mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
improve filestructure
This commit is contained in:
@@ -1,9 +0,0 @@
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[submodule "gameBase2"]
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path = external/gameBase
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url = https://github.com/devZoGok/gameBase
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[submodule "external/vb01"]
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path = external/vb01
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url = https://github.com/devZoGok/vb01
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[submodule "external/tinydir"]
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path = external/tinydir
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url = https://github.com/cxong/tinydir
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@@ -12,33 +12,32 @@ metadata = {
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}
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resourceDeposits = {}
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civilianPlayer = {
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{id = 0, pos = {x = 37.141624, y = 0.000031, z = 369.058044}, rot = {w = -0.251298, x = 0.000000, y = -0.967910, z = 0.000000}, initAmmount = 20000},
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}
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},
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skybox = "Skybox1",
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terrain = {model = "2lakes.xml", albedo = "2lakes.jpg"},
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+13645
-12030
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Load Diff
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Before Width: | Height: | Size: 837 B After Width: | Height: | Size: 9.5 KiB |
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skybox = "Skybox1",
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+126292
-116702
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|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 13 KiB |
+1265
-2254
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Before Width: | Height: | Size: 9.8 KiB After Width: | Height: | Size: 8.8 KiB |
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|
||||
--{id = UnitId.ACS_TANK, pos = {x = 325.000000, y = 0.000000, z = 425.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_TANK, pos = {x = 325.000000, y = 0.000000, z = 410.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_TANK, pos = {x = 325.000000, y = 0.000000, z = 415.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_TANK, pos = {x = 325.000000, y = 0.000000, z = 410.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_TANK, pos = {x = 325.000000, y = 0.000000, z = 405.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_TANK, pos = {x = 325.000000, y = 0.000000, z = 400.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_ARTILLERY, pos = {x = 325.000000, y = 0.000000, z = 355.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_ARTILLERY, pos = {x = 325.000000, y = 0.000000, z = 350.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_ARTILLERY, pos = {x = 325.000000, y = 0.000000, z = 355.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_ARTILLERY, pos = {x = 325.000000, y = 0.000000, z = 350.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_ARTILLERY, pos = {x = 325.000000, y = 0.000000, z = 355.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_ANTI_SUB_CRUISER, pos = {x = -20.000000, y = 0.000000, z = -20.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_TRANSPORT, pos = {x = -20.000000, y = 0.000000, z = -20.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_TRANSPORT, pos = {x = -20.000000, y = 0.000000, z = -20.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
--{id = UnitId.ACS_CYBORG_ENGINEER, pos = {x = 325.000000, y = 0.000000, z = 445.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
{id = UnitId.ACS_CYBORG_ENGINEER, pos = {x = 325.000000, y = 0.000000, z = 445.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
},
|
||||
resourceDeposits = {}
|
||||
},
|
||||
{
|
||||
units = {
|
||||
{id = UnitId.ACS_CYBORG_ENGINEER, pos = {x = -325.000000, y = 0.000000, z = 415.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
{id = UnitId.AINC_CYBORG_ENGINEER, pos = {x = -325.000000, y = 0.000000, z = 415.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}},
|
||||
},
|
||||
resourceDeposits = {}
|
||||
},
|
||||
--[[
|
||||
]]--
|
||||
},
|
||||
civilianPlayer = {
|
||||
resourceDeposits = {
|
||||
@@ -69,10 +36,10 @@ metadata = {
|
||||
{id = 0, pos = {x = 450.000000, y = 0.000000, z = 430.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
{id = 0, pos = {x = 450.000000, y = 0.000000, z = 410.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
{id = 0, pos = {x = 450.000000, y = 0.000000, z = 390.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
--{id = 0, pos = {x = -450.000000, y = 0.000000, z = 350.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
--{id = 0, pos = {x = -450.000000, y = 0.000000, z = 360.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
--{id = 0, pos = {x = -450.000000, y = 0.000000, z = 370.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
--{id = 0, pos = {x = -450.000000, y = 0.000000, z = 380.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
{id = 0, pos = {x = -450.000000, y = 0.000000, z = 350.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
{id = 0, pos = {x = -450.000000, y = 0.000000, z = 360.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
{id = 0, pos = {x = -450.000000, y = 0.000000, z = 370.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
{id = 0, pos = {x = -450.000000, y = 0.000000, z = 380.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
|
||||
},
|
||||
|
||||
},
|
||||
|
||||
+912
-912
File diff suppressed because it is too large
Load Diff
@@ -126,41 +126,33 @@ function Player:landRouteToSpawnpoint_(mapPoint)
|
||||
source = map:getCellId(map:getSpawnPoint(self:getSpawnPointId()), false)
|
||||
|
||||
pf = Pathfinder.getSingleton()
|
||||
forwClampedDest = pf:clampDestToSourceRegion(source, dest)
|
||||
cells = map:getCells()
|
||||
heurs = pf:calcHeuristics(cells, dest)
|
||||
path = pf:findPath(cells, heurs, source, dest, UnitType.HOVER)
|
||||
|
||||
if dest ~= forwClampedDest then
|
||||
cells = map:getCells()
|
||||
embarkCellId = nil
|
||||
disembarkCellId = nil
|
||||
navalSupportCellId = nil
|
||||
navalRallyCellId = nil
|
||||
|
||||
embarkCellId = nil
|
||||
navalRallyCellId = nil
|
||||
embarkCellId = forwClampedDest
|
||||
|
||||
for i = 1, #cells[embarkCellId + 1].edges do
|
||||
destCellId = cells[embarkCellId + 1].edges[i].destCellId
|
||||
|
||||
if cells[destCellId + 1].type == 1 then
|
||||
if not self.navalFactoryCellId then self.navalFactoryCellId = destCellId end
|
||||
|
||||
navalRallyCellId = destCellId
|
||||
break
|
||||
end
|
||||
for i = 1, #path do
|
||||
if map:getCell(path[i]).type == 1 then
|
||||
navalRallyCellId = path[i]
|
||||
embarkCellId = path[i - 1]
|
||||
if not self.navalFactoryCellId then self.navalFactoryCellId = path[i] end
|
||||
break;
|
||||
end
|
||||
end
|
||||
|
||||
disembarkCellId = nil
|
||||
navalSupportCellId = nil
|
||||
backwClampedDest = pf:clampDestToSourceRegion(dest, embarkCellId)
|
||||
disembarkCellId = backwClampedDest
|
||||
|
||||
for i = 1, #cells[disembarkCellId + 1].edges do
|
||||
destCellId = cells[disembarkCellId + 1].edges[i].destCellId
|
||||
|
||||
if cells[destCellId + 1].type == 1 then
|
||||
navalSupportCellId = destCellId
|
||||
break
|
||||
end
|
||||
for i = #path, 1, -1 do
|
||||
if map:getCell(path[i]).type == 1 then
|
||||
navalSupportCellId = path[i]
|
||||
disembarkCellId = path[i + 1]
|
||||
break;
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
if embarkCellId or disembarkCellId then
|
||||
return {
|
||||
reachable = false,
|
||||
embarkCellId = embarkCellId,
|
||||
@@ -168,9 +160,7 @@ function Player:landRouteToSpawnpoint_(mapPoint)
|
||||
navalSupportCellId = navalSupportCellId,
|
||||
disembarkCellId = disembarkCellId
|
||||
}
|
||||
else
|
||||
return {reachable = true}
|
||||
end
|
||||
else return {reachable = true} end
|
||||
end
|
||||
|
||||
function Player:landRouteToSpawnpoint(arguments)
|
||||
|
||||
@@ -1,88 +0,0 @@
|
||||
cmake_minimum_required(VERSION 3.5)
|
||||
|
||||
set(GAME_NAME battleship)
|
||||
project(${GAME_NAME})
|
||||
|
||||
if(MSVC)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std:c++17")
|
||||
else()
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++17 -pedantic")
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDART 17)
|
||||
set(CMAKE_POLICY_VERSION_MINIMUM 3.5)
|
||||
set(CMAKE_BUILD_TYPE Debug)
|
||||
set(BUILD_TESTS OFF)
|
||||
set(BUILD_SHARED_LIBS OFF CACHE BOOL FORCED)
|
||||
cmake_policy(SET CMP0015 NEW)
|
||||
|
||||
set(STATES activeGameState.cpp inGameAppState.cpp guiAppState.cpp mapEditorAppState.cpp loadingAppState.cpp)
|
||||
|
||||
set(UNIT_BUTTONS unitButton.cpp tradeButton.cpp buildButton.cpp trainButton.cpp researchButton.cpp orderButton.cpp stateToggleButton.cpp)
|
||||
set(OPTIONS_BUTTONS optionsButton.cpp tabButton.cpp okButton.cpp defaultsButton.cpp)
|
||||
set(TRADING_BUTTONS activeStateBackButton.cpp playerTradeButton.cpp tradingScreenButton.cpp offerButton.cpp resourceAmmountButton.cpp)
|
||||
set(MENU_BUTTONS mainMenuButton.cpp singlePlayerButton.cpp exitButton.cpp backButton.cpp playButton.cpp)
|
||||
set(MAP_EDITOR_BUTTONS mapEditorButton.cpp newMapButton.cpp loadMapButton.cpp exportButton.cpp)
|
||||
set(BUTTONS statsButton.cpp activeStateButton.cpp minimapButton.cpp ${TRADING_BUTTONS} ${OPTIONS_BUTTONS} ${MENU_BUTTONS} ${MAP_EDITOR_BUTTONS} ${UNIT_BUTTONS})
|
||||
|
||||
set(LISTBOXES skyboxTextureListbox.cpp landTextureListbox.cpp gameObjectListbox.cpp mapListbox.cpp)
|
||||
set(GUI tooltip.cpp concreteGuiManager.cpp ${BUTTONS} ${LISTBOXES})
|
||||
|
||||
set(CONTROLLERS gameObjectFrameController.cpp cameraController.cpp)
|
||||
set(CONSOLE console.cpp abstractCommand.cpp addUnitCommand.cpp addResourceCommand.cpp addTechnologyCommand.cpp toggleDebugCommand.cpp)
|
||||
set(CORE gameManager.cpp game.cpp pathfinder.cpp environment.cpp fxManager.cpp defConfigs.cpp player.cpp trader.cpp ${CONSOLE} ${CONTROLLERS})
|
||||
|
||||
set(PROJECTILES projectile.cpp missile.cpp cruiseMissile.cpp shell.cpp depthCharge.cpp torpedo.cpp torpedo.h)
|
||||
set(VEHICLES vehicle.cpp submarine.cpp engineer.cpp resourceRover.cpp freezer.cpp)
|
||||
set(STRUCTURES structure.cpp factory.cpp pointDefense.cpp extractor.cpp researchStruct.cpp iceSheet.cpp)
|
||||
set(WEAPONS weapon.cpp)
|
||||
set(UNITS unit.cpp ${WEAPONS} ${STRUCTURES} ${VEHICLES})
|
||||
set(CONTENT map.cpp gameObject.cpp destructable.cpp gameObjectFrame.h gameObjectFactory.cpp resourceDeposit.cpp ${UNITS} ${PROJECTILES})
|
||||
|
||||
set(UTIL util.cpp binds.h)
|
||||
|
||||
set(GAME_SRC ${STATES} ${GUI} ${CORE} ${CONTENT} ${UTIL})
|
||||
|
||||
set(SFML_DIR external/gameBase/external/SFML)
|
||||
set(VB01_DIR external/vb01)
|
||||
set(VB01_GUI_DIR external/vb01Gui)
|
||||
set(GAME_BASE_DIR external/gameBase)
|
||||
|
||||
add_executable(${GAME_NAME} main.cpp ${GAME_SRC})
|
||||
|
||||
include_directories(external/tinydir)
|
||||
include_directories(external/vb01/external/glm)
|
||||
include_directories(external/vb01/external/glm/glm)
|
||||
include_directories(external/gameBase/external/SFML/include)
|
||||
|
||||
add_subdirectory(${VB01_DIR})
|
||||
set(VB01_LIB_DIR ${VB01_DIR}/build)
|
||||
target_include_directories(${GAME_NAME} PUBLIC ${VB01_DIR})
|
||||
target_link_directories(${GAME_NAME} PUBLIC ${VB01_LIB_DIR})
|
||||
|
||||
add_subdirectory(${GAME_BASE_DIR})
|
||||
set(GAME_BASE_LIB_DIR build/${GAME_BASE_DIR}/src)
|
||||
target_include_directories(${GAME_NAME} PUBLIC ${GAME_BASE_DIR})
|
||||
target_link_directories(${GAME_NAME} PUBLIC ${GAME_BASE_LIB_DIR})
|
||||
|
||||
set(DEPS vb01 gameBase)
|
||||
target_link_libraries(${GAME_NAME} ${DEPS})
|
||||
|
||||
if(BUILD_TESTS)
|
||||
if(UNIX)
|
||||
include_directories(/usr/include/cppunit)
|
||||
link_directories(/usr/lib)
|
||||
elseif(WIN32)
|
||||
include_directories(C:/Program\ Files\ \(x86\)/cppunit/include)
|
||||
link_directories(C:/Program\ Files\ \(x86\)/cppunit/lib)
|
||||
endif()
|
||||
|
||||
set(TEST_SRC testMain.cpp pathfinderTest.cpp ${GAME_SRC})
|
||||
set(TEST_NAME battleshipTests)
|
||||
|
||||
add_executable(${TEST_NAME} ${TEST_SRC})
|
||||
target_include_directories(${TEST_NAME} PUBLIC ${VB01_DIR})
|
||||
target_include_directories(${TEST_NAME} PUBLIC ${VB01_GUI_DIR})
|
||||
target_include_directories(${TEST_NAME} PUBLIC ${GAME_BASE_DIR})
|
||||
target_link_libraries(${TEST_NAME} ${DEPS} cppunit)
|
||||
endif()
|
||||
@@ -1,37 +0,0 @@
|
||||
# Battleship
|
||||
|
||||
## Build guide
|
||||
|
||||
### UNIX
|
||||
- `git clone <battleship_url>`
|
||||
- `cd Battteship`
|
||||
- `git submodule update --init --recursive`
|
||||
- `cmake -S . -B build`
|
||||
- `cd build`
|
||||
- `make`
|
||||
|
||||
### Windows
|
||||
- `git clone <battleship_url>`
|
||||
- `cd Battteship`
|
||||
- `git submodule update --init --recursive`
|
||||
- `cmake -S . -B <build_dir> [-G <present_visual_studio_version>] -DSFML_BUILD_GRAPHICS=0`
|
||||
- open `build\ALL_BUILD.vcxproj`
|
||||
- build the solution (in case of the fatal error C1128, use, for example, the `RelWithDebInfo` build configuration)
|
||||
- copy and paste `battleship.exe` into `<build_dir>`
|
||||
|
||||
## Contrib guide
|
||||
The Gitflow shall be used.
|
||||
|
||||
1. create an issue, representing a change you wish to implement using one of these labels:
|
||||
* `feature`
|
||||
* `improvement`
|
||||
* `bugfix`
|
||||
2. create a branch off the `develop` branch, named using this scheme:
|
||||
* `feature` label -> `ft-<issue_number>-<short_description>`
|
||||
* `improvement` label -> `imp-<issue_number>-<short_description>`
|
||||
* `bugfix` label -> `bf-<issue_number>-<short_description>`
|
||||
3. create a PR with a short description of changes and evidence of the issue resolved, such as:
|
||||
* reference to an automatic test(s) to run
|
||||
* steps to manually verify the issue is resolved
|
||||
* screenshots or screencasts
|
||||
4. await the repo admin's approval
|
||||
@@ -1,32 +0,0 @@
|
||||
#ifndef ABILITY_H
|
||||
#define ABILITY_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace battleship{
|
||||
struct Ability{
|
||||
enum class Type{
|
||||
SPEED,
|
||||
HEALTH,
|
||||
LINE_OF_SIGHT,
|
||||
MAX_TURN_ANGLE,
|
||||
DIRECT_HIT_DAMAGE,
|
||||
EXPLOSION_RADIUS,
|
||||
EXPLOSION_DAMAGE,
|
||||
CAPACITY,
|
||||
LOAD_RATE,
|
||||
LOAD_SPEED,
|
||||
DRAW_RATE,
|
||||
DRAW_SPEED,
|
||||
HACK_RANGE,
|
||||
UNIT_UNLOCK
|
||||
};
|
||||
|
||||
Type type;
|
||||
float ammount;
|
||||
int gameObjType;
|
||||
std::vector<int> gameObjIds;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,33 +0,0 @@
|
||||
#include "abstractCommand.h"
|
||||
|
||||
#include <cmath>
|
||||
#include <vector.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
|
||||
void AbstractCommand::handle(){
|
||||
if(cmdStr.find(" ") == -1)
|
||||
return;
|
||||
|
||||
vector<int> spaceIds;
|
||||
arguments.clear();
|
||||
|
||||
for(int i = 0; i < cmdStr.length(); i++)
|
||||
if(cmdStr[i] == ' ')
|
||||
spaceIds.push_back(i);
|
||||
|
||||
arguments.push_back(cmdStr.substr(0, spaceIds[0]));
|
||||
|
||||
for(int i = 0; i < spaceIds.size(); i++){
|
||||
bool lastSpace = (i == spaceIds.size() - 1);
|
||||
string argument = cmdStr.substr(spaceIds[i] + 1, lastSpace ? string::npos : spaceIds[i + 1] - spaceIds[i] - 1);
|
||||
arguments.push_back(argument);
|
||||
}
|
||||
}
|
||||
|
||||
void AbstractCommand::execute(){
|
||||
handle();
|
||||
validate();
|
||||
}
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#ifndef ABSTRACT_COMMAND_H
|
||||
#define ABSTRACT_COMMAND_H
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace battleship{
|
||||
class AbstractCommand{
|
||||
protected:
|
||||
AbstractCommand(std::string str) : cmdStr(str){}
|
||||
virtual void handle();
|
||||
virtual void validate(){}
|
||||
virtual void execute();
|
||||
|
||||
std::string cmdStr;
|
||||
std::vector<std::string> arguments;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,857 +0,0 @@
|
||||
#include <root.h>
|
||||
#include <quaternion.h>
|
||||
#include <model.h>
|
||||
#include <material.h>
|
||||
#include <texture.h>
|
||||
#include <quad.h>
|
||||
#include <box.h>
|
||||
#include <text.h>
|
||||
#include <assetManager.h>
|
||||
#include <imageAsset.h>
|
||||
|
||||
#include <stateManager.h>
|
||||
#include <solUtil.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <ctype.h>
|
||||
#include <stdlib.h>
|
||||
#include <map>
|
||||
|
||||
#include "activeGameState.h"
|
||||
#include "inGameAppState.h"
|
||||
#include "defConfigs.h"
|
||||
#include "structure.h"
|
||||
#include "game.h"
|
||||
#include "util.h"
|
||||
#include "tooltip.h"
|
||||
#include "gameObjectFrameController.h"
|
||||
#include "gameObjectFactory.h"
|
||||
#include "cameraController.h"
|
||||
#include "unitButton.h"
|
||||
#include "extractor.h"
|
||||
#include "resourceDeposit.h"
|
||||
#include "resourceRover.h"
|
||||
#include "concreteGuiManager.h"
|
||||
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
using namespace std;
|
||||
|
||||
namespace battleship{
|
||||
using namespace configData;
|
||||
using namespace gameBase;
|
||||
|
||||
ActiveGameState::ActiveGameState(GuiAppState *gs, int plId) : AbstractAppState(
|
||||
AppStateType::ACTIVE_STATE,
|
||||
configData::calcSumBinds(AppStateType::ACTIVE_STATE, true),
|
||||
configData::calcSumBinds(AppStateType::ACTIVE_STATE, false),
|
||||
GameManager::getSingleton()->getPath() + scripts[(int)ScriptFiles::OPTIONS]), guiState(gs), playerId(plId), depth(1){
|
||||
initDragbox();
|
||||
|
||||
mainPlayer = Game::getSingleton()->getPlayer(playerId);
|
||||
}
|
||||
|
||||
ActiveGameState::~ActiveGameState() {
|
||||
removeDragbox();
|
||||
}
|
||||
|
||||
void ActiveGameState::initDragbox(){
|
||||
Root *root = Root::getSingleton();
|
||||
|
||||
Material *mat = new Material(root->getLibPath() + "gui");
|
||||
mat->addBoolUniform("texturingEnabled", false);
|
||||
mat->addBoolUniform("diffuseColorEnabled", false);
|
||||
mat->addVec4Uniform("diffuseColor", Vector4(.5, .5, .5, .5));
|
||||
|
||||
Quad *dragbox = new Quad(Vector3::VEC_ZERO, false);
|
||||
dragbox->setMaterial(mat);
|
||||
dragboxNode = new Node();
|
||||
dragboxNode->attachMesh(dragbox);
|
||||
|
||||
root->getGuiNode()->attachChild(dragboxNode);
|
||||
}
|
||||
|
||||
void ActiveGameState::initCursor(){
|
||||
string basePath = GameManager::getSingleton()->getPath() + "Textures/Icons/Cursors/";
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
|
||||
string pt = SOL_LUA_VIEW["pointerTex"],
|
||||
at = SOL_LUA_VIEW["attackTex"],
|
||||
gt = SOL_LUA_VIEW["garrisonTex"],
|
||||
st = SOL_LUA_VIEW["supplyTex"],
|
||||
ht = SOL_LUA_VIEW["hackTex"],
|
||||
ngt = SOL_LUA_VIEW["noGarrisonTex"],
|
||||
nst = SOL_LUA_VIEW["noSupplyTex"],
|
||||
nht = SOL_LUA_VIEW["noHackTex"],
|
||||
p1[]{basePath + pt},
|
||||
p2[]{basePath + at},
|
||||
p3[]{basePath + gt},
|
||||
p4[]{basePath + st},
|
||||
p5[]{basePath + ht},
|
||||
p6[]{basePath + ngt},
|
||||
p7[]{basePath + nst},
|
||||
p8[]{basePath + nht};
|
||||
pointerTex = new Texture(p1, 1, false);
|
||||
attackTex = new Texture(p2, 1, false);
|
||||
garrisonTex = new Texture(p3, 1, false);
|
||||
supplyTex = new Texture(p4, 1, false);
|
||||
hackTex = new Texture(p5, 1, false);
|
||||
noGarrisonTex = new Texture(p6, 1, false);
|
||||
noSupplyTex = new Texture(p7, 1, false);
|
||||
noHackTex = new Texture(p8, 1, false);
|
||||
|
||||
Root *root = Root::getSingleton();
|
||||
Material *mat = new Material(root->getLibPath() + "gui");
|
||||
mat->addBoolUniform("texturingEnabled", true);
|
||||
mat->addTexUniform("diffuseMap", pointerTex, false);
|
||||
|
||||
Quad *quad = new Quad(Vector3(20, 20, 0), false);
|
||||
quad->setMaterial(mat);
|
||||
|
||||
cursorNode = new Node();
|
||||
cursorNode->attachMesh(quad);
|
||||
root->getGuiNode()->attachChild(cursorNode);
|
||||
}
|
||||
|
||||
void ActiveGameState::removeDragbox(){
|
||||
Root::getSingleton()->getRootNode()->dettachChild(dragboxNode);
|
||||
delete dragboxNode;
|
||||
}
|
||||
|
||||
void ActiveGameState::onAttached() {
|
||||
AbstractAppState::onAttached();
|
||||
vector<Button*> buttons = guiButtons;
|
||||
buttons.insert(buttons.end(), unitButtons.begin(), unitButtons.end());
|
||||
|
||||
ConcreteGuiManager::getSingleton()->readLuaScreenScript(
|
||||
"activeGameState.lua",
|
||||
buttons,
|
||||
vector<Listbox*>{},
|
||||
vector<Checkbox*>{},
|
||||
vector<Slider*>{},
|
||||
vector<Textbox*>{},
|
||||
guiRects,
|
||||
guiTexts,
|
||||
"music = generateFactionMusic(" + to_string(mainPlayer->getFaction()) + ")"
|
||||
);
|
||||
|
||||
if(!cursorNode) initCursor();
|
||||
}
|
||||
|
||||
void ActiveGameState::onDettached() {
|
||||
AbstractAppState::onDettached();
|
||||
}
|
||||
|
||||
void ActiveGameState::updateCursor(){
|
||||
Vector2 cursorPos = getCursorPos();
|
||||
cursorNode->setPosition(Vector3(cursorPos.x, cursorPos.y, .8));
|
||||
|
||||
if(mainPlayer->getNumSelectedUnits() > 0){
|
||||
bool ownGameObj = (gameObjHoveredOn && gameObjHoveredOn->getPlayer() == mainPlayer);
|
||||
bool alliedGameObj = (gameObjHoveredOn && !ownGameObj && gameObjHoveredOn->getPlayer()->getTeam() == mainPlayer->getTeam());
|
||||
bool gameObjUnit = (gameObjHoveredOn && gameObjHoveredOn->getType() == GameObject::Type::UNIT);
|
||||
bool gameObjTransport = (gameObjUnit && ((Unit*)gameObjHoveredOn)->getNumGarrisonSlots() > 0);
|
||||
bool canGarrison = true;
|
||||
|
||||
if(gameObjUnit && gameObjTransport)
|
||||
for(int i = 0; i < mainPlayer->getNumSelectedUnits(); i++)
|
||||
if(!((Unit*)gameObjHoveredOn)->canGarrison((Vehicle*)mainPlayer->getSelectedUnit(i))){
|
||||
canGarrison = false;
|
||||
break;
|
||||
}
|
||||
|
||||
vector<TradeOffer*> offers = (gameObjHoveredOn && alliedGameObj ? mainPlayer->getTradeOffers(gameObjHoveredOn->getPlayer()) : vector<TradeOffer*>{});
|
||||
bool tradeResource[NUM_RESOURCES][2], trade = false;
|
||||
|
||||
for(int i = 0; i < NUM_RESOURCES; i++)
|
||||
for(int j = 0; j < 2; j++){
|
||||
if(!offers.empty() && offers[0]->tradeResources[i][j] > 0){
|
||||
tradeResource[i][j] = true;
|
||||
trade = true;
|
||||
}
|
||||
else tradeResource[i][j] = false;
|
||||
}
|
||||
|
||||
int objClass = (gameObjUnit ? int(((Unit*)gameObjHoveredOn)->getUnitClass()) : -1);
|
||||
bool tradeCenter = ((UnitClass)objClass == UnitClass::TRADE_CENTER);
|
||||
bool refinery = ((UnitClass)objClass == UnitClass::REFINERY);
|
||||
bool lab = ((UnitClass)objClass == UnitClass::LAB);
|
||||
bool ownExtractor = (ownGameObj && (UnitClass)objClass == UnitClass::EXTRACTOR);
|
||||
|
||||
bool roverSelected = (mainPlayer->getSelectedUnit(0)->getUnitClass() == UnitClass::RESOURCE_ROVER);
|
||||
ResourceRover *rover = (roverSelected ? (ResourceRover*)mainPlayer->getSelectedUnit(0) : nullptr);
|
||||
int unloadFlag = (int)shiftPressed;
|
||||
|
||||
if(!forceCursorState){
|
||||
if(gameObjUnit && gameObjTransport){
|
||||
orderPossible = (ownGameObj && canGarrison);
|
||||
cursorState = CursorState::GARRISON;
|
||||
}
|
||||
else if(roverSelected && ownExtractor){
|
||||
orderPossible = (((Extractor*)gameObjHoveredOn)->getDeposit()->getAmmount() > 0);
|
||||
cursorState = CursorState::SUPPLY;
|
||||
}
|
||||
else if(roverSelected && (tradeCenter || refinery || lab) && (ownGameObj || (alliedGameObj && trade))){
|
||||
bool tradeRes = false;
|
||||
int resId;
|
||||
|
||||
switch((UnitClass)objClass){
|
||||
