mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
placeable unit order buttons
working unit ability buttons
This commit is contained in:
@@ -11,7 +11,6 @@ Player.taskForceData = {
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Player.taskForces = {}
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--TODO use enum-like values instead of literals for order types
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--TODO simplify building construction
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function Player:buildFort(arguments)
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forts = self:getUnitsByClass(UnitClass.FORT, 1)
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@@ -47,7 +46,7 @@ function Player:buildFort(arguments)
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angle = self.baseDir:getAngleBetween(Vector3:new(0, 0, 1)) * (right and -1 or 1)
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fort = GameObjectFactory.createUnit(self, UnitId.FORT, sp, Quaternion:new(angle, Vector3:new(0, 1, 0)), 0)
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self:addUnit(fort)
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self:issueOrder(1, Vector3:new(0, 0, 0), {Target:new(fort, Vector3:new(0, 0, 0))}, false)
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self:issueOrder(OrderType.BUILD, Vector3:new(0, 0, 0), {Target:new(fort, Vector3:new(0, 0, 0))}, false)
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return BTNodeResult.RUNNING
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end
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@@ -85,7 +84,7 @@ function Player:buildStructure(engineer, buildingId, buildPos, buildAngle)
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building = GameObjectFactory.createUnit(self, buildingId, buildPos, Quaternion:new(1, 0, 0, 0), 0)
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self:addUnit(building)
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self:issueOrder(1, Vector3:new(0, 0, 0), {Target:new(building, Vector3:new(0, 0, 0))}, false)
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self:issueOrder(OrderType.BUILD, Vector3:new(0, 0, 0), {Target:new(building, Vector3:new(0, 0, 0))}, false)
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end
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building = self:getUnitsByClass(unitClass, 1)[1]
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@@ -156,7 +155,7 @@ function Player:startHarvesting()
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self:deselectUnits()
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self:selectUnits({harvesters[1]})
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self:issueOrder(7, Vector3:new(0, 0, 0), {Target:new(extractor, Vector3:new(0, 0, 0))}, false)
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self:issueOrder(OrderType.SUPPLY, Vector3:new(0, 0, 0), {Target:new(extractor, Vector3:new(0, 0, 0))}, false)
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return BTNodeResult.SUCCESS
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end
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@@ -259,7 +258,7 @@ function Player:clearNearEnemies(arguments)
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if not taskForce.clearing and targUnit then
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self:deselectUnits()
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self:selectUnits(taskForce.units)
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self:issueOrder(2, Vector3:new(0, 0, 0), {Target:new(targUnit, Vector3:new(0, 0, 0))}, false)
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self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(targUnit, Vector3:new(0, 0, 0))}, false)
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self.taskForces[arguments.tfId].clearing = true
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elseif taskForce.clearing and not targUnit then
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@@ -281,7 +280,7 @@ function Player:attackSpawnPoint(arguments)
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for i = 1, #taskForce.units do taskForce.units[i]:setState(0) end
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enemySpawnPoint = Map.getSingleton():getSpawnPoint(taskForce.spawnPointId)
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self:issueOrder(2, Vector3:new(0, 0, 0), {Target:new(nil, enemySpawnPoint)}, false)
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self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, enemySpawnPoint)}, false)
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self.taskForces[arguments.tfId].attacking = true
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return BTNodeResult.RUNNING
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@@ -1,4 +1,15 @@
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--TYPE = {ATTACK = 0, BUILD = 1, MOVE = 2, GARRISON = 3, EJECT = 4, PATROL = 5, LAUNCH = 6};
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OrderType = {
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HALT = -1,
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ATTACK = 0,
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BUILD = 1,
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MOVE = 2,
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GARRISON = 3,
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EJECT = 4,
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PATROL = 5,
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LAUNCH = 6,
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SUPPLY = 7,
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HACK = 8
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}
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UnitId = {
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WAR_MECH = 0,
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TANK = 1,
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@@ -263,6 +274,7 @@ units = {
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{id = UnitId.EXTRACTOR, buildable = true, trigger = 69},
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{id = UnitId.REFINERY, buildable = true, trigger = 82},
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},
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abilityButtons = {{buttonType = ButtonType.ORDER, name = 'Hack', orderType = OrderType.HACK}},
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unitClass = UnitClass.ENGINEER,
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unitType = UnitType.HOVER,
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armor = {ArmorType.MECHANIC},
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@@ -818,6 +830,12 @@ units = {
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{
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unitClass = UnitClass.TRADE_CENTER,
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unitType = UnitType.LAND,
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abilityButtons = {
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{buttonType = ButtonType.BUY_REFINEDS, name = 'Buy ref', trigger = 73},
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{buttonType = ButtonType.SELL_REFINEDS, name = 'Sell ref', trigger = 79},
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{buttonType = ButtonType.BUY_RESEARCH, name = 'Buy rsch', trigger = 75},
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{buttonType = ButtonType.SELL_RESEARCH, name = 'Sell rsch', trigger = 76}
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},
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isVehicle = false,
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health = 500,
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buildTime = 1000,
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@@ -830,13 +848,13 @@ units = {
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basePath = PATH .. structurePrefix .. 'TradeCenters/',
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meshPath = 'tradeCenter.xml',
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albedoPath = 'tradeCenter.jpg',
