mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
technologies in posession improve unit abilities
This commit is contained in:
@@ -1,5 +1,19 @@
|
||||
AbilityType = {SPEED = 0}
|
||||
|
||||
ablilities = {
|
||||
{type = AbilityType.SPEED, ammount = .2, units = {UnitClass.WAR_MECH}}
|
||||
AbilityType = {
|
||||
SPEED = 0,
|
||||
HEALTH = 1,
|
||||
LINE_OF_SIGHT = 1,
|
||||
MAX_TURN_ANGLE = 2,
|
||||
DIRECT_HIT_DAMAGE = 3,
|
||||
EXPLOSION_RADIUS = 4,
|
||||
EXPLOSION_DAMAGE = 5,
|
||||
CAPACITY = 6,
|
||||
LOAD_RATE = 7,
|
||||
LOAD_SPEED = 8,
|
||||
DRAW_RATE = 9,
|
||||
DRAW_SPEED = 10,
|
||||
HACK_RANGE = 11
|
||||
}
|
||||
|
||||
abilities = {
|
||||
{type = AbilityType.SPEED, gameObjType = 0, ammount = .4, gameObjIds = {UnitId.WAR_MECH}}
|
||||
}
|
||||
|
||||
@@ -14,7 +14,7 @@ technologies = {
|
||||
description = '',
|
||||
parents = {},
|
||||
children = {},
|
||||
abilities = {},
|
||||
abilities = {0},
|
||||
},
|
||||
{
|
||||
id = TechnologyId.EFT,
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
#ifndef ABILITY_H
|
||||
#define ABILITY_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace battleship{
|
||||
struct Ability{
|
||||
enum class Type{
|
||||
SPEED,
|
||||
HEALTH,
|
||||
LINE_OF_SIGHT,
|
||||
MAX_TURN_ANGLE,
|
||||
DIRECT_HIT_DAMAGE,
|
||||
EXPLOSION_RADIUS,
|
||||
EXPLOSION_DAMAGE,
|
||||
CAPACITY,
|
||||
LOAD_RATE,
|
||||
LOAD_SPEED,
|
||||
DRAW_RATE,
|
||||
DRAW_SPEED,
|
||||
HACK_RANGE
|
||||
};
|
||||
|
||||
Type type;
|
||||
float ammount;
|
||||
int gameObjType;
|
||||
std::vector<int> gameObjIds;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -52,6 +52,7 @@ namespace battleship{
|
||||
"Scripts/aiAgent.lua",
|
||||
"Scripts/Core/player.lua",
|
||||
"Scripts/Technologies/technologyData.lua",
|
||||
"Scripts/Abilities/abilityData.lua",
|
||||
};
|
||||
|
||||
const static Bind staticBinds[numAppStates][maxStaticBinds]{
|
||||
|
||||
+3
-1
@@ -16,7 +16,9 @@ namespace battleship{
|
||||
using namespace gameBase;
|
||||
|
||||
Engineer::Engineer(Player *player, int id, Vector3 pos, Quaternion rot, Unit::State state) : Vehicle(player, id, pos, rot, state){
|
||||
hackRange = generateView()["units"][id + 1]["hackRange"];
|
||||
Game *game = Game::getSingleton();
|
||||
vector<int> currTechs = player->getTechnologies();
|
||||
hackRange = generateView()["units"][id + 1]["hackRange"]; hackRange += game->calcAbilFromTech(Ability::Type::HACK_RANGE, currTechs, (int)GameObject::type, id);
|
||||
|
||||
Vector2 size = Vector2(lenHpBar, 10);
|
||||
hackStatusBackground = Unit::createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 0, 1));
|
||||
|
||||
+10
-4
@@ -27,10 +27,6 @@ namespace battleship{
|
||||
}
|
||||
}
|
||||
|
||||
sol::table unitTable = generateView()["units"][id + 1];
|
||||
drawRate = unitTable["drawRate"];
|
||||
drawSpeed = unitTable["drawSpeed"];
|
||||
|
||||
Vector2 size = Vector2(lenHpBar, 10);
|
||||
ammountBackground = Unit::createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 0, 1));
|
||||
ammountForeground = Unit::createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 1, 1));
|
||||
@@ -41,6 +37,16 @@ namespace battleship{
|
||||
removeBar(ammountBackground);
|
||||
}
|
||||
|
||||
void Extractor::initProperties(){
|
||||
Structure::initProperties();
|
||||
Game *game = Game::getSingleton();
|
||||
vector<int> currTechs = player->getTechnologies();