case UnitClass::TRADE_CENTER:
|
||||
tradeRes = tradeResource[(int)ResourceType::WEALTH][unloadFlag];
|
||||
resId = (int)ResourceType::WEALTH;
|
||||
break;
|
||||
case UnitClass::REFINERY:
|
||||
tradeRes = tradeResource[(int)ResourceType::REFINEDS][unloadFlag];
|
||||
resId = (int)ResourceType::REFINEDS;
|
||||
break;
|
||||
case UnitClass::LAB:
|
||||
tradeRes = tradeResource[(int)ResourceType::RESEARCH][unloadFlag];
|
||||
resId = (int)ResourceType::RESEARCH;
|
||||
break;
|
||||
}
|
||||
|
||||
bool canLoad = (rover && rover->calcTotalLoad() < rover->getCapacity());
|
||||
orderPossible = (unloadFlag ? rover->getLoad(resId) > 0 : canLoad);
|
||||
|
||||
if(alliedGameObj) orderPossible = tradeRes && orderPossible;
|
||||
|
||||
cursorState = (unloadFlag ? CursorState::UNLOAD : CursorState::LOAD);
|
||||
}
|
||||
else if(gameObjUnit && !(ownGameObj || alliedGameObj)){
|
||||
orderPossible = true;
|
||||
cursorState = CursorState::ATTACK;
|
||||
}
|
||||
else
|
||||
cursorState = CursorState::NORMAL;
|
||||
}
|
||||
else{
|
||||
if(cursorState == CursorState::GARRISON)
|
||||
orderPossible = (ownGameObj && gameObjTransport && canGarrison);
|
||||
else if(cursorState == CursorState::SUPPLY)
|
||||
orderPossible = (roverSelected && ownExtractor);
|
||||
else if(cursorState == CursorState::LOAD || cursorState == CursorState::UNLOAD){
|
||||
int ulf = int(cursorState == CursorState::UNLOAD);
|
||||
bool tradeRefs = tradeResource[(int)ResourceType::REFINEDS][ulf];
|
||||
bool tradeWealth = tradeResource[(int)ResourceType::WEALTH][ulf];
|
||||
bool tradeTech = tradeResource[(int)ResourceType::RESEARCH][ulf];
|
||||
|
||||
bool canLoad = (rover->calcTotalLoad() < rover->getCapacity());
|
||||
bool loadResource = (
|
||||
cursorState == CursorState::LOAD ? canLoad : (
|
||||
rover->getLoad((int)ResourceType::REFINEDS) > 0 ||
|
||||
rover->getLoad((int)ResourceType::WEALTH) > 0 ||
|
||||
rover->getLoad((int)ResourceType::RESEARCH) > 0
|
||||
)
|
||||
);
|
||||
|
||||
bool transferResource = (
|
||||
(refinery && loadResource && (ownGameObj || (alliedGameObj && tradeRefs))) ||
|
||||
(tradeCenter && loadResource && (ownGameObj || (alliedGameObj && tradeWealth))) ||
|
||||
(lab && loadResource && (ownGameObj || (alliedGameObj && tradeTech)))
|
||||
);
|
||||
orderPossible = (roverSelected && transferResource);
|
||||
}
|
||||
else if(cursorState == CursorState::HACK)
|
||||
orderPossible = (!ownGameObj && gameObjUnit && mainPlayer->getSelectedUnit(0)->getUnitClass() == UnitClass::CYBORG_ENGINEER);
|
||||
else if(controlPressed)
|
||||
cursorState = CursorState::ATTACK;
|
||||
else
|
||||
cursorState = CursorState::NORMAL;
|
||||
}
|
||||
}
|
||||
|
||||
cursorNode->setVisible(cursorState != CursorState::NORMAL);
|
||||
Texture *tex = nullptr;
|
||||
|
||||
switch(cursorState){
|
||||
case CursorState::ATTACK:
|
||||
tex = attackTex;
|
||||
break;
|
||||
case CursorState::GARRISON:
|
||||
tex = (orderPossible ? garrisonTex : noGarrisonTex);
|
||||
break;
|
||||
case CursorState::SUPPLY:
|
||||
case CursorState::LOAD:
|
||||
case CursorState::UNLOAD:
|
||||
tex = (orderPossible ? supplyTex : noSupplyTex);
|
||||
break;
|
||||
case CursorState::HACK:
|
||||
tex = (orderPossible ? hackTex : noHackTex);
|
||||
break;
|
||||
}
|
||||
|
||||
cursorNode->getMesh(0)->getMaterial()->setTexUniform("diffuseMap", tex, false);
|
||||
}
|
||||
|
||||
void ActiveGameState::update() {
|
||||
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
|
||||
guiManager->getText("refineds")->setText(to_wstring(mainPlayer->getResource(ResourceType::REFINEDS)));
|
||||
guiManager->getText("wealth")->setText(to_wstring(mainPlayer->getResource(ResourceType::WEALTH)));
|
||||
guiManager->getText("research")->setText(to_wstring(mainPlayer->getResource(ResourceType::RESEARCH)));
|
||||
|
||||
updateCursor();
|
||||
Vector2 cursorPos = getCursorPos();
|
||||
|
||||
float eps = .01;
|
||||
|
||||
if(!isSelectionBox && selectMouseClicked && (fabs(clickPoint.x - cursorPos.x) > eps || fabs(clickPoint.y - cursorPos.y) > eps) && getTime() - lastSelectMouseClicked > 10)
|
||||
isSelectionBox = true;
|
||||
else if (isSelectionBox)
|
||||
updateDragBox();
|
||||
|
||||
dragboxNode->setVisible(isSelectionBox);
|
||||
|
||||
updateGameObjHoveredOn();
|
||||
|
||||
vector<Unit*> selectedUnits = mainPlayer->getSelectedUnits();
|
||||
GameObjectFrameController *fc = GameObjectFrameController::getSingleton();
|
||||
|
||||
if(!selectingDestOrient && orderMouseClicked && !selectedUnits.empty() && getTime() - lastOrderMouseClicked > 100){
|
||||
if(targets.empty()) castRayToTerrain();
|
||||
|
||||
if(!buildableStructSelected)
|
||||
for(int i = 0; i < selectedUnits.size(); i++)
|
||||
fc->addGameObjectFrame(GameObjectFrame(selectedUnits[i]->getId(), GameObject::Type::UNIT, mainPlayer, selectedUnits[i], targets[0].pos));
|
||||
|
||||
selectingDestOrient = true;
|
||||
fc->setRotating(true);
|
||||
}
|
||||
else if(selectingDestOrient && !orderMouseClicked){
|
||||
selectingDestOrient = false;
|
||||
|
||||
fc->toggleFrameTransformations(false, false, false);
|
||||
fc->removeGameObjectFrames();
|
||||
}
|
||||
|
||||
if(!tradingScreen){
|
||||
guiTexts = guiManager->getTexts();
|
||||
guiRects = guiManager->getGuiRectangles();
|
||||
guiButtons = guiManager->getButtons();
|
||||
}
|
||||
|
||||
renderUnits();
|
||||
|
||||
vector<Unit*> currSelectedUnits = mainPlayer->getSelectedUnits();
|
||||
|
||||
if(prevSelectedUnits != currSelectedUnits){
|
||||
addUnitGui();
|
||||
prevSelectedUnits = currSelectedUnits;
|
||||
}
|
||||
|
||||
if(fc->isRotating() || fc->isPlacingOnSurface() || fc->isPlacingVertically())
|
||||
fc->update();
|
||||
|
||||
CameraController *camCtr = CameraController::getSingleton();
|
||||
|
||||
if(!camCtr->isLookingAround())
|
||||
camCtr->updateCameraPosition();
|
||||
}
|
||||
|
||||
void ActiveGameState::updateGameObjHoveredOn(){
|
||||
vector<GameObject*> gameObjs;
|
||||
vector<Player*> players = Game::getSingleton()->getPlayers(true);
|
||||
|
||||
for(Player *pl : players){
|
||||
vector<ResourceDeposit*> resDeps = pl->getResourceDeposits();
|
||||
vector<Unit*> units = pl->getUnits();
|
||||
|
||||
for(ResourceDeposit *rd : resDeps)
|
||||
gameObjs.push_back((GameObject*)rd);
|
||||
|
||||
for(Unit *u : units)
|
||||
gameObjs.push_back((GameObject*)u);
|
||||
}
|
||||
|
||||
for(GameObject *gameObj : gameObjs)
|
||||
if(isGameObjSelectable(gameObj, false)){
|
||||
gameObjHoveredOn = gameObj;
|
||||
return;
|
||||
}
|
||||
|
||||
gameObjHoveredOn = nullptr;
|
||||
}
|
||||
|
||||
void ActiveGameState::deselectUnits(){
|
||||
mainPlayer->deselectUnits();
|
||||
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
|
||||
ufCtr->removeGameObjectFrames();
|
||||
ufCtr->toggleFrameTransformations(false, false, false);
|
||||
|
||||
ConcreteGuiManager::getSingleton()->readLuaScreenScript("activeGameState.lua");
|
||||
}
|
||||
|
||||
bool ActiveGameState::selectedUnitsAmongst(vector<Unit*> units){
|
||||
vector<Unit*> selUnits = mainPlayer->getSelectedUnits();
|
||||
|
||||
for(Unit *unit : units)
|
||||
if(find(selUnits.begin(), selUnits.end(), unit) != selUnits.end())
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ActiveGameState::isGameObjSelectable(GameObject *obj, bool useDragBox){
|
||||
if(!obj->getModel()->isVisible()) return false;
|
||||
|
||||
Node *hitboxNode = obj->getHitbox();
|
||||
Box *hitbox = (Box*)hitboxNode->getMesh(0);
|
||||
|
||||
Vector3 hitboxSize = hitbox->getSize();
|
||||
float width = hitboxSize.x, height = hitboxSize.y, length = hitboxSize.z;
|
||||
const int NUM_CORNERS = 8;
|
||||
|
||||
Vector3 corners[NUM_CORNERS]{
|
||||
Vector3(-.5 * width, -.5 * height, -.5 * length),
|
||||
Vector3(-.5 * width, -.5 * height, .5 * length),
|
||||
Vector3(.5 * width, -.5 * height, .5 * length),
|
||||
Vector3(.5 * width, -.5 * height, -.5 * length),
|
||||
Vector3(-.5 * width, .5 * height, -.5 * length),
|
||||
Vector3(-.5 * width, .5 * height, .5 * length),
|
||||
Vector3(.5 * width, .5 * height, .5 * length),
|
||||
Vector3(.5 * width, .5 * height, -.5 * length),
|
||||
};
|
||||
|
||||
Vector2 cornersOnScreen[NUM_CORNERS];
|
||||
Vector3 hitboxOffset = hitboxNode->getPosition();
|
||||
|
||||
for(int i = 0; i < NUM_CORNERS; i++){
|
||||
Vector3 cornerInWorld =
|
||||
obj->getPos() +
|
||||
obj->getLeftVec() * (corners[i].x + hitboxOffset.x) +
|
||||
obj->getUpVec() * (corners[i].y + hitboxOffset.y) +
|
||||
obj->getDirVec() * (corners[i].z + hitboxOffset.z);
|
||||
|
||||
Vector3 screenSpace3d = spaceToScreen3d(cornerInWorld);
|
||||
|
||||
if(fabs(screenSpace3d.z) > 1) return false;
|
||||
|
||||
cornersOnScreen[i] = Vector2(screenSpace3d.x, screenSpace3d.y);
|
||||
}
|
||||
|
||||
vector<Vector2> selectionPoints;
|
||||
Vector3 dragboxOrigin = Vector3::VEC_ZERO, dragboxSize = Vector3::VEC_ZERO;
|
||||
|
||||
if(useDragBox){
|
||||
dragboxOrigin = dragboxNode->getPosition();
|
||||
dragboxSize = ((Quad*)dragboxNode->getMesh(0))->getSize();
|
||||
Vector2 objScreenPos = spaceToScreen(obj->getPos());
|
||||
|
||||
if(
|
||||
(dragboxOrigin.x < objScreenPos.x && objScreenPos.x < dragboxOrigin.x + dragboxSize.x) &&
|
||||
(dragboxOrigin.y < objScreenPos.y && objScreenPos.y < dragboxOrigin.y + dragboxSize.y)
|
||||
)
|
||||
return true;
|
||||
|
||||
selectionPoints = vector<Vector2>{
|
||||
Vector2(dragboxOrigin.x, dragboxOrigin.y),
|
||||
Vector2(dragboxOrigin.x + dragboxSize.x, dragboxOrigin.y),
|
||||
Vector2(dragboxOrigin.x + dragboxSize.x, dragboxOrigin.y + dragboxSize.y),
|
||||
Vector2(dragboxOrigin.x, dragboxOrigin.y + dragboxSize.y)
|
||||
};
|
||||
}
|
||||
else
|
||||
selectionPoints = vector<Vector2>{getCursorPos()};
|
||||
|
||||
int numAboveEdges = 0, numBelowEdges = 0;
|
||||
|
||||
for(int i = 0; i < selectionPoints.size(); i++){
|
||||
const int NUM_EDGES = 12;
|
||||
int edges[NUM_EDGES][2]{{0, 1}, {1, 2}, {2, 3}, {3, 0}, {4, 5}, {5, 6}, {6, 7}, {7, 4}, {0, 4}, {1, 5}, {2, 6}, {3, 7}};
|
||||
|
||||
for(int j = 0; j < NUM_EDGES && (numAboveEdges == 0 || numBelowEdges == 0); j++){
|
||||
Vector2 vertA = cornersOnScreen[edges[j][0]], vertB = cornersOnScreen[edges[j][1]];
|
||||
float edgeHorLen = fabs(vertA.x - vertB.x), edgeVertLen = fabs(vertA.y - vertB.y);
|
||||
|
||||
if(fabs(selectionPoints[i].x - vertA.x) < edgeHorLen && fabs(selectionPoints[i].x - vertB.x) < edgeHorLen){
|
||||
if(vertA.x > selectionPoints[i].x) swap(vertA, vertB);
|
||||
|
||||
float horOffset = (selectionPoints[i].x - vertA.x) / edgeHorLen;
|
||||
float height = vertA.y + (vertA.y < vertB.y ? 1 : -1) * horOffset * edgeVertLen;
|
||||
|
||||
(selectionPoints[i].y > height ? numAboveEdges : numBelowEdges)++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return (numAboveEdges > 0 && numBelowEdges > 0);
|
||||
}
|
||||
|
||||
void ActiveGameState::renderUnits() {
|
||||
vector<Unit*> friendlyUnits = mainPlayer->getFriendlyUnits();
|
||||
Game *game = Game::getSingleton();
|
||||
|
||||
for (Player *p : game->getPlayers(true)){
|
||||
vector<Unit*> units = p->getUnits();
|
||||
|
||||
for (Unit *u : units) {
|
||||
if(u->isVehicle() && ((Vehicle*)u)->getGarrisonable()) continue;
|
||||
|
||||
bool unitVisible = (game->isDebug() || mainPlayer->isObjectVisible((GameObject*)u, friendlyUnits));
|
||||
u->getModel()->setVisible(unitVisible);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ActiveGameState::updateDragBox() {
|
||||
Vector2 mousePos = getCursorPos(), dragBoxOrigin, dragBoxEnd;
|
||||
|
||||
if (mousePos.x >= clickPoint.x && mousePos.y >= clickPoint.y) {
|
||||
dragBoxOrigin = Vector2(clickPoint.x, clickPoint.y);
|
||||
dragBoxEnd = Vector2(mousePos.x, mousePos.y);
|
||||
}
|
||||
else if (mousePos.x < clickPoint.x && mousePos.y > clickPoint.y) {
|
||||
dragBoxOrigin = Vector2(mousePos.x, clickPoint.y);
|
||||
dragBoxEnd = Vector2(clickPoint.x, mousePos.y);
|
||||
}
|
||||
else if (mousePos.x >= clickPoint.x && mousePos.y < clickPoint.y) {
|
||||
dragBoxOrigin = Vector2(clickPoint.x, mousePos.y);
|
||||
dragBoxEnd = Vector2(mousePos.x, clickPoint.y);
|
||||
}
|
||||
else {
|
||||
dragBoxOrigin = Vector2(mousePos.x, mousePos.y);
|
||||
dragBoxEnd = Vector2(clickPoint.x, clickPoint.y);
|
||||
}
|
||||
|
||||
Vector3 size = Vector3(dragBoxEnd.x - dragBoxOrigin.x, dragBoxEnd.y - dragBoxOrigin.y, 0);
|
||||
Quad *dragbox = (Quad*)dragboxNode->getMesh(0);
|
||||
dragbox->setSize(size);
|
||||
dragbox->updateVerts(dragbox->getMeshBase());
|
||||
dragboxNode->setPosition(Vector3(dragBoxOrigin.x, dragBoxOrigin.y, 0));
|
||||
}
|
||||
|
||||
//TODO fix ejectable unit selection with multiple transports selected
|
||||
//TODO replace shiftPressed with a dedicated buy flag
|
||||
void ActiveGameState::issueOrder(Order::TYPE type, vector<Order::Target> targets, bool addOrder) {
|
||||
depth = 1;
|
||||
Vector3 destDir = Vector3::VEC_ZERO;
|
||||
|
||||
if(selectingDestOrient){
|
||||
GameObjectFrame &objFrame = GameObjectFrameController::getSingleton()->getGameObjectFrame(0);
|
||||
destDir = objFrame.getDirVec();
|
||||
targets[0].pos = objFrame.getPos();
|
||||
}
|
||||
|
||||
mainPlayer->issueOrder(type, destDir, targets, addOrder);
|
||||
this->targets.clear();
|
||||
|
||||
if(cursorState != CursorState::ATTACK)
|
||||
forceCursorState = false;
|
||||
}
|
||||
|
||||
void ActiveGameState::castRayToTerrain() {
|
||||
Camera *cam = Root::getSingleton()->getCamera();
|
||||
Vector3 camPos = cam->getPosition();
|
||||
Vector3 endPos = screenToSpace(getCursorPos());
|
||||
|
||||
Vector3 rayDir = (endPos - camPos).norm();
|
||||
Map *map = Map::getSingleton();
|
||||
vector<RayCaster::CollisionResult> results = map->raycastTerrain(camPos, rayDir, true);
|
||||
|
||||
if(!results.empty())
|
||||
targets.push_back(Order::Target(nullptr, results[0].pos));
|
||||
}
|
||||
|
||||
void ActiveGameState::enableUnitState(Unit::State state){
|
||||
vector<Unit*> selectedUnits = mainPlayer->getSelectedUnits();
|
||||
|
||||
for(Unit *unit : selectedUnits)
|
||||
unit->setState(state);
|
||||
}
|
||||
|
||||
void ActiveGameState::addUnitGui(){
|
||||
vector<Unit*> currSelectedUnits = mainPlayer->getSelectedUnits();
|
||||
|
||||
if(currSelectedUnits.empty()) return;
|
||||
|
||||
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
|
||||
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
SOL_LUA_VIEW.script("_mainUnitId = " + to_string(currSelectedUnits[0]->getId()));
|
||||
guiManager->readLuaScreenScriptDel("unitGui.lua", unitButtons);
|
||||
|
||||
SOL_LUA_VIEW.script("numGui = #gui");
|
||||
int numButtons = SOL_LUA_VIEW["numGui"];
|
||||
|
||||
for(int i = 0; i < numButtons; i++)
|
||||
unitButtons.push_back(guiManager->getButtons()[guiManager->getButtons().size() - (i + 1)]);
|
||||
}
|
||||
|
||||
void ActiveGameState::onAction(int bind, bool isPressed) {
|
||||
if(tradingScreen || !ConcreteGuiManager::getSingleton()->findClickedButtons().empty()) return;
|
||||
|
||||
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
|
||||
vector<Unit*> selectedUnits = mainPlayer->getSelectedUnits();
|
||||
|
||||
switch((Bind)bind){
|
||||
case Bind::DRAG_BOX:
|
||||
selectMouseClicked = isPressed;
|
||||
|
||||
if(isPressed){
|
||||
clickPoint = getCursorPos();
|
||||
lastSelectMouseClicked = getTime();
|
||||
}
|
||||
else{
|
||||
if(!shiftPressed) deselectUnits();
|
||||
|
||||
if(canSelectHoveredOnGameObj())
|
||||
mainPlayer->selectUnit((Unit*)gameObjHoveredOn);
|
||||
|
||||
selectingDestOrient = false;
|
||||
|
||||
if(isSelectionBox){
|
||||
if(!shiftPressed) deselectUnits();
|
||||
|
||||
vector<Unit*> units = mainPlayer->getUnits();
|
||||
|
||||
for(Unit *un : units)
|
||||
if(isGameObjSelectable(un, true))
|
||||
mainPlayer->selectUnit(un);
|
||||
}
|
||||
|
||||
isSelectionBox = false;
|
||||
Quad *quad = (Quad*)dragboxNode->getMesh(0);
|
||||
quad->setSize(Vector3::VEC_ZERO);
|
||||
quad->updateVerts(quad->getMeshBase());
|
||||
|
||||
ufCtr->toggleFrameTransformations(false, false, false);
|
||||
ufCtr->removeGameObjectFrames();
|
||||
}
|
||||
|
||||
break;
|
||||
case Bind::ROTATE_OBJ_FRAME:
|
||||
orderMouseClicked = isPressed;
|
||||
|
||||
if(isPressed)
|
||||
lastOrderMouseClicked = getTime();
|
||||
else if(!(isPressed || selectedUnits.empty())){
|
||||
if(selectingPatrolPoints){
|
||||
castRayToTerrain();
|
||||
|
||||
if(!(targets.empty() || selectingPatrolPoints)){
|
||||
Order::TYPE type = Order::TYPE::MOVE;
|
||||
|
||||
if(controlPressed || (targets[0].unit && targets[0].unit->getPlayer()->getTeam() != mainPlayer->getTeam()))
|
||||
type = Order::TYPE::ATTACK;
|
||||
else if(ufCtr->isPlacingOnSurface() && !selectingDestOrient)
|
||||
type = Order::TYPE::BUILD;
|
||||
|
||||
issueOrder(type, targets, shiftPressed);
|
||||
}
|
||||
}
|
||||
else if(!isSelectionBox){
|
||||
bool ownGameObj = (gameObjHoveredOn && gameObjHoveredOn->getPlayer()->getTeam() == mainPlayer->getTeam());
|
||||
|
||||
if(cursorState == CursorState::GARRISON){
|
||||
if(orderPossible) issueOrder(Order::TYPE::GARRISON, vector<Order::Target>{Order::Target((Unit*)gameObjHoveredOn, gameObjHoveredOn->getPos())}, shiftPressed);
|
||||
}
|
||||
else if(cursorState == CursorState::SUPPLY){
|
||||
if(orderPossible) issueOrder(Order::TYPE::SUPPLY, vector<Order::Target>{Order::Target((Unit*)gameObjHoveredOn)}, shiftPressed);
|
||||
}
|
||||
else if(cursorState == CursorState::LOAD){
|
||||
if(orderPossible) issueOrder(Order::TYPE::LOAD, vector<Order::Target>{Order::Target((Unit*)gameObjHoveredOn)}, shiftPressed);
|
||||
}
|
||||
else if(cursorState == CursorState::UNLOAD){
|
||||
if(orderPossible) issueOrder(Order::TYPE::UNLOAD, vector<Order::Target>{Order::Target((Unit*)gameObjHoveredOn)}, shiftPressed);
|
||||
}
|
||||
else if(cursorState == CursorState::ATTACK){
|
||||
if(controlPressed && !gameObjHoveredOn){
|
||||
castRayToTerrain();
|
||||
issueOrder(Order::TYPE::ATTACK, targets, shiftPressed);
|
||||
}
|
||||
else{
|
||||
if(orderPossible) issueOrder(Order::TYPE::ATTACK, vector<Order::Target>{Order::Target((Unit*)gameObjHoveredOn, gameObjHoveredOn->getPos())}, shiftPressed);
|
||||
}
|
||||
}
|
||||
else if(cursorState == CursorState::HACK){
|
||||
if(orderPossible) issueOrder(Order::TYPE::HACK, vector<Order::Target>{Order::Target((Unit*)gameObjHoveredOn)}, shiftPressed);
|
||||
}
|
||||
else if(ufCtr->isPlacingOnSurface()){
|
||||
Order::TYPE type;
|
||||
|
||||
switch(selectedUnits[0]->getUnitClass()){
|
||||
case UnitClass::ROBO_ENGINEER:
|
||||
case UnitClass::CYBORG_ENGINEER:
|
||||
case UnitClass::FREEZER:
|
||||
type = Order::TYPE::BUILD;
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
targets.clear();
|
||||
|
||||
for(int i = 0; i < ufCtr->getNumGameObjectFrames(); i++){
|
||||
GameObjectFrame gmObjFr = ufCtr->getGameObjectFrame(i);
|
||||
|
||||
if(gmObjFr.status == GameObjectFrame::BLOCKED_BY_DIFF_TERR) continue;
|
||||
|
||||
Unit *buildStruct = GameObjectFactory::createUnit(mainPlayer, gmObjFr.getId(), gmObjFr.getPos(), gmObjFr.getRot());
|
||||
issueOrder(type, vector<Order::Target>{Order::Target(buildStruct, gmObjFr.getPos())}, shiftPressed);
|
||||
}
|
||||
|
||||
buildableStructSelected = false;
|
||||
}
|
||||
else{
|
||||
if(targets.empty()) castRayToTerrain();
|
||||
|
||||
issueOrder(Order::TYPE::MOVE, targets, shiftPressed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
case Bind::MOVE_CAMERA:
|
||||
break;
|
||||
case Bind::ENABLE_CHASE_STATE:
|
||||
if(isPressed) enableUnitState(Unit::State::CHASE);
|
||||
break;
|
||||
case Bind::ENABLE_STAND_GROUND_STATE:
|
||||
if(isPressed) enableUnitState(Unit::State::STAND_GROUND);
|
||||
break;
|
||||
case Bind::ENABLE_HOLD_FIRE_STATE:
|
||||
if(isPressed) enableUnitState(Unit::State::HOLD_FIRE);
|
||||
break;
|
||||
case Bind::EJECT_GARRISON:
|
||||
if(isPressed) issueOrder(Order::TYPE::EJECT, vector<Order::Target>{}, shiftPressed);
|
||||
break;
|
||||
case Bind::LAUNCH:
|
||||
if(isPressed){
|
||||
castRayToTerrain();
|
||||
issueOrder(Order::TYPE::LAUNCH, targets, shiftPressed);
|
||||
}
|
||||
|
||||
break;
|
||||
/*
|
||||
case Bind::HACK:
|
||||
if(isPressed){
|
||||
if(gameObjHoveredOn && gameObjHoveredOn->getType() == GameObject::Type::UNIT && gameObjHoveredOn->getPlayer()->getTeam() != mainPlayer->getTeam())
|
||||
issueOrder(Order::TYPE::HACK, vector<Order::Target>{Order::Target((Unit*)gameObjHoveredOn)}, shiftPressed);
|
||||
|
||||
break;
|
||||
}
|
||||
*/
|
||||
case Bind::SHIFT_SUB_DEPTH:
|
||||
ufCtr->toggleFrameTransformations(false, false, isPressed);
|
||||
break;
|
||||
case Bind::ZOOM_IN:
|
||||
if (zooms > -NUM_MAX_ZOOMS) {
|
||||
Camera *cam = Root::getSingleton()->getCamera();
|
||||
cam->setPosition(cam->getPosition() + cam->getDirection().norm() * .5f);
|
||||
zooms--;
|
||||
}
|
||||
break;
|
||||
case Bind::ZOOM_OUT:
|
||||
if (zooms < NUM_MAX_ZOOMS) {
|
||||
Camera *cam = Root::getSingleton()->getCamera();
|
||||
cam->setPosition(cam->getPosition() - (cam->getDirection().norm() * .5f));
|
||||
zooms++;
|
||||
}
|
||||
break;
|
||||
case Bind::LOOK_AROUND:
|
||||
if(!ufCtr->isPlacingOnSurface())
|
||||
CameraController::getSingleton()->setLookingAround(isPressed);
|
||||
break;
|
||||
case Bind::HALT:
|
||||
if(isPressed) mainPlayer->haltUnits();
|
||||
break;
|
||||
//TODO reimplement submarine diving mechanic
|
||||
case Bind::LEFT_CONTROL:
|
||||
if(isPressed) cursorState = CursorState::ATTACK;
|
||||
|
||||
forceCursorState = isPressed;
|
||||
controlPressed = isPressed;
|
||||
orderPossible = isPressed;
|
||||
break;
|
||||
case Bind::LEFT_SHIFT:
|
||||
{
|
||||
shiftPressed = isPressed;
|
||||
|
||||
ufCtr->setPaintSelecting(shiftPressed);
|
||||
|
||||
if(isPressed){
|
||||
Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
|
||||
vector<RayCaster::CollisionResult> results = Map::getSingleton()->raycastTerrain(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), true);
|
||||
|
||||
if(!results.empty())
|
||||
ufCtr->setPaintSelectRowStart(results[0].pos);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case Bind::SELECT_PATROL_POINTS:
|
||||
/*
|
||||
if(isPressed && mainPlayer->getNumSelectedUnits() > 0){
|
||||
targets.push_back(Order::Target(nullptr, mainPlayer->getSelectedUnit(0)->getPos()));
|
||||
selectingPatrolPoints = isPressed;
|
||||
}
|
||||
*/
|
||||
|
||||
break;
|
||||
case Bind::GROUP_0:
|
||||
case Bind::GROUP_1:
|
||||
case Bind::GROUP_2:
|
||||
case Bind::GROUP_3:
|
||||
case Bind::GROUP_4:
|
||||
case Bind::GROUP_5:
|
||||
case Bind::GROUP_6:
|
||||
case Bind::GROUP_7:
|
||||
case Bind::GROUP_8:
|
||||
case Bind::GROUP_9:
|
||||
if(isPressed){
|
||||
int group = bind - Bind::GROUP_0;
|
||||
|
||||
if(controlPressed)
|
||||
unitGroups[group] = mainPlayer->getSelectedUnits();
|
||||
else{
|
||||
if(!shiftPressed)
|
||||
mainPlayer->selectUnits(unitGroups[group]);
|
||||
else
|
||||
for(Unit *u : unitGroups[group])
|
||||
mainPlayer->selectUnit(u);
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
case Bind::DESELECT_STRUCTURE:
|
||||
forceCursorState = false;
|
||||
buildableStructSelected = false;
|
||||
ufCtr->toggleFrameTransformations(false, false, false);
|
||||
ufCtr->removeGameObjectFrames();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void ActiveGameState::onAnalog(int bind, float strength) {
|
||||
CameraController *camCtr = CameraController::getSingleton();
|
||||
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
|
||||
|
||||
switch((Bind)bind){
|
||||
case Bind::LOOK_UP:
|
||||
case Bind::LOOK_DOWN:
|
||||
if(camCtr->isLookingAround()) {
|
||||
Vector3 dirProj = Root::getSingleton()->getCamera()->getDirection();
|
||||
dirProj = Vector3(dirProj.x, 0, dirProj.z).norm();
|
||||
CameraController::getSingleton()->orientCamera(Vector3(0, 1, 0).cross(dirProj), strength);
|
||||
}
|
||||
else if(ufCtr->isPlacingVertically()){
|
||||
depth -= .2 * strength;
|
||||
|
||||
if(depth < 0) depth = 0;
|
||||
else if(depth > 1) depth = 1;
|
||||
}
|
||||
|
||||
break;
|
||||
