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https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
factored out common Unit, Projectile and GameObjectFrame behaviour into GameObject classes
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#include <solUtil.h>
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#include "unitFrameController.h"
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#include "unit.h"
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#include "util.h"
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#include "map.h"
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#include <material.h>
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#include <meshData.h>
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#include <mesh.h>
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#include <model.h>
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#include <root.h>
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#include <ray.h>
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#include <string>
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namespace battleship{
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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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static GameObjectFrameController *gameObjectFrameController = nullptr;
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GameObjectFrameController::GameObjectFrame::GameObjectFrame(int i, int t, Vector3 pos, Quaternion rot) : GameObject(i, nullptr, pos, rot), type(t) {
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initModel(false);
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}
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GameObjectFrameController* GameObjectFrameController::getSingleton(){
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if(!gameObjectFrameController)
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gameObjectFrameController = new GameObjectFrameController();
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return gameObjectFrameController;
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}
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void GameObjectFrameController::paintSelect(Vector3 rowEnd, float width, float length){
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Vector3 rowDir = rowEnd - paintSelectRowStart;
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float lenRow = rowDir.getLength();
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float hypothenuse = sqrt(width * width + length * length);
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int numStructsInRow = int(lenRow / hypothenuse);
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while(gameObjectFrames.size() > numStructsInRow)
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removeGameObjectFrame(gameObjectFrames.size() - 1);
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if(gameObjectFrames.size() < numStructsInRow){
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int structureId = gameObjectFrames[0].getId();
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Vector3 buildDir = rowDir;
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if(gameObjectFrames.size() > 1)
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buildDir = gameObjectFrames[1].getModel()->getPosition() - gameObjectFrames[0].getModel()->getPosition();
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Vector3 pos = paintSelectRowStart + buildDir.norm() * hypothenuse * gameObjectFrames.size();
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addGameObjectFrame(GameObjectFrame(structureId, (int)UnitType::LAND, pos));
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}
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}
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//TODO implement terrain evenness check
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void GameObjectFrameController::placeGameObjectFrame(int id, Vector3 newPos, float width, float length){
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GameObjectFrame &s = gameObjectFrames[id];
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Model *model = s.getModel();
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if(!rotatingStructure)
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model->setPosition(newPos);
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Map *map = Map::getSingleton();
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MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
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MeshData::Vertex *verts = meshData.vertices;
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int numVerts = 3 * meshData.numTris;
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float maxUnevenness = generateView()["maxUnevenness"], unevenness = 0;
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for(int i = 0; i < numVerts; i++){
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float diffX = fabs(model->getPosition().x - verts[i].pos.x);
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float diffY = fabs(model->getPosition().y - verts[i].pos.y);
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float diffZ = fabs(model->getPosition().z - verts[i].pos.z);
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if(diffX < 0.5 * width && diffZ < 0.5 * length && diffY > unevenness){
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unevenness = diffY;
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if(unevenness > maxUnevenness)
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break;
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}
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}
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Vector4 color;
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if(unevenness > maxUnevenness){
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color = Vector4(1, 0, 0, 1);
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s.status = GameObjectFrame::NOT_PLACEABLE;
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}
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else{
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color = Vector4(0, 1, 0, 1);
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s.status = GameObjectFrame::PLACEABLE;
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}
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Material *mat = model->getMaterial();
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mat->setVec4Uniform("diffuseColor", color);
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}
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void GameObjectFrameController::update(){
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Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
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vector<Ray::CollisionResult> results;
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Ray::retrieveCollisions(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), Map::getSingleton()->getNodeParent()->getChild(0), results);
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Ray::sortResults(results);
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if(results.empty()) return;
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Vector3 newPos, rowEnd;
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sol::state_view SOL_LUA_STATE = generateView();
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sol::table unitTable = SOL_LUA_STATE["unitCornerPoints"][gameObjectFrames[0].getId() + 1];
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float width = (float)unitTable[1]["x"] - (float)unitTable[2]["x"];
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float length = (float)unitTable[4]["z"] - (float)unitTable[1]["z"];
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if(paintSelecting)
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paintSelect(results[0].pos, width, length);
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else if(!(paintSelecting || rotatingStructure))
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newPos = results[0].pos;
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for(int i = 0; i < gameObjectFrames.size(); i++){
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if(paintSelecting){
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float hypothenuse = sqrt(width * width + length * length);
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Vector3 dir = (results[0].pos - paintSelectRowStart).norm();
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newPos = paintSelectRowStart + dir * hypothenuse * i;
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}
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placeGameObjectFrame(i, newPos, width, length);
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}
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}
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void GameObjectFrameController::removeGameObjectFrame(int i){
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Model *model = gameObjectFrames[i].getModel();
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model->getParent()->dettachChild(model);
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delete model;
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gameObjectFrames.erase(gameObjectFrames.begin() + i);
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}
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void GameObjectFrameController::removeGameObjectFrames(){
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while(gameObjectFrames.size() > 0)
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removeGameObjectFrame(0);
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}
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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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Model *model = s.getModel();
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Quaternion rot = model->getOrientation();
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model->setOrientation(Quaternion(angle, Vector3::VEC_J) * rot);
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}
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}
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}
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