Files
PlanetFleet/unit.cpp
T

412 lines
13 KiB
C++
Executable File

#include <model.h>
#include <quad.h>
#include <material.h>
#include <texture.h>
#include <stateManager.h>
#include <glm.hpp>
#include <ext.hpp>
#include "unit.h"
#include "util.h"
#include "inGameAppState.h"
#include "defConfigs.h"
#include "pathfinder.h"
using namespace glm;
using namespace vb01;
using namespace std;
namespace battleship{
Unit::Unit(Player *player, vb01::Vector3 pos, int id) {
this->id = id;
this->player = player;
UnitDataManager *udm = UnitDataManager::getSingleton();
health = udm->getHealth()[id];
maxTurnAngle = udm->getMaxTurnAngle()[id];
range = udm->getRange()[id];
lineOfSight = udm->getLineOfSight()[id];
speed = udm->getSpeed()[id];
unitClass = udm->getUnitClass()[id];
type = udm->getUnitType()[id];
width = udm->getUnitCornerPoints()[id][0].x - udm->getUnitCornerPoints()[id][1].x;
height = udm->getUnitCornerPoints()[id][4].y - udm->getUnitCornerPoints()[id][0].y;
length = udm->getUnitCornerPoints()[id][3].z - udm->getUnitCornerPoints()[id][0].z;
GameManager *gm = GameManager::getSingleton();
model = new Model(udm->getBasePath()[id] + udm->getMeshPath()[id]);
Root *root = Root::getSingleton();
string libPath = root->getLibPath();
Material *mat = new Material(libPath + "texture");
string f[]{configData::DEFAULT_TEXTURE};
Texture *diffuseTexture = new Texture(f, 1, false);
mat->addBoolUniform("texturingEnabled", true);
mat->addBoolUniform("lightingEnabled", false);
mat->addTexUniform("textures[0]", diffuseTexture, true);
model->setMaterial(mat);
root->getRootNode()->attachChild(model);
placeUnit(pos);
selectionSfxBuffer = new sf::SoundBuffer();
string p = GameManager::getSingleton()->getPath() + "Sounds/" + udm->getName()[id] + "s/selection.ogg";
if(selectionSfxBuffer->loadFromFile(p.c_str()))
selectionSfx = new sf::Sound(*selectionSfxBuffer);
Node *guiNode = root->getGuiNode();
hpBackground = new Quad(Vector3(lenHpBar, 10, 0), false);
Material *hpBackgroundMat = new Material(libPath + "gui");
hpBackgroundMat->addBoolUniform("texturingEnabled", false);
hpBackgroundMat->addVec4Uniform("diffuseColor", Vector4(0, 0, 0, 1));
hpBackground->setMaterial(hpBackgroundMat);
hpBackgroundNode = new Node();
hpBackgroundNode->attachMesh(hpBackground);
guiNode->attachChild(hpBackgroundNode);
hpForeground = new Quad(Vector3(lenHpBar, 10, 0), false);
Material *hpForegroundMat = new Material(libPath + "gui");
hpForegroundMat->addBoolUniform("texturingEnabled", false);
hpForegroundMat->addVec4Uniform("diffuseColor", Vector4(0, 1, 0, 1));
hpForeground->setMaterial(hpForegroundMat);
hpForegroundNode = new Node();
hpForegroundNode->attachMesh(hpForeground);
guiNode->attachChild(hpForegroundNode);
}
Unit::~Unit() {
}
void Unit::update() {
leftVec = model->getGlobalAxis(0);
upVec = model->getGlobalAxis(1);
dirVec = model->getGlobalAxis(2);
if (!orders.empty()){
LineRenderer *lineRenderer = LineRenderer::getSingleton();
lineRenderer->toggleVisibility(orders[0].line.id, selected && canDisplayOrderLine());
lineRenderer->changeLineField(orders[0].line.id, pos, LineRenderer::START);
}
executeOrders();
screenPos = spaceToScreen(pos);
hpBackgroundNode->setVisible(selected);
hpForegroundNode->setVisible(selected);
if (selected) {
displayUnitStats();
}
if (health <= 0)
blowUp();
}
void Unit::blowUp(){
working = false;
}
void Unit::displayUnitStats() {
float shiftedX = screenPos.x - 0.5 * lenHpBar;
hpForegroundNode->setPosition(Vector3(shiftedX, screenPos.y, 0));
hpForeground->setSize(Vector3(health / UnitDataManager::getSingleton()->getHealth()[id] * lenHpBar, 10, 0));
hpBackgroundNode->setPosition(Vector3(shiftedX, screenPos.y, .1));
}
void Unit::executeOrders() {