case Bind::LOOK_LEFT:
|
||||
case Bind::LOOK_RIGHT:
|
||||
if(camCtr->isLookingAround())
|
||||
CameraController::getSingleton()->orientCamera(Vector3(0, 1, 0), strength);
|
||||
else if(ufCtr->isRotating())
|
||||
ufCtr->rotateGameObjectFrames(100 * strength);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void ActiveGameState::onRawMouseWheelScroll(bool up){
|
||||
CameraController::getSingleton()->zoomCamera(up);
|
||||
}
|
||||
}
|
||||
@@ -1,112 +0,0 @@
|
||||
#ifndef ACTIVE_GAME_STATE_H
|
||||
#define ACTIVE_GAME_STATE_H
|
||||
|
||||
#include "guiAppState.h"
|
||||
#include "player.h"
|
||||
#include "map.h"
|
||||
#include "unit.h"
|
||||
|
||||
#include <util.h>
|
||||
|
||||
namespace vb01{
|
||||
class Node;
|
||||
class Texture;
|
||||
}
|
||||
|
||||
namespace vb01Gui{
|
||||
class Button;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
class GameObject;
|
||||
class Unit;
|
||||
class UnitButton;
|
||||
|
||||
class ActiveGameState : public gameBase::AbstractAppState {
|
||||
public:
|
||||
enum CursorState{
|
||||
NORMAL,
|
||||
ATTACK,
|
||||
GARRISON,
|
||||
SUPPLY,
|
||||
LOAD,
|
||||
UNLOAD,
|
||||
HACK
|
||||
};
|
||||
|
||||
ActiveGameState(GuiAppState*, int);
|
||||
~ActiveGameState();
|
||||
void onAttached();
|
||||
void onDettached();
|
||||
void update();
|
||||
void onAction(int, bool);
|
||||
void onAnalog(int, float);
|
||||
void onRawMouseWheelScroll(bool);
|
||||
inline CursorState getCursorState(){return cursorState;}
|
||||
inline void setCursorState(CursorState cs){this->cursorState = cs;}
|
||||
inline void addButton(vb01Gui::Button *b){guiButtons.push_back(b);}
|
||||
inline std::vector<vb01Gui::Button*> getGuiButtons(){return guiButtons;}
|
||||
inline std::vector<vb01::Node*> getGuiRects(){return guiRects;}
|
||||
inline std::vector<vb01::Text*> getGuiTexts(){return guiTexts;}
|
||||
inline Player* getPlayer(){return mainPlayer;}
|
||||
inline std::vector<Unit*>& getUnitGroup(int i){return unitGroups[i];}
|
||||
inline void setBuildableStructSelected(bool bss){this->buildableStructSelected = bss;}
|
||||
inline bool isBuildableStructSelected(){return buildableStructSelected;}
|
||||
inline float getDepth(){return depth;}
|
||||
inline void setForceCursorState(bool force){this->forceCursorState = force;}
|
||||
inline bool isForceCursorState(){return forceCursorState;}
|
||||
inline void setTradingScreen(bool ts){this->tradingScreen = ts;}
|
||||
inline bool isTradingScreen(){return tradingScreen;}
|
||||
inline void setOfferScreen(bool os){this->offerScreen = os;}
|
||||
inline bool isOfferScreen(){return offerScreen;}
|
||||
private:
|
||||
bool selectedUnitsAmongst(std::vector<Unit*>);
|
||||
void updateGameObjHoveredOn();
|
||||
void initCursor();
|
||||
void updateCursor();
|
||||
void initDragbox();
|
||||
void removeDragbox();
|
||||
bool isGameObjSelectable(GameObject*, bool);
|
||||
void deselectUnits();
|
||||
void renderUnits();
|
||||
void updateDragBox();
|
||||
void updateStructureFrames();
|
||||
void castRayToTerrain();
|
||||
void issueOrder(Order::TYPE, std::vector<Order::Target>, bool);
|
||||
void enableUnitState(Unit::State);
|
||||
void addUnitGui();
|
||||
inline bool canSelectHoveredOnGameObj(){return gameObjHoveredOn && gameObjHoveredOn->isSelectable() && gameObjHoveredOn->getPlayer() == mainPlayer;}
|
||||
|
||||
CursorState cursorState = CursorState::NORMAL;
|
||||
Player *mainPlayer;
|
||||
GuiAppState *guiState;
|
||||
GameObject *gameObjHoveredOn = nullptr;
|
||||
vb01::Vector2 clickPoint;
|
||||
std::vector<Unit*> unitGroups[9], prevSelectedUnits;
|
||||
std::vector<Order::Target> targets;
|
||||
vb01::Node *dragboxNode = nullptr;
|
||||
std::vector<vb01::Node*> guiRects;
|
||||
std::vector<vb01::Text*> guiTexts;
|
||||
std::vector<vb01Gui::Button*> guiButtons, unitButtons;
|
||||
bool isSelectionBox = false;
|
||||
bool shiftPressed = false;
|
||||
bool controlPressed = false;
|
||||
bool selectMouseClicked = false;
|
||||
bool orderMouseClicked = false;
|
||||
bool buildableStructSelected = false;
|
||||
bool selectingPatrolPoints = false;
|
||||
bool selectingDestOrient = false;
|
||||
bool forceCursorState = false;
|
||||
bool orderPossible = false;
|
||||
bool tradingScreen = false;
|
||||
bool offerScreen = false;
|
||||
int playerId, zooms = 0;
|
||||
const int NUM_MAX_ZOOMS = 10;
|
||||
float depth = 1;
|
||||
vb01::s64 lastSelectMouseClicked = 0, lastOrderMouseClicked = 0;
|
||||
vb01::Node *cursorNode = nullptr;
|
||||
vb01::Texture *pointerTex = nullptr, *attackTex = nullptr, *garrisonTex = nullptr, *noGarrisonTex = nullptr, *supplyTex = nullptr, *noSupplyTex = nullptr, *hackTex = nullptr, *noHackTex = nullptr;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,21 +0,0 @@
|
||||
#include "activeStateBackButton.h"
|
||||
#include "activeGameState.h"
|
||||
#include "gameManager.h"
|
||||
|
||||
#include <stateManager.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace gameBase;
|
||||
|
||||
ActiveStateBackButton::ActiveStateBackButton(Vector3 pos, Vector2 size, string name) : BackButton(pos, size, name, "activeGameState.lua"){}
|
||||
|
||||
void ActiveStateBackButton::onClick(){
|
||||
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
|
||||
ActiveGameState *activeState = (ActiveGameState*)stateManager->getAppStateByType((int)AppStateType::ACTIVE_STATE);
|
||||
activeState->setTradingScreen(false);
|
||||
|
||||
BackButton::onClick();
|
||||
}
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
#ifndef ACTIVE_STATE_BACK_BUTTON_H
|
||||
#define ACTIVE_STATE_BACK_BUTTON_H
|
||||
|
||||
#include "backButton.h"
|
||||
|
||||
namespace battleship{
|
||||
class ActiveStateBackButton : public BackButton{
|
||||
public:
|
||||
ActiveStateBackButton(vb01::Vector3, vb01::Vector2, std::string);
|
||||
void onClick();
|
||||
private:
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,45 +0,0 @@
|
||||
#include "activeStateButton.h"
|
||||
#include "gameManager.h"
|
||||
#include "activeGameState.h"
|
||||
#include "concreteGuiManager.h"
|
||||
|
||||
#include <listbox.h>
|
||||
#include <checkbox.h>
|
||||
#include <slider.h>
|
||||
#include <textbox.h>
|
||||
|
||||
#include <text.h>
|
||||
|
||||
#include <stateManager.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
using namespace gameBase;
|
||||
|
||||
ActiveStateButton::ActiveStateButton(Vector3 pos, Vector2 size, string gs, string name, string fontPath, int trigger, string imagePath) :
|
||||
Button(pos, size, name, fontPath, trigger, true, imagePath), guiScreen(gs){}
|
||||
|
||||
void ActiveStateButton::onClick(){
|
||||
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
|
||||
ActiveGameState *activeState = (ActiveGameState*)stateManager->getAppStateByType((int)AppStateType::ACTIVE_STATE);
|
||||
|
||||
vector<Button*> buttons = activeState->getGuiButtons();
|
||||
buttons.push_back(this);
|
||||
|
||||
vector<Node*> rects = activeState->getGuiRects();
|
||||
vector<Text*> texts = activeState->getGuiTexts();
|
||||
|
||||
ConcreteGuiManager::getSingleton()->readLuaScreenScript(
|
||||
guiScreen,
|
||||
buttons,
|
||||
vector<Listbox*>{},
|
||||
vector<Checkbox*>{},
|
||||
vector<Slider*>{},
|
||||
vector<Textbox*>{},
|
||||
rects,
|
||||
texts
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
#ifndef ACTIVE_STATE_BUTTON_H
|
||||
#define ACTIVE_STATE_BUTTON_H
|
||||
|
||||
#include <button.h>
|
||||
|
||||
namespace battleship{
|
||||
class ActiveStateButton : public vb01Gui::Button{
|
||||
public:
|
||||
ActiveStateButton(vb01::Vector3, vb01::Vector2, std::string, std::string, std::string, int = -1, std::string = "");
|
||||
void onClick();
|
||||
private:
|
||||
std::string guiScreen = "";
|
||||
protected:
|
||||
std::vector<vb01Gui::Button*> buttons;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,30 +0,0 @@
|
||||
#include "addResourceCommand.h"
|
||||
#include "game.h"
|
||||
#include "player.h"
|
||||
#include "trader.h"
|
||||
|
||||
namespace battleship{
|
||||
void AddResourceCommand::validate(){
|
||||
if(arguments.size() != 3)
|
||||
return;
|
||||
|
||||
playerId = atoi(arguments[0].c_str());
|
||||
|
||||
if(playerId != 0 && playerId != 1)
|
||||
return;
|
||||
|
||||
resourceId = atoi(arguments[1].c_str());
|
||||
|
||||
if(!(0 <= resourceId && resourceId <= 2))
|
||||
return;
|
||||
|
||||
resourceAmmount = atoi(arguments[2].c_str());
|
||||
}
|
||||
|
||||
void AddResourceCommand::execute(){
|
||||
AbstractCommand::execute();
|
||||
|
||||
Player *player = Game::getSingleton()->getPlayer(playerId);
|
||||
player->updateResource(ResourceType(resourceId), resourceAmmount, true);
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
#ifndef ADD_RESOURCE_COMMAND_H
|
||||
#define ADD_RESOURCE_COMMAND_H
|
||||
|
||||
#include "abstractCommand.h"
|
||||
|
||||
namespace battleship{
|
||||
class AddResourceCommand : public AbstractCommand{
|
||||
public:
|
||||
AddResourceCommand(std::string argsStr) : AbstractCommand(argsStr){}
|
||||
void execute();
|
||||
private:
|
||||
void validate();
|
||||
|
||||
int playerId, resourceId, resourceAmmount;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,37 +0,0 @@
|
||||
#include "addTechnologyCommand.h"
|
||||
#include "game.h"
|
||||
#include "player.h"
|
||||
|
||||
#include <solUtil.h>
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace gameBase;
|
||||
|
||||
void AddTechnologyCommand::validate(){
|
||||
if(arguments.size() != 2)
|
||||
return;
|
||||
|
||||
playerId = atoi(arguments[0].c_str());
|
||||
int numPlayers = Game::getSingleton()->getNumPlayers();
|
||||
|
||||
if(!(0 <= playerId && playerId < numPlayers))
|
||||
return;
|
||||
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
SOL_LUA_VIEW.script("numTechs = #technologies");
|
||||
int numTechs = SOL_LUA_VIEW["numTechs"];
|
||||
|
||||
techId = atoi(arguments[1].c_str());
|
||||
|
||||
if(!(0 <= techId && techId < numTechs))
|
||||
return;
|
||||
}
|
||||
|
||||
void AddTechnologyCommand::execute(){
|
||||
AbstractCommand::execute();
|
||||
Game::getSingleton()->getPlayer(playerId)->addTechnology(techId);
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
#ifndef ADD_TECHNOLOGY_H
|
||||
#define ADD_TECHNOLOGY_H
|
||||
|
||||
#include "abstractCommand.h"
|
||||
|
||||
namespace battleship{
|
||||
class AddTechnologyCommand : public AbstractCommand{
|
||||
public:
|
||||
AddTechnologyCommand(std::string argsStr) : AbstractCommand(argsStr){}
|
||||
void execute();
|
||||
private:
|
||||
void validate();
|
||||
|
||||
int playerId, techId;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,63 +0,0 @@
|
||||
#include <solUtil.h>
|
||||
#include <stateManager.h>
|
||||
|
||||
#include "addUnitCommand.h"
|
||||
#include "console.h"
|
||||
#include "addUnitCommand.h"
|
||||
#include "inGameAppState.h"
|
||||
#include "game.h"
|
||||
#include "player.h"
|
||||
#include "gameObjectFactory.h"
|
||||
|
||||
namespace battleship{
|
||||
using namespace gameBase;
|
||||
using namespace vb01;
|
||||
using namespace std;
|
||||
|
||||
//TODO implement structure build status argument
|
||||
void AddUnitCommand::validate(){
|
||||
if(!(arguments.size() == 2 || arguments.size() == 5 || arguments.size() == 9))
|
||||
return;
|
||||
|
||||
playerId = atoi(arguments[0].c_str());
|
||||
|
||||
if(playerId != 0 && playerId != 1)
|
||||
return;
|
||||
|
||||
unitId = atoi(arguments[1].c_str());
|
||||
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
string varName = "numUnits";
|
||||
SOL_LUA_VIEW.script(varName + " = #units");
|
||||
int numUnits = SOL_LUA_VIEW[varName];
|
||||
|
||||
if(!(0 <= unitId && unitId <= numUnits))
|
||||
return;
|
||||
|
||||
if(arguments.size() >= 5){
|
||||
float x = atoi(arguments[2].c_str());
|
||||
float y = atoi(arguments[3].c_str());
|
||||
float z = atoi(arguments[4].c_str());
|
||||
pos = Vector3(x, y, z);
|
||||
}
|
||||
else if(2 < arguments.size() && arguments.size() < 5)
|
||||
return;
|
||||
|
||||
if(arguments.size() == 9){
|
||||
float w = atoi(arguments[5].c_str());
|
||||
float x = atoi(arguments[6].c_str());
|
||||
float y = atoi(arguments[7].c_str());
|
||||
float z = atoi(arguments[8].c_str());
|
||||
rot = Quaternion(w, x, y, z);
|
||||
}
|
||||
else if(5 < arguments.size() && arguments.size() < 9)
|
||||
return;
|
||||
}
|
||||
|
||||
void AddUnitCommand::execute(){
|
||||
AbstractCommand::execute();
|
||||
|
||||
Player* player = Game::getSingleton()->getPlayer(playerId);
|
||||
player->addUnit(GameObjectFactory::createUnit(player, unitId, pos, rot, 100));
|
||||
}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
#ifndef ADD_UNIT_COMMAND_H
|
||||
#define ADD_UNIT_COMMAND_H
|
||||
|
||||
#include "abstractCommand.h"
|
||||
|
||||
#include <vector.h>
|
||||
#include <quaternion.h>
|
||||
|
||||
namespace battleship{
|
||||
class AddUnitCommand : public AbstractCommand{
|
||||
public:
|
||||
AddUnitCommand(std::string argsStr) : AbstractCommand(argsStr){}
|
||||
void validate();
|
||||
void execute();
|
||||
private:
|
||||
int playerId, unitId;
|
||||
bool posEnabled, rotEnabled;
|
||||
vb01::Vector3 pos = vb01::Vector3::VEC_ZERO;
|
||||
vb01::Quaternion rot = vb01::Quaternion::QUAT_W;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,17 +0,0 @@
|
||||
#include "backButton.h"
|
||||
#include "gameManager.h"
|
||||
#include "concreteGuiManager.h"
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
|
||||
BackButton::BackButton(Vector3 pos, Vector2 size, string name, string scr) :
|
||||
Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true),
|
||||
screen(scr){}
|
||||
|
||||
void BackButton::onClick() {
|
||||
ConcreteGuiManager::getSingleton()->readLuaScreenScript(screen);
|
||||
}
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
#ifndef BACK_BUTTON_H
|
||||
#define BACK_BUTTON_H
|
||||
|
||||
#include <button.h>
|
||||
|
||||
namespace battleship{
|
||||
class BackButton : public vb01Gui::Button{
|
||||
public:
|
||||
BackButton(vb01::Vector3, vb01::Vector2, std::string, std::string);
|
||||
void onClick();
|
||||
private:
|
||||
std::string screen;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,62 +0,0 @@
|
||||
#ifndef BINDS_H
|
||||
#define BINDS_H
|
||||
|
||||
namespace battleship{
|
||||
enum Bind{
|
||||
LEFT_CLICK,
|
||||
SCROLLING_UP,
|
||||
SCROLLING_DOWN,
|
||||
LEFT,
|
||||
RIGHT,
|
||||
DELETE_CHAR,
|
||||
TOGGLE_MAIN_MENU,
|
||||
LOOK_UP,
|
||||
LOOK_DOWN,
|
||||
LOOK_LEFT,
|
||||
LOOK_RIGHT,
|
||||
LOOK_AROUND,
|
||||
DRAG_BOX,
|
||||
ROTATE_OBJ_FRAME,
|
||||
HALT,
|
||||
ZOOM_IN,
|
||||
ZOOM_OUT,
|
||||
LEFT_CONTROL,
|
||||
LEFT_SHIFT,
|
||||
SELECT_PATROL_POINTS,
|
||||
LAUNCH,
|
||||
SHIFT_SUB_DEPTH,
|
||||
GROUP_0,
|
||||
GROUP_1,
|
||||
GROUP_2,
|
||||
GROUP_3,
|
||||
GROUP_4,
|
||||
GROUP_5,
|
||||
GROUP_6,
|
||||
GROUP_7,
|
||||
GROUP_8,
|
||||
GROUP_9,
|
||||
SELECT_STRUCTURE,
|
||||
DESELECT_STRUCTURE,
|
||||
DECREASE_RADIUS,
|
||||
INCREASE_RADIUS,
|
||||
PUSH_VERTS_UP,
|
||||
PUSH_VERTS_DOWN,
|
||||
MOVE_TERR_OBJ,
|
||||
SCALE_TERR_OBJ,
|
||||
STOP_TERR_OBJ,
|
||||
ENABLE_X_AXIS,
|
||||
ENABLE_Y_AXIS,
|
||||
ENABLE_Z_AXIS,
|
||||
CREATE_WATERBODY,
|
||||
GENERATE_WEIGHTS,
|
||||
TOGGLE_CELL_MARKERS,
|
||||
EJECT_GARRISON,
|
||||
ENABLE_CHASE_STATE,
|
||||
ENABLE_STAND_GROUND_STATE,
|
||||
ENABLE_HOLD_FIRE_STATE,
|
||||
HACK,
|
||||
MOVE_CAMERA
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,25 +0,0 @@
|
||||
basePath=$(pwd)
|
||||
file="Assets/Scripts/defPaths.lua"
|
||||
touch $file
|
||||
echo "PATH = \"$basePath/Assets/\"" > $file
|
||||
|
||||
cd external
|
||||
git submodule update --init --recursive
|
||||
|
||||
deps=("gameBase" "vb01" "vb01Gui")
|
||||
ind=${!deps[@]}
|
||||
|
||||
for i in $ind
|
||||
do
|
||||
cd ${deps[$i]}
|
||||
git checkout develop
|
||||
cd external
|
||||
git submodule update --init --recursive
|
||||
cd ../..
|
||||
done
|
||||
|
||||
cd ..
|
||||
buildDir="build"
|
||||
cmake -S . -B $buildDir
|
||||
cd $buildDir
|
||||
make -j8
|
||||
@@ -1,37 +0,0 @@
|
||||
#include "buildButton.h"
|
||||
#include "gameManager.h"
|
||||
#include "gameObject.h"
|
||||
#include "unit.h"
|
||||
#include "activeGameState.h"
|
||||
#include "buildableUnit.h"
|
||||
#include "gameObjectFrameController.h"
|
||||
|
||||
#include <stateManager.h>
|
||||
#include <solUtil.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace sol;
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
using namespace gameBase;
|
||||
|
||||
BuildButton::BuildButton(Vector3 pos, Vector2 size, string name, int trigger, string imagePath, int slId) :
|
||||
UnitButton(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", trigger, imagePath), slotId(slId){}
|
||||
|
||||
void BuildButton::onClick(){
|
||||
ActiveGameState *activeState = (ActiveGameState*)(GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::ACTIVE_STATE));
|
||||
Player *player = activeState->getPlayer();
|
||||
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
int unitId = SOL_LUA_VIEW["_mainUnitId"];
|
||||
Unit* builder = player->getUnitsById(unitId)[0];
|
||||
|
||||
if(builder->getBuildableUnit(slotId).buildable){
|
||||
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
|
||||
ufCtr->addGameObjectFrame(GameObjectFrame(builder->getBuildableUnit(slotId).id, GameObject::Type::UNIT, player));
|
||||
ufCtr->setPlacingOnSurface(true);
|
||||
activeState->setBuildableStructSelected(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
#ifndef BUILD_BUTTON_H
|
||||
#define BUILD_BUTTON_H
|
||||
|
||||
#include "unitButton.h"
|
||||
|
||||
namespace battleship{
|
||||
class BuildButton : public UnitButton{
|
||||
public:
|
||||
BuildButton(vb01::Vector3, vb01::Vector2, std::string, int, std::string, int);
|
||||
void onClick();
|
||||
private:
|
||||
int slotId;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,13 +0,0 @@
|
||||
#ifndef BUILDABLE_UNIT_H
|
||||
#define BUILDABLE_UNIT_H
|
||||
|
||||
namespace battleship{
|
||||
struct BuildableUnit{
|
||||
int id;
|
||||
bool buildable;
|
||||
|
||||
BuildableUnit(int i, bool build) : id(i), buildable(build){}
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,72 +0,0 @@
|
||||
#include "cameraController.h"
|
||||
#include "defConfigs.h"
|
||||
|
||||
#include <quaternion.h>
|
||||
#include <root.h>
|
||||
#include <camera.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace vb01;
|
||||
using namespace configData;
|
||||
|
||||
static CameraController *cameraController = nullptr;
|
||||
|
||||
CameraController* CameraController::getSingleton(){
|
||||
if(!cameraController)
|
||||
cameraController = new CameraController();
|
||||
|
||||
return cameraController;
|
||||
}
|
||||
|
||||
void CameraController::updateCameraPosition() {
|
||||
GameManager *gm = GameManager::getSingleton();
|
||||
Vector2 cursorPos = getCursorPos();
|
||||
|
||||
Camera *cam = Root::getSingleton()->getCamera();
|
||||
Vector3 camDir = cam->getDirection();
|
||||
Vector3 forwVec = Vector3(camDir.x, 0, camDir.z).norm();
|
||||
Vector3 camLeft = cam->getLeft();
|
||||
camLeft = Vector3(camLeft.x, 0, camLeft.z).norm();
|
||||
|
||||
int width, height;
|
||||
glfwGetWindowSize(Root::getSingleton()->getWindow(), &width, &height);
|
||||
|
||||
if (cursorPos.x <= 0 && 0 < cursorPos.y && cursorPos.y < height)
|
||||
cam->setPosition(cam->getPosition() - camLeft * camPanSpeed);
|
||||
|
||||
if (cursorPos.x >= width && 0 < cursorPos.y && cursorPos.y < height)
|
||||
cam->setPosition(cam->getPosition() + camLeft * camPanSpeed);
|
||||
|
||||
if (cursorPos.y <= 0 && 0 < cursorPos.x && cursorPos.x < width)
|
||||
cam->setPosition(cam->getPosition() + forwVec * camPanSpeed);
|
||||
|
||||
if (cursorPos.y >= height && 0 < cursorPos.x && cursorPos.x < width)
|
||||
cam->setPosition(cam->getPosition() - forwVec * camPanSpeed);
|
||||
}
|
||||
|
||||
void CameraController::orientCamera(Vector3 rotAxis, double str){
|
||||
Quaternion rotQuat = Quaternion(.025 * str, rotAxis);
|
||||
Camera *cam = Root::getSingleton()->getCamera();
|
||||
Vector3 dir = rotQuat * cam->getDirection(), up = rotQuat * cam->getUp();
|
||||
cam->lookAt(dir, up);
|
||||
}
|
||||
|
||||
void CameraController::zoomCamera(bool zoomIn){
|
||||
if((zoomIn && numZooms > configData::NUM_MAX_ZOOMS) || (!zoomIn && numZooms < -configData::NUM_MAX_ZOOMS)) return;
|
||||
|
||||
Vector3 newPos;
|
||||
float offset;
|
||||
|
||||
if(zoomIn){
|
||||
numZooms++;
|
||||
offset = configData::CAMERA_ZOOM_INCREMENT;
|
||||
}
|
||||
else{
|
||||
numZooms--;
|
||||
offset = -configData::CAMERA_ZOOM_INCREMENT;
|
||||
}
|
||||
|
||||
Camera *cam = Root::getSingleton()->getCamera();
|
||||
cam->setPosition(cam->getPosition() + cam->getDirection() * offset);
|
||||
}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
#ifndef CAMERA_CONTROLLER_H
|
||||
#define CAMERA_CONTROLLER_H
|
||||
|
||||
#include <vector.h>
|
||||
|
||||
namespace battleship{
|
||||
class CameraController{
|
||||
public:
|
||||
static CameraController* getSingleton();
|
||||
void updateCameraPosition();
|
||||
void orientCamera(vb01::Vector3, double);
|
||||
void zoomCamera(bool);
|
||||
inline bool isLookingAround(){return lookingAround;}
|
||||
inline void setLookingAround(bool l){lookingAround = l;}
|
||||
private:
|
||||
CameraController(){}
|
||||
|
||||
bool lookingAround = false;
|
||||
int numZooms = 0;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,652 +0,0 @@
|
||||
#include <solUtil.h>
|
||||
#include <soundManager.h>
|
||||
|
||||
#include <quad.h>
|
||||
|
||||
#include "concreteGuiManager.h"
|
||||
#include "unit.h"
|
||||
#include "gameManager.h"
|
||||
#include "singlePlayerButton.h"
|
||||
#include "mapEditorButton.h"
|
||||
#include "optionsButton.h"
|
||||
#include "exitButton.h"
|
||||
#include "tabButton.h"
|
||||
#include "okButton.h"
|
||||
#include "defaultsButton.h"
|
||||
#include "backButton.h"
|
||||
#include "newMapButton.h"
|
||||
#include "loadMapButton.h"
|
||||
#include "exportButton.h"
|
||||
#include "mapListbox.h"
|
||||
#include "skyboxTextureListbox.h"
|
||||
#include "landTextureListbox.h"
|
||||
#include "gameObjectListbox.h"
|
||||
#include "playButton.h"
|
||||
#include "inGameAppState.h"
|
||||
#include "mainMenuButton.h"
|
||||
#include "buildButton.h"
|
||||
#include "trainButton.h"
|
||||
#include "statsButton.h"
|
||||
#include "researchButton.h"
|
||||
#include "tradeButton.h"
|
||||
#include "activeStateButton.h"
|
||||
#include "playerTradeButton.h"
|
||||
#include "tradingScreenButton.h"
|
||||
#include "offerButton.h"
|
||||
#include "resourceAmmountButton.h"
|
||||
#include "orderButton.h"
|
||||
#include "stateToggleButton.h"
|
||||
#include "minimapButton.h"
|
||||
#include "activeStateBackButton.h"
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace gameBase;
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
|
||||
static ConcreteGuiManager *concreteGuiManager = nullptr;
|
||||
|
||||
ConcreteGuiManager::ConcreteGuiManager(){
|
||||
string assetPath = GameManager::getSingleton()->getPath();
|
||||
texBasePath = assetPath + "Textures/";
|
||||
fontBasePath = assetPath + "Fonts/";
|
||||
}
|
||||
|
||||
ConcreteGuiManager* ConcreteGuiManager::getSingleton(){
|
||||
if(!concreteGuiManager)
|
||||
concreteGuiManager = new ConcreteGuiManager();
|
||||
|
||||
return concreteGuiManager;
|
||||
}
|
||||
|
||||
//TODO refactor player difficulty and faction listbox selection
|
||||
//TODO remove hardcoded font path values
|
||||
//TODO use configurable map path values
|
||||
Button* ConcreteGuiManager::parseButton(int guiId){
|
||||
sol::state_view SOL_LUA_STATE = generateView();
|
||||
sol::table guiTable = SOL_LUA_STATE["gui"][guiId + 1];
|
||||
|
||||
sol::table posTable = guiTable["pos"];
|
||||
Vector3 pos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
|
||||
|
||||
sol::table sizeTable = guiTable["size"];
|
||||
Vector2 size = Vector2(sizeTable["x"], sizeTable["y"]);
|
||||
|
||||
//TODO factor out repetetive optional lua key checks
