mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
513 lines
18 KiB
C++
Executable File
513 lines
18 KiB
C++
Executable File
#include <root.h>
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#include <quaternion.h>
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#include <model.h>
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#include <material.h>
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#include <quad.h>
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#include <text.h>
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#include <rayCaster.h>
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#include <stateManager.h>
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#include <solUtil.h>
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#include <algorithm>
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#include <ctype.h>
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#include <stdlib.h>
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#include <map>
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#include "activeGameState.h"
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#include "inGameAppState.h"
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#include "defConfigs.h"
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#include "structure.h"
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#include "game.h"
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#include "util.h"
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#include "tooltip.h"
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#include "gameObjectFrameController.h"
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#include "gameObjectFactory.h"
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#include "cameraController.h"
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#include "concreteGuiManager.h"
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using namespace vb01;
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using namespace vb01Gui;
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using namespace std;
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namespace battleship{
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using namespace configData;
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using namespace gameBase;
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ActiveGameState::ActiveGameState(GuiAppState *guiState, int playerId) : AbstractAppState(
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AppStateType::ACTIVE_STATE,
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configData::calcSumBinds(AppStateType::ACTIVE_STATE, true),
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configData::calcSumBinds(AppStateType::ACTIVE_STATE, false),
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GameManager::getSingleton()->getPath() + scripts[(int)ScriptFiles::OPTIONS]){
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this->guiState = guiState;
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this->playerId = playerId;
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mainPlayer = Game::getSingleton()->getPlayer(playerId);
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depth = 1;
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initDragbox();
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}
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ActiveGameState::~ActiveGameState() {
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removeDragbox();
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}
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void ActiveGameState::initDragbox(){
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Root *root = Root::getSingleton();
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Material *mat = new Material(root->getLibPath() + "gui");
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mat->addBoolUniform("texturingEnabled", false);
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mat->addBoolUniform("diffuseColorEnabled", false);
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mat->addVec4Uniform("diffuseColor", Vector4(.5, .5, .5, .5));
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Quad *dragbox = new Quad(Vector3::VEC_ZERO, false);
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dragbox->setMaterial(mat);
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dragboxNode = new Node();
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dragboxNode->attachMesh(dragbox);
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root->getGuiNode()->attachChild(dragboxNode);
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}
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void ActiveGameState::removeDragbox(){
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Root::getSingleton()->getRootNode()->dettachChild(dragboxNode);
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delete dragboxNode;
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}
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void ActiveGameState::onAttached() {
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AbstractAppState::onAttached();
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ConcreteGuiManager::getSingleton()->readLuaScreenScript("activeGameState.lua");
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}
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void ActiveGameState::onDettached() {
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AbstractAppState::onDettached();
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}
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void ActiveGameState::update() {
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ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
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guiManager->getText("depth")->setText(L"Depth: " + to_wstring(depth));
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guiManager->getText("refineds")->setText(L"Refineds: " + to_wstring(mainPlayer->getRefineds()));
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guiManager->getText("wealth")->setText(L"Wealth: " + to_wstring(mainPlayer->getWealth()));
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guiManager->getText("research")->setText(L"Research: " + to_wstring(mainPlayer->getResearch()));
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if(!isSelectionBox && leftMouseClicked && getTime() - lastLeftMouseClicked > 10)
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isSelectionBox = true;
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else if (isSelectionBox)
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updateSelectionBox();
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dragboxNode->setVisible(isSelectionBox);
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updateGameObjHoveredOn();
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vector<Unit*> selectedUnits = mainPlayer->getSelectedUnits();
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if(!selectingDestOrient && leftMouseClicked && !selectedUnits.empty() && getTime() - lastLeftMouseClicked > 100){
