Merge pull request #92 from devZoGok/ft-43-tech-research

Ft 43 tech research
This commit is contained in:
devZoGok
2024-03-10 14:06:45 +00:00
committed by GitHub
51 changed files with 672 additions and 112 deletions
+20 -4
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@@ -1,5 +1,21 @@
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,
UNIT_UNLOCK = 12
}
abilities = {
{type = AbilityType.SPEED, gameObjType = 0, ammount = .4, gameObjIds = {UnitId.WAR_MECH}},
{type = AbilityType.UNIT_UNLOCK, gameObjType = 0, gameObjIds = {UnitId.WAR_MECH}},
}
+10 -10
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@@ -38,7 +38,7 @@ function Player:trainEngineers()
dirToCenter = Vector3:new(0, 0, 0):subtr(fort:getPos()):norm()
while #fort:getQueue() + #self:getUnitsByClass(UnitClass.ENGINEER, -1) < self.numStartEngis do
fort:appendToQueue(UnitId.ENGINEER)
fort:appendToQueue(0)
end
return #self:getUnitsByClass(UnitClass.ENGINEER, -1) == self.numStartEngis
@@ -132,7 +132,7 @@ function Player:buildHarvester()
factory = landFactories[1]:toFactory()
if #factory:getQueue() == 0 then
factory:appendToQueue(UnitId.RESOURCE_ROVER)
factory:appendToQueue(3)
end
return false
@@ -157,10 +157,10 @@ function Player:startHarvesting()
return true
end
function Player:buildTaskforceUnitGroup(numUnits, currNumUnits, factory, unitId)
function Player:buildTaskforceUnitGroup(numUnits, currNumUnits, factory, buId)
if currNumUnits < numUnits then
for i = 1, numUnits - currNumUnits do
factory:appendToQueue(unitId)
factory:appendToQueue(buId)
end
end
end
@@ -175,9 +175,9 @@ function Player:buildTaskforce()
currLandFactories = self:getUnitsByClass(UnitClass.LAND_FACTORY, -1)
for i = 1, #currLandFactories do
currNumWarMechs = currNumWarMechs + currLandFactories[i]:toFactory():getNumQueueUnitsById(UnitId.WAR_MECH)
currNumTanks = currNumTanks + currLandFactories[i]:toFactory():getNumQueueUnitsById(UnitId.TANK)
currNumArtillery = currNumArtillery + currLandFactories[i]:toFactory():getNumQueueUnitsById(UnitId.ARTILLERY)
currNumWarMechs = currNumWarMechs + currLandFactories[i]:toFactory():getNumQueueUnitsById(0)
currNumTanks = currNumTanks + currLandFactories[i]:toFactory():getNumQueueUnitsById(1)
currNumArtillery = currNumArtillery + currLandFactories[i]:toFactory():getNumQueueUnitsById(2)
end
numWarMechs = self.numDefWarMechs + self.numTaskForceWarMechs
@@ -190,9 +190,9 @@ function Player:buildTaskforce()
landFactory = currLandFactories[1]:toFactory()
self:buildTaskforceUnitGroup(numWarMechs, currNumWarMechs, landFactory, UnitId.WAR_MECH)
self:buildTaskforceUnitGroup(numTanks, currNumTanks, landFactory, UnitId.TANK)
self:buildTaskforceUnitGroup(numArtillery, currNumArtillery, landFactory, UnitId.ARTILLERY)
self:buildTaskforceUnitGroup(numWarMechs, currNumWarMechs, landFactory, 0)
self:buildTaskforceUnitGroup(numTanks, currNumTanks, landFactory, 1)
self:buildTaskforceUnitGroup(numArtillery, currNumArtillery, landFactory, 2)
return false
end
@@ -125,6 +125,14 @@ units = {
weapons = {
{type = WeaponClass.HITSCAN, rateOfFire = 2000, fireSfx = PATH .. 'Sounds/Units/WarMechs/fire.ogg', damage = 20, maxRange = 8},
},
buildableUnits = {
{id = UnitId.LAND_FACTORY, buildable = true},
{id = UnitId.NAVAL_FACTORY, buildable = true},
{id = UnitId.MARKET, buildable = true},
{id = UnitId.LAB, buildable = true},
{id = UnitId.POINT_DEFENSE, buildable = true},
{id = UnitId.FORT, buildable = false},
},
unitClass = UnitClass.ENGINEER,
unitType = UnitType.HOVER,
armor = {ArmorType.MECHANIC},
@@ -140,6 +148,7 @@ units = {
name = 'Engineer',
basePath = PATH .. vehiclePrefix .. 'Engineers/',
meshPath = 'engineer.xml',
guiScreen = 'engineerCommands.lua',
selectionSfx = PATH .. 'Sounds/Units/Engineers/selection.ogg',
deathSfx = PATH .. 'Sounds/SFX/Explosions/explosion01.ogg',
speed = .1,
@@ -437,6 +446,12 @@ units = {
garrisonCategory = 3
},
{
buildableUnits = {
{id = UnitId.WAR_MECH, buildable = true},
{id = UnitId.TANK, buildable = true},
{id = UnitId.ARTILLERY, buildable = true},
{id = UnitId.RESOURCE_ROVER, buildable = true}
},
unitClass = UnitClass.LAND_FACTORY,
unitType = UnitType.LAND,
isVehicle = false,
@@ -449,6 +464,7 @@ units = {
name = 'Land factory',
basePath = PATH .. structurePrefix .. 'LandFactories/',
meshPath = 'landFactory.xml',
guiScreen = 'landFactoryCommands.lua',
selectionSfx = PATH .. 'Sounds/Units/Sample/selection.ogg',
deathSfx = PATH .. 'Sounds/SFX/Explosions/explosion01.ogg',
},
@@ -465,6 +481,7 @@ units = {
name = 'Naval factory',
basePath = PATH .. structurePrefix .. 'NavalFactories/',
meshPath = 'navalFactory.xml',
guiScreen = 'navalFactoryCommands.lua',
selectionSfx = PATH .. 'Sounds/Units/Sample/selection.ogg',
deathSfx = PATH .. 'Sounds/SFX/Explosions/explosion01.ogg',
},
@@ -494,9 +511,13 @@ units = {
size = {x = 1, y = 1.15, z = 2},
hitboxOffset = {x = 0, y = 0, z = 0},
lineOfSight = 5,