if (orders.size() > 0) {
Order order = orders[0];
switch (order.type) {
case Order::TYPE::ATTACK:
attack(order);
break;
case Order::TYPE::MOVE:
move(order, UnitDataManager::getSingleton()->getDestinationOffset()[id]);
break;
case Order::TYPE::PATROL:
patrol(order);
break;
case Order::TYPE::LAUNCH:
launch(order);
break;
default:
break;
}
}
}
void Unit::setOrder(Order order) {
while (!orders.empty())
removeOrder(0);
addOrder(order);
orderLineDispTime = getTime();
}
void Unit::attack(Order order) {
}
void Unit::move(Order order, float destOffset) {
Vector3 linDest = Vector3(pathPoints[0].x, pos.y, pathPoints[0].z);
Vector3 destDir = (linDest - pos).norm();
float angle = dirVec.getAngleBetween(destDir);
UnitDataManager *udm = UnitDataManager::getSingleton();
if(angle > udm->getAnglePrecision()[id]){
float rotSpeed = (maxTurnAngle > angle ? angle : maxTurnAngle);
if(leftVec.getAngleBetween(destDir) > PI / 2)
rotSpeed *= -1;
turn(rotSpeed);
}
else{
if(pos.getDistanceFrom(linDest) > destOffset){
float dist = pos.getDistanceFrom(linDest);
float movementAmmount = (speed > dist ? dist : speed);
advance(movementAmmount);
}
else
pathPoints.erase(pathPoints.begin());
if(fabs(pos.y - pathPoints[0].y) > destOffset){
float dist = pos.y - pathPoints[0].y;
float movementAmmount = (speed > fabs(dist) ? dist : speed);
if(dist > 0)
movementAmmount *= -1;
advance(movementAmmount, MoveDir::UP);
}
}
if(pathPoints.empty())
removeOrder(0);
}
void Unit::patrol(Order order) {
move(order, UnitDataManager::getSingleton()->getDestinationOffset()[id]);
}
void Unit::launch(Order order) {}
void Unit::advance(float speed, MoveDir moveDir) {
Vector3 dir;
switch(moveDir){
case MoveDir::FORW:
dir = dirVec;
break;
case MoveDir::LEFT:
dir = leftVec;
break;
case MoveDir::UP:
dir = upVec;
break;
}
pos = pos + dir * speed;
model->setPosition(pos);
}
void Unit::turn(float angle) {
Quaternion rotQuat = Quaternion(angle, Vector3(0, 1, 0));
model->setOrientation(rotQuat * model->getOrientation());
}
void Unit::halt() {
while (orders.size() > 0)
removeOrder(orders.size() - 1);
patrolPointId = 0;
}
float Unit::getCircleRadius() {
float radius = 0.;
for (int i = 0; i <= 90 / maxTurnAngle; i++)
radius += cos(i * (maxTurnAngle / 180 * PI)) * speed;
return radius;
}
void Unit::placeUnit(Vector3 p) {
model->setPosition(p);
pos = p;
}
void Unit::orientUnit(Vector3 orientVec){
Vector3 orientVecProj = Vector3(orientVec.x, 0, orientVec.z).norm();
float projAngle = orientVec.getAngleBetween(orientVecProj);
float rotAngle = Vector3(0,0,-1).getAngleBetween(orientVecProj);
rotAngle *= (orientVec.x < 0 ? 1 : -1) / PI * 180;
projAngle *= (orientVec.y > 0 ? 1 : -1) / PI * 180;
dirVec = orientVecProj;
upVec = Vector3(0,1,0);
leftVec = Quaternion(-PI / 2, upVec) * dirVec;
Quaternion rotQuat = Quaternion(projAngle / 180 * PI, leftVec);
dirVec = rotQuat * dirVec;
upVec = rotQuat * upVec;
}
Vector3 Unit::getCorner(int i) {
Vector3 corner = UnitDataManager::getSingleton()->getUnitCornerPoints()[id][i];
return pos + (leftVec * corner.x + upVec * corner.y - dirVec * corner.z);
}
std::vector<Projectile*> Unit::getProjectiles(){
std::vector<Projectile*> projectiles;
InGameAppState *inGameState = ((InGameAppState*)GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::IN_GAME_STATE));
for(Projectile *p: inGameState->getProjectiles())
if(p->getUnit() == this)
projectiles.push_back(p);
return projectiles;
}
void Unit::generateWeights(u32 **weights, int cellsByDim[3], Vector3 cellSize){
Map *map = Map::getSingleton();
int waterbodyId = -1;
for(int i = 0; i < map->getNumWaterBodies(); i++){
if(map->getWaterBody(i).isPointWithin(pos)){
waterbodyId = i;
break;
}
}