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selectingDestOrient = true;
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GameObjectFrameController *fc = GameObjectFrameController::getSingleton();
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fc->setPlacingFrames(true);
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fc->setRotatingFrames(true);
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for(Unit *unit : selectedUnits)
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fc->addGameObjectFrame(GameObjectFrame(unit->getId(), GameObject::Type::UNIT));
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}
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renderUnits();
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CameraController *camCtr = CameraController::getSingleton();
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if(!camCtr->isLookingAround())
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camCtr->updateCameraPosition();
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GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
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if(ufCtr->isPlacingFrames())
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ufCtr->update();
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}
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void ActiveGameState::updateGameObjHoveredOn(){
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vector<GameObject*> gameObjs;
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vector<Player*> players = Game::getSingleton()->getPlayers();
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for(Player *pl : players){
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vector<ResourceDeposit*> resDeps = pl->getResourceDeposits();
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vector<Unit*> units = pl->getUnits();
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for(ResourceDeposit *rd : resDeps)
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gameObjs.push_back((GameObject*)rd);
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for(Unit *u : units)
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gameObjs.push_back((GameObject*)u);
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}
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Vector2 cursorPos = getCursorPos();
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for(GameObject *gameObj : gameObjs){
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Vector2 rectSize = gameObj->calculateSelectionRect();
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Vector2 screenPos = gameObj->getScreenPos();
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if(fabs(cursorPos.x - screenPos.x) < .5 * rectSize.x && fabs(cursorPos.y - screenPos.y) < .5 * rectSize.y){
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gameObjHoveredOn = gameObj;
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return;
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}
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}
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gameObjHoveredOn = nullptr;
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}
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void ActiveGameState::deselectUnits(){
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mainPlayer->deselectUnits();
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GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
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ufCtr->removeGameObjectFrames();
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ufCtr->setPlacingFrames(false);
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ConcreteGuiManager::getSingleton()->removeAllButtons();
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buttons.clear();
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}
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//TODO fix fog of war for hostile units
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void ActiveGameState::renderUnits() {
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vector<Unit*> units;
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for (Player *p : Game::getSingleton()->getPlayers())
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for (Unit *u : p->getUnits())
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units.push_back(u);
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ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
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vector<Listbox*> listboxes{};
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vector<Checkbox*> checkboxes{};
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vector<Slider*> sliders{};
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vector<Textbox*> textboxes{};
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vector<Node*> guiRects{};
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vector<Text*> texts{
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guiManager->getText("depth"),
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guiManager->getText("refineds"),
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guiManager->getText("wealth"),
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guiManager->getText("research")
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};
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for (Unit *u : units) {
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if (u->getPlayer() == mainPlayer){
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Vector3 dragboxSize = ((Quad*)dragboxNode->getMesh(0))->getSize();
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Vector3 dragboxOrigin = dragboxNode->getPosition(), dragboxEnd = dragboxOrigin + dragboxSize;
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Vector2 pos = u->getScreenPos();
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if(buttons.empty()){
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if(!mainPlayer->getSelectedUnitsByClass(UnitClass::ENGINEER).empty())
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guiManager->readLuaScreenScript("engineerCommands.lua", buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
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else if(!mainPlayer->getSelectedUnitsByClass(UnitClass::LAND_FACTORY).empty())
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guiManager->readLuaScreenScript("landFactoryCommands.lua", buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
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else if(!mainPlayer->getSelectedUnitsByClass(UnitClass::NAVAL_FACTORY).empty())
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guiManager->readLuaScreenScript("navalFactoryCommands.lua", buttons, listboxes, checkboxes, sliders, textboxes, guiRects, texts);
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}
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if(isSelectionBox && fabs(pos.x - dragboxOrigin.x) < .5 * dragboxSize.x && fabs(pos.y - dragboxOrigin.y) < .5 * dragboxSize.y){
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vector<Unit*> selectedUnits = mainPlayer->getSelectedUnits();