|
||||
string name = "", nk = "name";
|
||||
sol::optional<string> nameOpt = guiTable[nk];
|
||||
|
||||
if(nameOpt != sol::nullopt) name = guiTable[nk];
|
||||
|
||||
ButtonType type = (ButtonType)guiTable["buttonType"];
|
||||
|
||||
string imagePath = "", ipk = "imagePath";
|
||||
sol::optional<string> pathOpt = guiTable[ipk];
|
||||
bool texturingEnabled = false;
|
||||
|
||||
if(pathOpt != sol::nullopt){
|
||||
imagePath = texBasePath;
|
||||
imagePath += guiTable[ipk];
|
||||
bool texturingEnabled = true;
|
||||
}
|
||||
|
||||
Button *button = nullptr;
|
||||
string guiScreen = "";
|
||||
|
||||
switch(type){
|
||||
case SINGLE_PLAYER:
|
||||
button = new SinglePlayerButton(pos, size, name);
|
||||
break;
|
||||
case EDITOR:
|
||||
button = new MapEditorButton(pos, size);
|
||||
break;
|
||||
case OPTIONS:
|
||||
button = new OptionsButton(pos, size, name, true);
|
||||
break;
|
||||
case EXIT:
|
||||
button = new ExitButton(pos, size);
|
||||
break;
|
||||
case OK:
|
||||
button = new OkButton(pos, size, name);
|
||||
break;
|
||||
case DEFAULTS:
|
||||
button = new DefaultsButton(pos, size, name);
|
||||
break;
|
||||
case BACK: {
|
||||
string screen = guiTable["screen"];
|
||||
button = new BackButton(pos, size, name, screen);
|
||||
break;
|
||||
}
|
||||
case CONTROLS_TAB:
|
||||
case MOUSE_TAB:
|
||||
case VIDEO_TAB:
|
||||
case AUDIO_TAB:
|
||||
case MULTIPLAYER_TAB: {
|
||||
string screens[]{
|
||||
"controlsTab.lua",
|
||||
"mouseTab.lua",
|
||||
"videoTab.lua",
|
||||
"audioTab.lua",
|
||||
"multiplayerTab.lua"
|
||||
};
|
||||
int diff = ((int)type - (int)CONTROLS_TAB);
|
||||
button = new TabButton(pos, size, name, screens[diff]);
|
||||
break;
|
||||
}
|
||||
case NEW_MAP:
|
||||
button = new NewMapButton(pos, size);
|
||||
break;
|
||||
case NEW_MAP_OK:{
|
||||
int numTextboxes = guiTable["numDependencies"];
|
||||
vector<Textbox*> t;
|
||||
|
||||
for(int i = 0; i < numTextboxes; i++){
|
||||
int tid = guiTable["dependencies"][i + 1]["id"];
|
||||
t.push_back((Textbox*)guiElements[tid].second);
|
||||
}
|
||||
|
||||
button = new NewMapButton::OkButton(pos, size, t[0], t[1], t[2]);
|
||||
break;
|
||||
}
|
||||
case LOAD_MAP:
|
||||
button = new LoadMapButton(pos, size);
|
||||
break;
|
||||
case LOAD_MAP_OK:{
|
||||
int lid = guiTable["dependencies"][1]["id"];
|
||||
button = new LoadMapButton::OkButton(pos, size, (Listbox*)guiElements[lid].second);
|
||||
break;
|
||||
}
|
||||
case EXPORT:
|
||||
button = new ExportButton(pos, size);
|
||||
break;
|
||||
case PLAY:{
|
||||
int mid = guiTable["dependencies"][1]["id"];
|
||||
Listbox *mapListbox = (MapListbox*)guiElements[mid].second;
|
||||
button = new PlayButton(mapListbox, pos, size, name, true);
|
||||
break;
|
||||
}
|
||||
case RESUME:
|
||||
button = new InGameAppState::ResumeButton(pos, size);
|
||||
break;
|
||||
case CONSOLE_SCREEN:
|
||||
button = new InGameAppState::ConsoleButton(pos, size);
|
||||
break;
|
||||
case MAIN_MENU:
|
||||
button = new MainMenuButton(pos, size, name);
|
||||
break;
|
||||
case CONSOLE_COMMAND_OK:{
|
||||
int lid = guiTable["dependencies"][1]["id"];
|
||||
Listbox *listbox = (Listbox*)guiElements[lid].second;
|
||||
|
||||
int tid = guiTable["dependencies"][2]["id"];
|
||||
Textbox *textbox = (Textbox*)guiElements[tid].second;
|
||||
|
||||
button = new InGameAppState::ConsoleButton::ConsoleCommandEntryButton(textbox, listbox, pos, size, name);
|
||||
break;
|
||||
}
|
||||
case BUILD:
|
||||
button = new BuildButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["slotId"]);
|
||||
break;
|
||||
case TRAIN:
|
||||
button = new TrainButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["slotId"]);
|
||||
break;
|
||||
case STATISTICS:
|
||||
button = new StatsButton(pos, size, name, (int)guiTable["trigger"], imagePath);
|
||||
break;
|
||||
case RESEARCH:
|
||||
button = new ResearchButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["techId"]);
|
||||
break;
|
||||
case BUY_REFINEDS:
|
||||
button = new TradeButton(pos, size, name, (int)guiTable["trigger"], imagePath, TradeButton::Type::BUY_REFINEDS);
|
||||
break;
|
||||
case SELL_REFINEDS:
|
||||
button = new TradeButton(pos, size, name, (int)guiTable["trigger"], imagePath, TradeButton::Type::SELL_REFINEDS);
|
||||
break;
|
||||
case BUY_RESEARCH:
|
||||
button = new TradeButton(pos, size, name, (int)guiTable["trigger"], imagePath, TradeButton::Type::BUY_RESEARCH);
|
||||
break;
|
||||
case SELL_RESEARCH:
|
||||
button = new TradeButton(pos, size, name, (int)guiTable["trigger"], imagePath, TradeButton::Type::SELL_RESEARCH);
|
||||
break;
|
||||
case ACTIVE_STATE_BUTTON:
|
||||
button = new ActiveStateButton(pos, size, guiTable["guiScreen"], name, fontBasePath + "batang.ttf", (int)guiTable["trigger"], imagePath);
|
||||
break;
|
||||
case ACTIVE_STATE_BACK:
|
||||
button = new ActiveStateBackButton(pos, size, name);
|
||||
break;
|
||||
case PLAYER_TRADE:
|
||||
guiScreen = guiTable["guiScreen"];
|
||||
button = new PlayerTradeButton(pos, size, guiScreen, name, (int)guiTable["trigger"], imagePath);
|
||||
break;
|
||||
case TRADING_SCREEN:{
|
||||
int lid = guiTable["dependencies"][1]["id"];
|
||||
Listbox *listbox = (Listbox*)guiElements[lid].second;
|
||||
guiScreen = guiTable["guiScreen"];
|
||||
|
||||
button = new TradingScreenButton(pos, size, listbox, (int)SOL_LUA_STATE["playerId"], guiScreen, name, (int)guiTable["trigger"], imagePath);
|
||||
break;
|
||||
}
|
||||
case TRADE_OFFER:
|
||||
button = new OfferButton(pos, size, (int)SOL_LUA_STATE["playerId"], name, (int)guiTable["trigger"], imagePath);
|
||||
break;
|
||||
case RESOURCE_AMMOUNT:
|
||||
button = new ResourceAmmountButton(pos, size, name, (int)guiTable["ammount"], (int)guiTable["trigger"], imagePath);
|
||||
break;
|
||||
case ORDER:
|
||||
button = new OrderButton(pos, size, name, (int)guiTable["trigger"], imagePath, (int)guiTable["orderType"]);
|
||||
break;
|
||||
case UNIT_STATE:
|
||||
button = new StateToggleButton(pos, size, name, (int)guiTable["trigger"], imagePath);
|
||||
break;
|
||||
case MINIMAP:{
|
||||
string minimapPath = GameManager::getSingleton()->getPath() + "Models/Maps/" + Map::getSingleton()->getMapName() + "/minimap.jpg";
|
||||
button = new MinimapButton(pos, size, minimapPath);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int typeArr[2]{(int)GuiElementType::BUTTON, (int)type};
|
||||
guiElements.push_back(make_pair(typeArr, (void*)button));
|
||||
|
||||
return button;
|
||||
}
|
||||
|
||||
Listbox* ConcreteGuiManager::parseGameObjectListbox(){
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Listbox* ConcreteGuiManager::parseListbox(int guiId){
|
||||
sol::state_view SOL_LUA_STATE = generateView();
|
||||
sol::table guiTable = SOL_LUA_STATE["gui"][guiId + 1];
|
||||
|
||||
string posTable = "pos";
|
||||
Vector3 pos = Vector3(guiTable[posTable]["x"], guiTable[posTable]["y"], guiTable[posTable]["z"]);
|
||||
|
||||
string sizeTable = "size";
|
||||
Vector2 size = Vector2(guiTable[sizeTable]["x"], guiTable[sizeTable]["y"]);
|
||||
|
||||
int numMaxDisplay = guiTable["numMaxDisplay"];
|
||||
ListboxType listboxType = (ListboxType)guiTable["listboxType"];
|
||||
|
||||
int maxDisplay, numLines;
|
||||
bool closable;
|
||||
vector<string> lines;
|
||||
sol::optional<sol::table> linesOpt = guiTable["lines"];
|
||||
|
||||
if(linesOpt != sol::nullopt){
|
||||
sol::table linesTbl = guiTable["lines"];
|
||||
|
||||
for(int i = 0; i < linesTbl.size(); i++)
|
||||
lines.push_back(guiTable["lines"][i + 1]);
|
||||
}
|
||||
|
||||
Listbox *listbox = nullptr;
|
||||
string fontPath = fontBasePath + "batang.ttf";
|
||||
sol::optional<string> nameOpt = guiTable["name"];
|
||||
string name = "";
|
||||
|
||||
if(nameOpt != sol::nullopt) name = guiTable["name"];
|
||||
|
||||
switch(listboxType){
|
||||
case CONTROLS:{
|
||||
numLines = 6;
|
||||
closable = false;
|
||||
|
||||
for(int i = 0; i < numLines; i++)
|
||||
lines.push_back(to_string(i));
|
||||
|
||||
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
|
||||
listbox = new Listbox(pos, size, lines, maxDisplay, fontPath, closable);
|
||||
|
||||
break;
|
||||
}
|
||||
case RESOLUTION:{
|
||||
numLines = guiTable["numLines"];
|
||||
|
||||
for(int i = 0; i < numLines; i++)
|
||||
lines.push_back(guiTable["lines"][i + 1]);
|
||||
|
||||
closable = true;
|
||||
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
|
||||
|
||||
listbox = new Listbox(pos, size, lines, maxDisplay, fontPath, closable);
|
||||
|
||||
break;
|
||||
}
|
||||
case MAPS:{
|
||||
lines = readDir(GameManager::getSingleton()->getPath() + "Models/Maps/", true);
|
||||
numLines = lines.size();
|
||||
closable = true;
|
||||
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
|
||||
bool addPlayers = guiTable["addPlayerGui"];
|
||||
|
||||
listbox = new MapListbox(pos, size, lines, maxDisplay, addPlayers, fontPath, closable);
|
||||
break;
|
||||
}
|
||||
case VEHICLES:
|
||||
case STRUCTURES:
|
||||
case RESOURCE_DEPOSITS:{
|
||||
bool resources = (listboxType == RESOURCE_DEPOSITS);
|
||||
sol::table gameObjTable = SOL_LUA_STATE[resources ? "resources" : "units"];
|
||||
int numGameObjs = gameObjTable.size();
|
||||
std::vector<int> gameObjIds;
|
||||
|
||||
for(int i = 0; i < numGameObjs; i++){
|
||||
bool canAdd = true;
|
||||
|
||||
if(!resources){
|
||||
bool vehicles = (listboxType == VEHICLES);
|
||||
bool v = gameObjTable[i + 1]["isVehicle"];
|
||||
canAdd = (v == vehicles);
|
||||
}
|
||||
|
||||
if(canAdd){
|
||||
lines.push_back(gameObjTable[i + 1]["name"]);
|
||||
gameObjIds.push_back(i);
|
||||
}
|
||||
}
|
||||
|
||||
numLines = lines.size();
|
||||
closable = true;
|
||||
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
|
||||
|
||||
listbox = new GameObjectListbox(!resources, pos, size, lines, gameObjIds, maxDisplay, fontPath);
|
||||
break;
|
||||
}
|
||||
case SKYBOX_TEXTURES:
|
||||
lines = readDir(texBasePath + "Skyboxes", true);
|
||||
numLines = lines.size();
|
||||
closable = true;
|
||||
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
|
||||
|
||||
listbox = new SkyboxTextureListbox(pos, size, lines, maxDisplay, fontPath);
|
||||
break;
|
||||
case LAND_TEXTURES:
|
||||
lines = readDir(texBasePath + "Landmass", false);
|
||||
numLines = lines.size();
|
||||
closable = true;
|
||||
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
|
||||
|
||||
listbox = new LandTextureListbox(pos, size, lines, maxDisplay, fontPath);
|
||||
break;
|
||||
case CPU_DIFFICULTIES:
|
||||
case FACTIONS:
|
||||
case COLORS:
|
||||
case TEAMS:
|
||||
numLines = lines.size();
|
||||
closable = true;
|
||||
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
|
||||
|
||||
listbox = new Listbox(pos, size, lines, maxDisplay, fontPath);
|
||||
break;
|
||||
case CONSOLE:{
|
||||
for(int i = 0; i < numMaxDisplay; i++)
|
||||
lines.push_back("");
|
||||
|
||||
closable = false;
|
||||
maxDisplay = (numLines > numMaxDisplay ? numMaxDisplay : numLines);
|
||||
|
||||
listbox = new Listbox(pos, size, lines, maxDisplay, fontPath, closable);
|
||||
}
|
||||
break;
|
||||
case TRADE_OFFERS:
|
||||
closable = true;
|
||||
listbox = new Listbox(pos, size, lines, numMaxDisplay, fontPath, closable);
|
||||
break;
|
||||
}
|
||||
|
||||
int typeArr[2]{(int)GuiElementType::LISTBOX, (int)listboxType};
|
||||
guiElements.push_back(make_pair(typeArr, (void*)listbox));
|
||||
|
||||
listbox->setName(name);
|
||||
|
||||
return listbox;
|
||||
}
|
||||
|
||||
Checkbox* ConcreteGuiManager::parseCheckbox(int guiId){
|
||||
sol::state_view SOL_LUA_STATE = generateView();
|
||||
sol::table guiTable = SOL_LUA_STATE["gui"][guiId + 1];
|
||||
|
||||
string posTable = "pos";
|
||||
Vector3 pos = Vector3(guiTable[posTable]["x"], guiTable[posTable]["y"], guiTable[posTable]["z"]);
|
||||
Checkbox *checkbox = new Checkbox(pos, fontBasePath + "batang.ttf");
|
||||
|
||||
int typeArr[2]{(int)GuiElementType::CHECKBOX, -1};
|
||||
guiElements.push_back(make_pair(typeArr, (void*)checkbox));
|
||||
|
||||
return checkbox;
|
||||
}
|
||||
|
||||
Slider* ConcreteGuiManager::parseSlider(int guiId){
|
||||
sol::state_view SOL_LUA_STATE = generateView();
|
||||
sol::table guiTable = SOL_LUA_STATE["gui"][guiId + 1];
|
||||
|
||||
string posTable = "pos", sizeTable = "size";
|
||||
Vector3 pos = Vector3(guiTable[posTable]["x"], guiTable[posTable]["y"], guiTable[posTable]["z"]);
|
||||
Vector2 size = Vector2(guiTable[sizeTable]["x"], guiTable[sizeTable]["y"]);
|
||||
|
||||
Slider *slider = new Slider(pos, size, guiTable["minValue"], guiTable["maxValue"]);
|
||||
|
||||
int typeArr[2]{(int)GuiElementType::SLIDER, -1};
|
||||
guiElements.push_back(make_pair(typeArr, (void*)slider));
|
||||
|
||||
return slider;
|
||||
}
|
||||
|
||||
Textbox* ConcreteGuiManager::parseTextbox(int guiId){
|
||||
sol::state_view SOL_LUA_STATE = generateView();
|
||||
sol::table guiTable = SOL_LUA_STATE["gui"][guiId + 1];
|
||||
|
||||
string posTable = "pos", sizeTable = "size";
|
||||
Vector3 pos = Vector3(guiTable[posTable]["x"], guiTable[posTable]["y"], guiTable[posTable]["z"]);
|
||||
Vector2 size = Vector2(guiTable[sizeTable]["x"], guiTable[sizeTable]["y"]);
|
||||
Textbox *textbox = new Textbox(pos, size, fontBasePath + "batang.ttf");
|
||||
|
||||
int typeArr[2]{(int)GuiElementType::TEXTBOX, -1};
|
||||
guiElements.push_back(make_pair(typeArr, (void*)textbox));
|
||||
|
||||
return textbox;
|
||||
}
|
||||
|
||||
//TODO factor out checking for optional lua values
|
||||
Node* ConcreteGuiManager::parseGuiRectangle(int guiId){
|
||||
sol::state_view SOL_LUA_STATE = generateView();
|
||||
sol::table guiTable = SOL_LUA_STATE["gui"][guiId + 1];
|
||||
|
||||
Root *root = Root::getSingleton();
|
||||
Material *mat = new Material(root->getLibPath() + "gui");
|
||||
mat->setTransparent(true);
|
||||
|
||||
bool texturingEnabled = false;
|
||||
string imagePath = "", ipk = "imagePath";
|
||||
sol::optional<string> pathOpt = guiTable[ipk];
|
||||
|
||||
if(pathOpt != sol::nullopt){
|
||||
imagePath = guiTable[ipk];
|
||||
texturingEnabled = true;
|
||||
}
|
||||
|
||||
string name = "", nk = "name";
|
||||
sol::optional<string> nameOpt = guiTable[nk];
|
||||
|
||||
if(nameOpt != sol::nullopt) name = guiTable[nk];
|
||||
|
||||
mat->addBoolUniform("texturingEnabled", texturingEnabled);
|
||||
|
||||
if(texturingEnabled){
|
||||
string p[]{texBasePath + imagePath};
|
||||
Texture *tex = new Texture(p, 1, false);
|
||||
mat->addTexUniform("diffuseMap", tex, false);
|
||||
}
|
||||
else{
|
||||
sol::table colorTable = guiTable["color"];
|
||||
mat->addVec4Uniform("diffuseColor", Vector4(colorTable["x"], colorTable["y"], colorTable["z"], colorTable["w"]));
|
||||
}
|
||||
|
||||
sol::table sizeTable = guiTable["size"];
|
||||
Quad *quad = new Quad(Vector3(sizeTable["x"], sizeTable["y"], 1), false);
|
||||
quad->setMaterial(mat);
|
||||
|
||||
sol::table posTable = guiTable["pos"];
|
||||
Node *guiRectangle = new Node(Vector3(posTable["x"], posTable["y"], posTable["z"]), Quaternion::QUAT_W, Vector3::VEC_IJK, name);
|
||||
guiRectangle->attachMesh(quad);
|
||||
root->getGuiNode()->attachChild(guiRectangle);
|
||||
|
||||
int typeArr[2]{(int)GuiElementType::GUI_RECTANGLE, -1};
|
||||
guiElements.push_back(make_pair(typeArr, (void*)guiRectangle));
|
||||
|
||||
return guiRectangle;
|
||||
}
|
||||
|
||||
//TODO distinguish between floats and vector-like tables for scale
|
||||
Text* ConcreteGuiManager::parseText(int guiId){
|
||||
sol::state_view SOL_LUA_STATE = generateView();
|
||||
sol::table guiTable = SOL_LUA_STATE["gui"][guiId + 1];
|
||||
sol::table posTable = guiTable["pos"];
|
||||
|
||||
Root *root = Root::getSingleton();
|
||||
|
||||
Material *mat = new Material(root->getLibPath() + "text");
|
||||
mat->addBoolUniform("texturingEnabled", false);
|
||||
sol::table colorTable = guiTable["color"];
|
||||
mat->addVec4Uniform("diffuseColor", Vector4(colorTable["x"], colorTable["y"], colorTable["z"], colorTable["w"]));
|
||||
|
||||
string font = guiTable["font"];
|
||||
wstring entry = guiTable["text"];
|
||||
Text *text = new Text(fontBasePath + font, entry, guiTable["fontFirstChar"], guiTable["fontLastChar"]);
|
||||
text->setMaterial(mat);
|
||||
|
||||
Vector3 pos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
|
||||
|
||||
SOL_LUA_STATE.script("tp = type(gui[" + to_string(guiId + 1) + "].scale)");
|
||||
string st = SOL_LUA_STATE["tp"];
|
||||
Vector3 scale;
|
||||
|
||||
if(st == "table"){
|
||||
sol::table scaleTable = guiTable["scale"];
|
||||
scale = Vector3(scaleTable["x"], scaleTable["y"], 1);
|
||||
}
|
||||
else if(st == "number"){
|
||||
float sc = guiTable["scale"];
|
||||
scale = Vector3(sc, sc, 1);
|
||||
}
|
||||
|
||||
Node *node = new Node(pos, Quaternion::QUAT_W, scale, guiTable["name"]);
|
||||
node->addText(text);
|
||||
root->getGuiNode()->attachChild(node);
|
||||
|
||||
int typeArr[2]{(int)GuiElementType::TEXT, -1};
|
||||
guiElements.push_back(make_pair(typeArr, (void*)text));
|
||||
|
||||
return text;
|
||||
}
|
||||
|
||||
void ConcreteGuiManager::parseMusic(){
|
||||
sol::state_view SOL_STATE_VIEW = generateView();
|
||||
sol::optional<sol::table> musicTblOpt = SOL_STATE_VIEW["music"];
|
||||
|
||||
if(musicTblOpt == sol::nullopt) return;
|
||||
|
||||
sol::table musicTbl = SOL_STATE_VIEW["music"], tracksTbl = musicTbl["tracks"];
|
||||
SoundManager *sm = SoundManager::getSingleton();
|
||||
|
||||
if(tracksTbl.size() == 0){
|
||||
sm->clearPlaylist();
|
||||
return;
|
||||
}
|
||||
|
||||
bool loop = musicTbl["loop"], shuffle = musicTbl["shuffle"];
|
||||
int delay = musicTbl["delay"].get_or(0);
|
||||
int numTracks = tracksTbl.size();
|
||||
|
||||
vector<string> trackPaths;
|
||||
|
||||
for(int i = 0; i < numTracks; i++){
|
||||
string track = tracksTbl[i + 1];
|
||||
trackPaths.push_back(GameManager::getSingleton()->getPath() + "Sounds/Music/" + track);
|
||||
}
|
||||
|
||||
sm->play(trackPaths, 100, delay, loop, shuffle);
|
||||
}
|
||||
|
||||
void ConcreteGuiManager::readLuaScreenScript(
|
||||
string script,
|
||||
vector<Button*> buttonExceptions,
|
||||
vector<Listbox*> listboxExceptions,
|
||||
vector<Checkbox*> checkboxExceptions,
|
||||
vector<Slider*> sliderExceptions,
|
||||
vector<Textbox*> textboxExceptions,
|
||||
vector<Node*> guiRectboxExceptions,
|
||||
vector<Text*> textExceptions,
|
||||
string luaCode
|
||||
){
|
||||
removeAllGuiElements(buttonExceptions, listboxExceptions, checkboxExceptions, sliderExceptions, textboxExceptions, guiRectboxExceptions, textExceptions);
|
||||
parseLuaScript(script, luaCode);
|
||||
}
|
||||
|
||||
void ConcreteGuiManager::readLuaScreenScriptDel(
|
||||
string script,
|
||||
vector<Button*> buttons,
|
||||
vector<Listbox*> listboxs,
|
||||
vector<Checkbox*> checkboxs,
|
||||
vector<Slider*> sliders,
|
||||
vector<Textbox*> textboxs,
|
||||
vector<Node*> guiRectboxs,
|
||||
vector<Text*> texts
|
||||
){
|
||||
for(Button *b : buttons) removeButton(b);
|
||||
for(Listbox *l : listboxs) removeListbox(l);
|
||||
for(Checkbox *c : checkboxs) removeCheckbox(c);
|
||||
for(Slider *s : sliders) removeSlider(s);
|
||||
for(Textbox *t : textboxs) removeTextbox(t);
|
||||
for(Node *r : guiRectboxs) removeGuiRectangle(r);
|
||||
for(Text *t : texts) removeText(t);
|
||||
|
||||
parseLuaScript(script);
|
||||
}
|
||||
|
||||
void ConcreteGuiManager::parseLuaScript(string script, string luaCode){
|
||||
guiElements.clear();
|
||||
|
||||
string basePath = GameManager::getSingleton()->getPath() + "Scripts/Gui/";
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
SOL_LUA_VIEW.script("music = nil");
|
||||
SOL_LUA_VIEW.script_file(basePath + script);
|
||||
|
||||
if(luaCode != "") SOL_LUA_VIEW.script(luaCode);
|
||||
|
||||
SOL_LUA_VIEW.script("numGui = #gui");
|
||||
int numGuiElements = SOL_LUA_VIEW["numGui"];
|
||||
|
||||
for(int i = 0; i < numGuiElements; i++){
|
||||
int guiTypeId = SOL_LUA_VIEW["gui"][i + 1]["guiType"];
|
||||
|
||||
switch((GuiElementType)guiTypeId){
|
||||
case BUTTON:
|
||||
addButton(parseButton(i));
|
||||
break;
|
||||
case LISTBOX:
|
||||
addListbox(parseListbox(i));
|
||||
break;
|
||||
case CHECKBOX:
|
||||
addCheckbox(parseCheckbox(i));
|
||||
break;
|
||||
case SLIDER:
|
||||
addSlider(parseSlider(i));
|
||||
break;
|
||||
case TEXTBOX:
|
||||
addTextbox(parseTextbox(i));
|
||||
break;
|
||||
case GUI_RECTANGLE:
|
||||
addGuiRectangle(parseGuiRectangle(i));
|
||||
break;
|
||||
case TEXT:
|
||||
addText(parseText(i));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
parseMusic();
|
||||
}
|
||||
}
|
||||
@@ -1,117 +0,0 @@
|
||||
#ifndef CONCRETE_GUI_MANAGER_H
|
||||
#define CONCRETE_GUI_MANAGER_H
|
||||
|
||||
#include <abstractGuiManager.h>
|
||||
|
||||
#include <string>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
namespace vb01{
|
||||
class Node;
|
||||
class Text;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
enum GuiElementType {BUTTON, LISTBOX, CHECKBOX, SLIDER, TEXTBOX, GUI_RECTANGLE, TEXT, MUSIC};
|
||||
enum ButtonType {
|
||||
SINGLE_PLAYER,
|
||||
EDITOR,
|
||||
OPTIONS,
|
||||
EXIT,
|
||||
OK,
|
||||
DEFAULTS,
|
||||
BACK,
|
||||
CONTROLS_TAB,
|
||||
MOUSE_TAB,
|
||||
VIDEO_TAB,
|
||||
AUDIO_TAB,
|
||||
MULTIPLAYER_TAB,
|
||||
NEW_MAP,
|
||||
NEW_MAP_OK,
|
||||
LOAD_MAP,
|
||||
LOAD_MAP_OK,
|
||||
EXPORT,
|
||||
PLAY,
|
||||
RESUME,
|
||||
CONSOLE_SCREEN,
|
||||
MAIN_MENU,
|
||||
CONSOLE_COMMAND_OK,
|
||||
BUILD,
|
||||
TRAIN,
|
||||
STATISTICS,
|
||||
RESEARCH,
|
||||
BUY_REFINEDS,
|
||||
SELL_REFINEDS,
|
||||
BUY_RESEARCH,
|
||||
SELL_RESEARCH,
|
||||
ACTIVE_STATE_BUTTON,
|
||||
ACTIVE_STATE_BACK,
|
||||
PLAYER_TRADE,
|
||||
TRADING_SCREEN,
|
||||
TRADE_OFFER,
|
||||
RESOURCE_AMMOUNT,
|
||||
UNIT_STATE,
|
||||
ORDER,
|
||||
MINIMAP,
|
||||
};
|
||||
enum ListboxType {
|
||||
CONTROLS,
|
||||
RESOLUTION,
|
||||
MAPS,
|
||||
VEHICLES,
|
||||
STRUCTURES,
|
||||
RESOURCE_DEPOSITS,
|
||||
SKYBOX_TEXTURES,
|
||||
LAND_TEXTURES,
|
||||
CPU_DIFFICULTIES,
|
||||
FACTIONS,
|
||||
COLORS,
|
||||
TEAMS,
|
||||
CONSOLE,
|
||||
TRADE_OFFERS
|
||||
};
|
||||
|
||||
class ConcreteGuiManager : public vb01Gui::AbstractGuiManager{
|
||||
public:
|
||||
static ConcreteGuiManager* getSingleton();
|
||||
void readLuaScreenScript(
|
||||
std::string,
|
||||
std::vector<vb01Gui::Button*> = std::vector<vb01Gui::Button*>{},
|
||||
std::vector<vb01Gui::Listbox*> = std::vector<vb01Gui::Listbox*>{},
|
||||
std::vector<vb01Gui::Checkbox*> = std::vector<vb01Gui::Checkbox*>{},
|
||||
std::vector<vb01Gui::Slider*> = std::vector<vb01Gui::Slider*>{},
|
||||
std::vector<vb01Gui::Textbox*> = std::vector<vb01Gui::Textbox*>{},
|
||||
std::vector<vb01::Node*> = std::vector<vb01::Node*>{},
|
||||
std::vector<vb01::Text*> = std::vector<vb01::Text*>{},
|
||||
std::string = ""
|
||||
);
|
||||
void readLuaScreenScriptDel(
|
||||
std::string,
|
||||
std::vector<vb01Gui::Button*> = std::vector<vb01Gui::Button*>{},
|
||||
std::vector<vb01Gui::Listbox*> = std::vector<vb01Gui::Listbox*>{},
|
||||
std::vector<vb01Gui::Checkbox*> = std::vector<vb01Gui::Checkbox*>{},
|
||||
std::vector<vb01Gui::Slider*> = std::vector<vb01Gui::Slider*>{},
|
||||
std::vector<vb01Gui::Textbox*> = std::vector<vb01Gui::Textbox*>{},
|
||||
std::vector<vb01::Node*> = std::vector<vb01::Node*>{},
|
||||
std::vector<vb01::Text*> = std::vector<vb01::Text*>{}
|
||||
);
|
||||
void parseLuaScript(std::string, std::string = "");
|
||||
private:
|
||||
ConcreteGuiManager();
|
||||
vb01Gui::Button* parseButton(int);
|
||||
vb01Gui::Listbox* parseGameObjectListbox();
|
||||
vb01Gui::Listbox* parseListbox(int);
|
||||
vb01Gui::Checkbox* parseCheckbox(int);
|
||||
vb01Gui::Slider* parseSlider(int);
|
||||
vb01Gui::Textbox* parseTextbox(int);
|
||||
vb01::Node* parseGuiRectangle(int);
|
||||
vb01::Text* parseText(int);
|
||||
void parseMusic();
|
||||
|
||||
std::vector<std::pair<int*, void*>> guiElements;
|
||||
std::string texBasePath, fontBasePath;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
