mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
311 lines
9.5 KiB
C++
Executable File
311 lines
9.5 KiB
C++
Executable File
#include <root.h>
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#include <quad.h>
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#include <model.h>
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#include <material.h>
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#include <assetManager.h>
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#include <solUtil.h>
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#include "map.h"
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#include "player.h"
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#include "unitFactory.h"
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#include "pathfinder.h"
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#include "gameManager.h"
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#include "defConfigs.h"
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using namespace std;
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using namespace vb01;
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using namespace gameBase;
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namespace battleship{
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using namespace configData;
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Map *map = nullptr;
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Map* Map::getSingleton(){
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if(!map)
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map = new Map;
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return map;
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}
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void Map::update(){
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for(Player *p : players)
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p->update();
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}
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void Map::loadSkybox(){
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sol::state_view SOL_LUA_STATE = generateView();
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string skyboxName = SOL_LUA_STATE[mapTable]["skybox"];
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string basePath = GameManager::getSingleton()->getPath() + "Textures/Skyboxes/" + skyboxName;
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const int numPaths = 6;
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string path[numPaths] = {
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basePath + "/left.jpg",
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basePath + "/right.jpg",
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basePath + "/up.jpg",
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basePath + "/down.jpg",
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basePath + "/front.jpg",
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basePath + "/back.jpg"
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};
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for(int i = 0; i < numPaths; i++)
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AssetManager::getSingleton()->load(path[i]);
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Root::getSingleton()->createSkybox(path);
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}
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void Map::loadTerrainObject(int id){
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/*
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LuaManager *luaManager = LuaManager::getSingleton();
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string terrainTable = (id == -1 ? "terrain" : "waterBodies");
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vector<Index> baseIndices = (id == -1 ? vector<Index>{Index(terrainTable)} : vector<Index>{Index(terrainTable), Index(id + 1)});
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Vector3 pos = Vector3::VEC_ZERO, size = Vector3::VEC_ZERO;
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Index terrInd = Index("terrain"),
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waterInd = Index("waterBodies"),
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idIndex = Index(id + 1),
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posInd = Index("pos"),
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sizeInd = Index("size"),
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xInd = Index("x"),
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yInd = Index("y"),
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zInd = Index("z"),
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nodeInd = Index("nodes");
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vector<Index> sizeBaseInd;
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if(id == -1){
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sizeBaseInd.push_back(terrInd);
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}
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else{
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float x = luaManager->getFloatFromTable(mapTable, vector<Index>{waterInd, idIndex, posInd, xInd});
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float y = luaManager->getFloatFromTable(mapTable, vector<Index>{waterInd, idIndex, posInd, yInd});
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float z = luaManager->getFloatFromTable(mapTable, vector<Index>{waterInd, idIndex, posInd, zInd});
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pos = Vector3(x, y, z);
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sizeBaseInd = vector<Index>{waterInd, idIndex};
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}
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sizeBaseInd.push_back(sizeInd);
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vector<Index> indVecX = sizeBaseInd;
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vector<Index> indVecY = sizeBaseInd;
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vector<Index> indVecZ = sizeBaseInd;
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indVecX.push_back(xInd);
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indVecY.push_back(yInd);
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indVecZ.push_back(zInd);
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float x = luaManager->getFloatFromTable(mapTable, indVecX);
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float y = luaManager->getFloatFromTable(mapTable, indVecY);
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float z = luaManager->getFloatFromTable(mapTable, indVecZ);
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size = Vector3(x, y, z);
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vector<Index> baseNodeInd = baseIndices;
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baseNodeInd.push_back(nodeInd);
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vector<Index> ind = baseNodeInd;
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ind.push_back(Index("numCells"));
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int numCells = luaManager->getIntFromTable(mapTable, ind);
