Files
PlanetFleet/gameManager.cpp

280 lines
9.3 KiB
C++
Executable File

#include <algorithm>
#include <stateManager.h>
#include <inputManager.h>
#include <soundManager.h>
#include <assetManager.h>
#include <root.h>
#include "gameManager.h"
#include "gameObjectFrameController.h"
#include "gameObjectFactory.h"
#include "map.h"
#include "game.h"
#include "guiAppState.h"
#include "defConfigs.h"
#include "player.h"
#include "extractor.h"
#include "factory.h"
#include "vehicle.h"
#include "engineer.h"
#include "destructable.h"
#include "pointDefense.h"
#include "pathfinder.h"
#include "resourceDeposit.h"
using namespace std;
using namespace vb01;
using namespace gameBase;
namespace battleship{
static GameManager *gameManager = nullptr;
GameManager* GameManager::getSingleton(){
if(!gameManager)
gameManager = new GameManager();
return gameManager;
}
void GameManager::registerMembers(){
sol::state_view SOL_LUA_STATE = generateView();
SOL_LUA_STATE.new_usertype<Order>(
"Order", sol::constructors<Order(), Order(Order::TYPE, vector<Order::Target>, Vector3, int)>(),
"type", &Order::type,
"direction", &Order::direction,
"targets", &Order::targets
);
SOL_LUA_STATE.new_usertype<Order::Target>(
"Target", sol::constructors<Order::Target(), Order::Target(GameObject*, Vector3)>(),
"unit", &Order::Target::unit,
"pos", &Order::Target::pos
);
SOL_LUA_STATE.new_usertype<GameObjectFactory>(
"GameObjectFactory",
"createUnit", &GameObjectFactory::createUnit,
"createResourceDeposit", &GameObjectFactory::createResourceDeposit
);
SOL_LUA_STATE.new_usertype<Unit::GarrisonSlot>(
"GarrisonSlot",
"vehicle", &Unit::GarrisonSlot::vehicle,
"category", &Unit::GarrisonSlot::category
);
SOL_LUA_STATE.new_usertype<Unit>(
"Unit", sol::constructors<Unit(Player*, int, Vector3, Quaternion)>(),
"setState", &Unit::setState,
"getDestructable", &Unit::getDestructable,
"getGarrisonSlots", &Unit::getGarrisonSlots,
"getNumFreeGarrisonSlots", &Unit::getNumFreeGarrisonSlots,
"getNumGarrisonSlots", &Unit::getNumGarrisonSlots,
"isGarrisonEmpty", &Unit::isGarrisonEmpty,
"getOrder", &Unit::getOrder,
"getNumOrders", &Unit::getNumOrders,
"getDirVec", &GameObject::getDirVec,
"getLeftVec", &GameObject::getLeftVec,
"getPos", &GameObject::getPos,
"getUnitClass", &Unit::getUnitClass,
"getLineOfSight", &Unit::getLineOfSight,
"getBuildableUnit", &Unit::getBuildableUnit,
"getBuildableUnits", &Unit::getBuildableUnits,
"getNumBuildableUnits", &Unit::getNumBuildableUnits,
"toGameObject", [](Unit *u){return (GameObject*)u;},
"toVehicle", [](Unit *u){return (Vehicle*)u;},
"toEngineer", [](Unit *u){return (Engineer*)u;},
"toStructure", [](Unit *u){return (Structure*)u;},
"toFactory", [](Unit *u){return (Factory*)u;},
"toExtractor", [](Unit *u){return (Extractor*)u;},
"toPointDefense", [](Unit *u){return (PointDefense*)u;}
);
SOL_LUA_STATE.new_usertype<Vehicle>(
"Engineer", sol::constructors<Vehicle(Player*, int, Vector3, Quaternion, Unit::State)>(),
"getGarrisonable", &Vehicle::getGarrisonable
);
SOL_LUA_STATE.new_usertype<Engineer>(
"Engineer", sol::constructors<Engineer(Player*, int, Vector3, Quaternion, Unit::State)>(),
"getBuildableUnit", &Unit::getBuildableUnit,
"getBuildableUnits", &Unit::getBuildableUnits,
"getNumBuildableUnits", &Unit::getNumBuildableUnits
);
SOL_LUA_STATE.new_usertype<Structure>(
"Structure", sol::constructors<Structure(Player*, int, Vector3, Quaternion, int)>(),
"getPos", &GameObject::getPos,
"isComplete", &Structure::isComplete,
"getBuildStatus", &Structure::getBuildStatus
);
SOL_LUA_STATE.new_usertype<BuildableUnit>(
"BuildableUnit", sol::constructors<BuildableUnit(int, bool)>(),
"id", &BuildableUnit::id,
"buildable", &BuildableUnit::buildable
);
SOL_LUA_STATE.new_usertype<Factory>(
"Factory", sol::constructors<Factory(Player*, int, Vector3, Quaternion, int)>(),
"getBuildableUnit", &Unit::getBuildableUnit,
"getBuildableUnits", &Unit::getBuildableUnits,
"getNumBuildableUnits", &Unit::getNumBuildableUnits,
"getDirVec", &GameObject::getDirVec,
"getLeftVec", &GameObject::getLeftVec,
"getPos", &GameObject::getPos,
"appendToQueue", &Factory::appendToQueue,
"getBuildStatus", &Structure::getBuildStatus,
"getNumQueueUnitsById", &Factory::getNumQueueUnitsById,
"getRallyPoint", &Factory::getRallyPoint,
"setRallyPoint", &Factory::setRallyPoint,
"getQueue", &Factory::getQueue
);
SOL_LUA_STATE.new_usertype<Player>(
