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https://github.com/devZoGok/PlanetFleet.git
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@@ -33,8 +33,8 @@ Player.unitClassMappings = {
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}
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Player.landTaskForceData = {
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{class = UnitClass.MECH, numUnits = 2},
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{class = UnitClass.TANK, numUnits = 1},
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{class = UnitClass.MECH, numUnits = 3},
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{class = UnitClass.TANK, numUnits = 2},
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{class = UnitClass.ARTILLERY, numUnits = 1}
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}
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@@ -127,7 +127,7 @@ 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, nil)
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path = pf:findPath(cells, heurs, source, dest, -1)
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embarkCellId = nil
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disembarkCellId = nil
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@@ -11,7 +11,7 @@ for i = 1, #game.cpuPlayers do
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func = player.buildTaskForces,
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args = {
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factoryClass = UnitClass.LAND_FACTORY,
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taskForceData = {{class = UnitClass.CYBORG_ENGINEER, numUnits = 4}}
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taskForceData = {{class = UnitClass.CYBORG_ENGINEER, numUnits = 5}}
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}
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},
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{
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@@ -178,7 +178,7 @@ units = {
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maxUnevenness = .5,
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isVehicle = true,
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health = 500,
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buildTime = 1000,
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buildTime = 600,
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cost = 500,
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size = {x = 6, y = 9.22, z = 2.42},
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hitboxOffset = {x = 0, y = 4.5, z = 0},
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@@ -189,7 +189,7 @@ units = {
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albedoPath = 'mech.jpg',
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colorNodes = {'WarRobotTemplate.001'},
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selectionSfx = PATH .. 'Sounds/Units/WarMechs/selection.ogg',
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speed = .3,
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speed = .4,
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destinationOffset = .1,
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anglePrecision = .1,
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maxTurnAngle = .1,
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@@ -346,7 +346,7 @@ units = {
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{
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orderType = OrderType.ATTACK,
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rateOfFire = 1000,
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damage = 200,
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damage = 900,
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maxRange = 50,
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maxFireAngle = .1,
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nodes = {{name = 'TankASHead', rotationSpeed = .05, vertical = false}, {name = 'barell', rotationSpeed = .05, angleConstraints = {min = 0, max = .349}, vertical = true}},
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@@ -392,7 +392,7 @@ units = {
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albedoPath = 'tank.jpg',
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colorNodes = {'TankASHead'},
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selectionSfx = PATH .. 'Sounds/Units/Tanks/selection.ogg',
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speed = .4,
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speed = .5,
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destinationOffset = .1,
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anglePrecision = .1,
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maxTurnAngle = .1,
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@@ -556,7 +556,7 @@ units = {
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alignToSurface = true,
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isVehicle = true,
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health = 500,
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buildTime = 1000,
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buildTime = 1500,
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cost = 500,
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size = {x = 9.99, y = 15.4, z = 14.},
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hitboxOffset = {x = 0, y = 7.69, z = .71},
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@@ -567,7 +567,7 @@ units = {
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albedoPath = 'artillery.jpg',
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colorNodes = {'Asia_Mech.002'},
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selectionSfx = PATH .. 'Sounds/Units/Tanks/selection.ogg',
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speed = .3,
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speed = .35,
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destinationOffset = .1,
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anglePrecision = .1,
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maxTurnAngle = .1,
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@@ -766,7 +766,7 @@ units = {
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colorNodes = {'Engineer_Asia.001'},
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meshPath = 'acsCyborgEngineer.xml',
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selectionSfx = PATH .. 'Sounds/Units/Engineers/selection.ogg',
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speed = .5,
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speed = 1,
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destinationOffset = .1,
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anglePrecision = .1,
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maxTurnAngle = .1,
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@@ -840,7 +840,7 @@ units = {
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cost = 500,
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size = {x = 3.12, y = 5.31, z = 2.82},
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hitboxOffset = {x = 0, y = 2.83, z = .4},
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lineOfSight = 200,
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lineOfSight = 600,
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name = 'Engineer',
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basePath = PATH .. vehiclePrefix .. 'Engineers/',
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albedoPath = 'engineer.jpg',
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@@ -1380,7 +1380,7 @@ units = {
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meshPath = 'heavyAssaultCruiser.xml',
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albedoPath = 'cruiser.jpg',
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selectionSfx = PATH .. 'Sounds/Units/Cruisers/selection.ogg',
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speed = .1,
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speed = .4,
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destinationOffset = .1,
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anglePrecision = .1,
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maxTurnAngle = .1,
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@@ -1692,7 +1692,7 @@ units = {
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meshPath = 'acsAntiSubCruiser.xml',
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albedoPath = 'cruiser.jpg',
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selectionSfx = PATH .. 'Sounds/Units/Cruisers/selection.ogg',
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speed = .3,
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speed = .6,
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destinationOffset = .1,
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anglePrecision = .1,
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maxTurnAngle = .1,
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@@ -45,8 +45,7 @@ namespace battleship{
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}
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void CameraController::orientCamera(Vector3 rotAxis, double str){
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float minStr = .001;
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Quaternion rotQuat = Quaternion(.5 * (fabs(str) > minStr ? str : 0), rotAxis);
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Quaternion rotQuat = Quaternion(.025 * str, rotAxis);
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Camera *cam = Root::getSingleton()->getCamera();
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Vector3 dir = rotQuat * cam->getDirection(), up = rotQuat * cam->getUp();
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cam->lookAt(dir, up);
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+1
-1
@@ -21,7 +21,7 @@ namespace battleship{
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const std::string DEFAULT_TEXTURE = "Textures/defaultTexture.jpg";
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const double camPanSpeed = .5, CAMERA_DISTANCE = 100, CAMERA_ZOOM_INCREMENT = 1, cellLength = 7, cellWidth = 7, cellDepth = 7, DIST_FROM_RAY = 15;
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const int maxNumGroups = 10, NUM_MAX_ZOOMS = 75, NUM_SUBDIVS = 100;
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const int maxNumGroups = 10, NUM_MAX_ZOOMS = 300, NUM_SUBDIVS = 100;
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const vb01::u32 IMPASS_NODE_VAL = 65535;
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const static int numAppStates = 5;
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