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u32 **weights = new u32*[numCells];
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Cell *cells = new Cell[numCells];
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for(int i = 0; i < numCells; i++){
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weights[i] = new u32[numCells];
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for(int j = 0; j < numCells; j++){
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int wid = i * numCells + j;
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ind = baseNodeInd;
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ind.push_back(Index("weights"));
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ind.push_back(Index(wid + 1));
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u32 w = luaManager->getIntFromTable(mapTable, ind);
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weights[i][j] = w;
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}
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ind = baseNodeInd;
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ind.push_back(Index("impassible"));
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ind.push_back(Index(i + 1));
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bool impassible = luaManager->getFloatFromTable(mapTable, ind);
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vector<Index> posBaseInd = baseNodeInd;
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posBaseInd.push_back(posInd);
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posBaseInd.push_back(Index(i + 1));
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vector<Index> indVecX = posBaseInd;
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vector<Index> indVecY = posBaseInd;
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vector<Index> indVecZ = posBaseInd;
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indVecX.push_back(xInd);
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indVecY.push_back(yInd);
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indVecZ.push_back(zInd);
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float x = luaManager->getFloatFromTable(mapTable, indVecX);
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float y = luaManager->getFloatFromTable(mapTable, indVecY);
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float z = luaManager->getFloatFromTable(mapTable, indVecZ);
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cells[i] = Cell(Vector3(x, y, z), (id == -1), impassible);
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}
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Node *node = nullptr;
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Quad *quad = nullptr;
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TerrainObject::Type type;
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string basePath = GameManager::getSingleton()->getPath();
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string texPath = basePath;
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//TODO remove this quick fix for landmass model loading
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if(id == -1){
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type = TerrainObject::LANDMASS;
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string mapPathSuffix = "Models/Maps/" + mapName + "/";
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texPath += mapPathSuffix;
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string terrainFile = basePath + mapPathSuffix + luaManager->getStringFromTable(mapTable, vector<Index>{terrInd, Index("model")});
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AssetManager::getSingleton()->load(terrainFile);
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node = (Model*)((new Model(terrainFile))->getChild(0));
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Node *par = node->getParent();
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par->dettachChild(node);
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delete par;
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}
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else{
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type = TerrainObject::RECT_WATERBODY;
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node = new Node();
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quad = new Quad(Vector3(size.x, size.z, 1), true);
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node->attachMesh(quad);
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texPath += "Textures/Water/";
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}
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nodeParent->attachChild(node);
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node->setPosition(pos);
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Material *mat = new Material(Root::getSingleton()->getLibPath() + "texture");
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mat->addBoolUniform("texturingEnabled", true);
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mat->addBoolUniform("lightingEnabled", false);
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ind = baseIndices;
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ind.push_back(Index("albedoMap"));
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texPath += luaManager->getStringFromTable(mapTable, ind);
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string fr[]{texPath};
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AssetManager::getSingleton()->load(fr[0]);
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Texture *t = new Texture(fr, 1, false);
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mat->addTexUniform("textures[0]", t, true);
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if(id == -1)
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((Model*)node)->setMaterial(mat);
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else
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quad->setMaterial(mat);
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terrainObjects.push_back(TerrainObject(pos, size, Vector3(cellSize.x, (id == -1 ? 0 : cellSize.y), cellSize.z), type, node, numCells, cells, weights));
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*/
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}
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void Map::loadSpawnPoints(){
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sol::state_view SOL_LUA_STATE = generateView();
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int numSpawnPoints = SOL_LUA_STATE[mapTable]["numSpawnPoints"];
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for(int i = 0; i < numSpawnPoints; i++){
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sol::table posTable = SOL_LUA_STATE[mapTable]["spawnPointInd"][i + 1];
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spawnPoints.push_back(Vector3(posTable["x"], posTable["y"], posTable["z"]));
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}
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}
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//TODO simplify the dubplicatory field extraction statements
