mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
updated map file output script
bugfix for showing wrong units in map editor listboxes
This commit is contained in:
@@ -327,6 +327,7 @@ namespace battleship{
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bool resources = (listboxType == RESOURCE_DEPOSITS);
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sol::table gameObjTable = SOL_LUA_STATE[resources ? "resources" : "units"];
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int numGameObjs = gameObjTable.size();
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std::vector<int> gameObjIds;
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for(int i = 0; i < numGameObjs; i++){
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bool canAdd = true;
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@@ -337,15 +338,17 @@ namespace battleship{
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canAdd = (v == vehicles);
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}
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if(canAdd)
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if(canAdd){
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lines.push_back(gameObjTable[i + 1]["name"]);
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gameObjIds.push_back(i);
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}
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}
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numLines = lines.size();
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closable = true;
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maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
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listbox = new GameObjectListbox(!resources, pos, size, lines, maxDisplay, fontPath);
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listbox = new GameObjectListbox(!resources, pos, size, lines, gameObjIds, maxDisplay, fontPath);
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break;
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}
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case SKYBOX_TEXTURES:
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@@ -10,12 +10,15 @@ namespace battleship{
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using namespace vb01Gui;
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using namespace gameBase;
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GameObjectListbox::GameObjectListbox(bool ul, Vector3 pos, Vector2 size, vector<string> lines, int maxDisplay, string fontPath) : Listbox(pos, size, lines, maxDisplay, fontPath), unitListbox(ul) {}
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GameObjectListbox::GameObjectListbox(bool ul, Vector3 pos, Vector2 size, vector<string> lines, vector<int> objIds, int maxDisplay, string fontPath) :
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Listbox(pos, size, lines, maxDisplay, fontPath),
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unitListbox(ul),
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gameObjIds(objIds) {}
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void GameObjectListbox::onClose(){
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GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
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GameObject::Type type = (unitListbox ? GameObject::Type::UNIT : GameObject::Type::RESOURCE_DEPOSIT);
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ufCtr->addGameObjectFrame(GameObjectFrame(selectedOption, type));
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ufCtr->addGameObjectFrame(GameObjectFrame(gameObjIds[selectedOption], type));
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ufCtr->setPlacingOnSurface(true);
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}
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}
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+2
-1
@@ -6,10 +6,11 @@
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namespace battleship{
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class GameObjectListbox : public vb01Gui::Listbox{
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public:
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GameObjectListbox(bool, vb01::Vector3, vb01::Vector2, std::vector<std::string>, int, std::string);
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GameObjectListbox(bool, vb01::Vector3, vb01::Vector2, std::vector<std::string>, std::vector<int>, int, std::string);
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void onClose();
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private:
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bool unitListbox;
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std::vector<int> gameObjIds;
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};
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}
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@@ -421,9 +421,13 @@ namespace battleship{
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}
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void Map::loadPlayerGameObjects(Player *player, sol::table playerTbl){
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string resDepInd = "resourceDeposits";
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sol::state_view SOL_LUA_VIEW = generateView();
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sol::table resDepTbl = playerTbl["resourceDeposits"];
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string resDepInd = "resourceDeposits";
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sol::optional<sol::table> resDepTblOpt = playerTbl[resDepInd];
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if(resDepTblOpt != sol::nullopt){
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sol::table resDepTbl = playerTbl[resDepInd];
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int numNpcObjs = resDepTbl.size();
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for(int j = 0; j < numNpcObjs; j++){
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@@ -439,9 +443,13 @@ namespace battleship{
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player->addResourceDeposit(GameObjectFactory::createResourceDeposit(player, id, pos, rot, initAmmount));
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}
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}
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string unitInd = "units";