generationRate = 100,
generationSpeed = 10,
researchCost = 1,
name = 'Lab',
basePath = PATH .. structurePrefix .. 'Labs/',
meshPath = 'lab.xml',
guiScreen = 'researchStructCommands.lua',
selectionSfx = PATH .. 'Sounds/Units/Sample/selection.ogg',
deathSfx = PATH .. 'Sounds/SFX/Explosions/explosion01.ogg',
},
@@ -552,6 +573,7 @@ units = {
deathSfx = PATH .. 'Sounds/SFX/Explosions/explosion01.ogg',
},
{
buildableUnits = {{id = UnitId.ENGINEER, buildable = true}},
unitClass = UnitClass.FORT,
unitType = UnitType.LAND,
isVehicle = false,
@@ -564,6 +586,7 @@ units = {
name = 'Fort',
basePath = PATH .. structurePrefix .. 'Forts/',
meshPath = 'fort.xml',
guiScreen = 'fortCommands.lua',
selectionSfx = PATH .. 'Sounds/Units/Sample/selection.ogg',
deathSfx = PATH .. 'Sounds/SFX/Explosions/explosion01.ogg',
},
-6
View File
@@ -9,7 +9,6 @@ gui = {
guiType = GuiType.BUTTON,
buttonType = ButtonType.BUILD,
trigger = 76,
structureId = UnitId.LAND_FACTORY
},
{
pos = {x = res.x - Size.x - 200, y = res.y - 200},
@@ -18,7 +17,6 @@ gui = {
guiType = GuiType.BUTTON,
buttonType = ButtonType.BUILD,
trigger = 78,
structureId = UnitId.NAVAL_FACTORY
},
{
pos = {x = res.x - 2 * Size.x - 200, y = res.y - 200},
@@ -27,7 +25,6 @@ gui = {
guiType = GuiType.BUTTON,
buttonType = ButtonType.BUILD,
trigger = 77,
structureId = UnitId.MARKET
},
{
pos = {x = res.x - 3 * Size.x - 200, y = res.y - 200},
@@ -36,7 +33,6 @@ gui = {
guiType = GuiType.BUTTON,
buttonType = ButtonType.BUILD,
trigger = 84,
structureId = UnitId.LAB
},
{
pos = {x = res.x - 4 * Size.x - 200, y = res.y - 200},
@@ -45,7 +41,6 @@ gui = {
guiType = GuiType.BUTTON,
buttonType = ButtonType.BUILD,
trigger = 68,
structureId = UnitId.POINT_DEFENSE
},
{
pos = {x = res.x - 5 * Size.x - 200, y = res.y - 200},
@@ -54,6 +49,5 @@ gui = {
guiType = GuiType.BUTTON,
buttonType = ButtonType.BUILD,
trigger = 70,
structureId = UnitId.FORT
},
}
+1 -2
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@@ -8,7 +8,6 @@ gui = {
imagePath = '',
guiType = GuiType.BUTTON,
buttonType = ButtonType.FORT_TRAIN,
trigger = 82,
unitId = UnitId.ENGINEER
trigger = 82
},
}
+10 -5
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@@ -1,4 +1,3 @@
numGui = 2
res = graphics.resolution
Size = {x = 100, y = 100}
@@ -9,8 +8,7 @@ gui = {
imagePath = '',
guiType = GuiType.BUTTON,
buttonType = ButtonType.LAND_FACTORY_TRAIN,
trigger = 84,
unitId = UnitId.TANK
trigger = 87
},
{
pos = {x = res.x - Size.x - 200, y = res.y - 200},
@@ -18,7 +16,14 @@ gui = {
imagePath = '',
guiType = GuiType.BUTTON,
buttonType = ButtonType.LAND_FACTORY_TRAIN,
trigger = 65,
unitId = UnitId.ARTILLERY
trigger = 84
},
{
pos = {x = res.x - 2 * Size.x - 200, y = res.y - 200},
size = Size,
imagePath = '',
guiType = GuiType.BUTTON,
buttonType = ButtonType.LAND_FACTORY_TRAIN,
trigger = 65
}
}
+2 -1
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@@ -27,7 +27,8 @@ ButtonType = {
LAND_FACTORY_TRAIN = 23,
NAVAL_FACTORY_TRAIN = 24,
FORT_TRAIN = 25,
STATISTICS = 26
STATISTICS = 26,
RESEARCH = 27
}
ListboxType = {
+1 -3
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@@ -1,4 +1,3 @@
numGui = 1
res = graphics.resolution
gui = {
@@ -8,7 +7,6 @@ gui = {
imagePath = '',
guiType = GuiType.BUTTON,
buttonType = ButtonType.NAVAL_FACTORY_TRAIN,
trigger = 66,
unitId = UnitId.SCOUT_TRANSPORT
trigger = 66
}
}
@@ -0,0 +1,15 @@
res = graphics.resolution
Size = {x = 100, y = 100}
gui = {
{
pos = {x = res.x - 200, y = res.y - 200},
size = Size,
name = "Research",
imagePath = '',
guiType = GuiType.BUTTON,
buttonType = ButtonType.RESEARCH,
techId = TechId.APT,
trigger = 82,
}
}
+43 -4
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@@ -1,10 +1,49 @@
TechId = {
APT = 0,
EFT = 1,
PCT = 2,
FPT = 3,
}
technologies = {
{
name = '',
cost = 10,
id = TechId.APT,
name = 'Advanced power technology',
cost = 1000,
icon = '',
description = '',
parents = {},
children = {},
abilities = {0},
units = {}
}
},
{
id = TechId.EFT,
name = 'Energy field technology',
cost = 1000,
icon = '',
description = '',
parents = {},
children = {},
abilities = {},
},
{
id = TechId.PCT,
name = 'Plasma casting technology',
cost = 1000,
icon = '',
description = '',
parents = {},
children = {},
abilities = {},
},
{
id = TechId.FPT,
name = 'Fusion power technology',
cost = 1000,
icon = '',
description = '',
parents = {},
children = {},
abilities = {},
},
}
+3 -3
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@@ -8,7 +8,7 @@ set(CMAKE_BUILD_TYPE Debug)
set(BUILD_TESTS ON)
cmake_policy(SET CMP0015 NEW)
set(UNIT_BUTTONS unitButton.cpp buildButton.cpp trainButton.cpp)
set(UNIT_BUTTONS unitButton.cpp buildButton.cpp trainButton.cpp researchButton.cpp)
set(OPTIONS_BUTTONS optionsButton.cpp tabButton.cpp okButton.cpp defaultsButton.cpp)
set(IN_GAME_APP_STATE_BUTTONS mainMenuButton.cpp)
set(MAP_EDITOR_BUTTONS mapEditorButton.cpp newMapButton.cpp loadMapButton.cpp exportButton.cpp)