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if(find(selectedUnits.begin(), selectedUnits.end(), u) == selectedUnits.end()){
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if(!shiftPressed)
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deselectUnits();
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mainPlayer->selectUnit(u);
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u->select();
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}
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}
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}
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else{
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Vector3 rendUnPos = u->getPos();
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rendUnPos.y = 0;
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for (int i = 0; i < units.size() && units[i] != u && units[i]->getPlayer() == mainPlayer; i++) {
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Vector3 compUnPos = units[i]->getPos();
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compUnPos.y = 0;
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float dist = compUnPos.getDistanceFrom(rendUnPos);
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u->getNode()->setVisible(dist <= units[i]->getLineOfSight() || isInLineOfSight(compUnPos, units[i]->getLineOfSight(), u));
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}
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}
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}
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}
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bool ActiveGameState::isInLineOfSight(Vector3 center, float radius, Unit *u) {
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bool inside = false;
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for (int i = 0; i < 4 && !inside; i++)
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if (center.getDistanceFrom(u->getCorner(i)) <= radius){
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inside = true;
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break;
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}
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return inside;
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}
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void ActiveGameState::updateSelectionBox() {
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Vector2 mousePos = getCursorPos(), selectionBoxOrigin, selectionBoxEnd;
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if (mousePos.x >= clickPoint.x && mousePos.y >= clickPoint.y) {
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selectionBoxOrigin = Vector2(clickPoint.x, clickPoint.y);
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selectionBoxEnd = Vector2(mousePos.x, mousePos.y);
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}
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else if (mousePos.x < clickPoint.x && mousePos.y > clickPoint.y) {
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selectionBoxOrigin = Vector2(mousePos.x, clickPoint.y);
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selectionBoxEnd = Vector2(clickPoint.x, mousePos.y);
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}
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else if (mousePos.x >= clickPoint.x && mousePos.y < clickPoint.y) {
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selectionBoxOrigin = Vector2(clickPoint.x, mousePos.y);
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selectionBoxEnd = Vector2(mousePos.x, clickPoint.y);
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}
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else {
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selectionBoxOrigin = Vector2(mousePos.x, mousePos.y);
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selectionBoxEnd = Vector2(clickPoint.x, clickPoint.y);
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}
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Vector3 size = Vector3(selectionBoxEnd.x - selectionBoxOrigin.x, selectionBoxEnd.y - selectionBoxOrigin.y, 0);
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Quad *dragbox = (Quad*)dragboxNode->getMesh(0);
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dragbox->setSize(size);
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dragbox->updateVerts(dragbox->getMeshBase());
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dragboxNode->setPosition(Vector3(selectionBoxOrigin.x, selectionBoxOrigin.y, 0));
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}
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//TODO fix ejectable unit selection with multiple transports selected
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void ActiveGameState::issueOrder(Order::TYPE type, vector<Order::Target> targets, bool addOrder) {
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Vector3 destDir = (selectingDestOrient ? GameObjectFrameController::getSingleton()->getGameObjectFrame(0).getDirVec() : Vector3::VEC_ZERO);
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mainPlayer->issueOrder(type, destDir, targets, addOrder);
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this->targets.clear();
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}
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void ActiveGameState::castRayToTerrain() {
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Camera *cam = Root::getSingleton()->getCamera();
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Vector3 camPos = cam->getPosition();
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Vector3 endPos = screenToSpace(getCursorPos());
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Vector3 rayDir = (endPos - camPos).norm();
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vector<RayCaster::CollisionResult> results = RayCaster::cast(camPos, rayDir, Map::getSingleton()->getNodeParent());
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if(!results.empty()){
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GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
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Map *map = Map::getSingleton();
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for(Unit *u : mainPlayer->getSelectedUnits()){
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Vector3 pos = u->getPos();
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Node *nodeParent = map->getNodeParent();
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if(u->getType() == UnitType::UNDERWATER && nodeParent->getNumChildren() > 0){
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vector<RayCaster::CollisionResult> res = RayCaster::cast(Vector3(pos.x, 100, pos.z), Vector3(0, -1, 0), nodeParent->getChild(0));
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Vector3 waterBodyPos = Vector3::VEC_ZERO;
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Vector3 cellSize = map->getCellSize();
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for(int i = 1; i < nodeParent->getNumChildren(); i++){