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sol::table unitsTbl = playerTbl["units"];
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sol::optional<sol::table> unitsTblOpt = playerTbl[unitInd];
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if(unitsTblOpt != sol::nullopt){
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sol::table unitsTbl = playerTbl[unitInd];
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int numUnits = unitsTbl.size();
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for(int j = 0; j < numUnits; j++){
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@@ -458,6 +466,7 @@ namespace battleship{
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player->addUnit(GameObjectFactory::createUnit(player, id, pos, rot, buildStatus));
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}
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}
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}
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//TODO move minimap loading elsewhere
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void Map::loadPlayersGameObjects(){
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@@ -516,8 +525,8 @@ namespace battleship{
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//TODO implement toggleable cell rendering
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void Map::loadCells(){
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sol::state_view SOL_LUA_VIEW = generateView();
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int numCells = SOL_LUA_VIEW[mapTable]["numCells"];
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sol::table cellsTable = SOL_LUA_VIEW[mapTable]["cells"];
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int numCells = cellsTable.size();
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for(int i = 0; i < numCells; i++){
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sol::table cellTable = cellsTable[i + 1], posTable = cellTable["pos"];
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@@ -575,7 +584,8 @@ namespace battleship{
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sol::table sizeTable = SOL_LUA_STATE[mapTable]["size"];
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mapSize = Vector3(sizeTable["x"], sizeTable["y"], sizeTable["z"]);
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int numWaterbodies = SOL_LUA_STATE[mapTable]["numWaterBodies"];
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sol::table wbTbl = SOL_LUA_STATE[mapTable]["waterbodies"];
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int numWaterbodies = wbTbl.size();
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for(int i = 0; i < numWaterbodies; i++)
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loadTerrainObject(i);
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+67
-70
@@ -285,7 +285,7 @@ namespace battleship{
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XMLElement *meshEl = doc->NewElement("mesh");
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MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
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meshEl->SetAttribute("name", "mesh");
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meshEl->SetAttribute("num_vertex_pos", meshData.numPos);
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meshEl->SetAttribute("num_vertex_pos", 3 * meshData.numTris);
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meshEl->SetAttribute("num_faces", meshData.numTris);
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meshEl->SetAttribute("num_vertex_groups", 0);
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meshEl->SetAttribute("num_shape_keys", 0);
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@@ -432,14 +432,56 @@ namespace battleship{
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stbi_write_jpg(string(mapFolder + "minimap.jpg").c_str(), width, height, numChannels, imgData, 100);
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}
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string MapEditorAppState::MapEditor::generatePlayerTableStr(Player* player){
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string mapScript = "";
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vector<ResourceDeposit*> resourceDeposits = player->getResourceDeposits();
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if(!resourceDeposits.empty()){
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mapScript += "\t\t\tresourceDeposits = {\n";
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for(ResourceDeposit *rd : resourceDeposits){
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Vector3 pos = rd->getPos();
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string posStr = "x = " + to_string(pos.x) + ", y = " + to_string(pos.y) + ", z = " + to_string(pos.z);
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Quaternion rot = rd->getRot();
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string rotStr = "w = " + to_string(rot.w) + ", x = " + to_string(rot.x) + ", y = " + to_string(rot.y) + ", z = " + to_string(rot.z);
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mapScript += "\t\t\t\t{id = " + to_string(rd->getId()) + ", pos = {" + posStr + "}, rot = {" + rotStr + "}},\n";
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}
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mapScript += "\t\t\t},\n";
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}
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vector<Unit*> units = player->getUnits();
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if(!units.empty()){
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mapScript += "\t\t\tunits = {\n";
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for(Unit *unit : units){
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string idStr = "id = " + to_string(unit->getId());
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Vector3 unitPos = unit->getPos();
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string posStr = "pos = {x = " + to_string(unitPos.x) + ", y = " + to_string(unitPos.y) + ", z = " + to_string(unitPos.z) + "}";
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Quaternion unitRot = unit->getRot();
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string rotStr = "rot = {w = " + to_string(unitRot.w) + ", x = " + to_string(unitRot.x) + ", y = " + to_string(unitRot.y) + ", z = " + to_string(unitRot.z) + "}";
