Files
PlanetFleet/vehicle.cpp
T
2025-01-19 20:39:07 +02:00

352 lines
9.8 KiB
C++

#include <cmath>
#include <solUtil.h>
#include <util.h>
#include <box.h>
#include <model.h>
#include <quaternion.h>
#include "vehicle.h"
#include "pathfinder.h"
#include "player.h"
#include "game.h"
#include "map.h"
using namespace gameBase;
using namespace vb01;
using namespace std;
namespace battleship{
Vehicle::Vehicle(Player *player, int id, Vector3 pos, Quaternion rot, Unit::State state) : Unit(player, id, pos, rot, state){
initProperties();
debugMat = new Material(Root::getSingleton()->getLibPath() + "texture");
debugMat->addBoolUniform("lightingEnabled", false);
debugMat->addBoolUniform("texturingEnabled", false);
debugMat->addVec4Uniform("diffuseColor", Vector4::VEC_IJKL);
}
Vehicle::~Vehicle(){
removeAllPathpoints();
delete debugMat;
}
void Vehicle::update(){
Unit::update();
if(garrisonable) model->setVisible(false);
}
void Vehicle::halt(){
Unit::halt();
removeAllPathpoints();
patrolPointId = 0;
pursuingTarget = false;
}
bool Vehicle::validateGarrisonOrder(Order order){
Unit *targUnit = order.targets[0].unit;
for(GarrisonSlot slot : targUnit->getGarrisonSlots())
if(!slot.vehicle && slot.category >= garrisonCategory)
return true;
return false;
}
void Vehicle::receiveOrder(Order order, bool add){
if(!(order.type == Order::TYPE::EJECT || order.type == Order::TYPE::LAUNCH)){
Order::Target targ = order.targets[0];
Vector3 targPos = (targ.unit ? targ.unit->getPos() : targ.pos);
preparePathpoints(order, targPos);
if(!pathPoints.empty())
Unit::receiveOrder(order, add);
}
else
Unit::receiveOrder(order, add);
}
void Vehicle::turn(float angle) {
Quaternion newRot = Quaternion(angle, upVec) * model->getOrientation();
model->setOrientation(newRot);
rot = newRot;
}
void Vehicle::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;
}
placeAt(pos + dir * speed);
}
void Vehicle::initProperties(){
Game *game = Game::getSingleton();
vector<int> currTechs = player->getTechnologies();
sol::table unitTable = generateView()[GameObject::getGameObjTableName()][id + 1];
maxTurnAngle = unitTable["maxTurnAngle"]; maxTurnAngle += game->calcAbilFromTech(Ability::Type::MAX_TURN_ANGLE, currTechs, (int)GameObject::type, id);
speed = unitTable["speed"]; speed += game->calcAbilFromTech(Ability::Type::SPEED, currTechs, (int)GameObject::type, id);
anglePrecision = unitTable["anglePrecision"];
garrisonCategory = unitTable["garrisonCategory"];
}
void Vehicle::reinit(){
Unit::reinit();
initProperties();
}
void Vehicle::navigate(float destOffset){
Vector3 hypVec = (pathPoints[0] - pos);
float hypAngle = hypVec.norm().getAngleBetween(upVec) - PI / 2;
float offset = hypVec.getLength() * sin(hypAngle);
Vector3 linDest = pathPoints[0] + upVec * offset;
float vertDist = fabs(pos.y - pathPoints[0].y);
Vector3 destDir = (linDest - pos).norm();
float angle = (destDir != Vector3::VEC_ZERO ? dirVec.getAngleBetween(destDir) : -1);
if(angle > anglePrecision && pos.getDistanceFrom(linDest) > destOffset)
turn(calculateRotation(destDir, angle, maxTurnAngle));
else{
if(pos.getDistanceFrom(linDest) > destOffset){
float dist = pos.getDistanceFrom(linDest);
float movementAmmount = (speed > dist ? dist : speed);
advance(movementAmmount);
}
if(vertDist > .1){
float dist = pos.y - pathPoints[0].y;
float movementAmmount = (speed > fabs(dist) ? dist : speed);
if(dist > 0)
movementAmmount *= -1;
advance(movementAmmount, MoveDir::UP);
}
if(pos.getDistanceFrom(linDest) <= destOffset){
bool orderHasDir = (orders[0].direction != Vector3::VEC_ZERO);
float angleToOrderDir = dirVec.getAngleBetween(orders[0].direction);
bool destDirWithin = (!orderHasDir || (orderHasDir && angleToOrderDir <= anglePrecision));
if(pathPoints.size() == 1 && !destDirWithin)
turn(calculateRotation(orders[0].direction, angleToOrderDir, maxTurnAngle));
if(pathPoints.size() > 1 || (pathPoints.size() == 1 && destDirWithin)){
if(type == UnitType::UNDERWATER && vertDist < 0.5 * height)
removePathpoint();
else if(type != UnitType::UNDERWATER)
removePathpoint();
}
}
}
}
void Vehicle::alignToSurface(){
/*
Map *map = Map::getSingleton();
TerrainObject terr = map->getTerrainObject(0);
vector<RayCaster::CollisionResult> res = RayCaster::cast(Vector3(pos.x, terr.size.y, pos.z), Vector3(0, -1, 0), terr.node);
if(!res.empty()){
placeAt(res[0].pos);
float angle = upVec.getAngleBetween(res[0].norm);
Vector3 axis = upVec.cross(res[0].norm).norm();
Quaternion rotQuat = Quaternion(angle, axis);
orientAt(rotQuat * rot);
}
*/
}
void Vehicle::move(Order order) {
navigate(0.5 * Map::getSingleton()->getCellSize().x);
if(type == UnitType::LAND)
