mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
311 lines
10 KiB
C++
Executable File
311 lines
10 KiB
C++
Executable File
#include <model.h>
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#include <quad.h>
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#include <material.h>
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#include <texture.h>
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#include <stateManager.h>
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#include <glm.hpp>
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#include <ext.hpp>
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#include "unit.h"
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#include "util.h"
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#include "inGameAppState.h"
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#include "pathfinder.h"
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#include "unitData.h"
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using namespace glm;
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using namespace vb01;
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using namespace std;
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namespace battleship{
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using namespace unitData;
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Unit::Unit(Player *player, vb01::Vector3 pos, int id) {
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this->id = id;
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this->player = player;
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this->health = unitData::health[id];
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this->maxTurnAngle = unitData::maxTurnAngle[id];
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this->range = unitData::range[id];
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this->lineOfSight = unitData::lineOfSight[id];
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this->speed = unitData::speed[id];
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type = unitData::unitType[id];
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width = unitData::unitCornerPoints[id][0].x - unitData::unitCornerPoints[id][1].x;
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height = unitData::unitCornerPoints[id][4].y - unitData::unitCornerPoints[id][0].y;
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length = unitData::unitCornerPoints[id][3].z - unitData::unitCornerPoints[id][0].z;
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GameManager *gm = GameManager::getSingleton();
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model = new Model(basePath[id] + meshPath[id]);
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Root *root = Root::getSingleton();
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string libPath = root->getLibPath();
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Material *mat = new Material(libPath + "texture");
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string f[]{DEFAULT_TEXTURE};
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Texture *diffuseTexture = new Texture(f, 1, false);
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mat->addBoolUniform("texturingEnabled", true);
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mat->addBoolUniform("lightingEnabled", false);
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mat->addTexUniform("textures[0]", diffuseTexture, true);
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model->setMaterial(mat);
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root->getRootNode()->attachChild(model);
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placeUnit(pos);
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selectionSfxBuffer = new sf::SoundBuffer();
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string p = GameManager::getSingleton()->getPath() + "Sounds/" + unitData::name[id] + "s/selection.ogg";
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if(selectionSfxBuffer->loadFromFile(p.c_str()))
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selectionSfx = new sf::Sound(*selectionSfxBuffer);
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Node *guiNode = root->getGuiNode();
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hpBackground = new Quad(Vector3(lenHpBar, 10, 0), false);
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Material *hpBackgroundMat = new Material(libPath + "gui");
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hpBackgroundMat->addBoolUniform("texturingEnabled", false);
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hpBackgroundMat->addVec4Uniform("diffuseColor", Vector4(0, 0, 0, 1));
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hpBackground->setMaterial(hpBackgroundMat);
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hpBackgroundNode = new Node();
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hpBackgroundNode->attachMesh(hpBackground);
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guiNode->attachChild(hpBackgroundNode);
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hpForeground = new Quad(Vector3(lenHpBar, 10, 0), false);
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Material *hpForegroundMat = new Material(libPath + "gui");
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hpForegroundMat->addBoolUniform("texturingEnabled", false);
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hpForegroundMat->addVec4Uniform("diffuseColor", Vector4(0, 1, 0, 1));
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hpForeground->setMaterial(hpForegroundMat);
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hpForegroundNode = new Node();
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hpForegroundNode->attachMesh(hpForeground);
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guiNode->attachChild(hpForegroundNode);
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}
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Unit::~Unit() {
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}
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void Unit::update() {
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leftVec = model->getGlobalAxis(0);
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upVec = model->getGlobalAxis(1);
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dirVec = model->getGlobalAxis(2);
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if (!orders.empty()){
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LineRenderer *lineRenderer = LineRenderer::getSingleton();
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lineRenderer->toggleVisibility(orders[0].line.id, selected && canDisplayOrderLine());
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lineRenderer->changeLineField(orders[0].line.id, pos, LineRenderer::START);
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}
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executeOrders();
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screenPos = spaceToScreen(pos);
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hpBackgroundNode->setVisible(selected);
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hpForegroundNode->setVisible(selected);
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if (selected) {
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displayUnitStats();
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}
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if (health <= 0)
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blowUp();
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}
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void Unit::blowUp(){
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working = false;
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}
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void Unit::displayUnitStats() {
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float shiftedX = screenPos.x - 0.5 * lenHpBar;
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hpForegroundNode->setPosition(Vector3(shiftedX, screenPos.y, 0));
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hpForeground->setSize(Vector3(health / unitData::health[id] * lenHpBar, 10, 0));
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hpBackgroundNode->setPosition(Vector3(shiftedX, screenPos.y, .1));
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}
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void Unit::executeOrders() {
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if (orders.size() > 0) {
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Order order = orders[0];
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switch (order.type) {
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case Order::TYPE::ATTACK:
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attack(order);
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break;
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case Order::TYPE::MOVE:
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move(order, unitData::destinationOffset[id]);
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break;
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case Order::TYPE::PATROL:
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patrol(order);
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break;
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case Order::TYPE::LAUNCH:
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launch(order);
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break;
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default:
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break;
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}
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}
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}
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void Unit::setOrder(Order order) {
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while (!orders.empty())
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removeOrder(0);
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addOrder(order);
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orderLineDispTime = getTime();
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}
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void Unit::attack(Order order) {
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}
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void Unit::move(Order order, float destOffset) {
