Merge branch 'freezer' into imp-215-freezer-weapons

This commit is contained in:
devZoGok
2026-01-29 20:40:34 +02:00
13 changed files with 5411 additions and 5284 deletions
File diff suppressed because it is too large Load Diff
@@ -71,7 +71,7 @@ UnitId = {
ER_REFINERY = 54,
ICE_SHEET = 55
}
WeaponClass = {FREEZE = 1}
WeaponClass = {DAMAGE = 0, FREEZE = 1}
UnitClass = {
WAR_MECH = 0,
TANK = 1,
@@ -2287,8 +2287,12 @@ units = {
type = WeaponClass.FREEZE,
orderType = OrderType.ATTACK,
rateOfFire = 100,
maxRange = 10,
maxRange = 30,
damage = 0,
nodes = {
{name = 'turret', rotationSpeed = .05, vertical = false},
{name = 'barrel', rotationSpeed = .05, angleConstraints = {min = -.523, max = .523}, vertical = true},
},
fireFx = {
{
vfx = false,
+1 -1
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@@ -35,7 +35,7 @@ set(CORE gameManager.cpp game.cpp pathfinder.cpp environment.cpp fxManager.cpp d
set(PROJECTILES projectile.cpp missile.cpp cruiseMissile.cpp shell.cpp)
set(VEHICLES vehicle.cpp submarine.cpp engineer.cpp resourceRover.cpp freezer.cpp)
set(STRUCTURES structure.cpp factory.cpp pointDefense.cpp extractor.cpp researchStruct.cpp iceSheet.cpp)
set(WEAPONS weapon.cpp cryoGun.cpp)
set(WEAPONS weapon.cpp)
set(UNITS unit.cpp ${WEAPONS} ${STRUCTURES} ${VEHICLES})
set(CONTENT map.cpp gameObject.cpp destructable.cpp gameObjectFrame.h gameObjectFactory.cpp resourceDeposit.cpp ${UNITS} ${PROJECTILES})
+13 -2
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@@ -719,7 +719,18 @@ namespace battleship{
else if(cursorState == CursorState::HACK){
if(orderPossible) issueOrder(Order::TYPE::HACK, vector<Order::Target>{Order::Target((Unit*)gameObjHoveredOn)}, shiftPressed);
}
else if((selectedUnits[0]->getUnitClass() == UnitClass::ENGINEER || selectedUnits[0]->getUnitClass() == UnitClass::FREEZER) && ufCtr->isPlacingOnSurface()){
else if(ufCtr->isPlacingOnSurface()){
Order::TYPE type;
switch(selectedUnits[0]->getUnitClass()){
case UnitClass::ENGINEER:
case UnitClass::FREEZER:
type = Order::TYPE::BUILD;
break;
default:
return;
}
targets.clear();
for(int i = 0; i < ufCtr->getNumGameObjectFrames(); i++){
@@ -728,7 +739,7 @@ namespace battleship{
if(gmObjFr.status == GameObjectFrame::NOT_PLACEABLE) continue;
Unit *buildStruct = GameObjectFactory::createUnit(mainPlayer, gmObjFr.getId(), gmObjFr.getPos(), gmObjFr.getRot());
issueOrder(Order::TYPE::BUILD, vector<Order::Target>{Order::Target(buildStruct, gmObjFr.getPos())}, shiftPressed);
issueOrder(type, vector<Order::Target>{Order::Target(buildStruct, gmObjFr.getPos())}, shiftPressed);
mainPlayer->addUnit(buildStruct);
}
-20
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@@ -1,20 +0,0 @@
#include "cryoGun.h"
#include "destructable.h"
#include "unit.h"
namespace battleship{
using namespace std;
using namespace vb01;
using namespace gameBase;
CryoGun::CryoGun(Unit *u, sol::table unitTable, int wid) : Weapon(u, unitTable, wid){}
void CryoGun::updateTarget(GameObject *target){
if(canFreeze()){
Destructable *destructTarg = target->getDestructable();
destructTarg->setFreezeStatus(destructTarg->getFreezeStatus() + 1);
lastFreezeTime = getTime();
}
}
}
-25
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@@ -1,25 +0,0 @@
#ifndef CRYOGUN_H
#define CRYOGUN_H
#include "weapon.h"
#include <util.h>
#include <solUtil.h>
namespace battleship{
class Unit;
class CryoGun : public Weapon{
public:
CryoGun(Unit*, sol::table, int);
private:
vb01::s64 lastFreezeTime = 0;
void updateTarget(GameObject*);
inline bool canFreeze(){return vb01::getTime() - lastFreezeTime > rateOfFire;}
};
}
#endif
+22 -1
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@@ -1,8 +1,13 @@
#include "freezer.h"
#include "weapon.h"
#include "structure.h"
#include "destructable.h"
#include <vector>
namespace battleship{
using namespace vb01;
using namespace std;
//TODO rename the class to a more generic name
Freezer::Freezer(Player *player, int id, Vector3 pos, Quaternion rot, Unit::State state) : Vehicle(player, id, pos, rot, state){}
@@ -12,7 +17,23 @@ namespace battleship{
Destructable *target = order.targets[0].unit->getDestructable();
if(target && target->getFreezeStatus() == 100)
if(target && target->getFreezeStatus() >= 100)
removeOrder(0);
}
void Freezer::build(Order order){
vector<Weapon*> weapons = getWeaponsByType((int)Weapon::Type::FREEZER);