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void Map::loadPlayers(){
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AssetManager *assetManager = AssetManager::getSingleton();
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string path = GameManager::getSingleton()->getPath();
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assetManager->load(path + DEFAULT_TEXTURE);
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sol::state_view SOL_LUA_STATE = generateView();
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assetManager->load(path + (string)SOL_LUA_STATE["modelPrefix"], true);
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int numPlayers = SOL_LUA_STATE[mapTable]["numPlayers"];
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string playerInd = "players";
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for(int i = 0; i < numPlayers; i++){
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int spawnPointId = SOL_LUA_STATE[mapTable]["spawnPointInd"][i + 1][spawnPointId];
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int numUnits = SOL_LUA_STATE[mapTable][playerInd][i + 1]["numUnits"];
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players.push_back(new Player(0, 0, 0, spawnPoints[i]));
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for(int j = 0; j < numUnits; j++){
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sol::table unitTable = SOL_LUA_STATE[mapTable][playerInd][i + 1]["units"][j + 1];
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string posInd = "pos";
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Vector3 pos = Vector3(unitTable[posInd]["x"], unitTable[posInd]["y"], unitTable[posInd]["z"]);
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string rotInd = "rot";
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Quaternion rot = Quaternion(unitTable[rotInd]["w"], unitTable[rotInd]["x"], unitTable[rotInd]["x"], unitTable[rotInd]["x"]);
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int id = unitTable["id"];
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players[i]->addUnit(UnitFactory::createUnit(players[i], id, pos, rot));
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}
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}
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}
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void Map::preprareScene(){
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nodeParent = new Node();
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Root *root = Root::getSingleton();
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root->getRootNode()->attachChild(nodeParent);
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Camera *cam = root->getCamera();
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cam->setPosition(Vector3(1, 1, 1) * 40);
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cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm());
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}
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void Map::load(string mapName, bool empty) {
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this->mapName = mapName;
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cellSize = Vector3(7, 6, 7);
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Pathfinder::getSingleton()->setImpassibleNodeVal(u16(0 - 1));
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preprareScene();
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if(!empty){
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sol::state_view SOL_LUA_STATE = generateView();
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SOL_LUA_STATE.script_file(GameManager::getSingleton()->getPath() + "Models/Maps/" + mapName + "/" + mapName + ".lua");
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int numWaterbodies = SOL_LUA_STATE[mapTable]["numWaterBodies"];
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loadSpawnPoints();
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loadPlayers();
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loadSkybox();
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loadTerrainObject(-1);
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for(int i = 0; i < numWaterbodies; i++)
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loadTerrainObject(i);
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}
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}
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void Map::unload() {}
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int Map::getCellId(Vector3 pos, int id){
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Vector3 regionSize = terrainObjects[id].size;
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Vector3 regionPos = terrainObjects[id].pos;
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Vector3 cellSize = terrainObjects[id].cellSize;
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int numCellsX = regionSize.x / cellSize.x;
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int numCellsZ = regionSize.z / cellSize.z;
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Vector3 initPos = regionPos - Vector3(regionSize.x, 0, regionSize.z) * 0.5;
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int x = fabs(pos.x - initPos.x) / cellSize.x;
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int y = (cellSize.y > 0 ? (fabs(pos.y - initPos.y) / cellSize.y) : 0);
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int z = fabs(pos.z - initPos.z) / cellSize.z;
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return (numCellsX * numCellsZ * y + (numCellsX * z + x));
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}
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bool Map::isPointWithinTerrainObject(Vector3 p, int id){
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bool within;
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Vector3 pos = terrainObjects[id].pos, size = terrainObjects[id].size;
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if(terrainObjects[id].type == TerrainObject::RECT_WATERBODY)
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within = (fabs(pos.x - p.x) < 0.5 * size.x && fabs(pos.z - p.z) < 0.5 * size.z);
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else if(terrainObjects[id].type == TerrainObject::ROUND_WATERBODY)
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within = Vector2(pos.x, pos.z).getDistanceFrom(Vector2(p.x, p.z)) < size.x;
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else
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within = true;
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return within;
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}
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void Map::addTerrainObject(TerrainObject obj){
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nodeParent->attachChild(obj.node);
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terrainObjects.push_back(obj);
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}
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}
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