@@ -19,12 +19,12 @@ set(GUI tooltip.cpp concreteGuiManager.cpp ${BUTTONS} ${LISTBOXES})
set(STATES activeGameState.cpp inGameAppState.cpp guiAppState.cpp mapEditorAppState.cpp)
set(UTIL util.cpp binds.h)
set(CONTROLLERS gameObjectFrameController.cpp cameraController.cpp)
set(CONSOLE console.cpp abstractCommand.cpp addUnitCommand.cpp addResourceCommand.cpp)
set(CONSOLE console.cpp abstractCommand.cpp addUnitCommand.cpp addResourceCommand.cpp addTechnologyCommand.cpp)
set(CORE gameManager.cpp game.cpp defConfigs.cpp ${CONSOLE} ${CONTROLLERS})
set(PROJECTILES projectile.cpp cruiseMissile.cpp)
set(FX fx.cpp)
set(VEHICLES vehicle.cpp engineer.cpp resourceRover.cpp)
set(STRUCTURES structure.cpp factory.cpp pointDefense.cpp extractor.cpp)
set(STRUCTURES structure.cpp factory.cpp pointDefense.cpp extractor.cpp researchStruct.cpp)
set(UNITS gameObjectFactory.cpp unit.cpp ${STRUCTURES} ${VEHICLES})
set(CONTENT player.cpp pathfinder.cpp map.cpp gameObject.cpp gameObjectFrame.h resourceDeposit.cpp ${UNITS} ${PROJECTILES} ${FX})
set(GAME_SRC ${STATES} ${GUI} ${CORE} ${CONTENT} ${UTIL})
+32
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@@ -0,0 +1,32 @@
#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,
UNIT_UNLOCK
};
Type type;
float ammount;
int gameObjType;
std::vector<int> gameObjIds;
};
}
#endif
+6 -9
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@@ -161,6 +161,7 @@ namespace battleship{
ConcreteGuiManager::getSingleton()->removeAllButtons();
buttons.clear();
unitGuiScreen = "";
}
bool ActiveGameState::selectedUnitsAmongst(vector<Unit*> units){
@@ -193,6 +194,7 @@ namespace battleship{
guiManager->getText("wealth"),
guiManager->getText("research")
};
vector<Unit*> selUnits = mainPlayer->getSelectedUnits();
for (Unit *u : units) {
@@ -200,16 +202,11 @@ namespace battleship{
Vector3 dragboxSize = ((Quad*)dragboxNode->getMesh(0))->getSize();
Vector3 dragboxOrigin = dragboxNode->getPosition(), dragboxEnd = dragboxOrigin + dragboxSize;
Vector2 pos = u->getScreenPos();
string guiScreen = u->getGuiScreen();
if(buttons.empty()){
if(selectedUnitsAmongst(mainPlayer->getUnitsByClass(UnitClass::ENGINEER)))
guiManager->readLuaScreenScript("engineerCommands.lua", buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
else if(selectedUnitsAmongst(mainPlayer->getUnitsByClass(UnitClass::FORT)))
guiManager->readLuaScreenScript("fortCommands.lua", buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
else if(selectedUnitsAmongst(mainPlayer->getUnitsByClass(UnitClass::LAND_FACTORY)))
guiManager->readLuaScreenScript("landFactoryCommands.lua", buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
else if(selectedUnitsAmongst(mainPlayer->getUnitsByClass(UnitClass::NAVAL_FACTORY)))
guiManager->readLuaScreenScript("navalFactoryCommands.lua", buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
if(!selUnits.empty() && u == selUnits[0] && guiScreen != "" && guiScreen != unitGuiScreen){
guiManager->readLuaScreenScript(u->getGuiScreen(), buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
unitGuiScreen = guiScreen;
}
if(isSelectionBox && fabs(pos.x - dragboxOrigin.x) < .5 * dragboxSize.x && fabs(pos.y - dragboxOrigin.y) < .5 * dragboxSize.y){
+1
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@@ -47,6 +47,7 @@ namespace battleship{
GuiAppState *guiState;
Player *mainPlayer;
std::string unitGuiScreen = "";
GameObject *gameObjHoveredOn = nullptr;
vb01::Node *dragboxNode = nullptr;
vb01::Vector2 clickPoint;
+42
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@@ -0,0 +1,42 @@
#include "addTechnologyCommand.h"
#include "game.h"
#include "player.h"
#include <solUtil.h>
#include <algorithm>
namespace battleship{
using namespace std;
using namespace gameBase;
void AddTechnologyCommand::validate(){
if(arguments.size() != 2)
return;
playerId = atoi(arguments[0].c_str());
int numPlayers = Game::getSingleton()->getNumPlayers();
if(!(0 <= playerId && playerId < numPlayers))
return;
sol::state_view SOL_LUA_VIEW = generateView();
SOL_LUA_VIEW.script("numTechs = #technologies");
int numTechs = SOL_LUA_VIEW["numTechs"];
techId = atoi(arguments[1].c_str());
if(!(0 <= techId && techId < numTechs))
return;
}
void AddTechnologyCommand::addTechnology(){
Game::getSingleton()->getPlayer(playerId)->addTechnology(techId);
}
void AddTechnologyCommand::execute(){
AbstractCommand::handle();
validate();
addTechnology();
}
}
+19
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@@ -0,0 +1,19 @@
#ifndef ADD_TECHNOLOGY_H
#define ADD_TECHNOLOGY_H
#include "abstractCommand.h"
namespace battleship{
class AddTechnologyCommand : public AbstractCommand{
public:
AddTechnologyCommand(std::string argsStr) : AbstractCommand(argsStr){}
void execute();
private:
void validate();
void addTechnology();
int playerId, techId;
};
}
#endif
+15 -6
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@@ -1,8 +1,12 @@
