Files
PlanetFleet/vehicle.h
T
devZoGok 3fda274bb1 aligning different units to hilly surfaces
code refactoring
bugfix for units moving by terrain along Z axis
code cleanup
2025-10-21 20:33:37 +03:00

58 lines
1.6 KiB
C++

#ifndef VEHICLE_H
#define VEHICLE_H
#include "unit.h"
namespace vb01{
class Material;
}
namespace battleship{
class Vehicle : public Unit{
public:
Vehicle(Player*, int, vb01::Vector3, vb01::Quaternion, Unit::State);
~Vehicle();
virtual void update();
void move(Order);
void exitGarrisonable(vb01::Vector3);
inline Unit* getGarrisonable(){return garrisonable;}
inline int getGarrisonCategory(){return garrisonCategory;}
private:
Unit *garrisonable = nullptr;
int patrolPointId = 0, garrisonCategory;
float speed, maxTurnAngle, anglePrecision;
std::vector<vb01::Node*> debugPathPoints;
vb01::s64 lastBuildTime = 0;
inline int getNextPatrolPointId(int numPoints) {return patrolPointId == numPoints - 1 ? 0 : patrolPointId + 1;}
void startCurrentOrder();
bool validateGarrisonOrder(Order);
void enterGarrisonable();
void halt();
void turn(float);
void advance(float, MoveDir = MoveDir::FORW);
void addPathpoint(vb01::Vector3);
void removePathpoint(int = 0);
void removeAllPathpoints();
void build(Order);
void select();
void reinit();
protected:
std::vector<vb01::Vector3> pathPoints;
bool pursuingTarget = false;
void arrivedAtPathpoint(bool, float = 0);
void moveByTerrainQuads(vb01::Vector3, float);
void moveByPlane(vb01::Vector3, float);
void navigate(float = 0.);
void navigateToTarget(float);
void preparePathpoints(Order&, vb01::Vector3, bool = false);
virtual void attack(Order);
void garrison(Order);
void patrol(Order);
virtual void initProperties();
};
}
#endif