mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
CPU players sending an engineer to explore fog of war before building
This commit is contained in:
@@ -1 +1,9 @@
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game = {cpuPlayers = {}}
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GameObjectFrameStatus = {
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PLACEABLE = 0,
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BLOCKED_BY_FOG_OF_WAR = 1,
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BLOCKED_BY_UNIT = 2,
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BLOCKED_BY_MAP_BOUNDS = 3,
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BLOCKED_BY_DIFF_TERR = 4,
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BLOCKED_BY_BUMPY_TERR = 5
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};
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@@ -6,6 +6,7 @@ Player.pointDefenseTrans = {}
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Player.spawnPointData = {}
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Player.navalFactoryCellId = nil
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Player.navalRallyPoint = nil
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Player.suitableBuildingPosIds = nil
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Player.unitClassMappings = {
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{UnitId.ACS_MECH, UnitId.AINC_MECH, UnitId.ER_MECH},
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@@ -86,7 +87,7 @@ function Player:initPdSpots()
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frameCtrl:checkPlacement(pdFrame)
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if pdFrame.status == 0 then
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if pdFrame.status == GameObjectFrameStatus.PLACEABLE then
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self.pointDefenseTrans[#self.pointDefenseTrans + 1] = {pos = pdPos, angle = angle}
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end
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end
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@@ -106,7 +107,7 @@ function Player:updatePdSpots()
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pdFrame:placeAt(self.pointDefenseTrans[i].pos)
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gofCtrl:checkPlacement(pdFrame)
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if pdFrame.status == 1 then
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if pdFrame.status ~= GameObjectFrameStatus.PLACEABLE then
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table.insert(delPdTrans, i)
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end
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end
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@@ -127,7 +128,7 @@ function Player:landRouteToSpawnpoint_(mapPoint)
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pf = Pathfinder.getSingleton()
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cells = map:getCells()
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heurs = pf:calcHeuristics(cells, dest)
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path = pf:findPath(cells, heurs, source, dest, -1)
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path = pf:findPath(cells, heurs, source, dest, UnitType.HOVER)
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embarkCellId = nil
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disembarkCellId = nil
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@@ -187,33 +188,68 @@ function Player:init()
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end
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end
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function Player:findSuitableSpot(buildingId, idealPos)
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function Player:findSuitableSpot(buildingId, idealPos, radius)
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structFrame = GameObjectFrame:new(buildingId, 0, self, nil, idealPos, self.baseQuat)
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numYPos = math.floor(2 * self.baseRadius / structFrame:getLength())
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numXPos = math.floor(2 * self.baseRadius / structFrame:getWidth())
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diffY = 10
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diffX = 10
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numYPos = math.floor(2 * radius / diffY)
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numXPos = math.floor(2 * radius / diffX)
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baseDir = self.baseQuat:multVec(Vector3:new(0, 0, 1))
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baseLeft = self.baseQuat:multVec(Vector3:new(1, 0, 0))
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frameCtrl = GameObjectFrameController.getSingleton()
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frameCtrl:checkPlacement(structFrame)
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startX = 1
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startY = 1
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if structFrame.status == 0 then
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structFrame:destroy()
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return idealPos
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if not self.suitableBuildingPosIds then
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frameCtrl:checkPlacement(structFrame)
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if structFrame.status == GameObjectFrameStatus.PLACEABLE then
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structFrame:destroy()
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return idealPos
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end
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else
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startX = self.suitableBuildingPosIds.x
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startY = self.suitableBuildingPosIds.y
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end
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startPos = idealPos:add(baseDir:mult(self.baseRadius)):add(baseLeft:mult(self.baseRadius))
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for i = 1, numXPos do
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for j = 1, numYPos do
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point = startPos:add(baseLeft:neg():mult(i - 1)):add(baseDir:neg():mult(j - 1))
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for i = startX, numXPos do
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for j = startY, numYPos do
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point = startPos:add(baseLeft:neg():mult((i - 1) * diffX)):add(baseDir:neg():mult((j - 1) * diffY))
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structFrame:placeAt(point)
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frameCtrl:checkPlacement(structFrame)