-28
@@ -1,28 +0,0 @@
|
||||
#include "console.h"
|
||||
#include "addUnitCommand.h"
|
||||
#include "addResourceCommand.h"
|
||||
#include "addTechnologyCommand.h"
|
||||
#include "toggleDebugCommand.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
namespace battleship{
|
||||
void Console::execute(string cmdStr) {
|
||||
int space = cmdStr.find(" ");
|
||||
string cmdName = cmdStr, argsStr = "";
|
||||
|
||||
if(space != -1){
|
||||
cmdName = cmdStr.substr(0, space);
|
||||
argsStr = cmdStr.substr(space + 1, string::npos);
|
||||
}
|
||||
|
||||
if(cmdName == "add-unit")
|
||||
AddUnitCommand(argsStr).execute();
|
||||
else if(cmdName == "add-resource")
|
||||
AddResourceCommand(argsStr).execute();
|
||||
else if(cmdName == "add-technology")
|
||||
AddTechnologyCommand(argsStr).execute();
|
||||
else if(cmdName == "toggle-debug")
|
||||
ToggleDebugCommand(argsStr).execute();
|
||||
}
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
#ifndef CONSOLE_COMMAND_H
|
||||
#define CONSOLE_COMMAND_H
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace battleship{
|
||||
class Console{
|
||||
public:
|
||||
static void execute(std::string);
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,81 +0,0 @@
|
||||
#include "cruiseMissile.h"
|
||||
#include "destructable.h"
|
||||
#include "player.h"
|
||||
#include "unit.h"
|
||||
#include "map.h"
|
||||
#include "game.h"
|
||||
|
||||
#include <util.h>
|
||||
|
||||
#include <cmath>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
|
||||
CruiseMissile::CruiseMissile(Unit *unit, int id, Vector3 tp, Vector3 pos, Quaternion rot) :
|
||||
Projectile(unit, id, pos, rot),
|
||||
targetPoint(tp),
|
||||
flightStage(FlightStage::ASCENT)
|
||||
{
|
||||
destructable = new Destructable(this);
|
||||
|
||||
Vector3 unitDir = unit->getDirVec();
|
||||
Vector3 leftDir = unit->getLeftVec();
|
||||
Vector3 targDir = (Vector3(targetPoint.x, pos.y, targetPoint.z) - pos).norm();
|
||||
|
||||
bool left = (leftDir.getAngleBetween(targDir) < PI / 2);
|
||||
float angle = unitDir.getAngleBetween(targDir) * (left ? 1 : -1);
|
||||
orientAt(Quaternion(angle, Vector3::VEC_J) * rot);
|
||||
}
|
||||
|
||||
CruiseMissile::~CruiseMissile(){delete destructable;}
|
||||
|
||||
void CruiseMissile::pitch(float rotAngle, Vector3 compVec){
|
||||
float minHeight = 20;
|
||||
float angleToCompVec = Projectile::dirVec.getAngleBetween(compVec);
|
||||
float angle = (angleToCompVec > rotAngle ? rotAngle : angleToCompVec);
|
||||
|
||||
if(flightStage == FlightStage::ASCENT && Projectile::pos.y - initPos.y > minHeight){
|
||||
Projectile::orientAt(Quaternion(angle, Projectile::leftVec) * Projectile::rot);
|
||||
if(Projectile::dirVec.y <= .001) flightStage = FlightStage::CRUISE;
|
||||
}
|
||||
else if(flightStage == FlightStage::DESCENT){
|
||||
Vector3 targDir = (Vector3(targetPoint.x, initPos.y, targetPoint.z) - initPos).norm();
|
||||
|
||||
if(Projectile::dirVec.getAngleBetween(targDir) < PI / 2)
|
||||
Projectile::orientAt(Quaternion(angle, Projectile::leftVec) * Projectile::rot);
|
||||
}
|
||||
}
|
||||
|
||||
void CruiseMissile::cruise(){
|
||||
float minDist = 6;
|
||||
float initDist = Vector3(targetPoint.x, initPos.y, targetPoint.z).getDistanceFrom(initPos);
|
||||
|
||||
if(Projectile::pos.getDistanceFrom(Vector3(targetPoint.x, Projectile::pos.y, targetPoint.z)) < minDist)
|
||||
flightStage = FlightStage::DESCENT;
|
||||
}
|
||||
|
||||
void CruiseMissile::update(){
|
||||
Projectile::update();
|
||||
destructable->update();
|
||||
|
||||
switch(flightStage){
|
||||
case FlightStage::ASCENT:
|
||||
pitch(rotAngle, Vector3(Projectile::dirVec.x, 0, Projectile::dirVec.z).norm());
|
||||
break;
|
||||
case FlightStage::DESCENT:
|
||||
pitch(rotAngle, -Vector3::VEC_J);
|
||||
break;
|
||||
case FlightStage::CRUISE:
|
||||
cruise();
|
||||
break;
|
||||
}
|
||||
|
||||
if(flightStage == FlightStage::DESCENT && !remove){
|
||||
checkSurfaceCollision(false);
|
||||
if(remove) return;
|
||||
checkUnitCollision();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
#ifndef CRUISE_MISSILE_H
|
||||
#define CRUISE_MISSILE_H
|
||||
|
||||
#include "projectile.h"
|
||||
|
||||
namespace battleship{
|
||||
class CruiseMissile : public Projectile{
|
||||
public:
|
||||
CruiseMissile(Unit*, int, vb01::Vector3, vb01::Vector3, vb01::Quaternion);
|
||||
~CruiseMissile();
|
||||
void update();
|
||||
private:
|
||||
enum class FlightStage{ASCENT, CRUISE, DESCENT};
|
||||
FlightStage flightStage;
|
||||
vb01::Vector3 targetPoint;
|
||||
|
||||
void pitch(float, vb01::Vector3);
|
||||
void cruise();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,33 +0,0 @@
|
||||
#include "defConfigs.h"
|
||||
|
||||
namespace battleship{
|
||||
namespace configData{
|
||||
int calcSumStaticBinds(int id, bool calcPrev){
|
||||
int numBinds = 0;
|
||||
|
||||
if(calcPrev)
|
||||
for(int i = 0; i < id; i++)
|
||||
numBinds += numStaticBinds[i];
|
||||
else
|
||||
numBinds = numStaticBinds[id];
|
||||
|
||||
return numBinds;
|
||||
}
|
||||
|
||||
int calcSumConfBinds(int id, bool calcPrev){
|
||||
int numBinds = 0;
|
||||
|
||||
if(calcPrev)
|
||||
for(int i = 0; i < id; i++)
|
||||
numBinds += numConfBinds[i];
|
||||
else
|
||||
numBinds = numConfBinds[id];
|
||||
|
||||
return numBinds;
|
||||
}
|
||||
|
||||
int calcSumBinds(int id, bool calcPrev){
|
||||
return calcSumStaticBinds(id, calcPrev) + calcSumConfBinds(id, calcPrev);
|
||||
}
|
||||
}
|
||||
}
|
||||
-214
@@ -1,214 +0,0 @@
|
||||
#ifndef DEF_CONFIGS_H
|
||||
#define DEF_CONFIGS_H
|
||||
#define SOL_ALL_SAFETIES_ON 1
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <util.h>
|
||||
|
||||
#include <glfw3.h>
|
||||
|
||||
#include <mapping.h>
|
||||
#include <sol/sol.hpp>
|
||||
|
||||
#include "binds.h"
|
||||
#include "gameManager.h"
|
||||
|
||||
namespace battleship{
|
||||
namespace configData{
|
||||
using namespace gameBase;
|
||||
|
||||
const std::string DEFAULT_TEXTURE = "Textures/defaultTexture.jpg";
|
||||
const double camPanSpeed = .5, CAMERA_DISTANCE = 100, CAMERA_ZOOM_INCREMENT = 1, cellLength = 7, cellWidth = 7, cellDepth = 7, DIST_FROM_RAY = 15;
|
||||
const int maxNumGroups = 10, NUM_MAX_ZOOMS = 300, NUM_SUBDIVS = 100;
|
||||
const vb01::u32 IMPASS_NODE_VAL = 65535;
|
||||
|
||||
const static int numAppStates = 5;
|
||||
const static int numStaticBinds[numAppStates]{6, 0, 5, 19, 0};
|
||||
const static int numConfBinds[numAppStates]{0, 1, 27, 0, 0};
|
||||
const static int maxStaticBinds = 19;
|
||||
const static int maxConfBinds = 23;
|
||||
const static int numScripts = 5;
|
||||
|
||||
const static std::string scriptPathBase = "Scripts/";
|
||||
enum ScriptFiles{
|
||||
CORE_MAIN,
|
||||
GUI_MAIN,
|
||||
OPTIONS,
|
||||
RESOURCE_DATA,
|
||||
PROJECTILE_DATA,
|
||||
UNIT_DATA,
|
||||
AI_AGENT,
|
||||
PLAYER
|
||||
};
|
||||
const static std::vector<std::string> scripts = std::vector<std::string>{
|
||||
"Scripts/Core/main.lua",
|
||||
"Scripts/Gui/main.lua",
|
||||
"Scripts/Core/options.lua",
|
||||
"Scripts/GameObjects/resourceData.lua",
|
||||
"Scripts/GameObjects/Projectiles/projectileData.lua",
|
||||
"Scripts/GameObjects/Units/unitData.lua",
|
||||
"Scripts/aiAgent.lua",
|
||||
"Scripts/Core/player.lua",
|
||||
"Scripts/Technologies/technologyData.lua",
|
||||
"Scripts/Abilities/abilityData.lua",
|
||||
"Scripts/Trading/traderData.lua"
|
||||
};
|
||||
|
||||
const static Bind staticBinds[numAppStates][maxStaticBinds]{
|
||||
{
|
||||
Bind::LEFT_CLICK,
|
||||
Bind::SCROLLING_UP,
|
||||
Bind::SCROLLING_DOWN,
|
||||
Bind::LEFT,
|
||||
Bind::RIGHT,
|
||||
Bind::DELETE_CHAR,
|
||||
},
|
||||
{},
|
||||
{
|
||||
Bind::LOOK_UP,
|
||||
Bind::LOOK_DOWN,
|
||||
Bind::LOOK_LEFT,
|
||||
Bind::LOOK_RIGHT,
|
||||
Bind::LOOK_AROUND,
|
||||
},
|
||||
{
|
||||
Bind::LOOK_UP,
|
||||
Bind::LOOK_DOWN,
|
||||
Bind::LOOK_LEFT,
|
||||
Bind::LOOK_RIGHT,
|
||||
Bind::LOOK_AROUND,
|
||||
},
|
||||
{}
|
||||
};
|
||||
const static Bind confBinds[numAppStates][maxConfBinds]{
|
||||
{},
|
||||
{
|
||||
Bind::TOGGLE_MAIN_MENU
|
||||
},
|
||||
{
|
||||
Bind::DRAG_BOX,
|
||||
Bind::MOVE_CAMERA,
|
||||
Bind::ROTATE_OBJ_FRAME,
|
||||
Bind::HALT,
|
||||
Bind::ZOOM_IN,
|
||||
Bind::ZOOM_OUT,
|
||||
Bind::LEFT_CONTROL,
|
||||
Bind::LEFT_SHIFT,
|
||||
Bind::SELECT_PATROL_POINTS,
|
||||
Bind::LAUNCH,
|
||||
Bind::SHIFT_SUB_DEPTH,
|
||||
Bind::GROUP_0,
|
||||
Bind::GROUP_1,
|
||||
Bind::GROUP_2,
|
||||
Bind::GROUP_3,
|
||||
Bind::GROUP_4,
|
||||
Bind::GROUP_5,
|
||||
Bind::GROUP_6,
|
||||
Bind::GROUP_7,
|
||||
Bind::GROUP_8,
|
||||
Bind::GROUP_9,
|
||||
Bind::SELECT_STRUCTURE,
|
||||
Bind::DESELECT_STRUCTURE
|
||||
},
|
||||
{},
|
||||
{}
|
||||
};
|
||||
|
||||
const static int staticTriggers[numAppStates][maxStaticBinds]{
|
||||
{
|
||||
0,
|
||||
GLFW_KEY_W,
|
||||
GLFW_KEY_S,
|
||||
GLFW_KEY_LEFT,
|
||||
GLFW_KEY_RIGHT,
|
||||
GLFW_KEY_BACKSPACE
|
||||
},
|
||||
{},
|
||||
{
|
||||
Mapping::MOUSE_AXIS_UP,
|
||||
Mapping::MOUSE_AXIS_DOWN,
|
||||
Mapping::MOUSE_AXIS_LEFT,
|
||||
Mapping::MOUSE_AXIS_RIGHT,
|
||||
0
|
||||
},
|
||||
{
|
||||
Mapping::MOUSE_AXIS_UP,
|
||||
Mapping::MOUSE_AXIS_DOWN,
|
||||
Mapping::MOUSE_AXIS_LEFT,
|
||||
Mapping::MOUSE_AXIS_RIGHT,
|
||||
0
|
||||
},
|
||||
{}
|
||||
};
|
||||
const static int confTriggers[numAppStates][maxConfBinds]{
|
||||
{},
|
||||
{
|
||||
GLFW_KEY_ESCAPE
|
||||
},
|
||||
{
|
||||
GLFW_KEY_LEFT,
|
||||
GLFW_KEY_RIGHT,
|
||||
GLFW_KEY_H,
|
||||
3,
|
||||
4,
|
||||
GLFW_KEY_LEFT_CONTROL,
|
||||
GLFW_KEY_LEFT_SHIFT,
|
||||
GLFW_KEY_P,
|
||||
GLFW_KEY_C,
|
||||
GLFW_KEY_S,
|
||||
GLFW_KEY_0,
|
||||
GLFW_KEY_1,
|
||||
GLFW_KEY_2,
|
||||
GLFW_KEY_3,
|
||||
GLFW_KEY_4,
|
||||
GLFW_KEY_5,
|
||||
GLFW_KEY_6,
|
||||
GLFW_KEY_7,
|
||||
GLFW_KEY_8,
|
||||
GLFW_KEY_9,
|
||||
GLFW_KEY_B,
|
||||
GLFW_KEY_ESCAPE
|
||||
},
|
||||
{},
|
||||
{}
|
||||
};
|
||||
|
||||
const static bool isStaticKey[numAppStates][maxStaticBinds]{
|
||||
{0, 1, 1, 1, 1, 1},
|
||||
{},
|
||||
{0, 0, 0, 0, 1},
|
||||
{0, 0, 0, 0, 1},
|
||||
{}
|
||||
};
|
||||
const static bool isConfKey[numAppStates][maxConfBinds]{
|
||||
{},
|
||||
{1},
|
||||
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
||||
{},
|
||||
{}
|
||||
};
|
||||
|
||||
const static bool isStaticAction[numAppStates][maxStaticBinds]{
|
||||
{1, 1, 1, 1, 1, 1},
|
||||
{},
|
||||
{0, 0, 0, 0, 1},
|
||||
{0, 0, 0, 0, 1},
|
||||
{}
|
||||
};
|
||||
const static bool isConfAction[numAppStates][maxConfBinds]{
|
||||
{},
|
||||
{1},
|
||||
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
||||
{},
|
||||
{}
|
||||
};
|
||||
|
||||
int calcSumStaticBinds(int, bool);
|
||||
int calcSumConfBinds(int, bool);
|
||||
int calcSumBinds(int, bool);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,12 +0,0 @@
|
||||
#include "defaultsButton.h"
|
||||
#include "gameManager.h"
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
|
||||
DefaultsButton::DefaultsButton(Vector3 pos, Vector2 size, string name) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {}
|
||||
|
||||
void DefaultsButton::onClick() {}
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
#ifndef DEFAULTS_BUTTON_H
|
||||
#define DEFAULTS_BUTTON_H
|
||||
|
||||
#include <button.h>
|
||||
|
||||
namespace battleship{
|
||||
class DefaultsButton : public vb01Gui::Button{
|
||||
public:
|
||||
DefaultsButton(vb01::Vector3, vb01::Vector2, std::string);
|
||||
void onClick();
|
||||
private:
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,17 +0,0 @@
|
||||
#include "depthCharge.h"
|
||||
|
||||
namespace battleship{
|
||||
using namespace vb01;
|
||||
|
||||
DepthCharge::DepthCharge(Unit *un, int id, Vector3 pos, Quaternion rot) : Projectile(un, id, pos, rot){}
|
||||
|
||||
void DepthCharge::update(){
|
||||
Projectile::update();
|
||||
|
||||
if(!remove){
|
||||
checkSurfaceCollision(true);
|
||||
if(remove) return;
|
||||
checkUnitCollision();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
#ifndef DEPTH_CHARGE_H
|
||||
#define DEPTH_CHARGE_H
|
||||
|
||||
#include "projectile.h"
|
||||
|
||||
namespace battleship{
|
||||
class DepthCharge : public Projectile{
|
||||
public:
|
||||
DepthCharge(Unit*, int, vb01::Vector3, vb01::Quaternion);
|
||||
void update();
|
||||
private:
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,107 +0,0 @@
|
||||
#include "destructable.h"
|
||||
#include "environment.h"
|
||||
#include "player.h"
|
||||
#include "game.h"
|
||||
|
||||
#include <root.h>
|
||||
#include <node.h>
|
||||
#include <quad.h>
|
||||
#include <material.h>
|
||||
|
||||
#include <solUtil.h>
|
||||
|
||||
#include <vector>
|
||||
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace gameBase;
|
||||
|
||||
namespace battleship{
|
||||
Destructable::Destructable(GameObject *obj) : gameObject(obj){
|
||||
initProperties();
|
||||
}
|
||||
|
||||
void Destructable::initProperties(){
|
||||
int id = gameObject->getId();
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
string objType = gameObject->getGameObjTableName();
|
||||
sol::table objTable = SOL_LUA_VIEW[objType][gameObject->getId() + 1];
|
||||
|
||||
vector<int> currTechs = gameObject->getPlayer()->getTechnologies();
|
||||
health += Game::getSingleton()->calcAbilFromTech(Ability::Type::HEALTH, currTechs, (int)gameObject->getType(), id);
|
||||
maxHealth = objTable["health"];
|
||||
|
||||
if(health == 0) health = maxHealth;
|
||||
|
||||
string tblName = "armor";
|
||||
sol::optional<sol::table> at = objTable[tblName];
|
||||
|
||||
if(at != sol::nullopt){
|
||||
string varName = "numArmorTypes";
|
||||
SOL_LUA_VIEW.script(varName + " = #" + objType + "[" + to_string(id + 1) + "]." + tblName);
|
||||
int numArmorTypes = SOL_LUA_VIEW[varName];
|
||||
|
||||
for(int i = 0; i < numArmorTypes; i++){
|
||||
Armor arm = (Armor)objTable[tblName][i + 1];
|
||||
armorTypes.push_back(arm);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Destructable::update(){
|
||||
if (health <= DEATH_HP){
|
||||
gameObject->setRemove(true);
|
||||
|
||||
sol::optional<sol::table> tblOpt = generateView()[gameObject->getGameObjTableName()][gameObject->getId() + 1]["deathFx"];
|
||||
|
||||
if(tblOpt == sol::nullopt) return;
|
||||
|
||||
Vector3 pos = gameObject->getPos();
|
||||
sol::table tbl = generateView()[gameObject->getGameObjTableName()][gameObject->getId() + 1]["deathFx"];
|
||||
FxManager::Fx *fx = FxManager::getSingleton()->initFx(tbl, gameObject->getModel(), false, pos);
|
||||
Environment::explode(fx, Environment::Detonation::EXPLOSION, pos);
|
||||
}
|
||||
}
|
||||
|
||||
Node* Destructable::createBar(Vector2 pos, Vector2 size, Vector4 color){
|
||||
Root *root = Root::getSingleton();
|
||||
Material *mat = new Material(root->getLibPath() + "gui");
|
||||
mat->addBoolUniform("texturingEnabled", false);
|
||||
mat->addVec4Uniform("diffuseColor", color);
|
||||
|
||||
Quad *quad = new Quad(Vector3(size.x, size.y, 0), false);
|
||||
quad->setMaterial(mat);
|
||||
|
||||
Node *node = new Node(Vector3(pos.x, pos.y, 0));
|
||||
node->attachMesh(quad);
|
||||
node->setVisible(false);
|
||||
root->getGuiNode()->attachChild(node);
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
void Destructable::displayStats(Node *foreground, Node *background, int currVal, int maxVal, bool render, Vector2 offset) {
|
||||
foreground->setVisible(render);
|
||||
background->setVisible(render);
|
||||
|
||||
if(render){
|
||||
Vector3 offset3d = Vector3(offset.x, offset.y, 0);
|
||||
Vector2 screenPos = gameObject->getScreenPos();
|
||||
|
||||
Quad *bgQuad = (Quad*)background->getMesh(0);
|
||||
Vector3 size = bgQuad->getSize();
|
||||
float shiftedX = screenPos.x - 0.5 * size.x;
|
||||
background->setPosition(Vector3(shiftedX, screenPos.y, 0) + offset3d);
|
||||
|
||||
Quad *fgQuad = (Quad*)foreground->getMesh(0);
|
||||
fgQuad->setSize(Vector3((float)currVal / maxVal * size.x, size.y, 0));
|
||||
fgQuad->updateVerts(fgQuad->getMeshBase());
|
||||
foreground->setPosition(Vector3(shiftedX, screenPos.y, .01) + offset3d);
|
||||
}
|
||||
}
|
||||
|
||||
void Destructable::removeBar(Node *node){
|
||||
Root::getSingleton()->getGuiNode()->dettachChild(node);
|
||||
delete node;
|
||||
}
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
#ifndef DESTRUCTABLE_H
|
||||
#define DESTRUCTABLE_H
|
||||
|
||||
#include <vector.h>
|
||||
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
|
||||
namespace vb01{
|
||||
class Node;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
enum class Armor {CAST, COMBINED, MECHANIC, SHELL, STEEL};
|
||||
|
||||
class GameObject;
|
||||
|
||||
class Destructable{
|
||||
public:
|
||||
Destructable(GameObject*);
|
||||
void update();
|
||||
void removeBar(vb01::Node*);
|
||||
vb01::Node* createBar(vb01::Vector2, vb01::Vector2, vb01::Vector4);
|
||||
void displayStats(vb01::Node*, vb01::Node*, int, int, bool, vb01::Vector2 offset = vb01::Vector2::VEC_ZERO);
|
||||
inline int getHealth(){return health;}
|
||||
inline int getMaxHealth(){return maxHealth;}
|
||||
inline int getDeathHp(){return DEATH_HP;}
|
||||
inline void takeDamage(int damage) {health -= damage * (1 + (freezeDmgFactor - 1) * freezeStatus * .01f);}
|
||||
inline GameObject* getGameObject(){return gameObject;}
|
||||
inline std::vector<Armor> getArmorTypes(){return armorTypes;}
|
||||
inline void setFreezeStatus(int fs){this->freezeStatus = std::clamp(fs, 0, 100);}
|
||||
inline int getFreezeStatus(){return freezeStatus;}
|
||||
private:
|
||||
std::vector<Armor> armorTypes;
|
||||
const int DEATH_HP = 0;
|
||||
int health = 0, maxHealth, freezeStatus = 0, freezeDmgFactor = 10;
|
||||
GameObject *gameObject = nullptr;
|
||||
|
||||
void initProperties();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,81 +0,0 @@
|
||||
#include "engineer.h"
|
||||
#include "activeGameState.h"
|
||||
#include "destructable.h"
|
||||
#include "structure.h"
|
||||
#include "player.h"
|
||||
#include "game.h"
|
||||
#include "map.h"
|
||||
|
||||
#include <solUtil.h>
|
||||
#include <stateManager.h>
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace gameBase;
|
||||
|
||||
Engineer::Engineer(Player *player, int id, Vector3 pos, Quaternion rot, Unit::State state) : Vehicle(player, id, pos, rot, state){
|
||||
Game *game = Game::getSingleton();
|
||||
vector<int> currTechs = player->getTechnologies();
|
||||
hackRange = generateView()["units"][id + 1]["hackRange"]; hackRange += game->calcAbilFromTech(Ability::Type::HACK_RANGE, currTechs, (int)GameObject::type, id);
|
||||
|
||||
Vector2 size = Vector2(lenHpBar, 10);
|
||||
hackStatusBackground = destructable->createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 0, 1));
|
||||
hackStatusForeground = destructable->createBar(Vector2::VEC_ZERO, size, Vector4(1, 0, 1, 1));
|
||||
}
|
||||
|
||||
Engineer::~Engineer(){
|
||||
destructable->removeBar(hackStatusBackground);
|
||||
destructable->removeBar(hackStatusForeground);
|
||||
}
|
||||
|
||||
void Engineer::update(){
|
||||
Vehicle::update();
|
||||
|
||||
ActiveGameState *activeState = (ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE);
|
||||
Player *mainPlayer = (activeState ? activeState->getPlayer() : nullptr);
|
||||
|
||||
vector<Player*> selectingPlayers = Unit::getSelectingPlayers();
|
||||
bool mainPlayerSelecting = (activeState && find(selectingPlayers.begin(), selectingPlayers.end(), mainPlayer) != selectingPlayers.end());
|
||||
|
||||
if(hackStatus < 100)
|
||||
destructable->displayStats(hackStatusForeground, hackStatusBackground, hackStatus, 100, mainPlayer == player && mainPlayerSelecting, Vector2(0, -10));
|
||||
else{
|
||||
hackStatusBackground->setVisible(false);
|
||||
hackStatusForeground->setVisible(false);
|
||||
}
|
||||
|
||||
if(orders.empty() || orders[0].type != Order::TYPE::HACK)
|
||||
hackStatus = 0;
|
||||
}
|
||||
|
||||
//TODO change unit colors after faction change
|
||||
void Engineer::hack(Order order){
|
||||
Unit *targUnit = (Unit*)order.targets[0].unit;
|
||||
bool withinRange = (targUnit->getPos().getDistanceFrom(pos) < hackRange);
|
||||
int hackRate = int(generateView()["units"][id + 1]["hackTime"]) / 100;
|
||||
bool canHack = (getTime() - lastHackTime > hackRate);
|
||||
|
||||
if(withinRange && canHack){
|
||||
hackStatus++;
|
||||
pursuingTarget = false;
|
||||
}
|
||||
else if(!withinRange){
|
||||
hackStatus = 0;
|
||||
|
||||
if(!pursuingTarget){
|
||||
preparePathpoints(order, targUnit->getPos());
|
||||
pursuingTarget = true;
|
||||
}
|
||||
else
|
||||
navigateToTarget(.9 * hackRange);
|
||||
}
|
||||
|
||||
if(hackStatus >= 100){
|
||||
order.targets[0].unit->changePlayer(player);
|
||||
removeOrder(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
-30
@@ -1,30 +0,0 @@
|
||||
#ifndef ENGINEER_H
|
||||
#define ENGINEER_H
|
||||
|
||||
#include <util.h>
|
||||
|
||||
#include "vehicle.h"
|
||||
|
||||
namespace vb01{
|
||||
class Node;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
class Structure;
|
||||
|
||||
class Engineer : public Vehicle{
|
||||
public:
|
||||
Engineer(Player*, int, vb01::Vector3, vb01::Quaternion, Unit::State);
|
||||
~Engineer();
|
||||
void update();
|
||||
private:
|
||||
int hackStatus = 0;
|
||||
float hackRange;
|
||||
vb01::s64 lastHackTime = 0;
|
||||
vb01::Node *hackStatusBackground = nullptr, *hackStatusForeground = nullptr;
|
||||
|
||||
void hack(Order);
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,50 +0,0 @@
|
||||
#include "environment.h"
|
||||
#include "fxManager.h"
|
||||
#include "player.h"
|
||||
#include "unit.h"
|
||||
#include "game.h"
|
||||
#include "destructable.h"
|
||||
|
||||
#include <root.h>
|
||||
#include <node.h>
|
||||
#include <material.h>
|
||||
#include <texture.h>
|
||||
#include <particleEmitter.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
|
||||
static Environment *environment = nullptr;
|
||||
|
||||
Environment* Environment::getSingleton(){
|
||||
if(!environment)
|
||||
environment = new Environment();
|
||||
|
||||
return environment;
|
||||
}
|
||||
|
||||
//TODO use the pos argument from the fx
|
||||
void Environment::explode(FxManager::Fx *fx, Detonation det, Vector3 pos, int damage, float radius){
|
||||
FxManager::getSingleton()->addFx(fx);
|
||||
|
||||
if(radius == 0) return;
|
||||
|
||||
for(Player *pl : Game::getSingleton()->getPlayers()){
|
||||
for(Unit *un : pl->getUnits()){
|
||||
float distance = un->getPos().getDistanceFrom(pos);
|
||||
|
||||
if(distance < radius){
|
||||
switch(det){
|
||||
case Detonation::EXPLOSION:
|
||||
un->getDestructable()->takeDamage(int(damage * (1.f - distance / radius)));
|
||||
break;
|
||||
case Detonation::EMP:
|
||||
un->setCondition(Unit::Condition::EM_JAMMED);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#ifndef ENVIRONMENT_H
|
||||
#define ENVIRONMENT_H
|
||||
|
||||
#include <vector.h>
|
||||
|
||||
#include "fxManager.h"
|
||||
|
||||
namespace battleship{
|
||||
class Environment{
|
||||
public:
|
||||
enum class Detonation{EXPLOSION, EMP, CRYO};
|
||||
|
||||
static Environment* getSingleton();
|
||||
static void explode(FxManager::Fx*, Detonation, vb01::Vector3, int = 0, float = 0);
|
||||
private:
|
||||
Environment(){}
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,13 +0,0 @@
|
||||
#include "exitButton.h"
|
||||
#include "gameManager.h"
|
||||
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
|
||||
namespace battleship{
|
||||
ExitButton::ExitButton(Vector3 pos, Vector2 size) : Button(pos, size, "Exit", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {}
|
||||
|
||||
void ExitButton::onClick() {
|
||||
GameManager::getSingleton()->setRunning(false);
|
||||
}
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
#ifndef EXIT_BUTTON_H
|
||||
#define EXIT_BUTTON_H
|
||||
|
||||
#include <button.h>
|
||||
#include <vector.h>
|
||||
|
||||
namespace battleship {
|
||||
class ExitButton : public vb01Gui::Button {
|
||||
public:
|
||||
ExitButton(vb01::Vector3, vb01::Vector2);
|
||||
