1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136
|
/* Battle Tanks Game
* Copyright (C) 2006-2009 Battle Tanks team
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* Additional rights can be granted beyond the GNU General Public License
* on the terms provided in the Exception. If you modify this file,
* you may extend this exception to your version of the file,
* but you are not obligated to do so. If you do not wish to provide this
* exception without modification, you must delete this exception statement
* from your version and license this file solely under the GPL without exception.
*/
#include "trooper.h"
#include "registrar.h"
#include "ai/waypoints.h"
class Civilian : public Trooper {
public:
Civilian(const std::string &classname) : Trooper(classname, std::string()) {}
void get_impassability_penalty(const float impassability, float &base, float &base_value, float &penalty) const {
if (impassability > 0.2f) {
base_value = 0.2f;
base = 0;
penalty = 0;
}
}
};
class AICivilian : public Civilian, public ai::Waypoints {
public:
AICivilian() : Civilian("civilian"), _thinking_timer(true), _guard_timer(false), _thinking(false), _guard(false) {}
void on_spawn() {
//GET_CONFIG_VALUE("object.civilian.thinking-duration", float, td, 3.0f);
_variants.add("no-grenades");
_thinking_timer.set(3.0f);
_guard_timer.set(2.0f);
_pose = "walk";
disown();
Trooper::on_spawn();
_avoid_obstacles = true;
_stop_on_obstacle = false;
ai::Waypoints::on_spawn(this);
}
void tick(const float dt) {
if (_thinking) {
if (get_state() != "thinking") {
cancel_all();
play("thinking", true);
LOG_DEBUG(("playing thinking..."));
}
} else Trooper::tick(dt);
}
void calculate(const float dt) {
if (_thinking_timer.tick(dt) && _thinking) {
_thinking = false;
_guard_timer.reset();
_guard = true;
LOG_DEBUG(("stop thinking, guard interval signalled"));
}
if (_guard_timer.tick(dt))
_guard = false;
if (_thinking) {
_velocity.clear();
} else {
ai::Waypoints::calculate(this, dt);
if (_guard) {
_velocity.normalize();
int dir = get_direction(), dirs = get_directions_number();
if (dir >= 0) {
v2<float> dv;
dv.fromDirection((dir - 1 + dirs) % dirs, dirs);
_velocity += dv / 2;
}
}
}
update_state_from_velocity();
}
virtual void onObstacle(const Object *o) {
if (_guard)
return;
LOG_DEBUG(("%d:%s: obstacle %s", get_id(), animation.c_str(), o->animation.c_str()));
_thinking = true;
_thinking_timer.reset();
int dirs = get_directions_number();
set_direction(get_relative_position(o).get_direction(dirs));
}
virtual void serialize(mrt::Serializator &s) const {
Civilian::serialize(s);
ai::Waypoints::serialize(s);
s.add(_thinking_timer);
s.add(_guard_timer);
s.add(_thinking);
s.add(_guard);
}
virtual void deserialize(const mrt::Serializator &s) {
Civilian::deserialize(s);
ai::Waypoints::deserialize(s);
s.get(_thinking_timer);
s.get(_guard_timer);
s.get(_thinking);
s.get(_guard);
}
Object *clone() const { return new AICivilian(*this); }
private:
Alarm _thinking_timer, _guard_timer;
bool _thinking, _guard;
};
REGISTER_OBJECT("civilian", AICivilian, ());
|