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--guiScreen = 'tradingCenterCommands.lua',
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selectionSfx = PATH .. 'Sounds/Units/Sample/selection.ogg',
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deathSfx = PATH .. 'Sounds/SFX/Explosions/explosion01.ogg',
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},
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{
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unitClass = UnitClass.LAB,
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unitType = UnitType.LAND,
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abilityButtons = {{buttonType = ButtonType.ACTIVE_GAME_STATE, name = 'Tech tree', guiScreen = 'techTree.lua'}},
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isVehicle = false,
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health = 500,
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buildTime = 1000,
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@@ -852,7 +870,6 @@ units = {
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basePath = PATH .. structurePrefix .. 'Labs/',
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meshPath = 'lab2.xml',
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albedoPath = 'lab.jpg',
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--guiScreen = 'researchStructCommands.lua',
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selectionSfx = PATH .. 'Sounds/Units/Sample/selection.ogg',
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deathSfx = PATH .. 'Sounds/SFX/Explosions/explosion01.ogg',
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},
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@@ -36,7 +36,9 @@ ButtonType = {
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TRADING_SCREEN = 32,
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TRADE_OFFER = 33,
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RESOURCE_AMMOUNT = 34,
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MINIMAP = 35
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UNIT_STATE = 35,
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ORDER = 36,
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MINIMAP = 37,
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}
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ListboxType = {
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@@ -3,44 +3,92 @@ sz = 210
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resTextScale = {x = .5, y = .5}
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buttonInitPos = {x = sz, y = res.y - .75 * sz, z = 0}
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buttonSize = {x = 20, y = 20}
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buttonSize = {x = 50, y = 50}
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buttonSpace = {x = 10, y = 10}
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function generateButton(numGui, buttonData)
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xOffset = math.floor(.5 * (numGui + 1)) * buttonSize.x
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yOffset = (numGui + 1) % 2 == 0 and 0 or buttonSize.y
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xOffset = math.floor(.5 * numGui) * (buttonSize.x + buttonSpace.x)
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yOffset = (numGui + 1) % 2 == 0 and (buttonSize.y + buttonSpace.y) or 0
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button = {
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pos = {x = buttonInitPos.x + xOffset, y = buttonInitPos.y + yOffset, z = .5},
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size = buttonSize,
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guiType = GuiType.BUTTON,
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name = buttonData.name,
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buttonType = buttonData.buttonType,
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trigger = buttonData.trigger,
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factoryId = buttonData.factoryId
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trigger = (buttonData.trigger or -1),
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orderType = buttonData.orderType,
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factoryId = buttonData.factoryId,
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engineerId = buttonData.engineerId,
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guiScreen = buttonData.guiScreen,
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slotId = buttonData.slotId
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}
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return button
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end
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function generateGui(unitId)
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gui = {}
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local gui = {}
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vehicleButtonData = {
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{buttonType = ButtonType.UNIT_STATE, name = 'Change unit state'},
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{buttonType = ButtonType.ORDER, orderType = OrderType.GARRISON, name = 'Garrison'},
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{buttonType = ButtonType.ORDER, orderType = OrderType.PATROL, name = 'Patrol'},
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{buttonType = ButtonType.ORDER, orderType = OrderType.HALT, name = 'Halt'}
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}
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structureButtonData = {
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{buttonType = ButtonType.UNIT_STATE, name = 'Change unit state'},
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{buttonType = ButtonType.ORDER, orderType = OrderType.HALT, name = 'Halt'}
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}
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if units[unitId + 1].buildableUnits then
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for i = 1, #units[unitId + 1].buildableUnits do
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buildUnit = units[unitId + 1].buildableUnits[i]
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mainUnit = units[unitId + 1]
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unitButtonData = mainUnit.isVehicle and vehicleButtonData or structureButtonData
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if mainUnit.garrisonCapacity then
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unitButtonData[#unitButtonData + 1] = {
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buttonType = ButtonType.ORDER,
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orderType = OrderType.EJECT,
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name = 'Eject'
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}
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end
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for i = 1, #unitButtonData do
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gui[#gui + 1] = generateButton(#gui, unitButtonData[i])
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end
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if mainUnit.abilityButtons then
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for i = 1, #mainUnit.abilityButtons do
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abilButton = mainUnit.abilityButtons[i]
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buttonData = {
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trigger = abilButton.trigger,
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name = abilButton.name,
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buttonType = abilButton.buttonType,
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guiScreen = abilButton.guiScreen,
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orderType = abilButton.orderType
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}
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gui[#gui + 1] = generateButton(#gui, buttonData)