alignToSurface();
if(pathPoints.empty())
removeOrder(0);
}
void Vehicle::exitGarrisonable(Vector3 exitPos){
placeAt(exitPos);
garrisonable->updateGarrison(this, false);
garrisonable = nullptr;
}
void Vehicle::enterGarrisonable(){
Unit *targUnit = orders[0].targets[0].unit;
targUnit->updateGarrison(this, true);
removeAllPathpoints();
removeOrder(0);
garrisonable = targUnit;
pursuingTarget = false;
}
void Vehicle::navigateToTarget(float minDist){
if(!pursuingTarget){
Vector3 targPos = (orders[0].targets[0].unit ? orders[0].targets[0].unit->getPos() : orders[0].targets[0].pos);
preparePathpoints(orders[0], targPos);
pursuingTarget = true;
if(orders[0].type == Order::TYPE::GARRISON) addPathpoint(targPos);
}
navigate(minDist);
}
void Vehicle::garrison(Order order){
Unit *targUnit = order.targets[0].unit;
float distToGarrisonable = pos.getDistanceFrom(targUnit->getPos()), garrisonDist = Map::getSingleton()->getCellSize().x;
if(distToGarrisonable > garrisonDist)
navigateToTarget(garrisonDist);
else
enterGarrisonable();
}
void Vehicle::patrol(Order order){
if(pathPoints.empty()){
patrolPointId = getNextPatrolPointId(order.targets.size());
preparePathpoints(order, order.targets[patrolPointId].pos);
}
navigate(.5 * Map::getSingleton()->getCellSize().x);
}
void Vehicle::addPathpoint(Vector3 pointPos){
pathPoints.push_back(pointPos);
Box *b = new Box(Vector3::VEC_IJK);
b->setMaterial(debugMat);
Node *n = new Node(pointPos);
n->attachMesh(b);
Root::getSingleton()->getRootNode()->attachChild(n);
debugPathPoints.push_back(n);
}
//TODO allow ships to attack land targets and vice versa
void Vehicle::preparePathpoints(Order &order, Vector3 destPos, bool appendDestPos){
removeAllPathpoints();
Map *map = Map::getSingleton();
vector<Map::Cell> &cells = map->getCells();
int source = map->getCellId(pos);
bool ship = (type == UnitType::UNDERWATER || type == UnitType::SEA_LEVEL);
bool waterVehCanMove = (ship && cells[source].type == Map::Cell::WATER);
bool landVehCanMove = (type == UnitType::LAND && cells[source].type == Map::Cell::LAND);
if(type != UnitType::HOVER && !(waterVehCanMove || landVehCanMove)) return;
int dest = map->getCellId(destPos);
vector<float> heuristics;
for(Map::Cell &cell : cells)
heuristics.push_back(145 * (cells[dest].pos.getDistanceFrom(cell.pos)));
vector<int> path = Pathfinder::getSingleton()->findPath(cells, heuristics, source, dest, (int)type);
bool pathTruncated = false;
for(int i = 0; i < path.size(); i++){
if((ship && cells[path[i]].type != Map::Cell::WATER) || (order.type != Order::TYPE::GARRISON && type == UnitType::LAND && cells[path[i]].type != Map::Cell::LAND)){
path = vector<int>(path.begin(), path.begin() + i);
order.targets[0].unit = nullptr;
order.targets[0].pos = cells[path[i - 1]].pos;
pathTruncated = true;
break;
}
else if(order.type == Order::TYPE::GARRISON && type == UnitType::LAND && cells[path[i]].type != Map::Cell::LAND && path.size() - 1 != i)
return;
}
for(int p : path)
addPathpoint(cells[p].pos);
if(appendDestPos && !pathTruncated)
addPathpoint(destPos);
}
void Vehicle::removePathpoint(int i){
Node *rootNode = Root::getSingleton()->getRootNode();
Node *debugPathPointNode = debugPathPoints[i];
rootNode->dettachChild(debugPathPointNode);
Mesh *mesh = debugPathPointNode->getMesh(0);
mesh->setMaterial(nullptr);
debugPathPoints.erase(debugPathPoints.begin() + i);
delete debugPathPointNode;
pathPoints.erase(pathPoints.begin() + i);
if(pathPoints.empty())
pursuingTarget = false;
}
void Vehicle::removeAllPathpoints(){
while(!pathPoints.empty())
removePathpoint();
}
void Vehicle::attack(Order order){
int prevNumOrders = orders.size();
Unit::attack(order);
int currNumOrders = orders.size();
if(weapons.empty() || prevNumOrders != currNumOrders) return;
Order::Target target = order.targets[0];
Vector3 targVec = (target.unit ? target.unit->getPos() : target.pos) - pos;
float distToTarg = targVec.getLength();
Weapon *weapon = weapons[0];
float minDist = weapon->getMaxRange();
if(order.playerAssigned || (!order.playerAssigned && state == Unit::State::CHASE)){
if(distToTarg > minDist)
navigateToTarget(.5 * Map::getSingleton()->getCellSize().x);
else
pursuingTarget = false;
}
else if(!order.playerAssigned && state == Unit::State::STAND_GROUND && distToTarg > minDist){
removeOrder(0);
return;
}
float angleToTarg = targVec.norm().getAngleBetween(dirVec);
if(distToTarg <= weapon->getMaxRange()){
if(angleToTarg <= anglePrecision)
weapon->fire(order);
else if(angleToTarg > anglePrecision)
turn(calculateRotation(targVec.norm(), angleToTarg, maxTurnAngle));
}
}
void Vehicle::select(){
if(!garrisonable)
Unit::select();
}
}