Files
PlanetFleet/engineer.cpp
T

108 lines
3.3 KiB
C++

#include "engineer.h"
#include "activeGameState.h"
#include "structure.h"
#include "player.h"
#include "game.h"
#include "map.h"
#include <solUtil.h>
#include <stateManager.h>
#include <vector>
namespace battleship{
using namespace std;
using namespace vb01;
using namespace gameBase;
Engineer::Engineer(Player *player, int id, Vector3 pos, Quaternion rot, Unit::State state) : Vehicle(player, id, pos, rot, state){
Game *game = Game::getSingleton();
vector<int> currTechs = player->getTechnologies();
hackRange = generateView()["units"][id + 1]["hackRange"]; hackRange += game->calcAbilFromTech(Ability::Type::HACK_RANGE, currTechs, (int)GameObject::type, id);
Vector2 size = Vector2(lenHpBar, 10);
hackStatusBackground = Unit::createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 0, 1));
hackStatusForeground = Unit::createBar(Vector2::VEC_ZERO, size, Vector4(1, 0, 1, 1));
}
Engineer::~Engineer(){
removeBar(hackStatusBackground);
removeBar(hackStatusForeground);
}
void Engineer::update(){
Vehicle::update();
ActiveGameState *activeState = (ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE);
Player *mainPlayer = (activeState ? activeState->getPlayer() : nullptr);
vector<Player*> selectingPlayers = Unit::getSelectingPlayers();
bool mainPlayerSelecting = (activeState && find(selectingPlayers.begin(), selectingPlayers.end(), mainPlayer) != selectingPlayers.end());
if(hackStatus < 100)
Unit::displayUnitStats(hackStatusForeground, hackStatusBackground, hackStatus, 100, mainPlayer == player && mainPlayerSelecting, Vector2(0, -10));
else{
hackStatusBackground->setVisible(false);
hackStatusForeground->setVisible(false);
}
if(orders.empty() || orders[0].type != Order::TYPE::HACK)
hackStatus = 0;
}
void Engineer::build(Order order){
if(pathPoints.empty()){
if(!order.targets[0].unit)
player->addUnit(order.targets[0].unit);
else {
Structure *structure = (Structure*)order.targets[0].unit;
sol::table targTable = generateView()["units"][order.targets[0].unit->getId()];
int costRate = (int)targTable["cost"] / 100, buildRate = (int)targTable["buildTime"] / 100;
if(structure->getBuildStatus() < 100 && player->getRefineds() >= costRate && getTime() - lastIncrementTime > buildRate){
structure->incrementBuildStatus();
player->setRefineds(player->getRefineds() - costRate);
lastIncrementTime = getTime();
}
else if(structure->getBuildStatus() >= 100){
removeOrder(0);
player->incStructuresBuilt();
}
}
}
else{
navigate(0.5 * Map::getSingleton()->getCellSize().x);
if(type == UnitType::LAND)
alignToSurface();
}
}
void Engineer::hack(Order order){
Unit *targUnit = order.targets[0].unit;
bool withinRange = (targUnit->getPos().getDistanceFrom(pos) < hackRange);
int hackRate = int(generateView()["units"][id + 1]["hackTime"]) / 100;
bool canHack = (getTime() - lastIncrementTime > hackRate);
if(withinRange && canHack){
hackStatus++;
pursuingTarget = false;
}
else if(!withinRange){
hackStatus = 0;
if(!pursuingTarget){
preparePathpoints(order, targUnit->getPos());
pursuingTarget = true;
}
else
navigateToTarget(.9 * hackRange);
}
if(hackStatus >= 100){
Game::getSingleton()->changeUnitPlayer(order.targets[0].unit, player);
removeOrder(0);
}
}
}