mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
added missing files
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@@ -55,10 +55,6 @@ namespace battleship{
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void unload();
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int getCellId(vb01::Vector3, int);
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bool isPointWithinTerrainObject(vb01::Vector3, int);
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/*
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vb01::Vector3 getCellPos(int, int);
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bool isPointWithin(int, int, vb01::Vector3, vb01::Vector3, bool = false);
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*/
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inline TerrainObject getTerrainObject(int i){return terrainObjects[i];}
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inline int getNumTerrainObjects(){return terrainObjects.size();}
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inline vb01::Node* getNodeParent(){return nodeParent;}
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@@ -71,7 +67,6 @@ namespace battleship{
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Map(){}
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void loadSkybox(gameBase::LuaManager*);
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void loadTerrainObject(gameBase::LuaManager*, int);
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//void loadWaterbodies(gameBase::LuaManager*);
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};
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}
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@@ -272,75 +272,6 @@ namespace battleship{
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return projectiles;
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}
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/*
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void Unit::generateWeights(u32 **weights, int cellsByDim[3], Vector3 cellSize, int waterbodyId){
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Map *map = Map::getSingleton();
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u32 impassibleNodeVal = Pathfinder::getSingleton()->getImpassibleNodeVal();
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int size = cellsByDim[0] * cellsByDim[1] * cellsByDim[2];
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bool terrainCellsImpassible[size];
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MeshData meshData = map->getTerrainObject(0).node->getChild(0)->getMesh(0)->getMeshBase();
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MeshData::Vertex *verts = meshData.vertices;
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int numVerts = 3 * meshData.numTris;
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for(int i = 0; i < size; i++){
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for(int j = 0; j < numVerts; j++){
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bool pointWithin = map->isPointWithin(i, waterbodyId, verts[j].pos, cellSize, type == UnitType::UNDERWATER);
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TerrainObject waterbody;
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if(waterbodyId != -1)
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waterbody = map->getWaterBody(waterbodyId);
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bool impassibleForSeaUnits = (type == UnitType::SEA_LEVEL && pointWithin && waterbodyId != -1 && verts[j].pos.y > waterbody.pos.y);
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bool impassibleForSubs = (type == UnitType::UNDERWATER && pointWithin && waterbodyId != -1);
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bool impassibleForLandUnits = (type == UnitType::LAND && pointWithin && (waterbodyId != -1 && verts[j].pos.y < waterbody.pos.y));
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terrainCellsImpassible[i] = (impassibleForSeaUnits || impassibleForSubs || impassibleForLandUnits);
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}
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}
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int passVal = 1;
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for(int i = 0; i < size; i++){
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int xId = i % cellsByDim[0];
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int yId = i / (cellsByDim[0] * cellsByDim[2]);
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int zId = (i / cellsByDim[0]) % cellsByDim[2];
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for(int j = 0; j < size; j++){
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int weight = impassibleNodeVal;
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bool adjacent = false;
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if(xId == 0 && j - i == 1)
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adjacent = true;
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else if(xId == cellsByDim[0] - 1 && j - i == -1)
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adjacent = true;
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else if(0 < xId && xId < cellsByDim[0] - 1 && abs(j - i) == 1)
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adjacent = true;
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if(yId == 0 && j - i == cellsByDim[0] * cellsByDim[2])
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adjacent = true;
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else if(0 < yId && yId < cellsByDim[1] - 1 && abs(j - i) == cellsByDim[0] * cellsByDim[2])
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adjacent = true;
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else if(yId == cellsByDim[1] - 1 && j - i == -(cellsByDim[0] * cellsByDim[2]))
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adjacent = true;
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if(zId == 0 && j - i == cellsByDim[0])
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adjacent = true;
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else if(zId == cellsByDim[2] - 1 && j - i == -cellsByDim[0])
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adjacent = true;
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else if(0 < zId && zId < cellsByDim[2] - 1 && abs(j - i) == cellsByDim[0])
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adjacent = true;
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if(i == j)
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weight = 0;
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weight = (adjacent && !terrainCellsImpassible[j] ? passVal : impassibleNodeVal);
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weights[i][j] = weight;
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}
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}
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}
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*/
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void Unit::addOrder(Order order){
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int id = 0;
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Map *map = Map::getSingleton();
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@@ -86,7 +86,6 @@ namespace battleship{
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inline vb01::Vector3 getLeftVec() {return leftVec;}
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inline vb01::Vector3 getUpVec() {return upVec;}
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private:
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//void generateWeights(vb01::u32**, int[3], vb01::Vector3, int);
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void updateScreenCoordinates();
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void displayUnitStats();
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inline int getNextPatrolPointId(int numPoints) {return patrolPointId == numPoints - 1 ? 0 : patrolPointId + 1;}
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