placeable unit order buttons

working unit ability buttons
This commit is contained in:
devZoGok
2025-03-31 19:47:05 +03:00
parent 2741423774
commit 9eea473bef
13 changed files with 221 additions and 47 deletions
+5 -6
View File
@@ -11,7 +11,6 @@ Player.taskForceData = {
Player.taskForces = {}
--TODO use enum-like values instead of literals for order types
--TODO simplify building construction
function Player:buildFort(arguments)
forts = self:getUnitsByClass(UnitClass.FORT, 1)
@@ -47,7 +46,7 @@ function Player:buildFort(arguments)
angle = self.baseDir:getAngleBetween(Vector3:new(0, 0, 1)) * (right and -1 or 1)
fort = GameObjectFactory.createUnit(self, UnitId.FORT, sp, Quaternion:new(angle, Vector3:new(0, 1, 0)), 0)
self:addUnit(fort)
self:issueOrder(1, Vector3:new(0, 0, 0), {Target:new(fort, Vector3:new(0, 0, 0))}, false)
self:issueOrder(OrderType.BUILD, Vector3:new(0, 0, 0), {Target:new(fort, Vector3:new(0, 0, 0))}, false)
return BTNodeResult.RUNNING
end
@@ -85,7 +84,7 @@ function Player:buildStructure(engineer, buildingId, buildPos, buildAngle)
building = GameObjectFactory.createUnit(self, buildingId, buildPos, Quaternion:new(1, 0, 0, 0), 0)
self:addUnit(building)
self:issueOrder(1, Vector3:new(0, 0, 0), {Target:new(building, Vector3:new(0, 0, 0))}, false)
self:issueOrder(OrderType.BUILD, Vector3:new(0, 0, 0), {Target:new(building, Vector3:new(0, 0, 0))}, false)
end
building = self:getUnitsByClass(unitClass, 1)[1]
@@ -156,7 +155,7 @@ function Player:startHarvesting()
self:deselectUnits()
self:selectUnits({harvesters[1]})
self:issueOrder(7, Vector3:new(0, 0, 0), {Target:new(extractor, Vector3:new(0, 0, 0))}, false)
self:issueOrder(OrderType.SUPPLY, Vector3:new(0, 0, 0), {Target:new(extractor, Vector3:new(0, 0, 0))}, false)
return BTNodeResult.SUCCESS
end
@@ -259,7 +258,7 @@ function Player:clearNearEnemies(arguments)
if not taskForce.clearing and targUnit then
self:deselectUnits()
self:selectUnits(taskForce.units)
self:issueOrder(2, Vector3:new(0, 0, 0), {Target:new(targUnit, Vector3:new(0, 0, 0))}, false)
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(targUnit, Vector3:new(0, 0, 0))}, false)
self.taskForces[arguments.tfId].clearing = true
elseif taskForce.clearing and not targUnit then
@@ -281,7 +280,7 @@ function Player:attackSpawnPoint(arguments)
for i = 1, #taskForce.units do taskForce.units[i]:setState(0) end
enemySpawnPoint = Map.getSingleton():getSpawnPoint(taskForce.spawnPointId)
self:issueOrder(2, Vector3:new(0, 0, 0), {Target:new(nil, enemySpawnPoint)}, false)
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, enemySpawnPoint)}, false)
self.taskForces[arguments.tfId].attacking = true
return BTNodeResult.RUNNING
+20 -3
View File
@@ -1,4 +1,15 @@
--TYPE = {ATTACK = 0, BUILD = 1, MOVE = 2, GARRISON = 3, EJECT = 4, PATROL = 5, LAUNCH = 6};
OrderType = {
HALT = -1,
ATTACK = 0,
BUILD = 1,
MOVE = 2,
GARRISON = 3,
EJECT = 4,
PATROL = 5,
LAUNCH = 6,
SUPPLY = 7,
HACK = 8
}
UnitId = {
WAR_MECH = 0,
TANK = 1,
@@ -263,6 +274,7 @@ units = {
{id = UnitId.EXTRACTOR, buildable = true, trigger = 69},
{id = UnitId.REFINERY, buildable = true, trigger = 82},
},
abilityButtons = {{buttonType = ButtonType.ORDER, name = 'Hack', orderType = OrderType.HACK}},
unitClass = UnitClass.ENGINEER,
unitType = UnitType.HOVER,
armor = {ArmorType.MECHANIC},
@@ -818,6 +830,12 @@ units = {
{
unitClass = UnitClass.TRADE_CENTER,
unitType = UnitType.LAND,
abilityButtons = {
{buttonType = ButtonType.BUY_REFINEDS, name = 'Buy ref', trigger = 73},
{buttonType = ButtonType.SELL_REFINEDS, name = 'Sell ref', trigger = 79},
{buttonType = ButtonType.BUY_RESEARCH, name = 'Buy rsch', trigger = 75},
{buttonType = ButtonType.SELL_RESEARCH, name = 'Sell rsch', trigger = 76}
},
isVehicle = false,
health = 500,