"Player", sol::constructors<Player(int, int, int, Vector3, bool, int, string)>(),
"getSelectedUnits", &Player::getSelectedUnits,
"haltUnits", &Player::haltUnits,
"addUnit", &Player::addUnit,
"getUnit", &Player::getUnit,
"getNumUnits", &Player::getNumUnits,
"getResourceDeposits", &Player::getResourceDeposits,
"issueOrder", &Player::issueOrder,
"selectUnits", &Player::selectUnits,
"deselectUnits", &Player::deselectUnits,
"getSpawnPointId", &Player::getSpawnPointId,
"getFaction", &Player::getFaction,
"getTeam", &Player::getTeam,
"getUnits", &Player::getUnits,
"getHostileUnits", &Player::getHostileUnits,
"getFriendlyUnits", &Player::getFriendlyUnits,
"getUnitsById", &Player::getUnitsById,
"getUnitsByClass", &Player::getUnitsByClass,
"isObjectVisible", &Player::isObjectVisible
);
SOL_LUA_STATE.new_usertype<Extractor>(
"Extractor", sol::constructors<Extractor(Player*, int, Vector3, Quaternion, int, ResourceDeposit*, Unit::State)>(),
"getDeposit", &Extractor::getDeposit
);
SOL_LUA_STATE.new_usertype<ResourceDeposit>(
"ResourceDeposit", sol::constructors<ResourceDeposit(Player*, int, Vector3, Quaternion, int)>(),
"getExtractor", &ResourceDeposit::getExtractor,
"getAmmount", &ResourceDeposit::getAmmount,
"getPos", &GameObject::getPos,
"toGameObject", [](ResourceDeposit *rd){return (GameObject*)rd;}
);
SOL_LUA_STATE.new_usertype<Game>(
"Game",
"getSingleton", &Game::getSingleton,
"getPlayers", &Game::getPlayers
);
SOL_LUA_STATE.new_usertype<Vector3>(
"Vector3", sol::constructors<Vector3(), Vector3(float, float, float)>(),
"x", &Vector3::x,
"y", &Vector3::y,
"z", &Vector3::z,
"norm", &Vector3::norm,
"getAngleBetween", &Vector3::getAngleBetween,
"getDistanceFrom", &Vector3::getDistanceFrom,
"neg", [](Vector3 v){return -v;},
"add", [](Vector3 v1, Vector3 v2){return v1 + v2;},
"subtr", [](Vector3 v1, Vector3 v2){return v1 - v2;},
"mult", [](Vector3 v1, float s){return v1 * s;},
"div", [](Vector3 v1, float s){return v1 / s;}
);
SOL_LUA_STATE.new_usertype<Quaternion>(
"Quaternion", sol::constructors<Quaternion(), Quaternion(float, float, float, float), Quaternion(float, Vector3)>(),
"w", &Quaternion::w,
"x", &Quaternion::x,
"y", &Quaternion::y,
"z", &Quaternion::z,
"getAngle", &Quaternion::getAngle,
"getAxis", &Quaternion::getAxis,
"multVec", [](Quaternion q, Vector3 v){return q * v;}
);
SOL_LUA_STATE.new_usertype<Map::Cell>(
"Cell",
"pos", &Map::Cell::pos,
"type", &Map::Cell::type
);
SOL_LUA_STATE.new_usertype<Map>(
"Map",
"getSingleton", &Map::getSingleton,
"getCell", &Map::getCell,
"getCells", &Map::getCells,
"getCellId", &Map::getCellId,
"getMapSize", &Map::getMapSize,
"getSpawnPoint", &Map::getSpawnPoint,
"getNumSpawnPoints", &Map::getNumSpawnPoints
);
SOL_LUA_STATE.new_usertype<Pathfinder>(
"Pathfinder",
"getSingleton", &Pathfinder::getSingleton,
"calcHeuristics", &Pathfinder::calcHeuristics,
"findPath", &Pathfinder::findPath
);
SOL_LUA_STATE.new_usertype<GameObjectFrame>(
"GameObjectFrame", sol::constructors<GameObjectFrame(int, GameObject::Type, Player*, Unit*, Vector3, Quaternion)>(),
"getOriginalUnit", &GameObjectFrame::getOriginalUnit,
"destroy", &GameObjectFrame::destroy,
"placeAt", &GameObjectFrame::placeAt,
"getDirVec", &GameObjectFrame::getDirVec,
"getLeftVec", &GameObjectFrame::getLeftVec,
"getLength", &GameObjectFrame::getLength,
"getWidth", &GameObjectFrame::getWidth,
"status", &GameObjectFrame::status
);
SOL_LUA_STATE.new_usertype<GameObjectFrameController>(
"GameObjectFrameController",
"getSingleton", &GameObjectFrameController::getSingleton,
"checkPlacement", &GameObjectFrameController::checkPlacement
);
}
void GameManager::initLua(string gameDir){
sol::state_view SOL_LUA_STATE = generateView();
path = gameDir + "Assets/";
SOL_LUA_STATE.script("PATH = \"" + path + "\";");
for(string f : configData::scripts)
SOL_LUA_STATE.script_file(path + f);
sol::table resTable = SOL_LUA_STATE["graphics"]["resolution"];
width = resTable["x"];
height = resTable["y"];
}
void GameManager::start(string gameDir) {
running = true;
registerMembers();
initLua(gameDir);
Root *root = Root::getSingleton();
root->start(width, height, path + "../external/vb01/", "Battleship");
stateManager = new StateManager();
inputManager = new InputManager(stateManager, root->getWindow());
}
void GameManager::update() {
Root::getSingleton()->update();
SoundManager::getSingleton()->update();
inputManager->update();
stateManager->update();
}
}