|
||||
|
||||
sol::table unitTable = generateView()["units"][id + 1];
|
||||
drawRate = unitTable["drawRate"]; drawRate += game->calcAbilFromTech(Ability::Type::DRAW_RATE, currTechs, (int)GameObject::type, id);
|
||||
drawSpeed = unitTable["drawSpeed"]; drawSpeed += game->calcAbilFromTech(Ability::Type::DRAW_SPEED, currTechs, (int)GameObject::type, id);
|
||||
}
|
||||
|
||||
void Extractor::update(){
|
||||
Structure::update();
|
||||
|
||||
|
||||
@@ -17,6 +17,8 @@ namespace battleship{
|
||||
bool canDraw(){return vb01::getTime() - lastDrawTime > drawRate;}
|
||||
inline ResourceDeposit* getDeposit(){return deposit;}
|
||||
private:
|
||||
void initProperties();
|
||||
|
||||
int drawSpeed, drawRate;
|
||||
vb01::s64 lastDrawTime = 0;
|
||||
vb01::Node *ammountBackground = nullptr, *ammountForeground = nullptr;
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
#include "concreteGuiManager.h"
|
||||
#include "defConfigs.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include <assetManager.h>
|
||||
#include <particleEmitter.h>
|
||||
|
||||
@@ -215,11 +217,11 @@ namespace battleship{
|
||||
unit->halt();
|
||||
}
|
||||
|
||||
vector<int> Game::parseTechTable(int tid, string techKey, string numVarKey, string varKey){
|
||||
vector<int> Game::parseTechTable(int tid, string key, string numVarKey, string varKey){
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
SOL_LUA_VIEW.script(numVarKey + " = #" + techKey + "[" + to_string(tid + 1) + "]." + varKey);
|
||||
SOL_LUA_VIEW.script(numVarKey + " = #" + key + "[" + to_string(tid + 1) + "]." + varKey);
|
||||
int numVar = SOL_LUA_VIEW[numVarKey];
|
||||
sol::table techTable = SOL_LUA_VIEW[techKey][tid + 1];
|
||||
sol::table techTable = SOL_LUA_VIEW[key][tid + 1];
|
||||
|
||||
vector<int> varVec;
|
||||
|
||||
@@ -252,5 +254,36 @@ namespace battleship{
|
||||
|
||||
technologies.push_back(t);
|
||||
}
|
||||
|
||||
techKey = "abilities";
|
||||
SOL_LUA_VIEW.script("numAbilities = #" + techKey);
|
||||
int numAbilities = SOL_LUA_VIEW["numAbilities"];
|
||||
|
||||
for(int i = 0; i < numAbilities; i++){
|
||||
sol::table techTable = SOL_LUA_VIEW[techKey][i + 1];
|
||||
|
||||
Ability ability;
|
||||
ability.type = techTable["type"];
|
||||
ability.ammount = techTable["ammount"];
|
||||
ability.gameObjType = techTable["gameObjType"];
|
||||
ability.gameObjIds = parseTechTable(i, techKey, "numGameObjIds", "gameObjIds");
|
||||
abilities.push_back(ability);
|
||||
}
|
||||
}
|
||||
|
||||
float Game::calcAbilFromTech(Ability::Type type, vector<int> techResearch, int gameObjType, int unitId){
|
||||
float ammount = 0;
|
||||
|
||||
for(int techId : techResearch)
|
||||
for(int abilId : technologies[techId].abilities)
|
||||
if(
|
||||
abilities[abilId].type == type &&
|
||||
abilities[abilId].gameObjType == gameObjType &&
|
||||
find(abilities[abilId].gameObjIds.begin(), abilities[abilId].gameObjIds.end(), unitId) != abilities[abilId].gameObjIds.end()
|
||||
){
|
||||
ammount += abilities[abilId].ammount;
|
||||
}
|
||||
|
||||
return ammount;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include "fx.h"
|
||||
#include "technology.h"
|
||||
#include "ability.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
@@ -25,6 +26,7 @@ namespace battleship{
|
||||
void explode(vb01::Vector3, int, float, sf::Sound*);
|
||||
void changeUnitPlayer(Unit*, Player*);
|
||||