buildTime = 1000,
@@ -830,13 +848,13 @@ units = {
basePath = PATH .. structurePrefix .. 'TradeCenters/',
meshPath = 'tradeCenter.xml',
albedoPath = 'tradeCenter.jpg',
--guiScreen = 'tradingCenterCommands.lua',
selectionSfx = PATH .. 'Sounds/Units/Sample/selection.ogg',
deathSfx = PATH .. 'Sounds/SFX/Explosions/explosion01.ogg',
},
{
unitClass = UnitClass.LAB,
unitType = UnitType.LAND,
abilityButtons = {{buttonType = ButtonType.ACTIVE_GAME_STATE, name = 'Tech tree', guiScreen = 'techTree.lua'}},
isVehicle = false,
health = 500,
buildTime = 1000,
@@ -852,7 +870,6 @@ units = {
basePath = PATH .. structurePrefix .. 'Labs/',
meshPath = 'lab2.xml',
albedoPath = 'lab.jpg',
--guiScreen = 'researchStructCommands.lua',
selectionSfx = PATH .. 'Sounds/Units/Sample/selection.ogg',
deathSfx = PATH .. 'Sounds/SFX/Explosions/explosion01.ogg',
},
+3 -1
View File
@@ -36,7 +36,9 @@ ButtonType = {
TRADING_SCREEN = 32,
TRADE_OFFER = 33,
RESOURCE_AMMOUNT = 34,
MINIMAP = 35
UNIT_STATE = 35,
ORDER = 36,
MINIMAP = 37,
}
ListboxType = {
+62 -14
View File
@@ -3,44 +3,92 @@ sz = 210
resTextScale = {x = .5, y = .5}
buttonInitPos = {x = sz, y = res.y - .75 * sz, z = 0}
buttonSize = {x = 20, y = 20}
buttonSize = {x = 50, y = 50}
buttonSpace = {x = 10, y = 10}
function generateButton(numGui, buttonData)
xOffset = math.floor(.5 * (numGui + 1)) * buttonSize.x
yOffset = (numGui + 1) % 2 == 0 and 0 or buttonSize.y
xOffset = math.floor(.5 * numGui) * (buttonSize.x + buttonSpace.x)
yOffset = (numGui + 1) % 2 == 0 and (buttonSize.y + buttonSpace.y) or 0
button = {
pos = {x = buttonInitPos.x + xOffset, y = buttonInitPos.y + yOffset, z = .5},
size = buttonSize,
guiType = GuiType.BUTTON,
name = buttonData.name,
buttonType = buttonData.buttonType,
trigger = buttonData.trigger,
factoryId = buttonData.factoryId
trigger = (buttonData.trigger or -1),
orderType = buttonData.orderType,
factoryId = buttonData.factoryId,
engineerId = buttonData.engineerId,
guiScreen = buttonData.guiScreen,
slotId = buttonData.slotId
}
return button
end
function generateGui(unitId)
gui = {}
local gui = {}
vehicleButtonData = {
{buttonType = ButtonType.UNIT_STATE, name = 'Change unit state'},
{buttonType = ButtonType.ORDER, orderType = OrderType.GARRISON, name = 'Garrison'},
{buttonType = ButtonType.ORDER, orderType = OrderType.PATROL, name = 'Patrol'},
{buttonType = ButtonType.ORDER, orderType = OrderType.HALT, name = 'Halt'}
}
structureButtonData = {
{buttonType = ButtonType.UNIT_STATE, name = 'Change unit state'},
{buttonType = ButtonType.ORDER, orderType = OrderType.HALT, name = 'Halt'}
}
if units[unitId + 1].buildableUnits then
for i = 1, #units[unitId + 1].buildableUnits do
buildUnit = units[unitId + 1].buildableUnits[i]
mainUnit = units[unitId + 1]
unitButtonData = mainUnit.isVehicle and vehicleButtonData or structureButtonData
if mainUnit.garrisonCapacity then
unitButtonData[#unitButtonData + 1] = {
buttonType = ButtonType.ORDER,
orderType = OrderType.EJECT,
name = 'Eject'
}
end
for i = 1, #unitButtonData do
gui[#gui + 1] = generateButton(#gui, unitButtonData[i])
end
if mainUnit.abilityButtons then
for i = 1, #mainUnit.abilityButtons do
abilButton = mainUnit.abilityButtons[i]
buttonData = {
trigger = abilButton.trigger,
name = abilButton.name,
buttonType = abilButton.buttonType,
guiScreen = abilButton.guiScreen,
orderType = abilButton.orderType
}
gui[#gui + 1] = generateButton(#gui, buttonData)
end
end
if mainUnit.buildableUnits then
for i = 1, #mainUnit.buildableUnits do
buildUnit = mainUnit.buildableUnits[i]
if not buildUnit.buildable then goto continue end
isFactory = (
buildUnit.unitClass == UnitClass.LAND_FACTORY or
buildUnit.unitClass == UnitClass.NAVAL_FACTORY or
buildUnit.unitClass == UnitClass.FORT
mainUnit.unitClass == UnitClass.LAND_FACTORY or