void onClick();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,50 +0,0 @@
|
||||
#include <SFML/Audio.hpp>
|
||||
|
||||
#include "explosion.h"
|
||||
#include "util.h"
|
||||
#include "inGameAppState.h"
|
||||
#include "game.h"
|
||||
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
|
||||
namespace battleship{
|
||||
void detonate(string p){
|
||||
sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer();
|
||||
sf::Sound *sfx = nullptr;
|
||||
string p = GameManager::getSingleton()->getPath() + "Sounds/Explosions/explosion0" + to_string(rand() % 4) + ".ogg";
|
||||
|
||||
if(sfxBuffer->loadFromFile(p.c_str())){
|
||||
sfx = new sf::Sound(*sfxBuffer);
|
||||
sfx->play();
|
||||
}
|
||||
|
||||
Game::getSingleton()->addFx(Fx(sfx, 2500));
|
||||
}
|
||||
|
||||
void detonateDepthCharge(){
|
||||
sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer();
|
||||
sf::Sound *sfx = nullptr;
|
||||
string p = GameManager::getSingleton()->getPath() + "Sounds/Destroyers/depthCharge.ogg";
|
||||
|
||||
if(sfxBuffer->loadFromFile(p.c_str())){
|
||||
sfx = new sf::Sound(*sfxBuffer);
|
||||
sfx->play();
|
||||
}
|
||||
|
||||
Game::getSingleton()->addFx(Fx(sfx, 2000));
|
||||
}
|
||||
|
||||
void detonateTorpedo(){
|
||||
sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer();
|
||||
sf::Sound *sfx = nullptr;
|
||||
string p = GameManager::getSingleton()->getPath() + "Sounds/Submarines/torpedo.ogg";
|
||||
|
||||
if(sfxBuffer->loadFromFile(p.c_str())){
|
||||
sfx = new sf::Sound(*sfxBuffer);
|
||||
sfx->play();
|
||||
}
|
||||
|
||||
Game::getSingleton()->addFx(Fx(sfx, 250));
|
||||
}
|
||||
}
|
||||
-10
@@ -1,10 +0,0 @@
|
||||
#ifndef EXPLOSION_H
|
||||
#define EXPLOSION_H
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace battleship{
|
||||
void detonate(std::string);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,20 +0,0 @@
|
||||
#include "exportButton.h"
|
||||
#include "gameManager.h"
|
||||
#include "mapEditorAppState.h"
|
||||
|
||||
#include <stateManager.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
using namespace gameBase;
|
||||
|
||||
ExportButton::ExportButton(Vector3 pos, Vector2 size) : Button(pos, size, "Export", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf"){}
|
||||
|
||||
void ExportButton::onClick(){
|
||||
StateManager *sm = GameManager::getSingleton()->getStateManager();
|
||||
MapEditorAppState::MapEditor *mapEditor = ((MapEditorAppState*)sm->getAppStateByType((int)AppStateType::MAP_EDITOR))->getMapEditor();
|
||||
mapEditor->exportMap();
|
||||
}
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
#ifndef EXPORT_BUTTON_H
|
||||
#define EXPORT_BUTTON_H
|
||||
|
||||
#include <button.h>
|
||||
|
||||
namespace battleship{
|
||||
class ExportButton : public vb01Gui::Button{
|
||||
public:
|
||||
ExportButton(vb01::Vector3 pos, vb01::Vector2 size);
|
||||
void onClick();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
Vendored
-1
Submodule external/gameBase deleted from 0002879d41
Vendored
-1
Submodule external/tinydir deleted from 9f866c1ec0
Vendored
-1
Submodule external/vb01 deleted from 7f8b6fe03a
@@ -1,70 +0,0 @@
|
||||
#include "extractor.h"
|
||||
#include "player.h"
|
||||
#include "game.h"
|
||||
#include "destructable.h"
|
||||
#include "activeGameState.h"
|
||||
#include "resourceDeposit.h"
|
||||
|
||||
#include <stateManager.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace gameBase;
|
||||
|
||||
Extractor::Extractor(Player *player, int id, Vector3 pos, Quaternion rot, int buildStatus, ResourceDeposit *rd, Unit::State state) : Structure(player, id, pos, rot, buildStatus, state){
|
||||
Vector2 size = Vector2(lenHpBar, 10);
|
||||
ammountBackground = destructable->createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 0, 1));
|
||||
ammountForeground = destructable->createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 1, 1));
|
||||
|
||||
if(rd) return;
|
||||
|
||||
initProperties();
|
||||
|
||||
for(ResourceDeposit *dep : Game::getSingleton()->getCivilianPlayer()->getResourceDeposits())
|
||||
if(dep->getPos().getDistanceFrom(pos) < .001){
|
||||
deposit = dep;
|
||||
deposit->setExtractor(this);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Extractor::~Extractor(){
|
||||
if(deposit) deposit->setExtractor(nullptr);
|
||||
|
||||
destructable->removeBar(ammountForeground);
|
||||
destructable->removeBar(ammountBackground);
|
||||
}
|
||||
|
||||
void Extractor::initProperties(){
|
||||
Game *game = Game::getSingleton();
|
||||
vector<int> currTechs = player->getTechnologies();
|
||||
|
||||
sol::table unitTable = generateView()["units"][id + 1];
|
||||
drawRate = unitTable["drawRate"]; drawRate += game->calcAbilFromTech(Ability::Type::DRAW_RATE, currTechs, (int)GameObject::type, id);
|
||||
drawSpeed = unitTable["drawSpeed"]; drawSpeed += game->calcAbilFromTech(Ability::Type::DRAW_SPEED, currTechs, (int)GameObject::type, id);
|
||||
}
|
||||
|
||||
void Extractor::update(){
|
||||
Structure::update();
|
||||
|
||||
ActiveGameState *activeState = (ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE);
|
||||
Player *mainPlayer = (activeState ? activeState->getPlayer() : nullptr);
|
||||
|
||||
vector<Player*> selectingPlayers = getSelectingPlayers();
|
||||
bool mainPlayerSelecting = (activeState && find(selectingPlayers.begin(), selectingPlayers.end(), mainPlayer) != selectingPlayers.end());
|
||||
int ammount = 0, initAmmount = 0;
|
||||
|
||||
if(deposit){
|
||||
ammount = deposit->getAmmount();
|
||||
initAmmount = deposit->getInitAmmount();
|
||||
}
|
||||
|
||||
destructable->displayStats(ammountForeground, ammountBackground, ammount, initAmmount, mainPlayer == player && mainPlayerSelecting, Vector2(0, -10));
|
||||
}
|
||||
|
||||
void Extractor::draw(){
|
||||
deposit->decreaseAmmount(drawSpeed);
|
||||
lastDrawTime = getTime();
|
||||
}
|
||||
}
|
||||
-30
@@ -1,30 +0,0 @@
|
||||
#ifndef EXTRACTOR_H
|
||||
#define EXTRACTOR_H
|
||||
|
||||
#include "structure.h"
|
||||
|
||||
#include <util.h>
|
||||
|
||||
namespace battleship{
|
||||
class ResourceDeposit;
|
||||
|
||||
class Extractor : public Structure{
|
||||
public:
|
||||
Extractor(Player*, int, vb01::Vector3, vb01::Quaternion, int, ResourceDeposit *rd = nullptr, Unit::State = Unit::State::STAND_GROUND);
|
||||
~Extractor();
|
||||
void update();
|
||||
void draw();
|
||||
bool canDraw(){return vb01::getTime() - lastDrawTime > drawRate;}
|
||||
inline ResourceDeposit* getDeposit(){return deposit;}
|
||||
private:
|
||||
void initProperties();
|
||||
|
||||
int drawSpeed, drawRate;
|
||||
vb01::s64 lastDrawTime = 0;
|
||||
vb01::Node *ammountBackground = nullptr, *ammountForeground = nullptr;
|
||||
ResourceDeposit *deposit = nullptr;
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
-82
@@ -1,82 +0,0 @@
|
||||
#include "factory.h"
|
||||
#include "player.h"
|
||||
#include "game.h"
|
||||
#include "destructable.h"
|
||||
#include "gameObjectFactory.h"
|
||||
#include "activeGameState.h"
|
||||
|
||||
#include <stateManager.h>
|
||||
#include <solUtil.h>
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace battleship{
|
||||
using namespace vb01;
|
||||
using namespace std;
|
||||
using namespace gameBase;
|
||||
|
||||
Factory::Factory(Player *player, int id, Vector3 pos, Quaternion rot, int buildStatus, Unit::State state) : Structure(player, id, pos, rot, buildStatus, state), rallyPoint(pos + 30 * dirVec){}
|
||||
|
||||
void Factory::update(){
|
||||
Structure::update();
|
||||
|
||||
if(!isComplete()) return;
|
||||
|
||||
if(!unitQueue.empty()) train();
|
||||
}
|
||||
|
||||
//TODO replace repetetive string literals
|
||||
void Factory::initProperties(){
|
||||
Structure::initProperties();
|
||||
}
|
||||
|
||||
int Factory::getNumQueueUnitsById(int unitId){
|
||||
int numUnits = 0;
|
||||
|
||||
for(int qu : unitQueue)
|
||||
if(qu == unitId)
|
||||
numUnits++;
|
||||
|
||||
return numUnits;
|
||||
}
|
||||
|
||||
void Factory::appendToQueue(int buId){
|
||||
if(buId < buildableUnits.size() && buildableUnits[buId].buildable)
|
||||
unitQueue.push_back(buildableUnits[buId].id);
|
||||
}
|
||||
|
||||
void Factory::train(){
|
||||
bool training = !unitQueue.empty();
|
||||
buildStatusForeground->setVisible(training);
|
||||
buildStatusBackground->setVisible(training);
|
||||
|
||||
if(training){
|
||||
ActiveGameState *activeState = (ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE);
|
||||
Player *mainPlayer = (activeState ? activeState->getPlayer() : nullptr);
|
||||
|
||||
vector<Player*> selectingPlayers = getSelectingPlayers();
|
||||
bool mainPlayerSelecting = (activeState && find(selectingPlayers.begin(), selectingPlayers.end(), mainPlayer) != selectingPlayers.end());
|
||||
|
||||
destructable->displayStats(buildStatusForeground, buildStatusBackground, trainingStatus, 100, mainPlayer == player && mainPlayerSelecting, Vector2(0, -10));
|
||||
sol::table targTable = generateView()["units"][unitQueue[0] + 1];
|
||||
int costRate = (int)targTable["cost"] / 100, trainRate = (int)targTable["buildTime"] / 100;
|
||||
|
||||
if(player->getResource(ResourceType::REFINEDS) >= costRate && getTime() - lastTrainTime > trainRate){
|
||||
trainingStatus++;
|
||||
player->updateResource(ResourceType::REFINEDS, -costRate, true);
|
||||
lastTrainTime = getTime();
|
||||
}
|
||||
|
||||
if(trainingStatus >= 100){
|
||||
Unit *unit = GameObjectFactory::createUnit(player, unitQueue[0], pos, rot);
|
||||
player->addUnit(unit);
|
||||
unit->receiveOrder(Order(Order::TYPE::MOVE, vector<Order::Target>{Order::Target(nullptr, rallyPoint)}, Vector3::VEC_ZERO), false);
|
||||
|
||||
unitQueue.erase(unitQueue.begin());
|
||||
trainingStatus = 0;
|
||||
|
||||
player->incVehiclesBuilt();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,37 +0,0 @@
|
||||
#ifndef FACTORY_H
|
||||
#define FACTORY_H
|
||||
|
||||
#include "structure.h"
|
||||
|
||||
#include <vector>
|
||||
#include <util.h>
|
||||
|
||||
namespace vb01{
|
||||
class Node;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
class Player;
|
||||
|
||||
class Factory : public Structure{
|
||||
public:
|
||||
Factory(Player*, int, vb01::Vector3, vb01::Quaternion, int = 0, Unit::State = Unit::State::STAND_GROUND);
|
||||
~Factory(){}
|
||||
void update();
|
||||
int getNumQueueUnitsById(int);
|
||||
void appendToQueue(int);
|
||||
inline void setRallyPoint(vb01::Vector3 rp){this->rallyPoint = rp;}
|
||||
inline vb01::Vector3 getRallyPoint(){return rallyPoint;}
|
||||
inline std::vector<int> getQueue(){return unitQueue;}
|
||||
private:
|
||||
std::vector<int> unitQueue;
|
||||
int maxLenQueue, trainingStatus = 0;
|
||||
vb01::s64 lastTrainTime = 0;
|
||||
vb01::Vector3 rallyPoint;
|
||||
|
||||
void initProperties();
|
||||
void train();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
-39
@@ -1,39 +0,0 @@
|
||||
#include "freezer.h"
|
||||
#include "weapon.h"
|
||||
#include "structure.h"
|
||||
#include "destructable.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace battleship{
|
||||
using namespace vb01;
|
||||
using namespace std;
|
||||
|
||||
//TODO rename the class to a more generic name
|
||||
Freezer::Freezer(Player *player, int id, Vector3 pos, Quaternion rot, Unit::State state) : Vehicle(player, id, pos, rot, state){}
|
||||
|
||||
void Freezer::attack(Order order){
|
||||
Vehicle::attack(order);
|
||||
|
||||
Destructable *target = order.targets[0].unit->getDestructable();
|
||||
|
||||
if(target && target->getFreezeStatus() >= 100)
|
||||
removeOrder(0);
|
||||
}
|
||||
|
||||
void Freezer::build(Order order){
|
||||
vector<Weapon*> weapons = getWeaponsByType((int)Weapon::Type::FREEZER);
|
||||
|
||||
if(weapons.empty()) return;
|
||||
|
||||
Unit *targ = (Unit*)order.targets[0].unit;
|
||||
|
||||
for(Weapon *w : weapons)
|
||||
w->trackTarget(targ->getPos());
|
||||
|
||||
Vehicle::build(order);
|
||||
|
||||
if(targ->getUnitClass() == UnitClass::ICE_SHEET && ((Structure*)targ)->isComplete())
|
||||
removeOrder(0);
|
||||
}
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
#ifndef FREEZER_H
|
||||
#define FREEZER_H
|
||||
|
||||
#include "vehicle.h"
|
||||
|
||||
namespace battleship{
|
||||
class Freezer : public Vehicle{
|
||||
public:
|
||||
Freezer(Player*, int, vb01::Vector3, vb01::Quaternion, Unit::State);
|
||||
private:
|
||||
void attack(Order);
|
||||
void build(Order);
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
-232
@@ -1,232 +0,0 @@
|
||||
#include "fxManager.h"
|
||||
#include "gameObject.h"
|
||||
|
||||
#include <root.h>
|
||||
#include <model.h>
|
||||
#include <box.h>
|
||||
#include <material.h>
|
||||
#include <vector.h>
|
||||
#include <particleEmitter.h>
|
||||
|
||||
#include <SFML/Audio.hpp>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
|
||||
FxManager::Fx::Component::Component(void *c, bool v, s64 dur, vb01::Vector3 p, s64 ot) : comp(c), vfx(v), duration(dur), pos(p), offsetTime(ot) {
|
||||
if(v) ((vb01::Node*)c)->setVisible(false);
|
||||
}
|
||||
|
||||
FxManager::Fx::Fx(std::vector<FxManager::Fx::Component> comps, bool re) : components(comps), reuse(re){
|
||||
toggleComponents(!re);
|
||||
}
|
||||
|
||||
FxManager::Fx* FxManager::initFx(sol::table fxTbl, Node *baseNode, bool attached, Vector3 cp){
|
||||
int numComponents = fxTbl.size();
|
||||
|
||||
if(numComponents == 0) return nullptr;
|
||||
|
||||
vector<FxManager::Fx::Component> fxComponents;
|
||||
|
||||
for(int i = 0; i < numComponents; i++){
|
||||
sol::table compTbl = fxTbl[i + 1];
|
||||
|
||||
bool vfx = compTbl["vfx"];
|
||||
s64 duration = compTbl["duration"], offset = compTbl["offset"].get_or(0);
|
||||
|
||||
if(vfx){
|
||||
sol::table meshTbl = compTbl["mesh"];
|
||||
|
||||
string meshPath = "";
|
||||
Material *mat = nullptr;
|
||||
Node *flashNode = nullptr;
|
||||
|
||||
sol::optional<sol::table> posOpt = compTbl["pos"], rotOpt = compTbl["rot"];
|
||||
Vector3 compPos = cp;
|
||||
Quaternion compRot = Quaternion::QUAT_W;
|
||||
float sc = compTbl["scale"].get_or(1);
|
||||
|
||||
if(posOpt != sol::nullopt){
|
||||
sol::table posTable = compTbl["pos"];
|
||||
compPos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
|
||||
}
|
||||
|
||||
if(rotOpt != sol::nullopt){
|
||||
sol::table rotTable = compTbl["rot"];
|
||||
compRot = Quaternion(rotTable["w"], rotTable["x"], rotTable["y"], rotTable["z"]);
|
||||
}
|
||||
|
||||
sol::optional<string> pathOpt = meshTbl["path"];
|
||||
sol::optional<int> numPartOpt = meshTbl["numParticles"];
|
||||
|
||||
if(pathOpt != sol::nullopt){
|
||||
mat = new Material(Root::getSingleton()->getLibPath() + "texture");
|
||||
|
||||
meshPath = meshTbl["path"];
|
||||
flashNode = new Model(meshPath);
|
||||
((Model*)flashNode)->setMaterial(mat);
|
||||
flashNode->setPosition(compPos);
|
||||
flashNode->setOrientation(compRot);
|
||||
flashNode->setScale(Vector3(sc, sc, sc));
|
||||
}
|
||||
else if(numPartOpt != sol::nullopt){
|
||||
mat = new Material(Root::getSingleton()->getLibPath() + "particle");
|
||||
|
||||
int numParticles = meshTbl["numParticles"];
|
||||
ParticleEmitter *pe = new ParticleEmitter(numParticles);
|
||||
pe->setMaterial(mat);
|
||||
pe->setLowLife(meshTbl["lowLife"]);
|
||||
pe->setHighLife(meshTbl["highLife"]);
|
||||
pe->setSpeed(0);
|
||||
|
||||
sol::table sizeTbl = meshTbl["size"];
|
||||
pe->setSize(Vector2(sizeTbl["x"], sizeTbl["y"]));
|
||||
|
||||
flashNode = new Node(compPos + Vector3(0, 2, 0), compRot, Vector3(sc, sc, sc));
|
||||
flashNode->attachParticleEmitter(pe);
|
||||
flashNode->lookAt(Vector3::VEC_J, Vector3::VEC_K);
|
||||
}
|
||||
else{
|
||||
mat = new Material(Root::getSingleton()->getLibPath() + "texture");
|
||||
|
||||
sol::table sizeTbl = meshTbl["size"];
|
||||
Box *box = new Box(Vector3(sizeTbl["x"], sizeTbl["y"], 0));
|
||||
box->setMaterial(mat);
|
||||
|
||||
flashNode = new Node(compPos, compRot, Vector3(sc, sc, sc), "laser");
|
||||
flashNode->attachMesh(box);
|
||||
}
|
||||
|
||||
sol::optional<string> texOpt = meshTbl["texture"];
|
||||
|
||||
if(texOpt != sol::nullopt){
|
||||
string p[]{meshTbl["texture"]};
|
||||
Texture *tex = new Texture(p, 1, false);
|
||||
mat->addBoolUniform("texturingEnabled", true);
|
||||
mat->addTexUniform("diffuseMap[0]", tex, false);
|
||||
}
|
||||
else{
|
||||
sol::table colorTable = meshTbl["color"];
|
||||
mat->addVec4Uniform("diffuseColor", Vector4(colorTable["x"], colorTable["y"], colorTable["z"], colorTable["a"]));
|
||||
mat->addBoolUniform("texturingEnabled", false);
|
||||
}
|
||||
|
||||
flashNode->setVisible(false);
|
||||
Node *parNode = (attached ? baseNode : Root::getSingleton()->getRootNode());
|
||||
sol::optional<string> parNameOpt = compTbl["parent"];
|
||||
|
||||
if(parNameOpt != sol::nullopt){
|
||||
string parName = compTbl["parent"];
|
||||
parNode = baseNode->findDescendant(parName, true);
|
||||
}
|
||||
|
||||
parNode->attachChild(flashNode);
|
||||
fxComponents.push_back(FxManager::Fx::Component((void*)flashNode, vfx, duration, compPos, offset));
|
||||
}
|
||||
else{
|
||||
sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer();
|
||||
sf::Sound *sfx = GameObject::prepareSfx(sfxBuffer, compTbl["path"]);
|
||||
fxComponents.push_back(FxManager::Fx::Component((void*)sfx, vfx, duration, Vector3::VEC_ZERO, offset));
|
||||
}
|
||||
}
|
||||
|
||||
return new FxManager::Fx(fxComponents, attached);
|
||||
}
|
||||
|
||||
void FxManager::Fx::toggleComponents(bool active){
|
||||
for(Component &component : components){
|
||||
component.active = active;
|
||||
component.initTime = getTime();
|
||||
}
|
||||
}
|
||||
|
||||
static FxManager *fxManager = nullptr;
|
||||
|
||||
FxManager* FxManager::getSingleton(){
|
||||
if(!fxManager)
|
||||
fxManager = new FxManager();
|
||||
|
||||
return fxManager;
|
||||
}
|
||||
|
||||
void FxManager::update(){
|
||||
for(int i = 0; i < fxs.size(); i++){
|
||||
s64 currTime = getTime();
|
||||
Fx *fx = fxs[i];
|
||||
|
||||
for(int j = 0; j < fx->components.size(); j++){
|
||||
Fx::Component &comp = fx->components[j];
|
||||
s64 currTime = getTime();
|
||||
|
||||
if(comp.comp && currTime - comp.initTime > comp.offsetTime){
|
||||
if(comp.active){
|
||||
if(comp.vfx)
|
||||
((Node*)comp.comp)->setVisible(true);
|
||||
else
|
||||
((sf::Sound*)comp.comp)->play();
|
||||
|
||||
comp.active = false;
|
||||
comp.initTime = getTime();
|
||||
}
|
||||
else if(!comp.active && currTime - comp.initTime > comp.duration){
|
||||
if(fx->reuse){
|
||||
if(comp.vfx)
|
||||
((Node*)comp.comp)->setVisible(false);
|
||||
else
|
||||
((sf::Sound*)comp.comp)->stop();
|
||||
}
|
||||
else{
|
||||
destroyFxComponent(i, j);
|
||||
fx->components.erase(fx->components.begin() + j);
|
||||
j--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if(fx->components.empty()){
|
||||
delete fx;
|
||||
fxs.erase(fxs.begin() + i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FxManager::destroyFxComponent(int fid, int cid){
|
||||
Fx *fx = fxs[fid];
|
||||
|
||||
if(fx->components[cid].vfx){
|
||||
Node *vfxNode = (Node*)fx->components[cid].comp, *parNode = vfxNode->getParent();
|
||||
parNode->dettachChild(vfxNode);
|
||||
delete vfxNode;
|
||||
}
|
||||
else{
|
||||
sf::Sound *sfx = (sf::Sound*)fx->components[cid].comp;
|
||||
const sf::SoundBuffer *buffer = &sfx->getBuffer();
|
||||
sfx->stop();
|
||||
|
||||
delete sfx;
|
||||
delete buffer;
|
||||
}
|
||||
|
||||
fx->components[cid].comp = nullptr;
|
||||
}
|
||||
|
||||
void FxManager::removeFx(Fx *fx){
|
||||
int id = -1;
|
||||
|
||||
for(int i = 0; i < fxs.size(); i++)
|
||||
if(fxs[i] == fx){
|
||||
id = i;
|
||||
break;
|
||||
}
|
||||
|
||||
for(int i = 0; i < fx->components.size(); i++)
|
||||
destroyFxComponent(id, i);
|
||||
|
||||
fxs.erase(fxs.begin() + id);
|
||||
delete fx;
|
||||
}
|
||||
}
|
||||
-44
@@ -1,44 +0,0 @@
|
||||
#ifndef FX_MANAGER_H
|
||||
#define FX_MANAGER_H
|
||||
|
||||
#include <util.h>
|
||||
|
||||
#include <solUtil.h>
|
||||
|
||||
namespace vb01{
|
||||
class Node;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
class FxManager{
|
||||
public:
|
||||
struct Fx {
|
||||
struct Component{
|
||||
vb01::s64 duration, initTime = 0, offsetTime = 0;
|
||||
vb01::Vector3 pos = vb01::Vector3::VEC_ZERO;
|
||||
bool vfx, active = false;
|
||||
void *comp = nullptr;
|
||||
|
||||
Component(void*, bool, vb01::s64, vb01::Vector3 = vb01::Vector3::VEC_ZERO, vb01::s64 = 0);
|
||||
};
|
||||
|
||||
bool reuse;
|
||||
std::vector<Component> components;
|
||||
|
||||
Fx(std::vector<Component>, bool = false);
|
||||
void toggleComponents(bool);
|
||||
};
|
||||
|
||||
static FxManager* getSingleton();
|
||||
FxManager::Fx* initFx(sol::table, vb01::Node*, bool, vb01::Vector3 = vb01::Vector3::VEC_ZERO);
|
||||
void update();
|
||||
void removeFx(Fx*);
|
||||
inline void addFx(Fx *fx){fxs.push_back(fx);}
|
||||
private:
|
||||
FxManager(){}
|
||||
void destroyFxComponent(int, int);
|
||||
std::vector<Fx*> fxs;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,247 +0,0 @@
|
||||
#include "game.h"
|
||||
#include "player.h"
|
||||
#include "projectile.h"
|
||||
#include "gameManager.h"
|
||||
#include "activeGameState.h"
|
||||
#include "inGameAppState.h"
|
||||
#include "concreteGuiManager.h"
|
||||
#include "fxManager.h"
|
||||
#include "factory.h"
|
||||
#include "defConfigs.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include <assetManager.h>
|
||||
#include <particleEmitter.h>
|
||||
|
||||
#include <stateManager.h>
|
||||
|
||||
#include <solUtil.h>
|
||||
|
||||
#include <SFML/Audio.hpp>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace gameBase;
|
||||
|
||||
static Game *game = nullptr;
|
||||
|
||||
Game* Game::getSingleton(){
|
||||
if(!game)
|
||||
game = new Game();
|
||||
|
||||
return game;
|
||||
}
|
||||
|
||||
void Game::endGame(bool victory){
|
||||
ended = true;
|
||||
|
||||
StateManager *sm = GameManager::getSingleton()->getStateManager();
|
||||
sm->dettachAppState(sm->getAppStateByType(AppStateType::ACTIVE_STATE));
|
||||
|
||||
ConcreteGuiManager::getSingleton()->parseLuaScript(victory ? "victory.lua" : "defeat.lua");
|
||||
}
|
||||
|
||||
void Game::update(){
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
|
||||
for(int i = 0; i < getCpuPlayers().size(); i++) {
|
||||
string plStr = "game.cpuPlayers[" + to_string(i + 1) + "]";
|
||||
SOL_LUA_VIEW.script("executeBtNode(" + plStr + ", " + plStr + ".behaviour)");
|
||||
SOL_LUA_VIEW.collect_garbage();
|
||||
}
|
||||
|
||||
int numPlayersWithUnits = 0;
|
||||
|
||||
for(int i = 0; i < players.size(); i++){
|
||||
players[i]->update();
|
||||
|
||||
if(players[i]->getNumUnits() > 0)
|
||||
numPlayersWithUnits++;
|
||||
}
|
||||
|
||||
ActiveGameState *activeState = (ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE);
|
||||
Player *mainPlayer = (activeState ? activeState->getPlayer() : nullptr);
|
||||
|
||||
if(mainPlayer && !ended){
|
||||
int numMainPlayerUnits = mainPlayer->getNumUnits();
|
||||
|
||||
if(numMainPlayerUnits > 0 && numPlayersWithUnits == 1)
|
||||
endGame(true);
|
||||
else if(numMainPlayerUnits == 0)
|
||||
endGame(false);
|
||||
}
|
||||
|
||||
FxManager::getSingleton()->update();
|
||||
}
|
||||
|
||||
void Game::initLuaPlayers(){
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
vector<Player*> cpuPlayers = getCpuPlayers();
|
||||
|
||||
for(int i = 0; i < cpuPlayers.size(); i++)
|
||||
SOL_LUA_VIEW["game"]["cpuPlayers"][i + 1] = cpuPlayers[i];
|
||||
|
||||
SOL_LUA_VIEW.script_file(GameManager::getSingleton()->getPath() + "Scripts/Core/playerInit.lua");
|
||||
}
|
||||
|
||||
void Game::removeAllElements(){
|
||||
generateView().script("game.cpuPlayers = {}");
|
||||
|
||||
while(!players.empty()){
|
||||
delete players[0];
|
||||
players.erase(players.begin());
|
||||
}
|
||||
|
||||
ended = false;
|
||||
paused = false;
|
||||
}
|
||||
|
||||
void Game::togglePause(){
|
||||
GameManager *gm = GameManager::getSingleton();
|
||||
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