void initTechnologies();
|
||||
float calcAbilFromTech(Ability::Type, std::vector<int>, int, int);
|
||||
inline void addFx(Fx f){fx.push_back(f);}
|
||||
inline void addPlayer(Player *pl){players.push_back(pl);}
|
||||
inline std::vector<Player*>& getPlayers(){return players;}
|
||||
@@ -39,6 +41,7 @@ namespace battleship{
|
||||
bool paused = false, ended = false;
|
||||
std::vector<Fx> fx;
|
||||
std::vector<Technology> technologies;
|
||||
std::vector<Ability> abilities;
|
||||
std::vector<Player*> players;
|
||||
};
|
||||
}
|
||||
|
||||
+10
-7
@@ -1,20 +1,21 @@
|
||||
#include <node.h>
|
||||
#include <model.h>
|
||||
#include <material.h>
|
||||
#include <particleEmitter.h>
|
||||
#include <quaternion.h>
|
||||
#include <rayCaster.h>
|
||||
#include <quaternion.h>
|
||||
#include <particleEmitter.h>
|
||||
|
||||
#include <stateManager.h>
|
||||
|
||||
#include "fx.h"
|
||||
#include "game.h"
|
||||
#include "unit.h"
|
||||
#include "util.h"
|
||||
#include "player.h"
|
||||
#include "projectile.h"
|
||||
#include "resourceDeposit.h"
|
||||
#include "defConfigs.h"
|
||||
#include "resourceDeposit.h"
|
||||
#include "inGameAppState.h"
|
||||
#include "fx.h"
|
||||
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
@@ -51,14 +52,16 @@ namespace battleship{
|
||||
|
||||
void Projectile::initProperties(){
|
||||
GameObject::initProperties();
|
||||
Game *game = Game::getSingleton();
|
||||
vector<int> currTechs = player->getTechnologies();
|
||||
|
||||
sol::table projTable = generateView()[GameObject::getGameObjTableName()][id + 1];
|
||||
rayLength = projTable["rayLength"];
|
||||
directHitDamage = projTable["directHitDamage"];
|
||||
directHitDamage = projTable["directHitDamage"]; directHitDamage += game->calcAbilFromTech(Ability::Type::DIRECT_HIT_DAMAGE, currTechs, (int)GameObject::type, id);
|
||||
|
||||
string explKey = "explosion";
|
||||
explosionDamage = projTable[explKey]["damage"];
|
||||
explosionRadius = projTable[explKey]["radius"];
|
||||
explosionDamage = projTable[explKey]["damage"]; explosionDamage += game->calcAbilFromTech(Ability::Type::EXPLOSION_DAMAGE, currTechs, (int)GameObject::type, id);
|
||||
explosionRadius = projTable[explKey]["radius"]; explosionRadius += game->calcAbilFromTech(Ability::Type::EXPLOSION_RADIUS, currTechs, (int)GameObject::type, id);
|
||||
speed = projTable["speed"];
|
||||
rotAngle = projTable["rotAngle"].get_or(0.0);
|
||||
}
|
||||
|
||||
+12
-5
@@ -1,6 +1,7 @@
|
||||
#include "resourceRover.h"
|
||||
#include "resourceDeposit.h"
|
||||
#include "map.h"
|
||||
#include "game.h"
|
||||
#include "player.h"
|
||||
#include "extractor.h"
|
||||
#include "structure.h"
|
||||
@@ -14,11 +15,6 @@ namespace battleship{
|
||||
using namespace gameBase;
|
||||
|
||||
ResourceRover::ResourceRover(Player *player, int id, Vector3 pos, Quaternion rot, Unit::State state) : Vehicle(player, id, pos, rot, state) {
|
||||
sol::table unitTable = generateView()["units"][id + 1];
|
||||
capacity = unitTable["capacity"];
|
||||
loadSpeed = unitTable["loadSpeed"];
|
||||
loadRate = unitTable["loadRate"];
|
||||
|
||||
Vector2 size = Vector2(lenHpBar, 10);
|
||||
loadBackground = Unit::createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 0, 1));
|
||||
loadForeground = Unit::createBar(Vector2::VEC_ZERO, size, Vector4(1, 1, 0, 1));
|
||||
@@ -29,6 +25,17 @@ namespace battleship{
|
||||