mainUnit.unitClass == UnitClass.NAVAL_FACTORY or
mainUnit.unitClass == UnitClass.FORT
)
buttonData = {
trigger = buildUnit.trigger,
name = units[unitId + 1].name,
name = units[buildUnit.id + 1].name,
buttonType = (mainUnit.isVehicle and ButtonType.BUILD or ButtonType.TRAIN),
factoryId = (isFactory and unitId or nil),
buttonType = (buildUnit.isVehicle and ButtonType.TRAIN or ButtonType.BUILD)
engineerId = (mainUnit.unitClass == UnitClass.ENGINEER and unitId or nil),
slotId = (ButtonType.BUILD and i - 1 or nil)
}
gui[#gui + 1] = generateButton(#gui, buttonData)
+1 -1
View File
@@ -15,7 +15,7 @@ set(BUILD_TESTS ON)
set(BUILD_SHARED_LIBS OFF CACHE BOOL FORCED)
cmake_policy(SET CMP0015 NEW)
set(UNIT_BUTTONS unitButton.cpp tradeButton.cpp buildButton.cpp trainButton.cpp researchButton.cpp)
set(UNIT_BUTTONS unitButton.cpp tradeButton.cpp buildButton.cpp trainButton.cpp researchButton.cpp orderButton.cpp stateToggleButton.cpp)
set(OPTIONS_BUTTONS optionsButton.cpp tabButton.cpp okButton.cpp defaultsButton.cpp)
set(TRADING_BUTTONS playerTradeButton.cpp tradingScreenButton.cpp offerButton.cpp resourceAmmountButton.cpp)
set(MENU_BUTTONS mainMenuButton.cpp singlePlayerButton.cpp exitButton.cpp backButton.cpp playButton.cpp)
+1 -19
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@@ -27,24 +27,6 @@ namespace battleship{
}
void ActiveStateButton::onClick(){
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
vector<Listbox*> listboxes{};
vector<Checkbox*> checkboxes{};
vector<Slider*> sliders{};
vector<Textbox*> textboxes{};
vector<Node*> guiRects{
guiManager->getGuiRectangle("refineds"),
guiManager->getGuiRectangle("wealth"),
guiManager->getGuiRectangle("research"),
};
vector<Text*> texts{
guiManager->getText("depth"),
guiManager->getText("refineds"),
guiManager->getText("wealth"),
guiManager->getText("research")
};
guiManager->readLuaScreenScript(guiScreen, buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
ConcreteGuiManager::getSingleton()->parseLuaScript(guiScreen);
}
}
+11 -2
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@@ -3,6 +3,7 @@
#include <quad.h>
#include "concreteGuiManager.h"
#include "unit.h"
#include "gameManager.h"
#include "singlePlayerButton.h"
#include "mapEditorButton.h"
@@ -32,6 +33,8 @@
#include "tradingScreenButton.h"
#include "offerButton.h"
#include "resourceAmmountButton.h"
#include "orderButton.h"
#include "stateToggleButton.h"
#include "minimapButton.h"
namespace battleship{
@@ -181,10 +184,10 @@ namespace battleship{
break;
}
case BUILD:
button = new BuildButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)SOL_LUA_STATE["UnitId"]["ENGINEER"], guiId);
button = new BuildButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["engineerId"], (int)guiTable["slotId"]);
break;
case TRAIN:
button = new TrainButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["factoryId"], guiId);
button = new TrainButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["factoryId"], (int)guiTable["slotId"]);
break;
case STATISTICS:
button = new StatsButton(pos, size, name, (int)guiTable["trigger"], imagePath);
@@ -226,6 +229,12 @@ namespace battleship{
case RESOURCE_AMMOUNT:
button = new ResourceAmmountButton(pos, size, name, (int)guiTable["ammount"], (int)guiTable["trigger"], imagePath);
break;
case ORDER:
button = new OrderButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["orderType"]);
break;
case UNIT_STATE:
button = new StateToggleButton(pos, size, name, (int)guiTable["trigger"], imagePath);
break;
case MINIMAP:{
string minimapPath = GameManager::getSingleton()->getPath() + "Models/Maps/" + Map::getSingleton()->getMapName() + "/minimap.jpg";
button = new MinimapButton(pos, size, minimapPath);
+2
View File
@@ -50,6 +50,8 @@ namespace battleship{