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mapScript += "\t\t\t\t{" + idStr + ", " + posStr + ", " + rotStr + "},\n";
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}
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mapScript += "\t\t\t}\n";
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}
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return mapScript;
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}
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void MapEditorAppState::MapEditor::generateMapScript(vector<Map::Cell> &cells){
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int numWaterBodies = map->getNodeParent()->getNumChildren() - 1;
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vector<Player*> players = Game::getSingleton()->getPlayers();
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string mapScript = "map = {\nlights = {\n";
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string mapScript = "map = {\n\tlights = {";
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for(Node *light : map->getLights()){
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mapScript += "{type = " + to_string((int)light->getLight(0)->getLightType());
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mapScript += "\n\t\t{type = " + to_string((int)light->getLight(0)->getLightType());
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if(light->getLight(0)->getLightType() == Light::Type::DIRECTIONAL){
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Vector3 dir = light->getGlobalAxis(2);
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@@ -450,78 +492,33 @@ namespace battleship{
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mapScript += ", color = {x = " + to_string(color.x) + ", y = " + to_string(color.y) + ", z = " + to_string(color.z) + "}},";
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}
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mapScript += "\n\t},\n";
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Vector3 mapSize = map->getMapSize();
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mapScript += "}\nnumWaterBodies = " + to_string(numWaterBodies) + ",\n";
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mapScript += "size = {x = " + to_string(mapSize.x) + ", y = " + to_string(mapSize.y) + ", z = " + to_string(mapSize.z) + "},\n";
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mapScript += "impassibleNodeValue = " + to_string(IMPASS_NODE_VAL) + ",\n";
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mapScript += "numPlayers = " + to_string(players.size()) + ",\n";
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mapScript += "\tsize = {x = " + to_string(mapSize.x) + ", y = " + to_string(mapSize.y) + ", z = " + to_string(mapSize.z) + "},\n";
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mapScript += "\timpassibleNodeValue = " + to_string(IMPASS_NODE_VAL) + ",\n";
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int numSpawnPoints = map->getNumSpawnPoints();
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mapScript += "numSpawnPoints = " + to_string(numSpawnPoints) + ",\n";
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mapScript += "spawnPoints = {\n";
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mapScript += "\tspawnPoints = {\n";
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for(int i = 0; i < numSpawnPoints; i++){
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Vector3 sp = map->getSpawnPoint(i);
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mapScript += "{x = " + to_string(sp.x) + ", y = " + to_string(sp.y) + ", z = " + to_string(sp.z) + "},\n";
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mapScript += "\t\t{x = " + to_string(sp.x) + ", y = " + to_string(sp.y) + ", z = " + to_string(sp.z) + "},\n";
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}
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mapScript += "},\nplayers = {\n";
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mapScript += "\t},\n";
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mapScript += "\tchoosablePlayers = {";
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Game *game = Game::getSingleton();
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for(int i = 0; i < players.size(); i++){
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mapScript += "{\n";
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for(Player *player : game->getPlayers())
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mapScript += "\n\t\t{\n" + generatePlayerTableStr(player) + "\n\t\t},\n";
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if(i > 0)
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mapScript += "spawnPoint = 0,\n";
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else{
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vector<ResourceDeposit*> resourceDeposits = players[0]->getResourceDeposits();
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mapScript += "numResourceDeposits = " + to_string(resourceDeposits.size()) + ",\n";
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mapScript += "resourceDeposits = {\n";
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for(ResourceDeposit *rd : resourceDeposits){
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Vector3 pos = rd->getPos();
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string posStr = "x = " + to_string(pos.x) + ", y = " + to_string(pos.y) + ", z = " + to_string(pos.z);
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Quaternion rot = rd->getRot();
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string rotStr = "w = " + to_string(rot.w) + ", x = " + to_string(rot.x) + ", y = " + to_string(rot.y) + ", z = " + to_string(rot.z);
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mapScript += "{id = " + to_string(rd->getId()) + ", pos = {" + posStr + "}, rot = {" + rotStr + "}},\n";
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}
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mapScript += "},\n";
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}
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int numUnits = players[i]->getNumUnits();
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mapScript += "numUnits = " + to_string(numUnits) + ",\n";
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if(numUnits > 0){
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mapScript += "units = {\n";
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for(int j = 0; j < numUnits; j++){