removeBar(loadBackground);
|
||||
}
|
||||
|
||||
void ResourceRover::initProperties(){
|
||||
Vehicle::initProperties();
|
||||
Game *game = Game::getSingleton();
|
||||
vector<int> currTechs = player->getTechnologies();
|
||||
|
||||
sol::table unitTable = generateView()["units"][id + 1];
|
||||
capacity = unitTable["capacity"]; capacity += game->calcAbilFromTech(Ability::Type::CAPACITY, currTechs, (int)GameObject::type, id);
|
||||
loadSpeed = unitTable["loadSpeed"]; loadSpeed += game->calcAbilFromTech(Ability::Type::LOAD_SPEED, currTechs, (int)GameObject::type, id);
|
||||
loadRate = unitTable["loadRate"]; loadRate += game->calcAbilFromTech(Ability::Type::LOAD_RATE, currTechs, (int)GameObject::type, id);
|
||||
}
|
||||
|
||||
void ResourceRover::supply(Order order){
|
||||
float minDist = .5 * Map::getSingleton()->getCellSize().x;
|
||||
|
||||
|
||||
@@ -15,6 +15,7 @@ namespace battleship{
|
||||
~ResourceRover();
|
||||
void update();
|
||||
private:
|
||||
void initProperties();
|
||||
void supply(Order);
|
||||
Unit* getClosestUnit(std::vector<Structure*>);
|
||||
inline bool canLoad(){return vb01::getTime() - lastLoadTime > loadRate && load < capacity;}
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
#include "activeGameState.h"
|
||||
#include "defConfigs.h"
|
||||
#include "pathfinder.h"
|
||||
#include "ability.h"
|
||||
|
||||
using namespace glm;
|
||||
using namespace vb01;
|
||||
@@ -126,12 +127,16 @@ namespace battleship{
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
string objType = GameObject::getGameObjTableName();
|
||||
sol::table unitTable = SOL_LUA_VIEW[objType][id + 1];
|
||||
|
||||
Game *game = Game::getSingleton();
|
||||
vector<int> currTechs = player->getTechnologies();
|
||||
|
||||
string name = unitTable["name"];
|
||||
health = unitTable["health"];
|
||||
health = unitTable["health"]; health += game->calcAbilFromTech(Ability::Type::HEALTH, currTechs, (int)GameObject::type, id);
|
||||
vehicle = unitTable["isVehicle"];
|
||||
maxHealth = health;
|
||||
|
||||
lineOfSight = unitTable["lineOfSight"];
|
||||
lineOfSight = unitTable["lineOfSight"]; lineOfSight += game->calcAbilFromTech(Ability::Type::LINE_OF_SIGHT, currTechs, (int)GameObject::type, id);
|
||||
unitClass = (UnitClass)unitTable["unitClass"];
|
||||
type = (UnitType)unitTable["unitType"];
|
||||
|
||||
|
||||
+7
-2
@@ -10,6 +10,8 @@
|
||||
|
||||
#include "vehicle.h"
|
||||
#include "pathfinder.h"
|
||||
#include "player.h"
|
||||
#include "game.h"
|
||||
#include "map.h"
|
||||
|
||||
using namespace gameBase;
|
||||
@@ -83,9 +85,12 @@ namespace battleship{
|
||||
}
|
||||
|
||||
void Vehicle::initProperties(){
|
||||
Game *game = Game::getSingleton();
|
||||
vector<int> currTechs = player->getTechnologies();
|
||||
|
||||
sol::table unitTable = generateView()[GameObject::getGameObjTableName()][id + 1];
|
||||
maxTurnAngle = unitTable["maxTurnAngle"];
|
||||
speed = unitTable["speed"];
|
||||
maxTurnAngle = unitTable["maxTurnAngle"]; maxTurnAngle += game->calcAbilFromTech(Ability::Type::MAX_TURN_ANGLE, currTechs, (int)GameObject::type, id);
|
||||
speed = unitTable["speed"]; speed += game->calcAbilFromTech(Ability::Type::SPEED, currTechs, (int)GameObject::type, id);
|
||||
anglePrecision = unitTable["anglePrecision"];
|
||||
garrisonCategory = unitTable["garrisonCategory"];
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user