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float movementAmmount, radius = getCircleRadius(), angle = 0.;
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int targetId = (order.type == Order::TYPE::PATROL ? getNextPatrolPointId(order.targets.size()) : 0);
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Vector3 dest = order.targets[targetId].pos;
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dest.y = pos.y;
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Vector3 center;
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if (leftVec.getAngleBetween(dest - pos) < PI / 2) {
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moveDir = MoveDir::LEFT;
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center = pos + leftVec*radius;
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} else if (-leftVec.getAngleBetween(dest - pos) < PI / 2) {
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moveDir = MoveDir::RIGHT;
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center = pos - leftVec*radius;
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}
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bool withinCircle = center.getDistanceFrom(dest) < radius ? true : false;
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if (moveDir != MoveDir::FORWARD) {
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if (withinCircle)
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angle = dirVec.getAngleBetween(center - dest) / PI * 180;
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else
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angle = dirVec.getAngleBetween(dest - pos) / PI * 180;
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angle = isnan(angle) ? 0. : angle;
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if (angle > anglePrecision[id]) {
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float rotAngle = maxTurnAngle > angle ? angle : maxTurnAngle;
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angle -= rotAngle;
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turn(moveDir == MoveDir::RIGHT ? -rotAngle : rotAngle);
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}
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}
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if (angle > anglePrecision[id])
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movementAmmount = speed;
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else {
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if (withinCircle) {
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float inDest = ((center - dest).norm() * radius - (center - dest)).getLength();
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movementAmmount = speed > inDest ? inDest : speed;
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} else
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movementAmmount = speed > pos.getDistanceFrom(dest) ? pos.getDistanceFrom(dest) : speed;
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}
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advance(movementAmmount);
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if (pos.getDistanceFrom(dest) <= destOffset && orders[0].type != Order::TYPE::ATTACK) {
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moveDir = MoveDir::FORWARD;
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if(orders[0].type == Order::TYPE::MOVE)
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removeOrder(0);
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else if(orders[0].type == Order::TYPE::PATROL)
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patrolPointId = targetId;
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}
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}
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void Unit::patrol(Order order) {
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move(order, unitData::destinationOffset[id]);
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}
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void Unit::launch(Order order) {}
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void Unit::advance(float speed) {
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pos = pos + dirVec * speed;
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model->setPosition(pos);
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}
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void Unit::turn(float angle) {
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Quaternion rotQuat = Quaternion(PI / 180 * angle, Vector3(0, 1, 0));
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model->setOrientation(rotQuat * model->getOrientation());
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}
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void Unit::halt() {
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while (orders.size() > 0)
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removeOrder(orders.size() - 1);
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patrolPointId = 0;
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}
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float Unit::getCircleRadius() {
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float radius = 0.;
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for (int i = 0; i <= 90 / maxTurnAngle; i++)
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radius += cos(i * (maxTurnAngle / 180 * PI)) * speed;
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return radius;
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}
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void Unit::placeUnit(Vector3 p) {
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model->setPosition(p);
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pos = p;
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}
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void Unit::orientUnit(Vector3 orientVec){
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Vector3 orientVecProj = Vector3(orientVec.x, 0, orientVec.z).norm();
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float projAngle = orientVec.getAngleBetween(orientVecProj);
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float rotAngle = Vector3(0,0,-1).getAngleBetween(orientVecProj);
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rotAngle *= (orientVec.x < 0 ? 1 : -1) / PI * 180;
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projAngle *= (orientVec.y > 0 ? 1 : -1) / PI * 180;
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dirVec = orientVecProj;
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upVec = Vector3(0,1,0);
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leftVec = Quaternion(-PI / 2, upVec) * dirVec;
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Quaternion rotQuat = Quaternion(projAngle / 180 * PI, leftVec);
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dirVec = rotQuat * dirVec;
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upVec = rotQuat * upVec;
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}
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Vector3 Unit::getCorner(int i) {
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Vector3 corner = unitCornerPoints[id][i];
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return pos + (leftVec * corner.x + upVec * corner.y - dirVec * corner.z);
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}
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std::vector<Projectile*> Unit::getProjectiles(){
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std::vector<Projectile*> projectiles;
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InGameAppState *inGameState = ((InGameAppState*)GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::IN_GAME_STATE));
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for(Projectile *p: inGameState->getProjectiles())
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if(p->getUnit() == this)
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projectiles.push_back(p);
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return projectiles;
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}
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void Unit::addOrder(Order order){
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u32 **weights = new u32*;
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float eps = getCircleRadius();
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Map *map = Map::getSingleton();
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Vector2 mapSize = map->getSize();
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int numCells = int(mapSize.x / eps) * int(mapSize.y / eps);
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Pathfinder *pathfinder = Pathfinder::getSingleton();
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Vector3 **verts = nullptr;
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pathfinder->generateWeights(weights, numCells, verts, mapSize);
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vector<int> path = pathfinder->findPath(weights, numCells, map->getCellId(), map->getCellId());
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pathPoints.clear();
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for(int p : path)
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pathPoints.push_back(map->getCellPos());
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orders.push_back(order);
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}
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void Unit::removeOrder(int id) {
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LineRenderer::getSingleton()->removeLine(orders[id].line.id);
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orders.erase(orders.begin() + id);
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}
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void Unit::toggleSelection(bool selection) {
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selected = selection;
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if(selection && selectionSfx)
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selectionSfx->play();
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orderLineDispTime = getTime();
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}
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void Unit::addProjectile(Projectile *p) {((InGameAppState*)GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::IN_GAME_STATE))->addProjectile(p);}
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}
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