factories and engineers produce and build units by their specific buildable unit tables

This commit is contained in:
devZoGok
2024-03-03 15:47:09 +02:00
parent 7194db47ff
commit 74515d06e1
19 changed files with 150 additions and 71 deletions
+7 -8
View File
@@ -1,5 +1,6 @@
#include "trainButton.h"
#include "activeGameState.h"
#include "buildableUnit.h"
#include "factory.h"
#include <stateManager.h>
@@ -10,19 +11,17 @@ namespace battleship{
using namespace vb01;
using namespace gameBase;
TrainButton::TrainButton(Vector2 pos, Vector2 size, string name, int trigger, string imagePath, int fid, int tuid) :
factoryId(fid),
trainableUnitId(tuid),
UnitButton(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, imagePath){}
TrainButton::TrainButton(Vector2 pos, Vector2 size, string name, int trigger, string imagePath, int uid, int slId) :
UnitButton(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, imagePath, uid),
slotId(slId) {}
void TrainButton::onClick(){
ActiveGameState *activeState = (ActiveGameState*)(GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::ACTIVE_STATE));
Player *player = activeState->getPlayer();
UnitClass facClass = (UnitClass)generateView()["units"][factoryId + 1]["unitClass"];
vector<Unit*> selUnits = player->getSelectedUnits(), factories = player->getUnitsByClass(facClass);
vector<Unit*> selUnits = player->getSelectedUnits(), factories = player->getUnitsById(unitId);
for(Unit *fac : factories)
if(find(selUnits.begin(), selUnits.end(), fac) != selUnits.end())
((Factory*)fac)->appendToQueue(trainableUnitId);
if(fac->getBuildableUnit(slotId).buildable && find(selUnits.begin(), selUnits.end(), fac) != selUnits.end())
((Factory*)fac)->appendToQueue(slotId);
}
}