#include "buildButton.h"
#include "gameManager.h"
#include "gameObject.h"
#include "unit.h"
#include "activeGameState.h"
#include "buildableUnit.h"
#include "gameObjectFrameController.h"
#include <stateManager.h>
#include <solUtil.h>
namespace battleship{
@@ -12,13 +16,18 @@ namespace battleship{
using namespace vb01Gui;
using namespace gameBase;
BuildButton::BuildButton(Vector2 pos, Vector2 size, int structureId, string name, int trigger, string imagePath) : UnitButton(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, imagePath){
this->structureId = structureId;
}
BuildButton::BuildButton(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 BuildButton::onClick(){
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
ufCtr->addGameObjectFrame(GameObjectFrame(structureId, GameObject::Type::UNIT));
ufCtr->setPlacingFrames(true);
ActiveGameState *activeState = (ActiveGameState*)(GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::ACTIVE_STATE));
Player *player = activeState->getPlayer();
Unit* builder = player->getUnitsById(unitId)[0];
if(builder->getBuildableUnit(slotId).buildable){
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
ufCtr->addGameObjectFrame(GameObjectFrame(builder->getBuildableUnit(slotId).id, GameObject::Type::UNIT));
ufCtr->setPlacingFrames(true);
}
}
}
+2 -2
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@@ -6,10 +6,10 @@
namespace battleship{
class BuildButton : public UnitButton{
public:
BuildButton(vb01::Vector2, vb01::Vector2, int, std::string, int, std::string);
BuildButton(vb01::Vector2, vb01::Vector2, std::string, int, std::string, int, int);
void onClick();
private:
int structureId;
int slotId;
};
}
+13
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@@ -0,0 +1,13 @@
#ifndef BUILDABLE_UNIT_H
#define BUILDABLE_UNIT_H
namespace battleship{
struct BuildableUnit{
int id;
bool buildable;
BuildableUnit(int i, bool build) : id(i), buildable(build){}
};
}
#endif
+16 -8
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@@ -24,6 +24,7 @@
#include "buildButton.h"
#include "trainButton.h"
#include "statsButton.h"
#include "researchButton.h"
namespace battleship{
using namespace std;
@@ -163,35 +164,42 @@ namespace battleship{
}
case BUILD:
{
int strId = guiTable["structureId"];
int unitId = SOL_LUA_STATE["UnitId"]["ENGINEER"];
int strId = SOL_LUA_STATE["units"][unitId + 1]["buildableUnits"][guiId + 1]["id"];
string buttonName = SOL_LUA_STATE["units"][strId + 1]["name"];
button = new BuildButton(pos, size, strId, buttonName, (int)guiTable["trigger"], (string)guiTable["imagePath"]);
button = new BuildButton(pos, size, buttonName, (int)guiTable["trigger"], (string)guiTable["imagePath"], unitId, guiId);
break;
}
case LAND_FACTORY_TRAIN:
{
int unitId = guiTable["unitId"];
int facId = SOL_LUA_STATE["UnitId"]["LAND_FACTORY"];
int unitId = SOL_LUA_STATE["units"][facId + 1]["buildableUnits"][guiId + 1]["id"];
string buttonName = SOL_LUA_STATE["units"][unitId + 1]["name"];
button = new TrainButton(pos, size, buttonName, (int)guiTable["trigger"], (string)guiTable["imagePath"], (int)SOL_LUA_STATE["UnitId"]["LAND_FACTORY"], unitId);
button = new TrainButton(pos, size, buttonName, (int)guiTable["trigger"], (string)guiTable["imagePath"], facId, guiId);
break;
}
case NAVAL_FACTORY_TRAIN:
{
int unitId = guiTable["unitId"];
int facId = SOL_LUA_STATE["UnitId"]["NAVAL_FACTORY"];
int unitId = SOL_LUA_STATE["units"][facId + 1]["buildableUnits"][guiId + 1]["id"];
string buttonName = SOL_LUA_STATE["units"][unitId + 1]["name"];
button = new TrainButton(pos, size, buttonName, (int)guiTable["trigger"], (string)guiTable["imagePath"], (int)SOL_LUA_STATE["UnitId"]["NAVAL_FACTORY"], unitId);
button = new TrainButton(pos, size, buttonName, (int)guiTable["trigger"], (string)guiTable["imagePath"], facId, guiId);
break;
}
case FORT_TRAIN:
{
int unitId = guiTable["unitId"];
int facId = SOL_LUA_STATE["UnitId"]["FORT"];
int unitId = SOL_LUA_STATE["units"][facId + 1]["buildableUnits"][guiId + 1]["id"];
string buttonName = SOL_LUA_STATE["units"][unitId + 1]["name"];
button = new TrainButton(pos, size, buttonName, (int)guiTable["trigger"], (string)guiTable["imagePath"], (int)SOL_LUA_STATE["UnitId"]["FORT"], unitId);
button = new TrainButton(pos, size, buttonName, (int)guiTable["trigger"], (string)guiTable["imagePath"], facId, guiId);
break;
}
case STATISTICS:
button = new StatsButton(pos, size, name, (int)guiTable["trigger"], (string)guiTable["imagePath"]);
break;
case RESEARCH:
button = new ResearchButton(pos, size, name, (int)guiTable["trigger"], (string)guiTable["imagePath"], (int)SOL_LUA_STATE["UnitId"]["LAB"], (int)guiTable["techId"]);
break;
}
int typeArr[2]{(int)GuiElementType::BUTTON, (int)type};
+2 -1
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@@ -41,7 +41,8 @@ namespace battleship{
LAND_FACTORY_TRAIN,