TRADING_SCREEN,
TRADE_OFFER,
RESOURCE_AMMOUNT,
UNIT_STATE,
ORDER,
MINIMAP
};
enum ListboxType {
+43
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@@ -0,0 +1,43 @@
#include "orderButton.h"
#include "gameManager.h"
#include "activeGameState.h"
#include "player.h"
#include "unit.h"
#include <stateManager.h>
namespace battleship{
using namespace std;
using namespace vb01;
using namespace vb01Gui;
using namespace gameBase;
OrderButton::OrderButton(Vector3 pos, Vector2 size, string name, int trigger, string imagePath, int oid) :
Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, true, imagePath),
orderId(oid)
{}
void OrderButton::onClick(){
Player *player = ((ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE))->getPlayer();
vector<Unit*> units = player->getSelectedUnits();
if(orderId > -1){
switch(Order::TYPE(orderId)){
case Order::TYPE::EJECT:
{
for(Unit *unit : units)
unit->receiveOrder(Order(Order::TYPE::EJECT, vector<Order::Target>{}), false);
break;
}
default:
{
break;
}
}
}
else
for(Unit *unit : units)
unit->halt();
}
}
+16
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@@ -0,0 +1,16 @@
#ifndef ORDER_BUTTON_H
#define ORDER_BUTTON_H
#include <button.h>
namespace battleship{
class OrderButton : public vb01Gui::Button{
public:
OrderButton(vb01::Vector3, vb01::Vector2, std::string, int, std::string, int);
void onClick();
private:
int orderId;
};
}
#endif
+40
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@@ -0,0 +1,40 @@
#include "stateToggleButton.h"
#include "gameManager.h"
#include "activeGameState.h"
#include "player.h"
#include "unit.h"
#include <stateManager.h>
namespace battleship{
using namespace std;
using namespace vb01;
using namespace vb01Gui;
using namespace gameBase;
StateToggleButton::StateToggleButton(Vector3 pos, Vector2 size, string name, int trigger, string imagePath) :
Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, true, imagePath) {}
void StateToggleButton::onClick(){
const int NUM_STATES = 3;
int numUnitsByState[NUM_STATES]{0, 0, 0};
Player *player = ((ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE))->getPlayer();
vector<Unit*> units = player->getSelectedUnits();
for(Unit *unit : units)
numUnitsByState[(int)unit->getState()]++;
int maxId = 0, maxNum = numUnitsByState[maxId];
for(int i = 0; i < NUM_STATES; i++)
if(maxNum < numUnitsByState[i]){
maxId = i;
maxNum = numUnitsByState[maxId];
}
Unit::State nextState = (maxId + 1 == NUM_STATES ? Unit::State(0) : Unit::State(maxId + 1));
for(Unit *unit : units) unit->setState(nextState);
}
}
+15
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@@ -0,0 +1,15 @@
#ifndef STATE_TOGGLE_BUTTON_H
#define STATE_TOGGLE_BUTTON_H
#include <button.h>
namespace battleship{
class StateToggleButton : public vb01Gui::Button{
public:
StateToggleButton(vb01::Vector3, vb01::Vector2, std::string, int, std::string);
void onClick();
private:
};
}
#endif
+2 -1
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@@ -53,7 +53,7 @@ namespace battleship{
std::vector<Target> targets;
Order(){}
Order(TYPE t, std::vector<Target> targ, vb01::Vector3 dir, int lid = -1, bool pa = true) : type(t), playerAssigned(pa), lineId(lid), targets(targ), direction(dir){}
Order(TYPE t, std::vector<Target> targ, vb01::Vector3 dir = vb01::Vector3::VEC_ZERO, int lid = -1, bool pa = true) : type(t), playerAssigned(pa), lineId(lid), targets(targ), direction(dir){}
};
enum class MoveDir {LEFT, UP, FORW};
@@ -138,6 +138,7 @@ namespace battleship{
void initLosLight();
void destroyLosLight();
inline void setState(State s){state = s;}
inline State getState(){return state;}
inline Engineer* toEngineer(){return (Engineer*)this;}
inline Structure* toStructure(){return (Structure*)this;}
inline Factory* toFactory(){return (Factory*)this;}