|
||||
ActiveGameState *activeState = ((InGameAppState*)gm->getStateManager()->getAppStateByType(AppStateType::IN_GAME_STATE))->getActiveState();
|
||||
|
||||
if (!paused) {
|
||||
gm->getStateManager()->dettachAppState(activeState);
|
||||
guiManager->parseLuaScript("gamePaused.lua");
|
||||
}
|
||||
else {
|
||||
guiManager->readLuaScreenScript("inGame.lua", activeState->getGuiButtons());
|
||||
|
||||
if(debug){
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
|
||||
for(string f : configData::scripts)
|
||||
SOL_LUA_VIEW.script_file(gm->getPath() + f);
|
||||
|
||||
initLuaPlayers();
|
||||
|
||||
vector<GameObject*> gameObjs;
|
||||
|
||||
for(Player *pl : Game::getSingleton()->getPlayers()){
|
||||
for(Unit *u : pl->getUnits())
|
||||
gameObjs.push_back((GameObject*)u);
|
||||
|
||||
for(Projectile *proj : pl->getProjectiles())
|
||||
gameObjs.push_back((GameObject*)proj);
|
||||
}
|
||||
|
||||
for(ResourceDeposit *dep : civilianPlayer->getResourceDeposits())
|
||||
gameObjs.push_back((GameObject*)dep);
|
||||
|
||||
string gop = SOL_LUA_VIEW["gameObjPrefix"], vfxp = SOL_LUA_VIEW["vfxPrefix"];
|
||||
AssetManager::getSingleton()->load(gm->getPath() + gop, true);
|
||||
AssetManager::getSingleton()->load(gm->getPath() + vfxp, true);
|
||||
|
||||
for(GameObject *obj : gameObjs)
|
||||
obj->reinit();
|
||||
}
|
||||
|
||||
gm->getStateManager()->attachAppState(activeState);
|
||||
}
|
||||
|
||||
paused = !paused;
|
||||
}
|
||||
|
||||
vector<int> Game::parseTechTable(int tid, string key, string numVarKey, string varKey){
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
SOL_LUA_VIEW.script(numVarKey + " = #" + key + "[" + to_string(tid + 1) + "]." + varKey);
|
||||
int numVar = SOL_LUA_VIEW[numVarKey];
|
||||
sol::table techTable = SOL_LUA_VIEW[key][tid + 1];
|
||||
|
||||
vector<int> varVec;
|
||||
|
||||
for(int i = 0; i < numVar; i++)
|
||||
varVec.push_back(techTable[varKey][i + 1]);
|
||||
|
||||
return varVec;
|
||||
}
|
||||
|
||||
//TODO clean this method up
|
||||
void Game::initTechnologies(){
|
||||
technologies.clear();
|
||||
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
string techKey = "technologies";
|
||||
SOL_LUA_VIEW.script("numTechs = #" + techKey);
|
||||
int numTechs = SOL_LUA_VIEW["numTechs"];
|
||||
|
||||
for(int i = 0; i < numTechs; i++){
|
||||
sol::table techTable = SOL_LUA_VIEW[techKey][i + 1];
|
||||
|
||||
Technology t;
|
||||
t.cost = techTable["cost"];
|
||||
t.name = techTable["name"];
|
||||
t.icon = techTable["icon"];
|
||||
t.description = techTable["description"];
|
||||
t.parents = parseTechTable(i, techKey, "numParents", "parents");
|
||||
t.abilities = parseTechTable(i, techKey, "numAbilities", "abilities");
|
||||
|
||||
technologies.push_back(t);
|
||||
}
|
||||
|
||||
techKey = "abilities";
|
||||
SOL_LUA_VIEW.script("numAbilities = #" + techKey);
|
||||
int numAbilities = SOL_LUA_VIEW["numAbilities"];
|
||||
|
||||
for(int i = 0; i < numAbilities; i++){
|
||||
sol::table techTable = SOL_LUA_VIEW[techKey][i + 1];
|
||||
|
||||
Ability ability;
|
||||
ability.type = techTable["type"];
|
||||
ability.ammount = techTable["ammount"].get_or(0.0);
|
||||
ability.gameObjType = techTable["gameObjType"];
|
||||
ability.gameObjIds = parseTechTable(i, techKey, "numGameObjIds", "gameObjIds");
|
||||
abilities.push_back(ability);
|
||||
}
|
||||
}
|
||||
|
||||
float Game::calcAbilFromTech(Ability::Type type, vector<int> techResearch, int gameObjType, int unitId){
|
||||
float ammount = 0;
|
||||
|
||||
for(int techId : techResearch)
|
||||
for(int abilId : technologies[techId].abilities)
|
||||
if(
|
||||
abilities[abilId].type == type &&
|
||||
abilities[abilId].gameObjType == gameObjType &&
|
||||
find(abilities[abilId].gameObjIds.begin(), abilities[abilId].gameObjIds.end(), unitId) != abilities[abilId].gameObjIds.end()
|
||||
){
|
||||
ammount += abilities[abilId].ammount;
|
||||
}
|
||||
|
||||
return ammount;
|
||||
}
|
||||
|
||||
bool Game::isUnitUnlocked(vector<int> techResearch, int unitId){
|
||||
for(int techId : techResearch){
|
||||
for(int abilId : technologies[techId].abilities){
|
||||
vector<int> ids = abilities[abilId].gameObjIds;
|
||||
|
||||
if(find(ids.begin(), ids.end(), unitId) != ids.end())
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
vector<Player*> Game::getPlayers(bool civPl){
|
||||
vector<Player*> playersVec = players;
|
||||
|
||||
if(civPl) playersVec.push_back(civilianPlayer);
|
||||
|
||||
return playersVec;
|
||||
}
|
||||
|
||||
vector<Player*> Game::getCpuPlayers(){
|
||||
vector<Player*> playersVec;
|
||||
|
||||
for(Player *pl : players)
|
||||
if(pl->isCpuPlayer())
|
||||
playersVec.push_back(pl);
|
||||
|
||||
return playersVec;
|
||||
}
|
||||
}
|
||||
@@ -1,53 +0,0 @@
|
||||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
|
||||
#include "technology.h"
|
||||
#include "ability.h"
|
||||
#include "tradeOffer.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace sf{
|
||||
class Sound;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
class Unit;
|
||||
class Player;
|
||||
class Projectile;
|
||||
|
||||
class Game{
|
||||
public:
|
||||
static Game* getSingleton();
|
||||
void update();
|
||||
void initLuaPlayers();
|
||||
void togglePause();
|
||||
void removeAllElements();
|
||||
void initTechnologies();
|
||||
float calcAbilFromTech(Ability::Type, std::vector<int>, int, int);
|
||||
bool isUnitUnlocked(std::vector<int>, int);
|
||||
std::vector<Player*> getPlayers(bool = false);
|
||||
std::vector<Player*> getCpuPlayers();
|
||||
inline void setDebug(bool d){this->debug = d;}
|
||||
inline void addPlayer(Player *pl){players.push_back(pl);}
|
||||
inline bool isDebug(){return debug;}
|
||||
inline Player* getPlayer(int id){return players[id];}
|
||||
inline void setCivilianPlayer(Player *pl){this->civilianPlayer = pl;}
|
||||
inline Player* getCivilianPlayer(){return civilianPlayer;}
|
||||
inline int getNumPlayers(){return players.size();}
|
||||
inline Technology getTechnology(int id){return technologies[id];}
|
||||
inline Ability getAbility(int id){return abilities[id];}
|
||||
private:
|
||||
Game(){}
|
||||
void endGame(bool);
|
||||
std::vector<int> parseTechTable(int, std::string, std::string, std::string);
|
||||
|
||||
bool paused = false, ended = false, debug = false;
|
||||
std::vector<Technology> technologies;
|
||||
std::vector<Ability> abilities;
|
||||
std::vector<Player*> players;
|
||||
Player *civilianPlayer = nullptr;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
-286
@@ -1,286 +0,0 @@
|
||||
#include <algorithm>
|
||||
|
||||
#include <stateManager.h>
|
||||
#include <inputManager.h>
|
||||
#include <soundManager.h>
|
||||
|
||||
#include <assetManager.h>
|
||||
#include <root.h>
|
||||
|
||||
#include "gameManager.h"
|
||||
#include "gameObjectFrameController.h"
|
||||
#include "gameObjectFactory.h"
|
||||
#include "map.h"
|
||||
#include "game.h"
|
||||
#include "guiAppState.h"
|
||||
#include "defConfigs.h"
|
||||
#include "player.h"
|
||||
#include "extractor.h"
|
||||
#include "factory.h"
|
||||
#include "vehicle.h"
|
||||
#include "engineer.h"
|
||||
#include "destructable.h"
|
||||
#include "pointDefense.h"
|
||||
#include "pathfinder.h"
|
||||
#include "resourceDeposit.h"
|
||||
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace gameBase;
|
||||
|
||||
namespace battleship{
|
||||
static GameManager *gameManager = nullptr;
|
||||
|
||||
GameManager* GameManager::getSingleton(){
|
||||
if(!gameManager)
|
||||
gameManager = new GameManager();
|
||||
|
||||
return gameManager;
|
||||
}
|
||||
|
||||
void GameManager::registerMembers(){
|
||||
sol::state_view SOL_LUA_STATE = generateView();
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Order>(
|
||||
"Order", sol::constructors<Order(), Order(Order::TYPE, vector<Order::Target>, Vector3, int)>(),
|
||||
"type", &Order::type,
|
||||
"direction", &Order::direction,
|
||||
"targets", &Order::targets
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Order::Target>(
|
||||
"Target", sol::constructors<Order::Target(), Order::Target(GameObject*, Vector3)>(),
|
||||
"unit", &Order::Target::unit,
|
||||
"pos", &Order::Target::pos
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<GameObjectFactory>(
|
||||
"GameObjectFactory",
|
||||
"createUnit", &GameObjectFactory::createUnit,
|
||||
"createResourceDeposit", &GameObjectFactory::createResourceDeposit
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Unit::GarrisonSlot>(
|
||||
"GarrisonSlot",
|
||||
"vehicle", &Unit::GarrisonSlot::vehicle,
|
||||
"category", &Unit::GarrisonSlot::category
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Unit>(
|
||||
"Unit", sol::constructors<Unit(Player*, int, Vector3, Quaternion)>(),
|
||||
"setState", &Unit::setState,
|
||||
"getDestructable", &Unit::getDestructable,
|
||||
"getGarrisonSlots", &Unit::getGarrisonSlots,
|
||||
"getNumFreeGarrisonSlots", &Unit::getNumFreeGarrisonSlots,
|
||||
"getNumGarrisonSlots", &Unit::getNumGarrisonSlots,
|
||||
"isGarrisonEmpty", &Unit::isGarrisonEmpty,
|
||||
"getOrder", &Unit::getOrder,
|
||||
"getNumOrders", &Unit::getNumOrders,
|
||||
"getDirVec", &GameObject::getDirVec,
|
||||
"getLeftVec", &GameObject::getLeftVec,
|
||||
"getPos", &GameObject::getPos,
|
||||
"getUnitClass", &Unit::getUnitClass,
|
||||
"getLineOfSight", &Unit::getLineOfSight,
|
||||
"getBuildableUnit", &Unit::getBuildableUnit,
|
||||
"getBuildableUnits", &Unit::getBuildableUnits,
|
||||
"getNumBuildableUnits", &Unit::getNumBuildableUnits,
|
||||
"toGameObject", [](Unit *u){return (GameObject*)u;},
|
||||
"toVehicle", [](Unit *u){return (Vehicle*)u;},
|
||||
"toEngineer", [](Unit *u){return (Engineer*)u;},
|
||||
"toStructure", [](Unit *u){return (Structure*)u;},
|
||||
"toFactory", [](Unit *u){return (Factory*)u;},
|
||||
"toExtractor", [](Unit *u){return (Extractor*)u;},
|
||||
"toPointDefense", [](Unit *u){return (PointDefense*)u;}
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Vehicle>(
|
||||
"Engineer", sol::constructors<Vehicle(Player*, int, Vector3, Quaternion, Unit::State)>(),
|
||||
"getGarrisonable", &Vehicle::getGarrisonable
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Engineer>(
|
||||
"Engineer", sol::constructors<Engineer(Player*, int, Vector3, Quaternion, Unit::State)>(),
|
||||
"getBuildableUnit", &Unit::getBuildableUnit,
|
||||
"getBuildableUnits", &Unit::getBuildableUnits,
|
||||
"getNumBuildableUnits", &Unit::getNumBuildableUnits
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Structure>(
|
||||
"Structure", sol::constructors<Structure(Player*, int, Vector3, Quaternion, int)>(),
|
||||
"getPos", &GameObject::getPos,
|
||||
"isComplete", &Structure::isComplete,
|
||||
"getBuildStatus", &Structure::getBuildStatus
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<BuildableUnit>(
|
||||
"BuildableUnit", sol::constructors<BuildableUnit(int, bool)>(),
|
||||
"id", &BuildableUnit::id,
|
||||
"buildable", &BuildableUnit::buildable
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Factory>(
|
||||
"Factory", sol::constructors<Factory(Player*, int, Vector3, Quaternion, int)>(),
|
||||
"getBuildableUnit", &Unit::getBuildableUnit,
|
||||
"getBuildableUnits", &Unit::getBuildableUnits,
|
||||
"getNumBuildableUnits", &Unit::getNumBuildableUnits,
|
||||
"getDirVec", &GameObject::getDirVec,
|
||||
"getLeftVec", &GameObject::getLeftVec,
|
||||
"getPos", &GameObject::getPos,
|
||||
"appendToQueue", &Factory::appendToQueue,
|
||||
"getBuildStatus", &Structure::getBuildStatus,
|
||||
"getNumQueueUnitsById", &Factory::getNumQueueUnitsById,
|
||||
"getRallyPoint", &Factory::getRallyPoint,
|
||||
"setRallyPoint", &Factory::setRallyPoint,
|
||||
"getQueue", &Factory::getQueue
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Player>(
|
||||
"Player", sol::constructors<Player(int, int, int, Vector3, bool, int, string)>(),
|
||||
"getSelectedUnits", &Player::getSelectedUnits,
|
||||
"haltUnits", &Player::haltUnits,
|
||||
"addUnit", &Player::addUnit,
|
||||
"getUnit", &Player::getUnit,
|
||||
"getNumUnits", &Player::getNumUnits,
|
||||
"getResourceDeposits", &Player::getResourceDeposits,
|
||||
"issueOrder", &Player::issueOrder,
|
||||
"selectUnits", &Player::selectUnits,
|
||||
"deselectUnits", &Player::deselectUnits,
|
||||
"getSpawnPointId", &Player::getSpawnPointId,
|
||||
"getFaction", &Player::getFaction,
|
||||
"getTeam", &Player::getTeam,
|
||||
"getUnits", &Player::getUnits,
|
||||
"getHostileUnits", &Player::getHostileUnits,
|
||||
"getFriendlyUnits", &Player::getFriendlyUnits,
|
||||
"getUnitsById", &Player::getUnitsById,
|
||||
"getUnitsByClass", &Player::getUnitsByClass,
|
||||
"isObjectVisible", &Player::isObjectVisible
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Extractor>(
|
||||
"Extractor", sol::constructors<Extractor(Player*, int, Vector3, Quaternion, int, ResourceDeposit*, Unit::State)>(),
|
||||
"getDeposit", &Extractor::getDeposit
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<ResourceDeposit>(
|
||||
"ResourceDeposit", sol::constructors<ResourceDeposit(Player*, int, Vector3, Quaternion, int)>(),
|
||||
"getExtractor", &ResourceDeposit::getExtractor,
|
||||
"getAmmount", &ResourceDeposit::getAmmount,
|
||||
"getPos", &GameObject::getPos,
|
||||
"toGameObject", [](ResourceDeposit *rd){return (GameObject*)rd;}
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Game>(
|
||||
"Game",
|
||||
"getSingleton", &Game::getSingleton,
|
||||
"getPlayers", &Game::getPlayers
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Vector3>(
|
||||
"Vector3", sol::constructors<Vector3(), Vector3(float, float, float)>(),
|
||||
"x", &Vector3::x,
|
||||
"y", &Vector3::y,
|
||||
"z", &Vector3::z,
|
||||
"norm", &Vector3::norm,
|
||||
"getAngleBetween", &Vector3::getAngleBetween,
|
||||
"getDistanceFrom", &Vector3::getDistanceFrom,
|
||||
"neg", [](Vector3 v){return -v;},
|
||||
"add", [](Vector3 v1, Vector3 v2){return v1 + v2;},
|
||||
"subtr", [](Vector3 v1, Vector3 v2){return v1 - v2;},
|
||||
"mult", [](Vector3 v1, float s){return v1 * s;},
|
||||
"div", [](Vector3 v1, float s){return v1 / s;}
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Quaternion>(
|
||||
"Quaternion", sol::constructors<Quaternion(), Quaternion(float, float, float, float), Quaternion(float, Vector3)>(),
|
||||
"w", &Quaternion::w,
|
||||
"x", &Quaternion::x,
|
||||
"y", &Quaternion::y,
|
||||
"z", &Quaternion::z,
|
||||
"getAngle", &Quaternion::getAngle,
|
||||
"getAxis", &Quaternion::getAxis,
|
||||
"multVec", [](Quaternion q, Vector3 v){return q * v;}
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Map::Edge>(
|
||||
"Edge",
|
||||
"destCellId", &Map::Edge::destCellId
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Map::Cell>(
|
||||
"Cell",
|
||||
"pos", &Map::Cell::pos,
|
||||
"type", &Map::Cell::type,
|
||||
"edges", &Map::Cell::edges
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Map>(
|
||||
"Map",
|
||||
"getSingleton", &Map::getSingleton,
|
||||
"getCell", &Map::getCell,
|
||||
"getCells", &Map::getCells,
|
||||
"getCellId", &Map::getCellId,
|
||||
"getMapSize", &Map::getMapSize,
|
||||
"getSpawnPoint", &Map::getSpawnPoint,
|
||||
"getNumSpawnPoints", &Map::getNumSpawnPoints
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<Pathfinder>(
|
||||
"Pathfinder",
|
||||
"getSingleton", &Pathfinder::getSingleton,
|
||||
"clampDestToSourceRegion", &Pathfinder::clampDestToSourceRegion,
|
||||
"calcHeuristics", &Pathfinder::calcHeuristics,
|
||||
"findPath", &Pathfinder::findPath
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<GameObjectFrame>(
|
||||
"GameObjectFrame", sol::constructors<GameObjectFrame(int, GameObject::Type, Player*, Unit*, Vector3, Quaternion)>(),
|
||||
"getOriginalUnit", &GameObjectFrame::getOriginalUnit,
|
||||
"destroy", &GameObjectFrame::destroy,
|
||||
"placeAt", &GameObjectFrame::placeAt,
|
||||
"getDirVec", &GameObjectFrame::getDirVec,
|
||||
"getLeftVec", &GameObjectFrame::getLeftVec,
|
||||
"getLength", &GameObjectFrame::getLength,
|
||||
"getWidth", &GameObjectFrame::getWidth,
|
||||
"status", &GameObjectFrame::status
|
||||
);
|
||||
|
||||
SOL_LUA_STATE.new_usertype<GameObjectFrameController>(
|
||||
"GameObjectFrameController",
|
||||
"getSingleton", &GameObjectFrameController::getSingleton,
|
||||
"checkPlacement", &GameObjectFrameController::checkPlacement
|
||||
);
|
||||
}
|
||||
|
||||
void GameManager::initLua(string gameDir){
|
||||
sol::state_view SOL_LUA_STATE = generateView();
|
||||
|
||||
path = gameDir + "Assets/";
|
||||
SOL_LUA_STATE.script("PATH = \"" + path + "\";");
|
||||
|
||||
for(string f : configData::scripts)
|
||||
SOL_LUA_STATE.script_file(path + f);
|
||||
|
||||
sol::table resTable = SOL_LUA_STATE["graphics"]["resolution"];
|
||||
width = resTable["x"];
|
||||
height = resTable["y"];
|
||||
}
|
||||
|
||||
void GameManager::start(string gameDir) {
|
||||
running = true;
|
||||
registerMembers();
|
||||
initLua(gameDir);
|
||||
|
||||
Root *root = Root::getSingleton();
|
||||
root->start(width, height, path + "../external/vb01/", "Battleship");
|
||||
|
||||
stateManager = new StateManager();
|
||||
inputManager = new InputManager(stateManager, root->getWindow());
|
||||
}
|
||||
|
||||
void GameManager::update() {
|
||||
Root::getSingleton()->update();
|
||||
SoundManager::getSingleton()->update();
|
||||
inputManager->update();
|
||||
stateManager->update();
|
||||
}
|
||||
}
|
||||
@@ -1,46 +0,0 @@
|
||||
#pragma once
|
||||
#ifndef GAME_MANAGER_H
|
||||
#define GAME_MANAGER_H
|
||||
|
||||
#include "util.h"
|
||||
|
||||
#include <mapping.h>
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
namespace gameBase{
|
||||
class InputManager;
|
||||
class StateManager;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
class GameManager {
|
||||
public:
|
||||
static GameManager* getSingleton();
|
||||
void start(std::string);
|
||||
void update();
|
||||
inline int getWidth(){return width;}
|
||||
inline int getHeight(){return height;}
|
||||
inline std::string getPath(){return path;}
|
||||
inline gameBase::InputManager* getInputManager(){return inputManager;}
|
||||
inline bool isServerSide(){return serverSide;}
|
||||
inline bool isRunning(){return running;}
|
||||
inline void setRunning(bool r){this->running = r;}
|
||||
inline gameBase::StateManager* getStateManager(){return stateManager;}
|
||||
private:
|
||||
GameManager(){}
|
||||
~GameManager(){}
|
||||
void registerMembers();
|
||||
void initLua(std::string);
|
||||
|
||||
gameBase::StateManager *stateManager = nullptr;
|
||||
gameBase::InputManager *inputManager = nullptr;
|
||||
int width, height;
|
||||
std::string path = "";
|
||||
bool serverSide, running = false;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
-226
@@ -1,226 +0,0 @@
|
||||
#include "gameObject.h"
|
||||
#include "gameManager.h"
|
||||
#include "destructable.h"
|
||||
#include "defConfigs.h"
|
||||
#include "player.h"
|
||||
#include "game.h"
|
||||
#include "unit.h"
|
||||
|
||||
#include <solUtil.h>
|
||||
|
||||
#include <material.h>
|
||||
#include <box.h>
|
||||
|
||||
#include <SFML/Audio.hpp>
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace gameBase;
|
||||
using namespace configData;
|
||||
|
||||
GameObject::GameObject(Type t, int i, Player *pl, vb01::Vector3 vec, vb01::Quaternion quat) : type(t), id(i), player(pl), pos(vec), rot(quat){}
|
||||
|
||||
void GameObject::reinit(){
|
||||
placeAt(pos);
|
||||
orientAt(rot);
|
||||
|
||||
if(hitbox){
|
||||
Box *hbMesh = (Box*)hitbox->getMesh(0);
|
||||
hbMesh->setSize(Vector3(width, height, length));
|
||||
hbMesh->updateVerts(hbMesh->getMeshBase());
|
||||
hitbox->setVisible(Game::getSingleton()->isDebug());
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::update(){
|
||||
leftVec = model->getGlobalAxis(0);
|
||||
upVec = model->getGlobalAxis(1);
|
||||
dirVec = model->getGlobalAxis(2);
|
||||
screenPos = spaceToScreen(pos);
|
||||
}
|
||||
|
||||
void GameObject::placeAt(Vector3 p) {
|
||||
model->setPosition(p);
|
||||
pos = p;
|
||||
}
|
||||
|
||||
void GameObject::orientAt(Quaternion rotQuat){
|
||||
rot = rotQuat;
|
||||
model->setOrientation(rotQuat);
|
||||
leftVec = model->getGlobalAxis(0);
|
||||
upVec = model->getGlobalAxis(1);
|
||||
dirVec = model->getGlobalAxis(2);
|
||||
}
|
||||
|
||||
//TODO remove neccessity to create a material for an invisible mesh
|
||||
void GameObject::initHitbox(){
|
||||
Material *mat = new Material(Root::getSingleton()->getLibPath() + "texture");
|
||||
mat->addBoolUniform("texturingEnabled", false);
|
||||
mat->addBoolUniform("lightingEnabled", false);
|
||||
mat->addVec4Uniform("diffuseColor", Vector4(1, 1, 1, 1));
|
||||
|
||||
Box *box = new Box(Vector3(width, height, length));
|
||||
box->setWireframe(true);
|
||||
box->setMaterial(mat);
|
||||
|
||||
sol::table gameObjTable = generateView()[GameObject::getGameObjTableName()][id + 1];
|
||||
sol::table offsetPosTable = gameObjTable["hitboxOffset"];
|
||||
|
||||
hitbox = new Node(Vector3(offsetPosTable["x"], offsetPosTable["y"], offsetPosTable["z"]));
|
||||
hitbox->attachMesh(box);
|
||||
hitbox->setVisible(Game::getSingleton()->isDebug());
|
||||
model->attachChild(hitbox);
|
||||
}
|
||||
|
||||
void GameObject::destroyHitbox(){
|
||||
model->dettachChild(hitbox);
|
||||
delete hitbox;
|
||||
hitbox = nullptr;
|
||||
}
|
||||
|
||||
//TODO use a vector for the color nodes
|
||||
void GameObject::useColor(Material *colorMat){
|
||||
if(hitbox) model->dettachChild(hitbox);
|
||||
model->setMaterial(model->getMaterial());
|
||||
if(hitbox) model->attachChild(hitbox);
|
||||
|
||||
sol::table gameObjTable = generateView()[GameObject::getGameObjTableName()][id + 1];
|
||||
sol::table colNodeTbl = gameObjTable["colorNodes"];
|
||||
int numColorNodes = colNodeTbl.size();
|
||||
|
||||
for(int i = 0; i < numColorNodes; i++){
|
||||
string name = colNodeTbl[i + 1];
|
||||
Node *node = model->findDescendant(name, true);
|
||||
|
||||
if(!node) continue;
|
||||
|
||||
vector<Mesh*> meshes = node->getMeshes();
|
||||
|
||||
for(Mesh *mesh : meshes)
|
||||
mesh->setMaterial(colorMat);
|
||||
}
|
||||
}
|
||||
|
||||
void GameObject::initProperties(){
|
||||
sol::table objTable = generateView()[GameObject::getGameObjTableName()][id + 1];
|
||||
sol::optional<float> maxUnevOpt = objTable["maxUnevenness"];
|
||||
|
||||
if(maxUnevOpt != sol::nullopt) maxUnevenness = objTable["maxUnevenness"];
|
||||
|
||||
sol::table sizeTable = objTable["size"];
|
||||
width = sizeTable["x"];
|
||||
height = sizeTable["y"];
|
||||
length = sizeTable["z"];
|
||||
}
|
||||
|
||||
void GameObject::destroyModel(){
|
||||
if(model->getMaterial())
|
||||
delete model->getMaterial();
|
||||
|
||||
Root::getSingleton()->getRootNode()->dettachChild(model);
|
||||
delete model;
|
||||
}
|
||||
|
||||
//TODO improve DEFAULT_TEXTURE handling
|
||||
void GameObject::initModel(bool textured){
|
||||
sol::table gameObjTable = generateView()[GameObject::getGameObjTableName()][id + 1];
|
||||
string basePath = gameObjTable["basePath"], meshPath = gameObjTable["meshPath"];
|
||||
model = new Model(basePath + meshPath);
|
||||
|
||||
Root *root = Root::getSingleton();
|
||||
Material *mat = new Material(root->getLibPath() + "texture");
|
||||
|
||||
if(textured){
|
||||
string albedoPath = gameObjTable["albedoPath"].get_or(configData::DEFAULT_TEXTURE);
|
||||
string f[]{albedoPath == configData::DEFAULT_TEXTURE ? GameManager::getSingleton()->getPath() + albedoPath : basePath + albedoPath};
|
||||
Texture *diffuseTexture = new Texture(f, 1, false);
|
||||
|
||||
mat->addBoolUniform("texturingEnabled", true);
|
||||
mat->addBoolUniform("lightingEnabled", true);
|
||||
mat->addBoolUniform("constLightingEnabled", false);
|
||||
mat->addTexUniform("textures[0]", diffuseTexture, true);
|
||||
}
|
||||
else{
|
||||
mat->addBoolUniform("texturingEnabled", false);
|
||||
mat->addBoolUniform("lightingEnabled", false);
