Files
PlanetFleet/unit.cpp
T

295 lines
9.7 KiB
C++
Executable File

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