Esempio n. 1
0
void BallStateAspect::UpdateCollidingAgents()
{
    mCollidingWithLeftTeamAgent = false;
    mCollidingWithRightTeamAgent = false;
    mCollidingAgents = list<boost::shared_ptr<AgentAspect> >();

    // get a list of agents that collided with the ball since the last
    // update of the recorder and remember the first returned node as
    // the last agent that collided with the ball.
    RecorderHandler::TParentList agents;
    mBallRecorder->FindParentsSupportingClass<AgentAspect>(agents);

    if (agents.size() > 0)
        {
            mLastCollidingAgent = static_pointer_cast<AgentAspect>
                (agents.front().lock());

            mLastAgentCollisionTime = mGameState->GetTime();

            for (RecorderHandler::TParentList::iterator it = agents.begin(); 
                 it != agents.end(); ++it) {
                boost::shared_ptr<oxygen::AgentAspect> agent = 
                    static_pointer_cast<AgentAspect>(it->lock());   
                boost::shared_ptr<AgentState> agentState;
                if (!SoccerBase::GetAgentState(agent, agentState))
                    {
                        GetLog()->Error() << "ERROR: (SoccerRuleAspect) Cannot"
                            " get AgentState from an AgentAspect\n";
                    }
                else {
                    mCollidingAgents.push_back(agent);
                    TTeamIndex team = agentState->GetTeamIndex(); 
                    if (team == TI_LEFT) {
                        mCollidingWithLeftTeamAgent = true;
                    } else if (team == TI_RIGHT) {
                        mCollidingWithRightTeamAgent = true;
                    }
                }
            }
        }

    // empty the recorder buffer
    mBallRecorder->Clear();
}
void BallStateAspect::UpdateLastCollidingAgent()
{
    // get a list of agents that collided with the ball since the last
    // update of the recorder and remember the first returned node as
    // the last agent that collided with the ball.
    RecorderHandler::TParentList agents;
    mBallRecorder->FindParentsSupportingClass<AgentAspect>(agents);

    if (agents.size() > 0)
        {
            mLastCollidingAgent = shared_static_cast<AgentAspect>
                (agents.front().lock());

            mLastAgentCollisionTime = mGameState->GetTime();
        }

    // empty the recorder buffer
    mBallRecorder->Clear();
}