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end
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end
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if mainUnit.buildableUnits then
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for i = 1, #mainUnit.buildableUnits do
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buildUnit = mainUnit.buildableUnits[i]
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if not buildUnit.buildable then goto continue end
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isFactory = (
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buildUnit.unitClass == UnitClass.LAND_FACTORY or
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buildUnit.unitClass == UnitClass.NAVAL_FACTORY or
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buildUnit.unitClass == UnitClass.FORT
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mainUnit.unitClass == UnitClass.LAND_FACTORY or
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mainUnit.unitClass == UnitClass.NAVAL_FACTORY or
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mainUnit.unitClass == UnitClass.FORT
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)
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buttonData = {
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trigger = buildUnit.trigger,
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name = units[unitId + 1].name,
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name = units[buildUnit.id + 1].name,
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buttonType = (mainUnit.isVehicle and ButtonType.BUILD or ButtonType.TRAIN),
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factoryId = (isFactory and unitId or nil),
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buttonType = (buildUnit.isVehicle and ButtonType.TRAIN or ButtonType.BUILD)
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engineerId = (mainUnit.unitClass == UnitClass.ENGINEER and unitId or nil),
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slotId = (ButtonType.BUILD and i - 1 or nil)
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}
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gui[#gui + 1] = generateButton(#gui, buttonData)
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+1
-1
@@ -15,7 +15,7 @@ set(BUILD_TESTS ON)
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set(BUILD_SHARED_LIBS OFF CACHE BOOL FORCED)
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cmake_policy(SET CMP0015 NEW)
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set(UNIT_BUTTONS unitButton.cpp tradeButton.cpp buildButton.cpp trainButton.cpp researchButton.cpp)
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set(UNIT_BUTTONS unitButton.cpp tradeButton.cpp buildButton.cpp trainButton.cpp researchButton.cpp orderButton.cpp stateToggleButton.cpp)
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set(OPTIONS_BUTTONS optionsButton.cpp tabButton.cpp okButton.cpp defaultsButton.cpp)
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set(TRADING_BUTTONS playerTradeButton.cpp tradingScreenButton.cpp offerButton.cpp resourceAmmountButton.cpp)
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set(MENU_BUTTONS mainMenuButton.cpp singlePlayerButton.cpp exitButton.cpp backButton.cpp playButton.cpp)
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+1
-19
@@ -27,24 +27,6 @@ namespace battleship{
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}
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void ActiveStateButton::onClick(){
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ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
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vector<Listbox*> listboxes{};
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vector<Checkbox*> checkboxes{};
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vector<Slider*> sliders{};
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vector<Textbox*> textboxes{};
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vector<Node*> guiRects{
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guiManager->getGuiRectangle("refineds"),
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guiManager->getGuiRectangle("wealth"),
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guiManager->getGuiRectangle("research"),
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};
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vector<Text*> texts{
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guiManager->getText("depth"),
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guiManager->getText("refineds"),
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guiManager->getText("wealth"),
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guiManager->getText("research")
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};
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guiManager->readLuaScreenScript(guiScreen, buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
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ConcreteGuiManager::getSingleton()->parseLuaScript(guiScreen);
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}
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}
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+11
-2
@@ -3,6 +3,7 @@
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#include <quad.h>
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#include "concreteGuiManager.h"
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#include "unit.h"
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#include "gameManager.h"
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#include "singlePlayerButton.h"
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#include "mapEditorButton.h"
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@@ -32,6 +33,8 @@
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#include "tradingScreenButton.h"
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#include "offerButton.h"
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#include "resourceAmmountButton.h"
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#include "orderButton.h"
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#include "stateToggleButton.h"
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#include "minimapButton.h"
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namespace battleship{
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@@ -181,10 +184,10 @@ namespace battleship{
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break;
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}
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case BUILD:
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button = new BuildButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)SOL_LUA_STATE["UnitId"]["ENGINEER"], guiId);
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button = new BuildButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["engineerId"], (int)guiTable["slotId"]);
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break;
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case TRAIN:
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button = new TrainButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["factoryId"], guiId);
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button = new TrainButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["factoryId"], (int)guiTable["slotId"]);
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break;
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case STATISTICS:
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button = new StatsButton(pos, size, name, (int)guiTable["trigger"], imagePath);
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@@ -226,6 +229,12 @@ namespace battleship{
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case RESOURCE_AMMOUNT:
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button = new ResourceAmmountButton(pos, size, name, (int)guiTable["ammount"], (int)guiTable["trigger"], imagePath);
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break;
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case ORDER:
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button = new OrderButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["orderType"]);
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break;
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case UNIT_STATE:
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button = new StateToggleButton(pos, size, name, (int)guiTable["trigger"], imagePath);
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break;
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case MINIMAP:{
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string minimapPath = GameManager::getSingleton()->getPath() + "Models/Maps/" + Map::getSingleton()->getMapName() + "/minimap.jpg";
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button = new MinimapButton(pos, size, minimapPath);
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@@ -50,6 +50,8 @@ namespace battleship{
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TRADING_SCREEN,
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TRADE_OFFER,
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RESOURCE_AMMOUNT,
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UNIT_STATE,
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ORDER,
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MINIMAP
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};
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enum ListboxType {
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@@ -0,0 +1,43 @@
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#include "orderButton.h"
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#include "gameManager.h"
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#include "activeGameState.h"
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#include "player.h"
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#include "unit.h"
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#include <stateManager.h>
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namespace battleship{
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using namespace std;
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using namespace vb01;
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using namespace vb01Gui;
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using namespace gameBase;
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OrderButton::OrderButton(Vector3 pos, Vector2 size, string name, int trigger, string imagePath, int oid) :
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Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, true, imagePath),
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orderId(oid)
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{}
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void OrderButton::onClick(){
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Player *player = ((ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE))->getPlayer();
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vector<Unit*> units = player->getSelectedUnits();
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if(orderId > -1){
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switch(Order::TYPE(orderId)){
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case Order::TYPE::EJECT:
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{
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for(Unit *unit : units)
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unit->receiveOrder(Order(Order::TYPE::EJECT, vector<Order::Target>{}), false);
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break;
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}
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default:
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{
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break;
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}
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}
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}
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else
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for(Unit *unit : units)
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unit->halt();
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}
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}
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@@ -0,0 +1,16 @@
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#ifndef ORDER_BUTTON_H
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#define ORDER_BUTTON_H
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#include <button.h>
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namespace battleship{
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class OrderButton : public vb01Gui::Button{
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public:
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OrderButton(vb01::Vector3, vb01::Vector2, std::string, int, std::string, int);
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void onClick();
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private:
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int orderId;
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};
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}
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#endif
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@@ -0,0 +1,40 @@
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#include "stateToggleButton.h"
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#include "gameManager.h"
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#include "activeGameState.h"
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#include "player.h"
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#include "unit.h"
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#include <stateManager.h>
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namespace battleship{
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using namespace std;
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using namespace vb01;
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using namespace vb01Gui;
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using namespace gameBase;
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StateToggleButton::StateToggleButton(Vector3 pos, Vector2 size, string name, int trigger, string imagePath) :
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Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, true, imagePath) {}
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void StateToggleButton::onClick(){
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const int NUM_STATES = 3;
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int numUnitsByState[NUM_STATES]{0, 0, 0};
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Player *player = ((ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE))->getPlayer();
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vector<Unit*> units = player->getSelectedUnits();
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for(Unit *unit : units)
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numUnitsByState[(int)unit->getState()]++;
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int maxId = 0, maxNum = numUnitsByState[maxId];
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||||
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for(int i = 0; i < NUM_STATES; i++)
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if(maxNum < numUnitsByState[i]){
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maxId = i;
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maxNum = numUnitsByState[maxId];
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}
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||||
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||||
Unit::State nextState = (maxId + 1 == NUM_STATES ? Unit::State(0) : Unit::State(maxId + 1));
|
||||
|
||||
for(Unit *unit : units) unit->setState(nextState);
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
@@ -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;}
|
||||
|
||||
Reference in New Issue
Block a user