u32 impassibleNodeVal = Pathfinder::getSingleton()->getImpassibleNodeVal();
int size = cellsByDim[0] * cellsByDim[1] * cellsByDim[2];
int passVal = 1;
for(int i = 0; i < size; i++){
int xId = i % cellsByDim[0];
int yId = i / (cellsByDim[0] * cellsByDim[2]);
int zId = (i / cellsByDim[0]) % cellsByDim[2];
for(int j = 0; j < size; j++){
int weight = impassibleNodeVal;
bool adjacent = false;
if(xId == 0 && j - i == 1)
adjacent = true;
else if(xId == cellsByDim[0] - 1 && j - i == -1)
adjacent = true;
else if(0 < xId && xId < cellsByDim[0] - 1 && abs(j - i) == 1)
adjacent = true;
if(yId == 0 && j - i == cellsByDim[0] * cellsByDim[2])
adjacent = true;
else if(0 < yId && yId < cellsByDim[1] - 1 && abs(j - i) == cellsByDim[0] * cellsByDim[2])
adjacent = true;
else if(yId == cellsByDim[1] - 1 && j - i == -(cellsByDim[0] * cellsByDim[2]))
adjacent = true;
if(zId == 0 && j - i == cellsByDim[0])
adjacent = true;
else if(zId == cellsByDim[2] - 1 && j - i == -cellsByDim[0])
adjacent = true;
else if(0 < zId && zId < cellsByDim[2] - 1 && abs(j - i) == cellsByDim[0])
adjacent = true;
if(i == j)
weight = 0;
if(adjacent){
weight = passVal;
MeshData meshData = map->getTerrainModel()->getChild(0)->getMesh(0)->getMeshBase();
MeshData::Vertex *verts = meshData.vertices;
int numVerts = 3 * meshData.numTris;
for(int k = 0; k < numVerts; k++){
bool pointWithin = map->isPointWithin(j, verts[k].pos, cellSize, type == UnitType::UNDERWATER);
WaterBody waterbody;
if(waterbodyId != -1)
waterbody = map->getWaterBody(waterbodyId);
bool impassibleForSeaUnits = (type == UnitType::SEA_LEVEL && pointWithin && waterbodyId != -1 && verts[k].pos.y > waterbody.pos.y);
bool impassibleForSubs = (type == UnitType::UNDERWATER && pointWithin && waterbodyId != -1);
bool impassibleForLandUnits = (type == UnitType::LAND && pointWithin && (waterbodyId != -1 && verts[k].pos.y < waterbody.pos.y));
if(impassibleForSeaUnits || impassibleForSubs || impassibleForLandUnits){
weight = impassibleNodeVal;
break;
}
}
}
weights[i][j] = weight;
}
}
}
void Unit::addOrder(Order order){
float eps = getCircleRadius();
Map *map = Map::getSingleton();
Vector3 mapSize = map->getSize();
Vector3 cellSize = Vector3(eps, (type == UnitType::UNDERWATER ? (mapSize.y / height) : 0), eps);
int cellsByDim[3] = {
int(mapSize.x / cellSize.x),
(cellSize.y == 0 ? 1 : cellSize.y),
int(mapSize.z / cellSize.z)
};
int numCells = cellsByDim[0] * cellsByDim[1] * cellsByDim[2];
u32 **weights = new u32*[numCells];
for(int i = 0; i < numCells; i++)
weights[i] = new u32[numCells];
generateWeights(weights, cellsByDim, cellSize);
Pathfinder *pathfinder = Pathfinder::getSingleton();
int source = map->getCellId(pos, cellSize);
int dest = map->getCellId(order.targets[0].pos, cellSize);
vector<int> path = pathfinder->findPath(weights, numCells, source, dest);
bool impassibleNodePresent = false;
pathPoints.clear();
for(int i = 1; i < path.size(); i++)
if(!impassibleNodePresent && weights[path[i - 1]][path[i]] == pathfinder->getImpassibleNodeVal())
impassibleNodePresent = true;
if(!(impassibleNodePresent || path.empty())){
for(int p : path)
pathPoints.push_back(map->getCellPos(p, cellSize));
orders.push_back(order);
}
for(int i = 0; i < numCells; i++)
delete[] weights[i];
delete[] weights;
}
void Unit::removeOrder(int id) {
LineRenderer::getSingleton()->removeLine(orders[id].line.id);
orders.erase(orders.begin() + id);
}
void Unit::toggleSelection(bool selection) {
selected = selection;
if(selection && selectionSfx)
selectionSfx->play();
orderLineDispTime = getTime();
}
void Unit::addProjectile(Projectile *p) {((InGameAppState*)GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::IN_GAME_STATE))->addProjectile(p);}
}