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Unit *unit = Game::getSingleton()->getPlayer(i)->getUnit(j);
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string idStr = "id = " + to_string(unit->getId());
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Vector3 unitPos = unit->getPos();
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string posStr = "pos = {x = " + to_string(unitPos.x) + ", y = " + to_string(unitPos.y) + ", z = " + to_string(unitPos.z) + "}";
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Quaternion unitRot = unit->getRot();
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string rotStr = "rot = {w = " + to_string(unitRot.w) + ", x = " + to_string(unitRot.x) + ", y = " + to_string(unitRot.y) + ", z = " + to_string(unitRot.z) + "}";
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mapScript += "{" + idStr + ", " + posStr + ", " + rotStr + "},\n";
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}
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mapScript += "}\n,";
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}
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mapScript += "}\n";
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}
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mapScript += "},\nnumCells = " + to_string(cells.size()) + ",\n";
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mapScript += "cells = {\n";
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mapScript += "\t},\n";
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mapScript += "\tcivilianPlayer = {\n" + generatePlayerTableStr(game->getCivilianPlayer()) + "\n\t},\n";
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mapScript += "\tcells = {\n";
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for(Map::Cell cell : cells){
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Vector3 p = cell.pos;
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mapScript += "{type = " + to_string((int)cell.type) + ", pos = {x = " + to_string(p.x) + ", y = " + to_string(p.y) + ", z = " + to_string(p.z) + "}, numEdges = " + to_string(cell.edges.size()) + ", edges = {";
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mapScript += "\t\t{type = " + to_string((int)cell.type) + ", pos = {x = " + to_string(p.x) + ", y = " + to_string(p.y) + ", z = " + to_string(p.z) + "}, numEdges = " + to_string(cell.edges.size()) + ", edges = {";
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for(Map::Edge edge : cell.edges)
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mapScript += "{srcCellId = " + to_string(edge.srcCellId) + ", destCellId = " + to_string(edge.destCellId) + ", weight = " + to_string(edge.weight) + "}, ";
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@@ -538,10 +535,10 @@ namespace battleship{
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mapScript += "}";
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}
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mapScript += "},\n";
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mapScript += "\t\t},\n";
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}
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mapScript += "},\n";
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mapScript += "\t},\n";
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Root *root = Root::getSingleton();
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string skyboxPath = "";
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@@ -556,20 +553,20 @@ namespace battleship{
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skyboxPath = skyboxPath.substr(slashId + 1);
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}
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mapScript += "skybox = \"" + skyboxPath + "\",\n";
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mapScript += "terrain = {model = \"" + map->getMapName() + ".xml\", albedo = \"" + map->getMapName() + ".jpg\"},\n";
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mapScript += "waterbodies = {\n";
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mapScript += "\tskybox = \"" + skyboxPath + "\",\n";
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mapScript += "\tterrain = {model = \"" + map->getMapName() + ".xml\", albedo = \"" + map->getMapName() + ".jpg\"},\n";
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mapScript += "\twaterbodies = {\n";
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for(int i = 0; i < numWaterBodies; i++){
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Node *waterNode = map->getNodeParent()->getChild(i + 1);
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Vector3 pos = waterNode->getPosition();
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Vector3 size = ((Quad*)waterNode->getMesh(0))->getSize();
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mapScript +=
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"{pos = {x = " + to_string(pos.x) + ", y = " + to_string(pos.y) + ", z = " + to_string(pos.z) + "},\
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"\t\t{pos = {x = " + to_string(pos.x) + ", y = " + to_string(pos.y) + ", z = " + to_string(pos.z) + "},\
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size = {x = " + to_string(size.x) + ", y = " + to_string(size.y) + "}, albedo = \"water.png\"},";
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}
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mapScript += "}\n}";
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mapScript += "\t}\n}";
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string file = GameManager::getSingleton()->getPath() + "Models/Maps/" + map->getMapName() + "/" + map->getMapName() + ".lua";
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@@ -61,6 +61,7 @@ namespace battleship{
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std::vector<Map::Cell> generateMapCells();
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void generateLandmassXml();
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void generateMinimap(std::string, std::vector<Map::Cell>&);
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std::string generatePlayerTableStr(Player*);
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void generateMapScript(std::vector<Map::Cell>&);
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void prepareTerrainObject(vb01::u32**, Map::Cell*, int[3], float, bool);
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Block a user