Files
PlanetFleet/player.cpp
T

224 lines
5.6 KiB
C++
Executable File

#include <solUtil.h>
#include "player.h"
#include "structure.h"
#include "projectile.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, int sp, string n) :
difficulty(diff),
faction(fac),
team(t),
color(col),
cpuPlayer(cpuPl),
spawnPointId(sp),
name("pl"),
refineds(30000),
trader(new Trader())
{
colorMaterial = new Material(Root::getSingleton()->getLibPath() + "texture");
colorMaterial->addBoolUniform("lightingEnabled", true);
colorMaterial->addBoolUniform("texturingEnabled", false);
colorMaterial->addVec4Uniform("diffuseColor", Vector4(color.x, color.y, color.z, 1));
}
Player::~Player() {
delete colorMaterial;
}
void Player::update() {
trader->update();
vector<Unit*> units = this->units;
for(Unit *u : units){
if(!u->isRemove())
u->update();
else
removeUnit(u);
}
vector<Projectile*> projectiles = this->projectiles;
for(Projectile *proj : projectiles){
if(!proj->isRemove())
proj->update();
else
removeProjectile(proj);
}
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;
case Order::TYPE::HACK:
color = Vector3(1, 0, 1);
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){
vector<Unit*> selectedUnits = getSelectedUnits();
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 && type != Order::TYPE::EJECT)
lineId = getOrderLineId(type, u->getPos(), targets[0].pos);
u->receiveOrder(Order(type, targets, destDir, lineId), append);
}
}
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);
}
void Player::selectUnits(vector<Unit*> selUnits){
for(Unit *u : selUnits)
if(find(selectedUnits.begin(), selectedUnits.end(), u) == selectedUnits.end()){
selectedUnits.push_back(u);
u->select();
}
}
vector<Unit*> Player::getUnitsById(int id, int numUnits){
vector<Unit*> idUnits;
for(Unit *unit : units){
if(numUnits != -1 && idUnits.size() == numUnits)
break;
if(unit->getId() == id)
idUnits.push_back(unit);
}
return idUnits;
}
vector<Unit*> Player::getUnitsByClass(UnitClass uc, int numUnits){
vector<Unit*> ucUnits;
for(Unit *unit : units){
if(numUnits != -1 && ucUnits.size() == numUnits)
break;
if(unit->getUnitClass() == uc)
ucUnits.push_back(unit);
}
return ucUnits;
}
void Player::addTechnology(int techId){
technologies.push_back(techId);
}
int Player::getResource(ResourceType type){
switch(type){
case ResourceType::REFINEDS:
return refineds;
case ResourceType::WEALTH:
return wealth;
case ResourceType::RESEARCH:
return research;
}
}
void Player::updateResource(ResourceType type, int ammount, bool add){
switch(type){
case ResourceType::REFINEDS:
refineds = (add ? refineds + ammount : ammount);
break;
case ResourceType::WEALTH:
wealth = (add ? wealth + ammount : ammount);
break;
case ResourceType::RESEARCH:
research = (add ? research + ammount : ammount);
break;
}
}
void Player::build(int id, Vector3 pos, Quaternion rot, bool additionalOrder){
/*
Unit *buildStruct = GameObjectFactory::createUnit(this, id, pos, rot);
addUnit(buildStruct);
issueOrder(Order::TYPE::BUILD, vector<Order::Target>{Order::Target(buildStruct)}, additionalOrder);
*/
}
}