NAVAL_FACTORY_TRAIN,
FORT_TRAIN,
STATISTICS
STATISTICS,
RESEARCH
};
enum ListboxType {
CONTROLS,
+3
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@@ -1,6 +1,7 @@
#include "console.h"
#include "addUnitCommand.h"
#include "addResourceCommand.h"
#include "addTechnologyCommand.h"
using namespace std;
@@ -18,5 +19,7 @@ namespace battleship{
AddUnitCommand(argsStr).execute();
else if(cmdName == "add-resource")
AddResourceCommand(argsStr).execute();
else if(cmdName == "add-technology")
AddTechnologyCommand(argsStr).execute();
}
}
+3 -1
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@@ -50,7 +50,9 @@ namespace battleship{
"Scripts/GameObjects/Projectiles/projectileData.lua",
"Scripts/GameObjects/Units/unitData.lua",
"Scripts/aiAgent.lua",
"Scripts/Core/player.lua"
"Scripts/Core/player.lua",
"Scripts/Technologies/technologyData.lua",
"Scripts/Abilities/abilityData.lua",
};
const static Bind staticBinds[numAppStates][maxStaticBinds]{
+3 -1
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@@ -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
View File
@@ -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();
+2
View File
@@ -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;
+16
View File
@@ -1,5 +1,6 @@
#include "factory.h"
#include "player.h"
#include "game.h"
#include "gameObjectFactory.h"
#include "activeGameState.h"
@@ -18,10 +19,20 @@ namespace battleship{
void Factory::update(){
Structure::update();
if(!isComplete()) return;
if(!unitQueue.empty())
train();
}
//TODO replace repetetive string literals
void Factory::initProperties(){
Structure::initProperties();
Game *game = Game::getSingleton();
vector<int> currTechs = player->getTechnologies();
}
int Factory::getNumQueueUnitsById(int unitId){
int numUnits = 0;
@@ -32,6 +43,11 @@ namespace battleship{
return numUnits;
}
void Factory::appendToQueue(int buId){
if(buId < buildableUnits.size() && buildableUnits[buId].buildable)
unitQueue.push_back(buildableUnits[buId].id);
}
void Factory::train(){
bool training = !unitQueue.empty();
buildStatusForeground->setVisible(training);
+4 -4
View File
@@ -19,14 +19,14 @@ namespace battleship{
~Factory(){}
void update();
int getNumQueueUnitsById(int);
void appendToQueue(int uid){unitQueue.push_back(uid);}
void appendToQueue(int);
inline std::vector<int> getQueue(){return unitQueue;}
private:
const int MAX_LEN_QUEUE = 10;
int trainingStatus = 0;
vb01::s64 lastTrainTime = 0;
std::vector<int> unitQueue;
int maxLenQueue, trainingStatus = 0;
vb01::s64 lastTrainTime = 0;
void initProperties();
void train();
};
}
+86
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@@ -7,6 +7,8 @@
#include "concreteGuiManager.h"
#include "defConfigs.h"
#include <algorithm>
#include <assetManager.h>
#include <particleEmitter.h>
@@ -214,4 +216,88 @@ namespace battleship{
unit->setPlayer(newPlayer);
unit->halt();
}
vector<int> Game::parseTechTable(int tid, string key, string numVarKey, string varKey){
sol::state_view SOL_LUA_VIEW = generateView();
SOL_LUA_VIEW.script(numVarKey + " = #" + key + "[" + to_string(tid + 1) + "]." + varKey);
int numVar = SOL_LUA_VIEW[numVarKey];
sol::table techTable = SOL_LUA_VIEW[key][tid + 1];
vector<int> varVec;
for(int i = 0; i < numVar; i++)
varVec.push_back(techTable[varKey][i + 1]);
return varVec;
}
//TODO clean this method up
void Game::initTechnologies(){
technologies.clear();
sol::state_view SOL_LUA_VIEW = generateView();
string techKey = "technologies";
SOL_LUA_VIEW.script("numTechs = #" + techKey);
int numTechs = SOL_LUA_VIEW["numTechs"];
for(int i = 0; i < numTechs; i++){
sol::table techTable = SOL_LUA_VIEW[techKey][i + 1];
Technology t;
t.id = techTable["id"];
t.cost = techTable["cost"];
t.name = techTable["name"];
t.icon = techTable["icon"];
t.description = techTable["description"];
t.parents = parseTechTable(i, techKey, "numParents", "parents");
t.children = parseTechTable(i, techKey, "numChildren", "children");
t.abilities = parseTechTable(i, techKey, "numAbilities", "abilities");
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"].get_or(0.0);
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;
}
bool Game::isUnitUnlocked(vector<int> techResearch, int unitId){
for(int techId : techResearch){
for(int abilId : technologies[techId].abilities){
vector<int> ids = abilities[abilId].gameObjIds;
if(find(ids.begin(), ids.end(), unitId) != ids.end())
return true;
}
}
return false;
}
}
+10
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@@ -2,6 +2,8 @@
#define GAME_H
#include "fx.h"
#include "technology.h"
#include "ability.h"
#include <vector>
@@ -23,18 +25,26 @@ namespace battleship{
void removeAllElements();
void explode(vb01::Vector3, int, float, sf::Sound*);
void changeUnitPlayer(Unit*, Player*);
void initTechnologies();
float calcAbilFromTech(Ability::Type, std::vector<int>, int, int);