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if structFrame.status == 0 then
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if structFrame.status == GameObjectFrameStatus.PLACEABLE then
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self.suitableBuildingPosIds = nil
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structFrame:destroy()
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return point
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elseif structFrame.status == GameObjectFrameStatus.BLOCKED_BY_FOG_OF_WAR then
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engis = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1)
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for i = 1, #engis do
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if engis[i]:getNumOrders() > 0 and engis[i]:getOrder(0).targets[1].pos:getDistanceFrom(point) < engis[i]:getLineOfSight() then
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structFrame:destroy()
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return nil
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end
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end
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idleEngi = self:findIdleEngineer()
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if not idleEngi then
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structFrame:destroy()
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return nil
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end
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self:deselectUnits()
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self:selectUnits({idleEngi})
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self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, point)}, false)
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self.suitableBuildingPosIds = {x = i, y = j}
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structFrame:destroy()
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return nil
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end
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end
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end
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@@ -293,7 +329,7 @@ function Player:buildLandFactory(arguments)
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factId = self.unitClassMappings[UnitClass.LAND_FACTORY + 1][self:getFaction() + 1]
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rd = self.baseQuat:multVec(Vector3:new(0, 0, 1)):mult(self.baseRadius)
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sp = Map.getSingleton():getSpawnPoint(self:getSpawnPointId())
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pos = self:findSuitableSpot(factId, sp)
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pos = self:findSuitableSpot(factId, sp, self.baseRadius, engi)
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if pos then
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self:buildStructure(engi, factId, pos, self.baseQuat:getAngle())
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@@ -316,11 +352,12 @@ function Player:buildRefinery(arguments)
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fp = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]:getPos()
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buildPos = fp:add(rd)
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pos = self:findSuitableSpot(refId, buildPos)
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idleEngi = self:findIdleEngineer()
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pos = self:findSuitableSpot(refId, buildPos, self.baseRadius, idleEngi)
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if pos then
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buildAngle = (self.baseQuat:getAngle() + math.pi)
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self:buildStructure(self:findIdleEngineer(), refId, buildPos, buildAngle)
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self:buildStructure(idleEngi, refId, buildPos, buildAngle)
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return BTNodeResult.RUNNING
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else return BTNodeResult.FAILURE end
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end
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@@ -413,15 +450,20 @@ function Player:buildNavalFactory(arguments)
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navalFactory = self:getUnitsByClass(UnitClass.NAVAL_FACTORY, 1)[1]
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if navalFactory then
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if not self.navalRallyPoint then
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self.navalRallyPoint = self:getUnitsByClass(UnitClass.NAVAL_FACTORY, 1)[1]:toFactory():getRallyPoint()
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end
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return (navalFactory:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
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end
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navalFactId = self.unitClassMappings[UnitClass.NAVAL_FACTORY + 1][self:getFaction() + 1]
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pos = self:findSuitableSpot(navalFactId, Map.getSingleton():getCell(self.navalFactoryCellId).pos)
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navalCellPos = Map.getSingleton():getCell(self.navalFactoryCellId).pos
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idleEngi = self:findIdleEngineer()
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pos = self:findSuitableSpot(navalFactId, navalCellPos, self.baseRadius, idleEngi)
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if pos then
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self:buildStructure(self:findIdleEngineer(), navalFactId, pos, self.baseQuat:getAngle())
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self.navalRallyPoint = self:getUnitsByClass(UnitClass.NAVAL_FACTORY, 1)[1]:toFactory():getRallyPoint()
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self:buildStructure(idleEngi, navalFactId, pos, self.baseQuat:getAngle())
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return BTNodeResult.RUNNING
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else return BTNodeResult.FAILURE end
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end
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+1
-1
@@ -683,7 +683,7 @@ namespace battleship{
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for(int i = 0; i < ufCtr->getNumGameObjectFrames(); i++){
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GameObjectFrame gmObjFr = ufCtr->getGameObjectFrame(i);
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if(gmObjFr.status == GameObjectFrame::NOT_PLACEABLE) continue;
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if(gmObjFr.status == GameObjectFrame::BLOCKED_BY_DIFF_TERR) continue;
