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https://github.com/ApfelTeeSaft/PlanetFleet.git
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293 lines
12 KiB
C++
Executable File
293 lines
12 KiB
C++
Executable File
#pragma once
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#ifndef UNIT_DATA_H
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#define UNIT_DATA_H
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#include <vector.h>
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#include "defConfigs.h"
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/*
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0:戦艦
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1:駆逐艦
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2:巡洋艦
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3:航空母艦
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4:潜水艦
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5: 戦闘機
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*/
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namespace battleship {
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namespace unitData {
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using namespace configData;
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const int numberOfUnits = 11;
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enum class UNIT_TYPE {VESSEL, DESTROYER, CRUISER, AIRCRAFT_CARRIER, SUBMARINE, MISSILE_JET, DEMO_JET};
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const UNIT_TYPE unitType[numberOfUnits]{
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UNIT_TYPE::VESSEL, UNIT_TYPE::VESSEL,
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UNIT_TYPE::DESTROYER, UNIT_TYPE::DESTROYER,
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UNIT_TYPE::CRUISER, UNIT_TYPE::CRUISER,
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UNIT_TYPE::AIRCRAFT_CARRIER, UNIT_TYPE::AIRCRAFT_CARRIER,
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UNIT_TYPE::SUBMARINE,
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UNIT_TYPE::MISSILE_JET, UNIT_TYPE::DEMO_JET
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};
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const int health[numberOfUnits]{500, 500, 500, 500, 500, 500, 500, 500, 500, 500, 500};
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const float speed[numberOfUnits]{.025, .025, .05, .05, .1, .1, .1, .1, .1, .1, .15};
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const float destinationOffset[numberOfUnits]{.75, .75, 1, 1, .1, .1, .1, .1, .1, .5, .5};
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const float anglePrecision[numberOfUnits]{.1, .1, .1, .1, .1, .1, .1, .1, .1, 3,3};
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const int cost[numberOfUnits]{500, 500, 500, 500, 500, 500, 500, 500, 500, 500, 500};
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const float maxTurnAngle[numberOfUnits]{1, 1, .5, .5, 1, 1, .5, .5, 1, 2, 2};
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const float range[numberOfUnits]{15, 15, 14, 14, 13, 13, 12, 12,15,25};
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const vb01::Vector3 unitCornerPoints[numberOfUnits][8]{
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{
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vb01::Vector3(.9, -1, -6),
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vb01::Vector3(-.9, -1, -6),
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vb01::Vector3(-.9, -1, 5.8),
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vb01::Vector3(.9, -1, 5.8),
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vb01::Vector3(.9, 3.5, -6),
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vb01::Vector3(-.9, 3.5, -6),
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vb01::Vector3(-.9, 3.5, 5.8),
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vb01::Vector3(.9, 3.5, 5.8)
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},
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{
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vb01::Vector3(.5, -.5, -7.05),
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vb01::Vector3(-.5, -.5, -7.05),
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vb01::Vector3(-.5, -.5, 6.4),
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vb01::Vector3(.5, -.5, 6.4),
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vb01::Vector3(.5, 3, -7.05),
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vb01::Vector3(-.5, 3, -7.05),
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vb01::Vector3(-.5, 3, 6.4),
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vb01::Vector3(.5, 3, 6.4)
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},
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{
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vb01::Vector3(.5, -.5, -3.4),
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vb01::Vector3(-.5, -.5, -3.4),
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vb01::Vector3(-.5, -.5, 3.4),
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vb01::Vector3(.5, -.4, 3.4),
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vb01::Vector3(.5, 2.1, -3.4),
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vb01::Vector3(-.5, 2, -3.4),
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vb01::Vector3(-.5, 2, 3.4),
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vb01::Vector3(.5, 2, 3.4)
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},
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{
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vb01::Vector3(.5, -.25, -4.8),
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vb01::Vector3(-.5, -.25, -4.8),
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vb01::Vector3(-.5, -.25, 4.7),
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vb01::Vector3(.5, -.25, 4.7),
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vb01::Vector3(.5, .8, -4.8),
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vb01::Vector3(-.5, .8, -4.8),
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vb01::Vector3(-.5, .8, 4.7),
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vb01::Vector3(.5, .8, 4.7)
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},
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{
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vb01::Vector3(.7, -.3, -4),
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vb01::Vector3(-.7, -.3, -4),
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vb01::Vector3(-.7, -.3, 3.4),
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vb01::Vector3(.7, -.3, 3.4),
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vb01::Vector3(.7, 2.9, -4),
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vb01::Vector3(-.7, 2.9, -4),
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vb01::Vector3(-.7, 2.9, 3.4),
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vb01::Vector3(.7, 2.9, 3.4)
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},
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{
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vb01::Vector3(.5, -.5, -6.1),
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vb01::Vector3(-.5, -.5, -6.1),
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vb01::Vector3(-.5, -.5, 5.2),
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vb01::Vector3(.5, -.5, 5.2),
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vb01::Vector3(.5, 2.2, -6.1),
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vb01::Vector3(-.5, 2.2, -6.1),
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vb01::Vector3(-.5, 2.2, 5.2),
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vb01::Vector3(.5, 2.2, 5.2)
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},
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{
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vb01::Vector3(2, -.5, -10),
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vb01::Vector3(-2, -.5, -10),
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vb01::Vector3(-2, -.5, 9),
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vb01::Vector3(2, -.5, 9),
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vb01::Vector3(2, 5.5, -10),
