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https://github.com/ApfelTeeSaft/PlanetFleet.git
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195 lines
6.0 KiB
C++
Executable File
195 lines
6.0 KiB
C++
Executable File
#ifndef UNIT_H
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#define UNIT_H
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#include <vector>
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#include <util.h>
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#include <quaternion.h>
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#include <lineRenderer.h>
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#include <solUtil.h>
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#include "gameManager.h"
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#include "gameObject.h"
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#include "projectile.h"
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namespace sf{
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class SoundBuffer;
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class Sound;
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}
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namespace vb01{
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class Mesh;
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class Quad;
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class Node;
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class Camera;
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}
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namespace battleship{
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class Player;
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class Unit;
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class Vehicle;
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class Factory;
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class Cruiser;
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class PointDefense;
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class Engineer;
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struct Order {
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enum class TYPE {ATTACK, BUILD, MOVE, GARRISON, EJECT, PATROL, LAUNCH, SUPPLY};
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struct Target{
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Unit *unit = nullptr;
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vb01::Vector3 pos;
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Target(){}
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Target(Unit *u, vb01::Vector3 p = vb01::Vector3::VEC_ZERO) : unit(u), pos(p){}
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};
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TYPE type;
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int lineId = -1;
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vb01::Vector3 direction;
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std::vector<Target> targets;
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Order(){}
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Order(TYPE t, std::vector<Target> targ, vb01::Vector3 dir, int lid = -1) : type(t), lineId(lid), targets(targ), direction(dir){}
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};
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enum class MoveDir {LEFT, UP, FORW};
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enum class Corner {FRONT_LEFT, FRONT_RIGHT, REAR_LEFT, REAR_RIGHT};
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enum class UnitType {UNDERWATER, SEA_LEVEL, HOVER, LAND, AIR, NONE = -1};
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enum class UnitClass {
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WAR_MECH,
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TANK,
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ARTILLERY,
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ENGINEER,
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TRANSPORT,
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RESOURCE_ROVER,
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CRUISER,
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CARRIER,
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SUBMARINE,
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LAND_FACTORY,
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NAVAL_FACTORY,
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MARKET,
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LAB,
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POINT_DEFENSE,
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EXTRACTOR,
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REFINERY
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};
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class Unit : public GameObject{
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public:
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class Weapon{
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public:
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enum class Type{HITSCAN, SHELL, TORPEDO, CRUISE_MISSILE};
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Weapon(Unit*, sol::table);
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~Weapon();
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virtual void fire(Order);
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inline Type getType(){return type;}
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inline int getProjectileId(){return projId;}
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inline int getRateOfFire(){return rateOfFire;}
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inline int getDamage(){return damage;}
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inline int getMinRange(){return minRange;}
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inline int getMaxRange(){return maxRange;}
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inline Unit* getUnit(){return unit;}
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private:
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Type type;
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int projId = -1, rateOfFire, damage = 0;
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float minRange = 0, maxRange;
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vb01::Vector3 projPos;
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vb01::Quaternion projRot;
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vb01::s64 lastFireTime = 0;
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Unit *unit = nullptr;
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sf::SoundBuffer *fireSfxBuffer;
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sf::Sound *fireSfx = nullptr;
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inline bool canFire(){return vb01::getTime() - lastFireTime > rateOfFire;}
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};
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struct GarrisonSlot{
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Vehicle *vehicle = nullptr;
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int category;
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vb01::Node *background, *foreground;
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vb01::Vector2 offset;
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GarrisonSlot(vb01::Node *bg, vb01::Node *fg, vb01::Vector2 off, int cat, Vehicle *v = nullptr) : background(bg), foreground(fg), offset(off), category(cat), vehicle(v){}
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};
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enum class Armor {CAST, COMBINED, MECHANIC, SHELL, STEEL};
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Unit(Player*, int, vb01::Vector3, vb01::Quaternion);
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virtual ~Unit();
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virtual void update();
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virtual void halt();
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void updateGarrison(Vehicle*, bool);
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virtual void select();
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void setOrder(Order);
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std::vector<Projectile*> getProjectiles();
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virtual void addOrder(Order);
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virtual void reinit();
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bool canGarrison(Vehicle*);
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inline Engineer* toEngineer(){return (Engineer*)this;}
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inline Factory* toFactory(){return (Factory*)this;}
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inline Cruiser* toCruiser(){return (Cruiser*)this;}
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inline PointDefense* toPointDefense(){return (PointDefense*)this;}
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inline int getNumGarrisonSlots(){return garrisonSlots.size();}
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inline const std::vector<GarrisonSlot>& getGarrisonSlots(){return garrisonSlots;}
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inline float getLineOfSight() {return lineOfSight;}
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inline vb01::Model* getNode() {return model;}
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inline UnitType getType() {return type;}
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inline UnitClass getUnitClass() {return unitClass;}
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inline void takeDamage(int damage) {health -= damage;}
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inline int getPlayerId() {return playerId;}
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inline int getHealth(){return health;}
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inline int getDeathHp(){return DEATH_HP;}
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inline bool isVehicle(){return vehicle;}
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inline bool isTargetToTheRight(vb01::Vector3 dir, vb01::Vector3 lv){return lv.getAngleBetween(dir) > vb01::PI / 2;}
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inline Order getOrder(int i){return orders[i];}
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inline int getNumOrders(){return orders.size();}
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private:
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void renderOrderLine(bool);
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void updateScreenCoordinates();
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void init();
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void initWeapons();
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void destroyWeapons();
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inline bool canDisplayOrderLine(){return vb01::getTime() - orderLineDispTime < orderVecDispLength;}
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const int orderVecDispLength = 2000, DEATH_HP = 0;
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sf::SoundBuffer *selectionSfxBuffer;
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sf::Sound *selectionSfx = nullptr;
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vb01::Node *hpBackgroundNode = nullptr, *hpForegroundNode = nullptr;
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bool vehicle;
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protected:
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UnitClass unitClass;
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UnitType type;
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std::vector<Order> orders;
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int health, maxHealth, cost, id, playerId, lenHpBar = 200;
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s64 orderLineDispTime = 0, lastFireTime = 0;
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float lineOfSight;
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std::vector<GarrisonSlot> garrisonSlots;
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std::vector<Armor> armorTypes;
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std::vector<Weapon*> weapons;
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std::vector<Player*> getSelectingPlayers();
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void removeOrder(int);
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virtual void initProperties();
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virtual void destroySound();
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virtual void initSound();
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virtual void initUnitStats();
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virtual void executeOrders();
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virtual void eject(Order);
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virtual void attack(Order);
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virtual void garrison(Order){}
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virtual void build(Order){}
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virtual void move(Order){}
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virtual void patrol(Order){}
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virtual void launch(Order);
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virtual void supply(Order){}
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float calculateRotation(vb01::Vector3, float, float);
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void removeBar(vb01::Node*);
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vb01::Node* createBar(vb01::Vector2, vb01::Vector2, vb01::Vector4);
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void displayUnitStats(vb01::Node*, vb01::Node*, int, int, bool, vb01::Vector2 offset = vb01::Vector2::VEC_ZERO);
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inline std::vector<Armor> getArmorTypes(){return armorTypes;}
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};
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}
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#endif
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