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Vector3 wpos = nodeParent->getChild(i)->getPosition();
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if(fabs(wpos.x - pos.x) < .5 * cellSize.x && fabs(wpos.z - pos.z) < .5 * cellSize.z){
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waterBodyPos = wpos;
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break;
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}
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}
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results[0].pos.y = res[0].pos.y + depth * (waterBodyPos.y - res[0].pos.y);
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}
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}
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targets.push_back(Order::Target(nullptr, results[0].pos));
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}
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}
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void ActiveGameState::onAction(int bind, bool isPressed) {
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GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
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switch((Bind)bind){
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case Bind::DRAG_BOX:
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leftMouseClicked = isPressed;
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if(isPressed){
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clickPoint = getCursorPos();
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lastLeftMouseClicked = getTime();
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}
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else{
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if (mainPlayer->getNumSelectedUnits() > 0){
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if(selectingPatrolPoints){
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castRayToTerrain();
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if(!(targets.empty() || selectingPatrolPoints)){
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Order::TYPE type = Order::TYPE::MOVE;
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if(controlPressed || (targets[0].unit && targets[0].unit->getPlayer()->getTeam() != mainPlayer->getTeam()))
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type = Order::TYPE::ATTACK;
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else if(ufCtr->isPlacingFrames() && !selectingDestOrient)
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type = Order::TYPE::BUILD;
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issueOrder(type, targets, shiftPressed);
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}
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}
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else{
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bool canSelect = canSelectHoveredOnGameObj();
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bool ownGameObj = (gameObjHoveredOn && gameObjHoveredOn->getPlayer()->getTeam() == mainPlayer->getTeam());
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if(gameObjHoveredOn && (gameObjHoveredOn->getType() == GameObject::Type::UNIT && ((Unit*)gameObjHoveredOn)->getNumGarrisonSlots() > 0 && ownGameObj))
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issueOrder(Order::TYPE::GARRISON, vector<Order::Target>{Order::Target((Unit*)gameObjHoveredOn, gameObjHoveredOn->getPos())}, shiftPressed);
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else if(gameObjHoveredOn && (controlPressed || !ownGameObj))
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issueOrder(Order::TYPE::ATTACK, vector<Order::Target>{Order::Target((Unit*)gameObjHoveredOn, gameObjHoveredOn->getPos())}, shiftPressed);
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else if(controlPressed && !gameObjHoveredOn){
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castRayToTerrain();
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issueOrder(Order::TYPE::ATTACK, targets, shiftPressed);
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}
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else if(ufCtr->isPlacingFrames() && !selectingDestOrient){
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castRayToTerrain();
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GameObjectFrame gmObjFr = ufCtr->getGameObjectFrame(0);
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Unit *buildStruct = GameObjectFactory::createUnit(mainPlayer, gmObjFr.getId(), gmObjFr.getPos(), gmObjFr.getRot());
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mainPlayer->addUnit(buildStruct);
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targets[0].unit = buildStruct;
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issueOrder(Order::TYPE::BUILD, targets, shiftPressed);
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}
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else if(canSelect){
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if(!shiftPressed)
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deselectUnits();
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mainPlayer->selectUnit((Unit*)gameObjHoveredOn);
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}
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else if(!canSelect){
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castRayToTerrain();
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issueOrder(Order::TYPE::MOVE, targets, shiftPressed);
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}
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}
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}
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else{
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if(canSelectHoveredOnGameObj()){
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if(!shiftPressed)
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deselectUnits();
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mainPlayer->selectUnit((Unit*)gameObjHoveredOn);
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}
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}
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selectingDestOrient = false;
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isSelectionBox = false;
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ufCtr->setPlacingFrames(false);
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ufCtr->setRotatingFrames(false);
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ufCtr->removeGameObjectFrames();
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}
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break;
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case Bind::DESELECT:
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if(ufCtr->isPlacingFrames()) ufCtr->setRotatingFrames(isPressed);
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if (!isPressed) deselectUnits();
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break;
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case Bind::EJECT_GARRISON:
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if(isPressed) issueOrder(Order::TYPE::EJECT, vector<Order::Target>{}, shiftPressed);
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break;
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case Bind::TOGGLE_SUB:
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break;
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case Bind::ZOOM_IN:
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if (zooms > -NUM_MAX_ZOOMS) {
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Camera *cam = Root::getSingleton()->getCamera();
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cam->setPosition(cam->getPosition() + cam->getDirection().norm() * .5f);
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zooms--;
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}
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break;
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case Bind::ZOOM_OUT:
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if (zooms < NUM_MAX_ZOOMS) {
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Camera *cam = Root::getSingleton()->getCamera();
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cam->setPosition(cam->getPosition() - (cam->getDirection().norm().norm() * .5f));
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zooms++;
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}
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break;
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case Bind::LOOK_AROUND:
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if(!ufCtr->isPlacingFrames())
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CameraController::getSingleton()->setLookingAround(isPressed);
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break;
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case Bind::HALT:
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if(isPressed)
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for (Unit *u : mainPlayer->getSelectedUnits())
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u->halt();
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break;
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//TODO reimplement submarine diving mechanic
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case Bind::LEFT_CONTROL:
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controlPressed = isPressed;
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if(isPressed) depth -= 0.05;
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break;
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case Bind::LEFT_SHIFT:
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{
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shiftPressed = isPressed;
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GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
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ufCtr->setPaintSelecting(shiftPressed);
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if(isPressed){
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depth += 0.05;
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Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
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vector<RayCaster::CollisionResult> results = RayCaster::cast(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), Map::getSingleton()->getNodeParent()->getChild(0));
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if(!results.empty())
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ufCtr->setPaintSelectRowStart(results[0].pos);
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}
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}
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break;
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case Bind::SELECT_PATROL_POINTS:
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if(isPressed && mainPlayer->getNumSelectedUnits() > 0){
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targets.push_back(Order::Target(nullptr, mainPlayer->getSelectedUnit(0)->getPos()));
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selectingPatrolPoints = isPressed;
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}
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break;
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case Bind::GROUP_0:
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case Bind::GROUP_1:
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case Bind::GROUP_2:
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case Bind::GROUP_3:
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case Bind::GROUP_4:
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case Bind::GROUP_5:
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case Bind::GROUP_6:
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case Bind::GROUP_7:
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case Bind::GROUP_8:
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case Bind::GROUP_9:
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if(isPressed){
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int group = bind - Bind::GROUP_0;
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if(controlPressed)
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unitGroups[group] = mainPlayer->getSelectedUnits();
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else{
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if(!shiftPressed)
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mainPlayer->selectUnits(unitGroups[group]);
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else
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for(Unit *u : unitGroups[group])
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mainPlayer->selectUnit(u);
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}
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}
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break;
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case Bind::DESELECT_STRUCTURE:
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ufCtr->removeGameObjectFrames();
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ufCtr->setPlacingFrames(false);
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break;
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}
|
|
}
|
|
|
|
void ActiveGameState::onAnalog(int bind, float strength) {
|
|
CameraController *camCtr = CameraController::getSingleton();
|
|
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
|
|
|
|
switch((Bind)bind){
|
|
case Bind::LOOK_UP:
|
|
case Bind::LOOK_DOWN:
|
|
if(camCtr->isLookingAround()) {
|
|
Vector3 dirProj = Root::getSingleton()->getCamera()->getDirection();
|
|
dirProj = Vector3(dirProj.x, 0, dirProj.z).norm();
|
|
CameraController::getSingleton()->orientCamera(Vector3(0, 1, 0).cross(dirProj), strength);
|
|
}
|
|
|
|
break;
|
|
case Bind::LOOK_LEFT:
|
|
case Bind::LOOK_RIGHT:
|
|
if(camCtr->isLookingAround())
|
|
CameraController::getSingleton()->orientCamera(Vector3(0, 1, 0), strength);
|
|
else if(ufCtr->isRotatingFrames())
|
|
ufCtr->rotateGameObjectFrames(100 * strength);
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|