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Unit *buildStruct = GameObjectFactory::createUnit(mainPlayer, gmObjFr.getId(), gmObjFr.getPos(), gmObjFr.getRot());
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issueOrder(type, vector<Order::Target>{Order::Target(buildStruct, gmObjFr.getPos())}, shiftPressed);
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+8
-1
@@ -8,7 +8,14 @@
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namespace battleship{
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struct GameObjectFrame : public GameObject{
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enum Status{PLACEABLE, NOT_PLACEABLE, PLACED};
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enum Status{
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PLACEABLE,
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BLOCKED_BY_FOG_OF_WAR,
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BLOCKED_BY_UNIT,
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BLOCKED_BY_MAP_BOUNDS,
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BLOCKED_BY_DIFF_TERR,
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BLOCKED_BY_BUMPY_TERR
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};
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GameObjectFrame(int i, GameObject::Type t, Player *pl, Unit *ou = nullptr, vb01::Vector3 pos = vb01::Vector3::VEC_ZERO, vb01::Quaternion rot = vb01::Quaternion::QUAT_W) :
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originalUnit(ou),
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@@ -59,7 +59,7 @@ namespace battleship{
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}
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void GameObjectFrameController::snapToObj(GameObjectFrame &s, vector<GameObject*> snapTargets, float maxDist){
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s.status = GameObjectFrame::NOT_PLACEABLE;
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s.status = GameObjectFrame::BLOCKED_BY_DIFF_TERR;
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for(GameObject *st : snapTargets){
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Vector3 stPos = st->getPos();
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@@ -91,19 +91,20 @@ namespace battleship{
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for(int i = 0; i < 4; i++){
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Vector3 cornerPos = (s.getPos() + s.getDirVec() * .5 * dirMult[i][0] * s.getLength() + s.getLeftVec() * .5 * dirMult[i][1] * s.getWidth());
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int cellId = map->getCellId(cornerPos, false);
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if(!(fabs(cornerPos.x) <= .5 * mapSize.x && fabs(cornerPos.z) <= .5 * mapSize.z)){
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s.status = GameObjectFrame::NOT_PLACEABLE;
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if(cellId < 0 || !(fabs(cornerPos.x) <= .5 * mapSize.x && fabs(cornerPos.z) <= .5 * mapSize.z)){
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s.status = GameObjectFrame::BLOCKED_BY_MAP_BOUNDS;
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return;
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}
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Map::Cell cell = cells[map->getCellId(cornerPos, false)];
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Map::Cell cell = cells[cellId];
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bool landUnitOnWater = (ut == UnitType::LAND && cell.type == Map::Cell::Type::WATER);
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bool waterUnitOnLand = ((ut == UnitType::SEA_LEVEL || ut == UnitType::UNDERWATER) && cell.type == Map::Cell::Type::LAND);
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bool withinCell = (fabs(cell.pos.x - cornerPos.x) < .5 * cellSize.x && fabs(cell.pos.z - cornerPos.z) < .5 * cellSize.z);
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if((landUnitOnWater || waterUnitOnLand) && withinCell){
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s.status = GameObjectFrame::NOT_PLACEABLE;
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s.status = GameObjectFrame::BLOCKED_BY_DIFF_TERR;
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return;
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}
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@@ -116,7 +117,7 @@ namespace battleship{
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}
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if(!withinLos){
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s.status = GameObjectFrame::NOT_PLACEABLE;
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s.status = GameObjectFrame::BLOCKED_BY_FOG_OF_WAR;
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return;
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}
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@@ -131,7 +132,7 @@ namespace battleship{
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float diffZ = fabs(s.getPos().z - verts[i].pos->z);
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if(diffX < 0.5 * s.getWidth() && diffZ < 0.5 * s.getLength() && diffY > s.getMaxUnevenness()){
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s.status = GameObjectFrame::NOT_PLACEABLE;
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s.status = GameObjectFrame::BLOCKED_BY_BUMPY_TERR;
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return;
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}
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}
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@@ -173,7 +174,7 @@ namespace battleship{
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);
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if(intersects){
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s.status = GameObjectFrame::NOT_PLACEABLE;
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s.status = GameObjectFrame::BLOCKED_BY_UNIT;
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return;
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}
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}
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@@ -290,7 +291,6 @@ namespace battleship{
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void GameObjectFrameController::rotateGameObjectFrames(float angle){
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for(GameObjectFrame &s : gameObjectFrames)
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if(s.status != GameObjectFrame::PLACED)
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s.orientAt(Quaternion(angle, Vector3::VEC_J) * s.getRot());
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s.orientAt(Quaternion(angle, Vector3::VEC_J) * s.getRot());
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}
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}
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