bool isUnitUnlocked(std::vector<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;}
inline Player* getPlayer(int id){return players[id];}
inline int getNumPlayers(){return players.size();}
inline Technology getTechnology(int id){return technologies[id];}
inline Ability getAbility(int id){return abilities[id];}
private:
Game(){}
void resetLuaGameObjects();
void endGame(bool);
std::vector<int> parseTechTable(int, std::string, std::string, std::string);
bool paused = false, ended = false;
std::vector<Fx> fx;
std::vector<Technology> technologies;
std::vector<Ability> abilities;
std::vector<Player*> players;
};
}
+3 -1
View File
@@ -8,6 +8,7 @@
#include "pointDefense.h"
#include "extractor.h"
#include "cruiseMissile.h"
#include "researchStruct.h"
#include "defConfigs.h"
#include <solUtil.h>
@@ -32,8 +33,9 @@ namespace battleship{
return new PointDefense(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
case UnitClass::EXTRACTOR:
return new Extractor(player, id, pos, rot, buildStatus);
case UnitClass::MARKET:
case UnitClass::LAB:
return new ResearchStruct(player, id, pos, rot, buildStatus);
case UnitClass::MARKET:
case UnitClass::REFINERY:
return new Structure(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
case UnitClass::ENGINEER:
+4 -1
View File
@@ -28,6 +28,9 @@ namespace battleship{
for(int i = 0; i < factionsListboxes.size(); i++)
factions.push_back(to_string(factionsListboxes[i]->getSelectedOption()));
Game *game = Game::getSingleton();
game->initTechnologies();
int selectedMap = mapListbox->getSelectedOption();
string mapName = wstringToString(mapListbox->getContents()[selectedMap]);
@@ -39,7 +42,7 @@ namespace battleship{
for(int i = 0; i < numPlayers; i++){
bool cpuPlayer = (i < numPlayers - 1);
string name = (cpuPlayer ? "CPU player #" + to_string(i) : "Player");
Game::getSingleton()->addPlayer(new Player(0, 0, i, Vector3(1, 1, 1), cpuPlayer, map->getSpawnPoint(i), name));
game->addPlayer(new Player(0, 0, i, Vector3(1, 1, 1), cpuPlayer, map->getSpawnPoint(i), name));
}
map->loadPlayerGameObjects();
+5
View File
@@ -2,6 +2,7 @@
#include "player.h"
#include "structure.h"
#include "projectile.h"
#include "stateManager.h"
#include "activeGameState.h"
#include "resourceDeposit.h"
@@ -182,4 +183,8 @@ namespace battleship{
return ucUnits;
}
void Player::addTechnology(int techId){
technologies.push_back(techId);
}
}
+12 -1
View File
@@ -9,6 +9,7 @@
namespace battleship{
class ResourceDeposit;
class Projectile;
class Unit;
class Player {
public:
@@ -25,6 +26,7 @@ namespace battleship{
void selectUnits(std::vector<Unit*>);
std::vector<Unit*> getUnitsById(int, int = -1);
std::vector<Unit*> getUnitsByClass(UnitClass, int = -1);
void addTechnology(int);
inline void deselectUnits(){selectedUnits.clear();}
inline Unit* getSelectedUnit(int id){return selectedUnits[id];}
inline std::vector<Unit*> getSelectedUnits(){return selectedUnits;}
@@ -48,12 +50,15 @@ namespace battleship{
inline int getRefineds(){return refineds;}
inline void setRefineds(int ref){this->refineds = ref;}
inline void addRefineds(int ref){this->refineds += ref;}
inline void subtractRefineds(int ref){this->refineds -= ref;}
inline int getWealth(){return wealth;}
inline void setWealth(int w){this->wealth = w;}
inline void addWealth(int w){this->wealth += w;}
inline void subtractWealth(int w){this->wealth -= w;}
inline int getResearch(){return research;}
inline void setResearch(int r){this->research = r;}
inline void addResearch(int r){this->research += r;}
inline void subtractResearch(int r){this->research -= r;}
inline bool isCpuPlayer(){return cpuPlayer;}
inline int getNumVehiclesBuilt(){return vehiclesBuilt;}
inline int getNumVehiclesDestroyed(){return vehiclesDestroyed;}
@@ -69,9 +74,15 @@ namespace battleship{
inline void incStructuresLost(){structuresLost++;}
inline vb01::Vector3 getColor(){return color;}
inline std::string getName(){return name;}
inline std::vector<int> getTechnologies(){return technologies;}
private:
bool cpuPlayer = false;
int refineds = 0, wealth = 0, research = 0, faction, difficulty, team, luaPlayerId, vehiclesBuilt = 0, vehiclesDestroyed = 0, vehiclesLost = 0, structuresBuilt = 0, structuresDestroyed = 0, structuresLost = 0;
std::vector<int> technologies;
int luaPlayerId;
int refineds = 0, wealth = 0, research = 0;
int faction, difficulty, team;
int vehiclesBuilt = 0, vehiclesDestroyed = 0, vehiclesLost = 0;
int structuresBuilt = 0, structuresDestroyed = 0, structuresLost = 0;
std::string name;
std::vector<Unit*> units, selectedUnits;
std::vector<Projectile*> projectiles;
+2
View File
@@ -8,6 +8,8 @@ namespace battleship{
}
void PointDefense::attack(Order order){
if(!isComplete()) return;
Unit *targUnit = order.targets[0].unit;
Vector3 targDir = (targUnit ? targUnit->getPos() : order.targets[0].pos) - pos;
+10 -7
View File
@@ -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);
}
+24
View File
