Files
PlanetFleet/unit.h
T
2023-10-15 16:00:47 +03:00

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3.4 KiB
C++
Executable File

#ifndef UNIT_H
#define UNIT_H
#include <vector>
#include <util.h>
#include <quaternion.h>
#include <lineRenderer.h>
#include "gameManager.h"
#include "gameObject.h"
#include "projectile.h"
namespace sf{
class SoundBuffer;
class Sound;
}
namespace vb01{
class Mesh;
class Quad;
class Node;
class Camera;
}
namespace battleship{
class Player;
class Unit;
struct Order {
enum class TYPE {ATTACK, BUILD, MOVE, PATROL, LAUNCH};
struct Target{
Unit *unit = nullptr;
vb01::Vector3 pos;
Target(){}
Target(Unit *u, vb01::Vector3 p) : unit(u), pos(p){}
};
TYPE type;
vb01::LineRenderer::Line line;
std::vector<Target> targets;
Order(){}
Order(TYPE t, vb01::LineRenderer::Line l, std::vector<Target> targ) : type(t), line(l), targets(targ){}
};
enum class MoveDir {LEFT, UP, FORW};
enum class Corner {FRONT_LEFT, FRONT_RIGHT, REAR_LEFT, REAR_RIGHT};
enum class UnitClass {WAR_MECH, ENGINEER, TRANSPORT, CARGO_SHIP, CARRIER, SUBMARINE, SAMPLE_STRUCTURE};
enum class UnitType {UNDERWATER, SEA_LEVEL, HOVER, LAND, AIR, NONE = -1};
class Unit : public GameObject{
public:
Unit(Player*, int, vb01::Vector3, vb01::Quaternion);
~Unit();
virtual void update();
virtual void blowUp();
virtual void halt();
void toggleSelection(bool);
void setOrder(Order);
std::vector<Projectile*> getProjectiles();
virtual void addOrder(Order);
virtual void reinit();
inline vb01::Vector3 getCorner(int i){return corners[i];}
inline vb01::Vector2 getScreenPos(){return screenPos;}
inline vb01::Vector3* getPosPtr() {return &pos;}
inline float getLineOfSight() {return lineOfSight;}
inline vb01::Model* getNode() {return model;}
inline UnitType getType() {return type;}
inline UnitClass getUnitClass() {return unitClass;}
inline void takeDamage(int damage) {health -= damage;}
inline int getPlayerId() {return playerId;}
private:
void updateScreenCoordinates();
void init();
inline bool canDisplayOrderLine(){return vb01::getTime() - orderLineDispTime < orderVecDispLength;}
const int orderVecDispLength = 2000;
sf::SoundBuffer *selectionSfxBuffer;
sf::Sound *selectionSfx = nullptr;
vb01::Node *hpBackgroundNode = nullptr, *hpForegroundNode = nullptr;
protected:
UnitClass unitClass;
UnitType type;
vb01::Vector2 screenPos;
std::vector<Order> orders;
vb01::Vector3 corners[8];
sf::SoundBuffer *fireSfxBuffer;
sf::Sound *fireSfx = nullptr;
int health, maxHealth, cost, id, playerId, lenHpBar = 200, rateOfFire;
s64 orderLineDispTime = 0, lastFireTime = 0;
float lineOfSight, range;
void removeOrder(int);
void displayUnitStats(vb01::Node*, vb01::Node*, int, int, vb01::Vector2 = vb01::Vector2::VEC_ZERO);
virtual void initProperties();
virtual void destroySound();
virtual void initSound();
virtual void initUnitStats();
virtual void executeOrders();
virtual void attack(Order){}
virtual void build(Order){}
virtual void move(Order){}
virtual void patrol(Order){}
virtual void launch(Order){}
vb01::Node* createBar(float, vb01::Vector4);
void removeBar(vb01::Node*);
};
}
#endif