if(weapons.empty()) return;
Unit *targ = (Unit*)order.targets[0].unit;
for(Weapon *w : weapons)
w->trackTarget(targ->getPos());
Vehicle::build(order);
if(targ->getUnitClass() == UnitClass::ICE_SHEET && ((Structure*)targ)->getBuildStatus() >= 100)
removeOrder(0);
}
}
+1
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@@ -9,6 +9,7 @@ namespace battleship{
Freezer(Player*, int, vb01::Vector3, vb01::Quaternion, Unit::State);
private:
void attack(Order);
void build(Order);
};
}
+11 -9
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@@ -13,7 +13,6 @@
#include <ext.hpp>
#include "unit.h"
#include "cryoGun.h"
#include "weapon.h"
#include "util.h"
#include "game.h"
@@ -142,14 +141,7 @@ namespace battleship{
if(wtOpt != sol::nullopt) wt = unitTable[tblName][i + 1]["type"];
switch((Weapon::Type)wt){
case Weapon::Type::FREEZER:
weapons.push_back(new CryoGun(this, unitTable, i));
break;
default:
weapons.push_back(new Weapon(this, unitTable, i));
break;
}
weapons.push_back(new Weapon(this, unitTable, i));
}
}
}
@@ -428,6 +420,16 @@ namespace battleship{
return weaps;
}
vector<Weapon*> Unit::getWeaponsByType(int type){
vector<Weapon*> weaps;
for(Weapon *w : weapons)
if(w->getType() == (Weapon::Type)type)
weaps.push_back(w);
return weaps;
}
void Unit::receiveOrder(Order order, bool add) {
if(!validateOrder(order)) return;
+1
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@@ -196,6 +196,7 @@ namespace battleship{
virtual void freeze(Order){}
float calculateRotation(vb01::Vector3, float, float);
std::vector<Weapon*> getWeaponsByOrder(Order::TYPE);
std::vector<Weapon*> getWeaponsByType(int);
};
}
+1 -1
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@@ -34,7 +34,6 @@ namespace battleship{
void addPathpoint(vb01::Vector3);
void removePathpoint(int = 0);
void removeAllPathpoints();
void build(Order);
void select();
void reinit();
protected:
@@ -48,6 +47,7 @@ namespace battleship{
void navigateToTarget(float);
void preparePathpoints(Order&, vb01::Vector3, bool = false);
virtual void attack(Order);
virtual void build(Order);
void garrison(Order);
void patrol(Order);
virtual void initProperties();
+21 -3
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@@ -9,6 +9,7 @@
#include "player.h"
#include "fxManager.h"
#include "destructable.h"
#include "structure.h"
#include "gameObjectFactory.h"
#include "projectile.h"
@@ -28,6 +29,11 @@ namespace battleship{
maxFireAngle = weaponTable["maxFireAngle"].get_or(.1);
orderType = (Order::TYPE)weaponTable["orderType"];
sol::optional<float> typeOpt = unitTable["weapons"][wid + 1]["type"];
if(typeOpt != sol::nullopt)
type = (Type)unitTable["weapons"][wid + 1]["type"];
initProjectileData(weaponTable);
initNodes(weaponTable);
@@ -155,8 +161,7 @@ namespace battleship{
aimedAtTarget = withinRange && withinAngle;
}
if((Order::TYPE)ordTp == Order::TYPE::ATTACK && aimedAtTarget)
fire(unit->getOrder(0));
if(aimedAtTarget) fire(unit->getOrder(0));
}
else{
Vector3 dir = (
@@ -204,7 +209,20 @@ namespace battleship{
}
void Weapon::updateTarget(GameObject *target){
target->getDestructable()->takeDamage(damage);
Destructable *destr = target->getDestructable();
switch(type){
case Type::FREEZER:
if(target->getType() == GameObject::Type::UNIT && ((Unit*)target)->getUnitClass() == UnitClass::ICE_SHEET)
((Structure*)target)->incrementBuildStatus();
else
destr->setFreezeStatus(destr->getFreezeStatus() + 1);
break;
default:
destr->takeDamage(damage);
break;
}
if(target->getType() == GameObject::Type::UNIT)
unit->getPlayer()->updateGameStats((Unit*)target);
+3 -1
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@@ -19,7 +19,7 @@ namespace battleship{
class Weapon{
public:
enum class Type{FREEZER = 1};
enum class Type{DAMAGE = 0, FREEZER = 1};
struct Component{
vb01::Node *node = nullptr;
@@ -46,6 +46,7 @@ namespace battleship{
inline int getMinRange(){return minRange;}
inline int getMaxRange(){return maxRange;}
inline Unit* getUnit(){return unit;}
inline Type getType(){return type;}
inline Order::TYPE getOrderType(){return orderType;}
private:
Unit *unit = nullptr;
@@ -58,6 +59,7 @@ namespace battleship{
vb01::Vector3 projPos, initUnitSpaceDir;
vb01::Node *projPar = nullptr;
static std::string LASER_FLAG;
Type type = Type::DAMAGE;
void initProjectileData(sol::table);
void initNodes(sol::table);