@@ -0,0 +1,24 @@
#include "researchButton.h"
#include "activeGameState.h"
#include "researchStruct.h"
#include <stateManager.h>
#include <solUtil.h>
namespace battleship{
using namespace vb01;
using namespace std;
ResearchButton::ResearchButton(Vector2 pos, Vector2 size, string name, int trigger, string imagePath, int uid, int tid) :
UnitButton(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, imagePath, uid), techId(tid){}
void ResearchButton::onClick(){
ActiveGameState *activeState = (ActiveGameState*)(GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::ACTIVE_STATE));
Player *player = activeState->getPlayer();
vector<Unit*> selUnits = player->getSelectedUnits(), researchStructs = player->getUnitsById(unitId);
for(Unit *rs : researchStructs)
if(find(selUnits.begin(), selUnits.end(), rs) != selUnits.end())
((ResearchStruct*)rs)->appendToQueue(techId);
}
}
+16
View File
@@ -0,0 +1,16 @@
#ifndef RESEARCH_BUTTON_H
#define RESEARCH_BUTTON_H
#include "unitButton.h"
namespace battleship{
class ResearchButton : public UnitButton{
public:
ResearchButton(vb01::Vector2, vb01::Vector2, std::string, int, std::string, int, int);
void onClick();
private:
int techId;
};
}
#endif
+67
View File
@@ -0,0 +1,67 @@
#include "researchStruct.h"
#include "activeGameState.h"
#include "player.h"
#include "game.h"
#include <stateManager.h>
namespace battleship{
using namespace std;
using namespace vb01;
using namespace gameBase;
ResearchStruct::ResearchStruct(Player *player, int id, Vector3 pos, Quaternion rot, int buildStatus, Unit::State state) : Structure(player, id, pos, rot, buildStatus, state){
sol::table unitTable = generateView()["units"][id + 1];
generationRate = unitTable["generationRate"];
generationSpeed = unitTable["generationSpeed"];
researchCost = unitTable["researchCost"];
Vector2 size = Vector2(lenHpBar, 10);
researchStatusBackground = Unit::createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 0, 1));
researchStatusForeground = Unit::createBar(Vector2::VEC_ZERO, size, Vector4(1, 0, 1, 1));
}
ResearchStruct::~ResearchStruct(){
removeBar(researchStatusBackground);
removeBar(researchStatusForeground);
}
void ResearchStruct::update(){
Structure::update();
if(!isComplete()) return;
ActiveGameState *activeState = (ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE);
Player *mainPlayer = (activeState ? activeState->getPlayer() : nullptr);
vector<Player*> selectingPlayers = Unit::getSelectingPlayers();
bool mainPlayerSelecting = (activeState && find(selectingPlayers.begin(), selectingPlayers.end(), mainPlayer) != selectingPlayers.end());
if(researchQueue.empty()){
if(health > .3 * maxHealth && player->getRefineds() >= researchCost && canUpdateResearch()){
player->addResearch(generationSpeed);
player->subtractRefineds(researchCost);
lastUpdateTime = getTime();
}
researchStatusBackground->setVisible(false);
researchStatusForeground->setVisible(false);
}
else if(!researchQueue.empty()){
Unit::displayUnitStats(researchStatusForeground, researchStatusBackground, researchStatus, 100, mainPlayer == player && mainPlayerSelecting, Vector2(0, -10));
int techCost = Game::getSingleton()->getTechnology(researchQueue[0]).cost;
int playerResearch = player->getResearch();
if(techCost > playerResearch && canUpdateResearch()){
researchStatus += int(100 * ((float)playerResearch / techCost));
lastUpdateTime = getTime();
}
else if(researchStatus >= 100 || techCost <= playerResearch){
player->addTechnology(researchQueue[0]);
researchQueue.erase(researchQueue.begin());
researchStatus = 0;
}
}
}
}
+28
View File
@@ -0,0 +1,28 @@
#ifndef RESEARCH_STRUCT_H
#define RESEARCH_STRUCT_H
#include "structure.h"
namespace vb01{
class Node;
}
namespace battleship{
class ResearchStruct : public Structure{
public:
ResearchStruct(Player*, int, vb01::Vector3, vb01::Quaternion, int = 0, Unit::State = Unit::State::STAND_GROUND);
~ResearchStruct();
void update();
inline void appendToQueue(int tid){researchQueue.push_back(tid);}
private:
vb01::s64 lastUpdateTime = 0;
int researchCost, generationRate, generationSpeed, researchStatus = 0;
std::vector<int> researchQueue;
vb01::Node *researchStatusForeground = nullptr, *researchStatusBackground = nullptr;
bool canUpdateResearch(){return vb01::getTime() - lastUpdateTime > generationRate;}
void generateResearch();
};
}
#endif
+14 -7
View File
@@ -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;
@@ -102,7 +109,7 @@ namespace battleship{
int minDistId = -1;
for(int i = 0; i < structs.size(); i++)
if(structs[i]->getBuildStatus() == 100){
if(structs[i]->isComplete()){
minDistId = i;
break;
}
@@ -110,7 +117,7 @@ namespace battleship{
if(minDistId == -1) return nullptr;
for(int i = 0; i < structs.size(); i++)
if(structs[i]->getBuildStatus() == 100 && structs[minDistId]->getPos().getDistanceFrom(pos) > structs[i]->getPos().getDistanceFrom(pos))