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vb01::Vector3(-2, 5.5, -10),
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vb01::Vector3(-2, 5.5, 9),
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vb01::Vector3(2, 5.5, 9)
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},
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{
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vb01::Vector3(2, -1, -10),
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vb01::Vector3(-2, -1, -10),
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vb01::Vector3(-2, -1, 9),
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vb01::Vector3(2, -1, 9),
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vb01::Vector3(2, 4.5, -10),
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vb01::Vector3(-2, 4.5, -10),
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vb01::Vector3(-2, 4.5, 9),
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vb01::Vector3(2, 4.5, 9)
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},
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{
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vb01::Vector3(.25, -.5, -2),
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vb01::Vector3(-.25, -.5, -2),
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vb01::Vector3(-.25, -.5, 3),
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vb01::Vector3(.25, -.5, 3),
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vb01::Vector3(.25, .7, -2),
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vb01::Vector3(-.25, .7, -2),
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vb01::Vector3(-.25, .7, 3),
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vb01::Vector3(.25, .7, 3)
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},
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{
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vb01::Vector3(.6,-.1,-1.3),
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vb01::Vector3(-.6,-.1,-1.3),
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vb01::Vector3(-.6,-.1,.8),
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vb01::Vector3(.6,-.1,.8),
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vb01::Vector3(.6,.3,-1.3),
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vb01::Vector3(-.6,.3,-1.3),
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vb01::Vector3(-.6,.3,.8),
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vb01::Vector3(.6,.3,.8)
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},
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{
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vb01::Vector3(.5,-.1,-1.3),
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vb01::Vector3(-.5,-.1,-1.3),
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vb01::Vector3(-.5,-.1,.7),
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vb01::Vector3(.5,-.1,.7),
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vb01::Vector3(.5,.15,-1.3),
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vb01::Vector3(-.5,.15,-1.3),
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vb01::Vector3(-.5,.15,.7),
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vb01::Vector3(.5,.15,.7)
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}
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};
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const vb01::Vector3 unitCuboidDimensions[numberOfUnits][8]{
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{
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1)
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},
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{
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1)
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},
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{
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1)
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},
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{
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1)
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},
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{
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1)
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},
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{
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1)
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},
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{
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1)
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},
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{
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1),
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vb01::Vector3(1, 1, 1)
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},
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{
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1)
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},
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{
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1)
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},
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{
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1),
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vb01::Vector3(.1, .1, .1)
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}
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};
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const float unitAxisLength[numberOfUnits]{8, 8,6,6,5, 5,8, 8, 7,2,2};
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const float lineOfSight[numberOfUnits]{5, 8, 4, 4, 3, 3, 6, 6, 3, 3, 8};
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const std::string name[numberOfUnits]{
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"Battleship", "Battleship",
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"Destroyer", "Destroyer",
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"Cruiser", "Cruiser",
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"Aircraft carrier", "Aircraft carrier",
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"Submarine",
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"Jet", "Jet"
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};
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const std::string meshPath[numberOfUnits]{
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"battleship00.vb", "battleship01.vb",
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"destroyer00.vb", "destroyer01.vb",
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"cruiser00.vb", "cruiser01.vb",
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"aircraftCarrier00.vb", "aircraftCarrier01.vb",
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"submarine.vb",
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"jet00.x", "jet01.x"
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};
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const std::string basePath[numberOfUnits]{
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GameManager::getSingleton()->getPath() + "Models/Battleships/", GameManager::getSingleton()->getPath() + "Models/Battleships/",
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GameManager::getSingleton()->getPath() + "Models/Destroyers/", GameManager::getSingleton()->getPath() + "Models/Destroyers/",
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GameManager::getSingleton()->getPath() + "Models/Cruisers/", GameManager::getSingleton()->getPath() + "Models/Cruisers/",
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GameManager::getSingleton()->getPath() + "Models/Aircraft carriers/", GameManager::getSingleton()->getPath() + "Models/Aircraft carriers/",
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GameManager::getSingleton()->getPath() + "Models/Submarines/",
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GameManager::getSingleton()->getPath() + "Models/Jets/", GameManager::getSingleton()->getPath() + "Models/Jets/"};
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}
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}
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#endif
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