Files
PlanetFleet/factory.cpp
T
2023-12-30 11:23:55 +02:00

64 lines
1.7 KiB
C++

#include "factory.h"
#include "player.h"
#include "gameObjectFactory.h"
#include "activeGameState.h"
#include <stateManager.h>
#include <vector>
namespace battleship{
using namespace vb01;
using namespace std;
Factory::Factory(Player *player, int id, Vector3 pos, Quaternion rot, int buildStatus) : Structure(player, id, pos, rot, buildStatus){
initProperties();
}
void Factory::initProperties(){
}
void Factory::update(){
Structure::update();
if(!unitQueue.empty())
train();
}
void Factory::appendToQueue(int uc){
unitQueue.push_back(uc);
}
void Factory::train(){
bool training = !unitQueue.empty();
buildStatusForeground->setVisible(training);
buildStatusBackground->setVisible(training);
if(training){
ActiveGameState *activeState = (ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE);
Player *mainPlayer = (activeState ? activeState->getPlayer() : nullptr);
vector<Player*> selectingPlayers = getSelectingPlayers();
bool mainPlayerSelecting = (activeState && find(selectingPlayers.begin(), selectingPlayers.end(), mainPlayer) != selectingPlayers.end());
Unit::displayUnitStats(buildStatusForeground, buildStatusBackground, trainingStatus, 100, mainPlayer == player && mainPlayerSelecting, Vector2(0, -10));
if(canTrain()){
trainingStatus++;
lastTrainTime = getTime();
}
if(trainingStatus >= 100){
Unit *unit = GameObjectFactory::createUnit(player, unitQueue[0], pos, rot);
player->addUnit(unit);
unit->setOrder(Order(Order::TYPE::MOVE, vector<Order::Target>{Order::Target(nullptr, pos + 30 * dirVec)}, Vector3::VEC_ZERO));
unitQueue.erase(unitQueue.begin());
trainingStatus = 0;
player->incVehiclesBuilt();
}
}
}
}