Files
PlanetFleet/player.cpp
T

156 lines
4.0 KiB
C++
Executable File

#include <solUtil.h>
#include "player.h"
#include "structure.h"
#include "stateManager.h"
#include "activeGameState.h"
#include "resourceDeposit.h"
namespace battleship{
using namespace vb01;
using namespace gameBase;
using namespace std;
Player::Player(int diff, int fac, int t, Vector3 col, bool cpuPl, Vector3 sp, string n) : difficulty(diff), faction(fac), team(t), color(col), cpuPlayer(cpuPl), spawnPoint(sp), name(n) {}
Player::~Player() {}
void Player::update() {
vector<Unit*> units = this->units;
for(Unit *u : units)
u->update();
for(Projectile *proj : projectiles)
proj->update();
for(ResourceDeposit *rd : resourceDeposits)
rd->update();
}
int Player::getOrderLineId(Order::TYPE type, Vector3 startPos, Vector3 endPos){
Vector3 color;
switch(type){
case Order::TYPE::MOVE:
color = Vector3::VEC_J;
break;
case Order::TYPE::ATTACK:
color = Vector3::VEC_I;
break;
case Order::TYPE::PATROL:
case Order::TYPE::GARRISON:
case Order::TYPE::EJECT:
color = Vector3::VEC_K;
break;
case Order::TYPE::BUILD:
case Order::TYPE::SUPPLY:
color = Vector3(1, 1, 0);
break;
}
LineRenderer *lineRenderer = LineRenderer::getSingleton();
lineRenderer->addLine(startPos, endPos, color);
vector<LineRenderer::Line> lines = lineRenderer->getLines();
return lines[lines.size() - 1].id;
}
void Player::issueOrder(Order::TYPE type, Vector3 destDir, vector<Order::Target> targets, bool append){
if(type != Order::TYPE::EJECT && targets.empty()) return;
vector<Unit*> selectedUnits = getSelectedUnits();
if(type == Order::TYPE::EJECT){
for(Unit *u : selectedUnits){
const vector<Unit::GarrisonSlot> &garrisonSlots = u->getGarrisonSlots();
for(Unit::GarrisonSlot slot : garrisonSlots)
if(slot.vehicle)
targets.push_back(Order::Target((Unit*)slot.vehicle));
}
}
else if(type != Order::TYPE::PATROL)
targets.push_back(Order::Target());
for (Unit *u : selectedUnits) {
bool targetingSelf = false, structBuilt = true;
for(Order::Target &targ : targets){
if(targ.unit && targ.unit == u){
targetingSelf = true;
break;
}
if(!u->isVehicle() && ((Structure*)u)->getBuildStatus() < 100){
structBuilt = false;
break;
}
}
if(targetingSelf || !structBuilt) continue;
int lineId = -1;
ActiveGameState *activeState = ((ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE));
if(activeState && activeState->getPlayer() == this)
lineId = getOrderLineId(type, u->getPos(), targets[0].pos);
Order order(type, targets, destDir, lineId);
if (append)
u->addOrder(order);
else
u->setOrder(order);
}
}
void Player::removeUnit(Unit *unit){
for(int i = 0; i < units.size(); i++)
if(unit == units[i]){
removeUnit(i);
break;
}
}
void Player::removeUnit(int id){
delete units[id];
units.erase(units.begin() + id);
}
void Player::removeResourceDeposit(int id){
delete resourceDeposits[id];
resourceDeposits.erase(resourceDeposits.begin() + id);
}
void Player::removeProjectile(Projectile *proj){
for(int i = 0; i < projectiles.size(); i++)
if(proj == projectiles[i]){
removeProjectile(i);
break;
}
}
void Player::removeProjectile(int id){
delete projectiles[id];
projectiles.erase(projectiles.begin() + id);
}
vector<Unit*> Player::getSelectedUnitsByClass(UnitClass uc){
vector<Unit*> selectedUnits = getSelectedUnits(), unitsByClass;
for(Unit *u : selectedUnits)
if(u->getUnitClass() == uc)
unitsByClass.push_back(u);
return unitsByClass;
}
void Player::selectUnits(vector<Unit*> selUnits){
for(Unit *u : selUnits){
selectedUnits.push_back(u);
u->select();
}
}
}