rev 12307)
+++ code/branches/OrxoBlox_FS19/src/modules/OrxoBlox/OrxoBloxWall.cc 2019-04-18 13:44:09 UTC (rev 12308)
@@ -41,7 +41,7 @@
OrxoBlox* orxobloxGametype = orxonox_cast<OrxoBlox*>(this->getGametype());
return orxobloxGametype;
}
- else orxout()<<"There is no Gametype! ask Anna"<< endl;
+ else orxout()<<"There is no Gametype for OrxoBlox! ask Anna"<< endl;
return nullptr;
}
}
\ No newline at end of file
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