if(structs[i]->isComplete() && structs[minDistId]->getPos().getDistanceFrom(pos) > structs[i]->getPos().getDistanceFrom(pos))
minDistId = i;
return structs[minDistId];
+1
View File
@@ -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;}
+1
View File
@@ -13,6 +13,7 @@ namespace battleship{
Structure(Player*, int, vb01::Vector3, vb01::Quaternion, int = 0, Unit::State = Unit::State::STAND_GROUND);
~Structure();
virtual void update();
inline bool isComplete(){return buildStatus == 100;}
inline int getBuildStatus(){return buildStatus;}
inline void incrementBuildStatus(){buildStatus++;}
private:
+19
View File
@@ -0,0 +1,19 @@
#ifndef TECHNOLOGY_H
#define TECHNOLOGY_H
#include <string>
#include <vector>
namespace battleship{
struct Technology{
int id, cost;
std::string name;
std::string icon;
std::string description;
std::vector<int> parents;
std::vector<int> children;
std::vector<int> abilities;
};
}
#endif
+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);
}
}
+1 -1
View File
@@ -9,7 +9,7 @@ namespace battleship{
TrainButton(vb01::Vector2, vb01::Vector2, std::string, int, std::string, int, int);
void onClick();
private:
int factoryId, trainableUnitId;
int slotId;
};
}
+26 -2
View File
@@ -16,8 +16,11 @@
#include "vehicle.h"
#include "gameObjectFactory.h"
#include "activeGameState.h"
#include "gameManager.h"
#include "projectile.h"
#include "defConfigs.h"
#include "pathfinder.h"
#include "ability.h"
using namespace glm;
using namespace vb01;
@@ -126,15 +129,23 @@ 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"];
string gsk = "guiScreen";
sol::optional<string> nameOpt = unitTable[gsk];
guiScreen = (nameOpt != sol::nullopt ? (string)unitTable[gsk] : "");
string tblName = "garrisonCapacity";
sol::optional<sol::table> gc = unitTable[tblName];
@@ -166,6 +177,19 @@ namespace battleship{
armorTypes.push_back(arm);
}
}
tblName = "buildableUnits";
sol::optional<sol::table> bu = unitTable[tblName];
if(bu != sol::nullopt){
SOL_LUA_VIEW.script("numBuildableUnits = #units[" + to_string(id + 1) + "]." + tblName);
int numBuildableUnits = SOL_LUA_VIEW["numBuildableUnits"];
for(int i = 0; i < numBuildableUnits; i++){
sol::table buTable = unitTable[tblName][i + 1];
buildableUnits.push_back(BuildableUnit(buTable["id"], game->isUnitUnlocked(currTechs, id) | (bool)buTable["buildable"]));
}
}
}
void Unit::initWeapons(){
+9 -5
View File
@@ -8,9 +8,8 @@
#include <solUtil.h>
#include "gameManager.h"
#include "gameObject.h"
#include "projectile.h"
#include "buildableUnit.h"
namespace sf{
class SoundBuffer;
@@ -31,8 +30,9 @@ namespace battleship{
class Structure;
class Factory;
class Cruiser;
class PointDefense;
class Engineer;
class PointDefense;
class Projectile;
struct Order {
enum class TYPE {ATTACK, BUILD, MOVE, GARRISON, EJECT, PATROL, LAUNCH, SUPPLY, HACK};
@@ -149,6 +149,8 @@ namespace battleship{
inline bool isTargetToTheRight(vb01::Vector3 dir, vb01::Vector3 lv){return lv.getAngleBetween(dir) > vb01::PI / 2;}
inline Order getOrder(int i){return orders[i];}
inline int getNumOrders(){return orders.size();}
inline std::string getGuiScreen(){return guiScreen;}
inline BuildableUnit getBuildableUnit(int i){return buildableUnits[i];}
private:
void renderOrderLine(bool);
void updateScreenCoordinates();
@@ -165,12 +167,14 @@ namespace battleship{
UnitClass unitClass;
UnitType type;
std::vector<Order> orders;
std::string guiScreen = "";
int health, maxHealth, playerId, lenHpBar = 200;
s64 orderLineDispTime = 0, lastFireTime = 0;
vb01::s64 orderLineDispTime = 0, lastFireTime = 0;
float lineOfSight;
std::vector<GarrisonSlot> garrisonSlots;
std::vector<Armor> armorTypes;
std::vector<Weapon*> weapons;
std::vector<GarrisonSlot> garrisonSlots;
std::vector<BuildableUnit> buildableUnits;
State state = State::STAND_GROUND;
std::vector<Player*> getSelectingPlayers();
+1 -1
View File
@@ -10,7 +10,7 @@ namespace battleship{
using namespace vb01Gui;
using namespace gameBase;
UnitButton::UnitButton(Vector2 pos, Vector2 size, string name, string fontPath, int trigger, string imagePath) : Button(pos, size, name, fontPath, trigger, true, imagePath){
UnitButton::UnitButton(Vector2 pos, Vector2 size, string name, string fontPath, int trigger, string imagePath, int uid) : Button(pos, size, name, fontPath, trigger, true, imagePath), unitId(uid){
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
ActiveGameState *activeState = (ActiveGameState*)stateManager->getAppStateByType((int)AppStateType::ACTIVE_STATE);
+2 -2
View File
@@ -8,9 +8,9 @@ namespace battleship{
class UnitButton : public vb01Gui::Button{
public:
UnitButton(vb01::Vector2, vb01::Vector2, std::string, std::string, int, std::string);
UnitButton(vb01::Vector2, vb01::Vector2, std::string, std::string, int, std::string, int);
protected:
std::vector<Unit*> units;
int unitId;
};
}
+7 -2
View File
@@ -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"];
}