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https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
70 lines
2.4 KiB
C++
70 lines
2.4 KiB
C++
#include "gameObjectFactory.h"
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#include "player.h"
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#include "factory.h"
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#include "engineer.h"
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#include "resourceRover.h"
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#include "projectile.h"
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#include "resourceDeposit.h"
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#include "pointDefense.h"
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#include "extractor.h"
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#include "cruiseMissile.h"
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#include "researchStruct.h"
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#include "defConfigs.h"
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#include <solUtil.h>
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#include <vector>
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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 gameBase;
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Unit* GameObjectFactory::createUnit(Player *player, int id, Vector3 pos, Quaternion rot, int buildStatus){
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sol::state_view SOL_LUA_VIEW = generateView();
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int unitClass = SOL_LUA_VIEW["units"][id + 1]["unitClass"];
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switch((UnitClass)unitClass){
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case UnitClass::FORT:
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case UnitClass::LAND_FACTORY:
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case UnitClass::NAVAL_FACTORY:
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return new Factory(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
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case UnitClass::POINT_DEFENSE:
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return new PointDefense(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
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case UnitClass::EXTRACTOR:
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return new Extractor(player, id, pos, rot, buildStatus);
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case UnitClass::LAB:
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return new ResearchStruct(player, id, pos, rot, buildStatus);
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case UnitClass::TRADE_CENTER:
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case UnitClass::REFINERY:
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return new Structure(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
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case UnitClass::ENGINEER:
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return new Engineer(player, id, pos, rot, Unit::State::STAND_GROUND);
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case UnitClass::RESOURCE_ROVER:
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return new ResourceRover(player, id, pos, rot, Unit::State::STAND_GROUND);
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default:
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return new Vehicle(player, id, pos, rot, Unit::State::STAND_GROUND);
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}
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}
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Projectile* GameObjectFactory::createProjectile(Unit *unit, int id, Vector3 pos, Quaternion rot){
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sol::state_view SOL_LUA_VIEW = generateView();
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int projectileClass = SOL_LUA_VIEW["projectiles"][id + 1]["projectileClass"];
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switch((ProjectileClass)projectileClass){
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case ProjectileClass::CRUISE_MISSILE:
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{
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Order::Target target = unit->getOrder(0).targets[0];
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Vector3 targetPos = (target.unit ? target.unit->getPos() : target.pos);
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return new CruiseMissile(unit, targetPos, pos, rot);
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}
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default:
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return new Projectile(unit, id, pos, rot);
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}
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}
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ResourceDeposit* GameObjectFactory::createResourceDeposit(Player *player, int id, Vector3 pos, Quaternion rot, int initAmmount){
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return new ResourceDeposit(player, id, pos, rot, initAmmount);
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}
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}
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