|
||||
mat->addVec4Uniform("diffuseColor", Vector4::VEC_ZERO);
|
||||
model->setWireframe(true);
|
||||
}
|
||||
|
||||
model->setMaterial(mat);
|
||||
sol::optional<sol::table> colNodeOpt = gameObjTable["colorNodes"];
|
||||
|
||||
if(!(model->isWireframe() || colNodeOpt == sol::nullopt))
|
||||
useColor(player->getColorMaterial());
|
||||
|
||||
root->getRootNode()->attachChild(model);
|
||||
}
|
||||
|
||||
//TODO implement death SFX destruction
|
||||
void GameObject::destroySound(){
|
||||
}
|
||||
|
||||
sf::Sound* GameObject::prepareSfx(sf::SoundBuffer *buffer, string sfxPath){
|
||||
sf::Sound *sfx = nullptr;
|
||||
|
||||
if(buffer->loadFromFile(sfxPath.c_str())){
|
||||
sfx = new sf::Sound(*buffer);
|
||||
sfx->setBuffer(*buffer);
|
||||
}
|
||||
|
||||
return sfx;
|
||||
}
|
||||
|
||||
bool GameObject::pointWithinObj(Vector3 point, float deltaLength, float deltaWidth, bool useHeight, float deltaHeight){
|
||||
Vector3 pointDir = point - pos;
|
||||
bool within = true;
|
||||
|
||||
float forwAngle = std::min(dirVec.getAngleBetween(pointDir.norm()), (-dirVec).getAngleBetween(pointDir.norm()));
|
||||
float forwDist = pointDir.getLength() * cos(forwAngle);
|
||||
within &= (forwDist < .5 * (length + deltaLength));
|
||||
|
||||
float leftAngle = std::min(leftVec.getAngleBetween(pointDir.norm()), (-leftVec).getAngleBetween(pointDir.norm()));
|
||||
float leftDist = pointDir.getLength() * cos(leftAngle);
|
||||
within &= (leftDist < .5 * (width + deltaWidth));
|
||||
|
||||
if(useHeight){
|
||||
float upAngle = std::min(upVec.getAngleBetween(pointDir.norm()), (-upVec).getAngleBetween(pointDir.norm()));
|
||||
float upDist = pointDir.getLength() * cos(upAngle);
|
||||
within &= (upDist < .5 * (height + deltaHeight));
|
||||
}
|
||||
|
||||
return within;
|
||||
}
|
||||
|
||||
//TODO improve for other game objs, too
|
||||
void GameObject::changePlayer(Player *newPlayer){
|
||||
vector<Unit*> &oldPlayerUnits = player->getUnits();
|
||||
int oldId = -1;
|
||||
|
||||
for(int i = 0; i < oldPlayerUnits.size(); i++)
|
||||
if(oldPlayerUnits[i] == (Unit*)this){
|
||||
oldId = i;
|
||||
break;
|
||||
}
|
||||
|
||||
oldPlayerUnits.erase(oldPlayerUnits.begin() + oldId);
|
||||
newPlayer->addUnit((Unit*)this);
|
||||
setPlayer(newPlayer);
|
||||
useColor(newPlayer->getColorMaterial());
|
||||
((Unit*)this)->halt();
|
||||
}
|
||||
|
||||
string GameObject::getGameObjTableName(){
|
||||
switch(type){
|
||||
case GameObject::Type::UNIT:
|
||||
return "units";
|
||||
case GameObject::Type::PROJECTILE:
|
||||
return "projectiles";
|
||||
case GameObject::Type::RESOURCE_DEPOSIT:
|
||||
return "resources";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,80 +0,0 @@
|
||||
#ifndef GAME_OBJECT_H
|
||||
#define GAME_OBJECT_H
|
||||
|
||||
#include <vector.h>
|
||||
#include <quaternion.h>
|
||||
#include <model.h>
|
||||
|
||||
namespace sf{
|
||||
class SoundBuffer;
|
||||
class Sound;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
class Player;
|
||||
class Unit;
|
||||
class Destructable;
|
||||
|
||||
class GameObject{
|
||||
public:
|
||||
enum class Type{UNIT, PROJECTILE, RESOURCE_DEPOSIT};
|
||||
|
||||
GameObject(Type, int, Player*, vb01::Vector3, vb01::Quaternion);
|
||||
~GameObject(){}
|
||||
virtual void reinit();
|
||||
virtual void update();
|
||||
virtual void select(){}
|
||||
virtual void placeAt(vb01::Vector3);
|
||||
void orientAt(vb01::Quaternion);
|
||||
std::string getGameObjTableName();
|
||||
static sf::Sound* prepareSfx(sf::SoundBuffer*, std::string);
|
||||
bool pointWithinObj(vb01::Vector3, float = 0, float = 0, bool = false, float = 0);
|
||||
void changePlayer(Player *newPlayer);
|
||||
inline float getMaxUnevenness(){return maxUnevenness;}
|
||||
inline vb01::Vector2 getScreenPos(){return screenPos;}
|
||||
inline vb01::Vector3 getCorner(int i){return corners[i];}
|
||||
inline bool isSelectable(){return selectable;}
|
||||
inline bool isDebuggable(){return debugging;}
|
||||
inline vb01::Vector3 getPos() {return pos;}
|
||||
inline vb01::Quaternion getRot(){return rot;}
|
||||
inline float getWidth() {return width;}
|
||||
inline float getHeight() {return height;}
|
||||
inline float getLength() {return length;}
|
||||
inline vb01::Model* getModel() {return model;}
|
||||
inline void setPlayer(Player *pl){player = pl;}
|
||||
inline Player* getPlayer(){return player;}
|
||||
inline void toggleDebugging(bool d){this->debugging=d;}
|
||||
inline vb01::Vector3 getDirVec() {return dirVec;}
|
||||
inline vb01::Vector3 getLeftVec() {return leftVec;}
|
||||
inline vb01::Vector3 getUpVec() {return upVec;}
|
||||
inline int getId() {return id;}
|
||||
inline Type getType(){return type;}
|
||||
inline vb01::Node* getHitbox(){return hitbox;}
|
||||
inline void setRemove(bool rm){this->remove = rm;}
|
||||
inline bool isRemove(){return remove;}
|
||||
inline Destructable* getDestructable(){return destructable;}
|
||||
protected:
|
||||
virtual void useColor(vb01::Material*);
|
||||
virtual void initProperties();
|
||||
virtual void destroyModel();
|
||||
virtual void initModel(bool = true);
|
||||
virtual void initHitbox();
|
||||
virtual void destroyHitbox();
|
||||
virtual void destroySound();
|
||||
virtual void initSound(){}
|
||||
|
||||
Type type;
|
||||
int id;
|
||||
Player *player;
|
||||
Destructable *destructable = nullptr;
|
||||
vb01::Model *model = nullptr;
|
||||
vb01::Node *hitbox = nullptr;
|
||||
vb01::Vector3 pos = vb01::Vector3(0, 0, 0), upVec = vb01::Vector3(0, 1, 0), dirVec = vb01::Vector3(0, 0, 1), leftVec = vb01::Vector3(1, 0, 0), corners[8];
|
||||
vb01::Vector2 screenPos;
|
||||
vb01::Quaternion rot;
|
||||
bool selectable = false, debugging = false, remove = false;
|
||||
float width, height, length, maxUnevenness;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,94 +0,0 @@
|
||||
#include "gameObjectFactory.h"
|
||||
#include "player.h"
|
||||
#include "factory.h"
|
||||
#include "engineer.h"
|
||||
#include "submarine.h"
|
||||
#include "resourceRover.h"
|
||||
#include "projectile.h"
|
||||
#include "resourceDeposit.h"
|
||||
#include "pointDefense.h"
|
||||
#include "extractor.h"
|
||||
#include "freezer.h"
|
||||
#include "researchStruct.h"
|
||||
#include "missile.h"
|
||||
#include "cruiseMissile.h"
|
||||
#include "iceSheet.h"
|
||||
#include "shell.h"
|
||||
#include "torpedo.h"
|
||||
#include "depthCharge.h"
|
||||
#include "defConfigs.h"
|
||||
|
||||
#include <solUtil.h>
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace gameBase;
|
||||
|
||||
Unit* GameObjectFactory::createUnit(Player *player, int id, Vector3 pos, Quaternion rot, int buildStatus){
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
int unitClass = SOL_LUA_VIEW["units"][id + 1]["unitClass"];
|
||||
bool vehicle = SOL_LUA_VIEW["units"][id + 1]["isVehicle"];
|
||||
|
||||
if(vehicle)
|
||||
switch((UnitClass)unitClass){
|
||||
case UnitClass::ROBO_ENGINEER:
|
||||
case UnitClass::CYBORG_ENGINEER:
|
||||
return new Engineer(player, id, pos, rot, Unit::State::STAND_GROUND);
|
||||
case UnitClass::RESOURCE_ROVER:
|
||||
return new ResourceRover(player, id, pos, rot, Unit::State::STAND_GROUND);
|
||||
case UnitClass::SUBMARINE:
|
||||
case UnitClass::MISSILE_SUBMARINE:
|
||||
return new Submarine(player, id, pos, rot, Unit::State::STAND_GROUND);
|
||||
case UnitClass::FREEZER:
|
||||
return new Freezer(player, id, pos, rot, Unit::State::STAND_GROUND);
|
||||
default:
|
||||
return new Vehicle(player, id, pos, rot, Unit::State::STAND_GROUND);
|
||||
}
|
||||
else
|
||||
switch((UnitClass)unitClass){
|
||||
case UnitClass::LAND_FACTORY:
|
||||
case UnitClass::NAVAL_FACTORY:
|
||||
return new Factory(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
|
||||
case UnitClass::POINT_DEFENSE:
|
||||
return new PointDefense(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
|
||||
case UnitClass::EXTRACTOR:
|
||||
return new Extractor(player, id, pos, rot, buildStatus);
|
||||
case UnitClass::LAB:
|
||||
return new ResearchStruct(player, id, pos, rot, buildStatus);
|
||||
case UnitClass::ICE_SHEET:
|
||||
return new IceSheet(player, id, pos, rot, buildStatus);
|
||||
default:
|
||||
return new Structure(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
|
||||
}
|
||||
}
|
||||
|
||||
Projectile* GameObjectFactory::createProjectile(Unit *unit, int id, Vector3 pos, Quaternion rot){
|
||||
sol::state_view SOL_LUA_VIEW = generateView();
|
||||
int projectileClass = SOL_LUA_VIEW["projectiles"][id + 1]["projectileClass"];
|
||||
|
||||
Order::Target target = unit->getOrder(0).targets[0];
|
||||
Vector3 targetPos = (target.unit ? target.unit->getPos() : target.pos);
|
||||
|
||||
switch((ProjectileClass)projectileClass){
|
||||
case ProjectileClass::SHELL:
|
||||
return new Shell(unit, id, pos, rot);
|
||||
case ProjectileClass::CRUISE_MISSILE:
|
||||
return new CruiseMissile(unit, id, targetPos, pos, rot);
|
||||
case ProjectileClass::MISSILE:
|
||||
return new Missile(unit, id, targetPos, pos, rot);
|
||||
case ProjectileClass::TORPEDO:
|
||||
return new Torpedo(unit, id, pos, rot);
|
||||
case ProjectileClass::DEPTH_CHARGE:
|
||||
return new DepthCharge(unit, id, pos, rot);
|
||||
default:
|
||||
return new Projectile(unit, id, pos, rot);
|
||||
}
|
||||
}
|
||||
|
||||
ResourceDeposit* GameObjectFactory::createResourceDeposit(Player *player, int id, Vector3 pos, Quaternion rot, int initAmmount){
|
||||
return new ResourceDeposit(player, id, pos, rot, initAmmount);
|
||||
}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
#ifndef GAME_OBJECT_FACTORY_H
|
||||
#define GAME_OBJECT_FACTORY_H
|
||||
|
||||
#include <vector.h>
|
||||
#include <quaternion.h>
|
||||
|
||||
namespace battleship{
|
||||
class Unit;
|
||||
class Projectile;
|
||||
class ResourceDeposit;
|
||||
class Player;
|
||||
|
||||
class GameObjectFactory{
|
||||
public:
|
||||
enum GameObjectType{UNIT, PROJECTILE, RESOURCE_DEPOSIT};
|
||||
static Unit* createUnit(Player*, int, vb01::Vector3, vb01::Quaternion, int = 0);
|
||||
static Projectile* createProjectile(Unit*, int, vb01::Vector3, vb01::Quaternion);
|
||||
static ResourceDeposit* createResourceDeposit(Player*, int, vb01::Vector3, vb01::Quaternion, int = 0);
|
||||
private:
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,4 +0,0 @@
|
||||
#include "gameObjectFrame.h"
|
||||
|
||||
namespace battleship{
|
||||
}
|
||||
@@ -1,38 +0,0 @@
|
||||
#ifndef GAME_OBJECT_FRAME_H
|
||||
#define GAME_OBJECT_FRAME_H
|
||||
|
||||
#include "gameObject.h"
|
||||
|
||||
#include <vector.h>
|
||||
#include <quaternion.h>
|
||||
|
||||
namespace battleship{
|
||||
struct GameObjectFrame : public GameObject{
|
||||
enum Status{
|
||||
PLACEABLE,
|
||||
BLOCKED_BY_FOG_OF_WAR,
|
||||
BLOCKED_BY_UNIT,
|
||||
BLOCKED_BY_MAP_BOUNDS,
|
||||
BLOCKED_BY_DIFF_TERR,
|
||||
BLOCKED_BY_BUMPY_TERR
|
||||
};
|
||||
|
||||
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) :
|
||||
originalUnit(ou),
|
||||
GameObject(t, i, pl, pos, rot)
|
||||
{
|
||||
initModel(false);
|
||||
initProperties();
|
||||
placeAt(pos);
|
||||
orientAt(rot);
|
||||
}
|
||||
~GameObjectFrame(){}
|
||||
void destroy(){destroyModel();}
|
||||
inline Unit* getOriginalUnit(){return originalUnit;}
|
||||
|
||||
Status status;
|
||||
Unit *originalUnit = nullptr;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,296 +0,0 @@
|
||||
#include <solUtil.h>
|
||||
|
||||
#include "gameObjectFrameController.h"
|
||||
#include "activeGameState.h"
|
||||
#include "resourceDeposit.h"
|
||||
#include "defConfigs.h"
|
||||
#include "player.h"
|
||||
#include "game.h"
|
||||
#include "unit.h"
|
||||
#include "util.h"
|
||||
#include "map.h"
|
||||
|
||||
#include <material.h>
|
||||
#include <meshData.h>
|
||||
#include <quad.h>
|
||||
#include <model.h>
|
||||
#include <root.h>
|
||||
|
||||
#include <stateManager.h>
|
||||
#include <solUtil.h>
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace gameBase;
|
||||
|
||||
static GameObjectFrameController *gameObjectFrameController = nullptr;
|
||||
|
||||
GameObjectFrameController* GameObjectFrameController::getSingleton(){
|
||||
if(!gameObjectFrameController)
|
||||
gameObjectFrameController = new GameObjectFrameController();
|
||||
|
||||
return gameObjectFrameController;
|
||||
}
|
||||
|
||||
void GameObjectFrameController::paintSelect(Vector3 rowEnd){
|
||||
Vector3 rowDir = rowEnd - paintSelectRowStart;
|
||||
float lenRow = rowDir.getLength();
|
||||
float width = gameObjectFrames[0].getWidth();
|
||||
float length = gameObjectFrames[0].getLength();
|
||||
float hypothenuse = sqrt(width * width + length * length);
|
||||
int numStructsInRow = int(lenRow / hypothenuse);
|
||||
|
||||
while(gameObjectFrames.size() > numStructsInRow && gameObjectFrames.size() > 1)
|
||||
removeGameObjectFrame(gameObjectFrames.size() - 1);
|
||||
|
||||
if(gameObjectFrames.size() < numStructsInRow){
|
||||
int structureId = gameObjectFrames[0].getId();
|
||||
Vector3 buildDir = rowDir;
|
||||
|
||||
if(gameObjectFrames.size() > 1)
|
||||
buildDir = gameObjectFrames[1].getModel()->getPosition() - gameObjectFrames[0].getModel()->getPosition();
|
||||
|
||||
Vector3 pos = paintSelectRowStart + buildDir.norm() * hypothenuse * gameObjectFrames.size();
|
||||
addGameObjectFrame(GameObjectFrame(structureId, GameObject::Type::UNIT, gameObjectFrames[0].getPlayer(), nullptr, pos));
|
||||
}
|
||||
}
|
||||
|
||||
void GameObjectFrameController::snapToObj(GameObjectFrame &s, vector<GameObject*> snapTargets, float maxDist){
|
||||
s.status = GameObjectFrame::BLOCKED_BY_DIFF_TERR;
|
||||
|
||||
for(GameObject *st : snapTargets){
|
||||
Vector3 stPos = st->getPos();
|
||||
|
||||
if(s.getPos().getDistanceFrom(stPos) < maxDist){
|
||||
s.status = GameObjectFrame::PLACEABLE;
|
||||
s.placeAt(stPos);
|
||||
checkPlacement(s);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//TODO include checking if frame is outside of line of sight
|
||||
void GameObjectFrameController::checkPlacement(GameObjectFrame &s){
|
||||
s.status = GameObjectFrame::PLACEABLE;
|
||||
|
||||
Map *map = Map::getSingleton();
|
||||
Vector3 mapSize = map->getMapSize();
|
||||
Vector3 cellSize = map->getCellSize();
|
||||
int dirMult[][2]{{1, 1}, {1, -1}, {-1, 1}, {-1, -1}};
|
||||
vector<Map::Cell> &cells = map->getCells();
|
||||
|
||||
sol::table tbl = generateView()["units"][s.getId() + 1];
|
||||
UnitType ut = (UnitType)tbl["unitType"];
|
||||
|
||||
vector<Unit*> friendlyUnits = (s.getPlayer() ? s.getPlayer()->getFriendlyUnits() : vector<Unit*>{});
|
||||
bool withinLos = false;
|
||||
|
||||
for(int i = 0; i < 4; i++){
|
||||
Vector3 cornerPos = (s.getPos() + s.getDirVec() * .5 * dirMult[i][0] * s.getLength() + s.getLeftVec() * .5 * dirMult[i][1] * s.getWidth());
|
||||
int cellId = map->getCellId(cornerPos, false);
|
||||
|
||||
if(cellId < 0 || !(fabs(cornerPos.x) <= .5 * mapSize.x && fabs(cornerPos.z) <= .5 * mapSize.z)){
|
||||
s.status = GameObjectFrame::BLOCKED_BY_MAP_BOUNDS;
|
||||
return;
|
||||
}
|
||||
|
||||
Map::Cell cell = cells[cellId];
|
||||
bool landUnitOnWater = (ut == UnitType::LAND && cell.type == Map::Cell::Type::WATER);
|
||||
bool waterUnitOnLand = ((ut == UnitType::SEA_LEVEL || ut == UnitType::UNDERWATER) && cell.type == Map::Cell::Type::LAND);
|
||||
bool withinCell = (fabs(cell.pos.x - cornerPos.x) < .5 * cellSize.x && fabs(cell.pos.z - cornerPos.z) < .5 * cellSize.z);
|
||||
|
||||
if((landUnitOnWater || waterUnitOnLand) && withinCell){
|
||||
s.status = GameObjectFrame::BLOCKED_BY_DIFF_TERR;
|
||||
return;
|
||||
}
|
||||
|
||||
if(!withinLos)
|
||||
for(Unit *fu : friendlyUnits)
|
||||
if(fu->getPos().getDistanceFrom(s.getPos()) < fu->getLineOfSight()){
|
||||
withinLos = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(!withinLos){
|
||||
s.status = GameObjectFrame::BLOCKED_BY_FOG_OF_WAR;
|
||||
return;
|
||||
}
|
||||
|
||||
MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
|
||||
MeshData::Vertex *verts = meshData.vertices;
|
||||
int numVerts = 3 * meshData.numTris;
|
||||
|
||||
if(s.getMaxUnevenness() > 0)
|
||||
for(int i = 0; i < numVerts; i++){
|
||||
float diffX = fabs(s.getPos().x - verts[i].pos->x);
|
||||
float diffY = fabs(s.getPos().y - verts[i].pos->y);
|
||||
float diffZ = fabs(s.getPos().z - verts[i].pos->z);
|
||||
|
||||
if(diffX < 0.5 * s.getWidth() && diffZ < 0.5 * s.getLength() && diffY > s.getMaxUnevenness()){
|
||||
s.status = GameObjectFrame::BLOCKED_BY_BUMPY_TERR;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
vector<Unit*> units;
|
||||
|
||||
for(Player *player : Game::getSingleton()->getPlayers(true)){
|
||||
vector<Unit*> u = player->getUnits();
|
||||
units.insert(units.end(), u.begin(), u.end());
|
||||
}
|
||||
|
||||
for(Unit *unit : units){
|
||||
if(unit == s.getOriginalUnit()) continue;
|
||||
|
||||
Vector3 gm1Pos = s.getPos();
|
||||
Vector3 gm1Dir = s.getDirVec();
|
||||
gm1Dir = Vector3(gm1Dir.x, 0, gm1Dir.z).norm();
|
||||
|
||||
Vector3 gm1Left = s.getLeftVec();
|
||||
gm1Left = Vector3(gm1Left.x, 0, gm1Left.z).norm();
|
||||
|
||||
Vector3 gm2Pos = unit->getPos();
|
||||
|
||||
Vector3 gm2Dir = unit->getDirVec();
|
||||
gm2Dir = Vector3(gm2Dir.x, 0, gm2Dir.z).norm();
|
||||
|
||||
Vector3 gm2Left = unit->getLeftVec();
|
||||
gm2Left = Vector3(gm2Left.x, 0, gm2Left.z).norm();
|
||||
|
||||
bool intersects = rectanglesIntersect(
|
||||
Vector2(gm1Pos.x, gm1Pos.z),
|
||||
Vector2(gm1Dir.x, gm1Dir.z),
|
||||
Vector2(gm1Left.x, gm1Left.z),
|
||||
Vector2(s.getWidth(), s.getLength()),
|
||||
Vector2(gm2Pos.x, gm2Pos.z),
|
||||
Vector2(gm2Dir.x, gm2Dir.z),
|
||||
Vector2(gm2Left.x, gm2Left.z),
|
||||
Vector2(unit->getWidth(), unit->getLength())
|
||||
);
|
||||
|
||||
if(intersects){
|
||||
s.status = GameObjectFrame::BLOCKED_BY_UNIT;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//TODO replace the magic number for ray casting height
|
||||
void GameObjectFrameController::shiftVerticalPlacement(){
|
||||
if(!minDepthCalculated){
|
||||
Map *map = Map::getSingleton();
|
||||
Node *nodeParent = map->getNodeParent();
|
||||
Vector3 cellSize = map->getCellSize(), waterBodyPos;
|
||||
bool inWater = false;
|
||||
|
||||
for(int i = 1; i < nodeParent->getNumChildren(); i++){
|
||||
Vector3 wPos = nodeParent->getChild(i)->getPosition();
|
||||
Vector3 wSize = ((Quad*)nodeParent->getChild(i)->getMesh(0))->getSize();
|
||||
|
||||
if(fabs(wPos.x - placementPos.x) < .5 * wSize.x && fabs(wPos.z - placementPos.z) < .5 * wSize.y){
|
||||
waterBodyPos = wPos;
|
||||
inWater = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(!inWater) return;
|
||||
|
||||
vector<RayCaster::CollisionResult> res = map->raycastTerrain(
|
||||
Vector3(placementPos.x, 100, placementPos.z),
|
||||
-Vector3::VEC_J,
|
||||
false
|
||||
);
|
||||
|
||||
vector<Map::Cell> &cells = map->getCells();
|
||||
int cid = map->getCellId(placementPos, false);
|
||||
int numSubmarineCells = cells[cid].underWaterCellIds.size();
|
||||
maxDepth = cells[cid].pos.y;
|
||||
minDepth = (numSubmarineCells > 0 ? cells[cells[cid].underWaterCellIds[numSubmarineCells - 1]].pos.y : maxDepth) - .5 * cellSize.y;
|
||||
minDepthCalculated = true;
|
||||
}
|
||||
else{
|
||||
ActiveGameState *activeState = (ActiveGameState*)(GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::ACTIVE_STATE));
|
||||
float newDepth = minDepth + activeState->getDepth() * (maxDepth - minDepth);
|
||||
placementPos.y = newDepth;
|
||||
}
|
||||
}
|
||||
|
||||
void GameObjectFrameController::update(){
|
||||
Map *map = Map::getSingleton();
|
||||
Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
|
||||
Vector3 endPos = screenToSpace(getCursorPos());
|
||||
vector<RayCaster::CollisionResult> results = map->raycastTerrain(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), true);
|
||||
|
||||
if(results.empty()) return;
|
||||
|
||||
if(paintSelecting) paintSelect(results[0].pos);
|
||||
|
||||
if(placingVertically) shiftVerticalPlacement();
|
||||
else if(placingOnSurface) placementPos = results[0].pos;
|
||||
|
||||
vector<GameObject*> deposits;
|
||||
for(ResourceDeposit *rd : Game::getSingleton()->getCivilianPlayer()->getResourceDeposits())
|
||||
deposits.push_back((GameObject*)rd);
|
||||
|
||||
for(int i = 0; i < gameObjectFrames.size(); i++){
|
||||
gameObjectFrames[i].update();
|
||||
|
||||
if(paintSelecting){
|
||||
float width = gameObjectFrames[0].getWidth();
|
||||
float length = gameObjectFrames[0].getLength();
|
||||
float hypothenuse = sqrt(width * width + length * length);
|
||||
Vector3 dir = (results[0].pos - paintSelectRowStart).norm();
|
||||
placementPos = paintSelectRowStart + dir * hypothenuse * i;
|
||||
}
|
||||
|
||||
if(!rotating && (placingOnSurface || placingVertically))
|
||||
gameObjectFrames[i].placeAt(placementPos);
|
||||
|
||||
bool extractor = false;
|
||||
|
||||
if(gameObjectFrames[i].getType() == GameObject::Type::UNIT){
|
||||
sol::table tbl = generateView()["units"][gameObjectFrames[i].getId() + 1];
|
||||
extractor = ((UnitClass)tbl["unitClass"] == UnitClass::EXTRACTOR);
|
||||
}
|
||||
|
||||
if(extractor)
|
||||
snapToObj(gameObjectFrames[i], deposits, 20);
|
||||
else
|
||||
checkPlacement(gameObjectFrames[i]);
|
||||
|
||||
bool placeable = (gameObjectFrames[i].status == GameObjectFrame::PLACEABLE);
|
||||
Vector4 color = (placeable ? Vector4(0, 1, 0, 1) : Vector4(1, 0, 0, 1));
|
||||
gameObjectFrames[i].getModel()->getMaterial()->setVec4Uniform("diffuseColor", color);
|
||||
}
|
||||
|
||||
if(!placingVertically) minDepthCalculated = false;
|
||||
}
|
||||
|
||||
void GameObjectFrameController::addGameObjectFrame(GameObjectFrame u){
|
||||
gameObjectFrames.push_back(u);
|
||||
vector<RayCaster::CollisionResult> results = Map::getSingleton()->raycastTerrain(u.getPos(), -Vector3::VEC_J, true);
|
||||
|
||||
if(!results.empty()) placementPos = results[0].pos;
|
||||
}
|
||||
|
||||
void GameObjectFrameController::removeGameObjectFrame(int i){
|
||||
gameObjectFrames[i].destroy();
|
||||
gameObjectFrames.erase(gameObjectFrames.begin() + i);
|
||||
}
|
||||
|
||||
void GameObjectFrameController::removeGameObjectFrames(){
|
||||
while(gameObjectFrames.size() > 0)
|
||||
removeGameObjectFrame(0);
|
||||
}
|
||||
|
||||
void GameObjectFrameController::rotateGameObjectFrames(float angle){
|
||||
for(GameObjectFrame &s : gameObjectFrames)
|
||||
s.orientAt(Quaternion(angle, Vector3::VEC_J) * s.getRot());
|
||||
}
|
||||
}
|
||||
@@ -1,55 +0,0 @@
|
||||
#ifndef GAME_OBJECT_FRAME_CONTROLLER_H
|
||||
#define GAME_OBJECT_FRAME_CONTROLLER_H
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
#include <vector.h>
|
||||
#include <quaternion.h>
|
||||
|
||||
#include "gameObjectFrame.h"
|
||||
|
||||
namespace vb01{
|
||||
class Model;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
class GameObjectFrameController{
|
||||
public:
|
||||
static GameObjectFrameController* getSingleton();
|
||||
void update();
|
||||
void removeGameObjectFrame(int);
|
||||
void removeGameObjectFrames();
|
||||
void rotateGameObjectFrames(float);
|
||||
void checkPlacement(GameObjectFrame&);
|
||||
void addGameObjectFrame(GameObjectFrame);
|
||||
inline int getNumGameObjectFrames(){return gameObjectFrames.size();}
|
||||
inline GameObjectFrame& getGameObjectFrame(int i){return gameObjectFrames[i];}
|
||||
inline bool isPaintSelecting(){return paintSelecting;}
|
||||
inline void setPaintSelecting(bool ps){paintSelecting = ps;}
|
||||
inline bool isRotating(){return rotating;}
|
||||
inline void setRotating(bool rs){rotating = rs;}
|
||||
inline bool isPlacingOnSurface(){return placingOnSurface;}
|
||||
inline void setPlacingOnSurface(bool ps){placingOnSurface = ps;}
|
||||
inline bool isPlacingVertically(){return placingVertically;}
|
||||
inline void setPlacingVertically(bool v){this->placingVertically = v;}
|
||||
inline void setPaintSelectRowStart(vb01::Vector3 st){paintSelectRowStart = st;}
|
||||
inline void toggleFrameTransformations(bool rot, bool pos, bool pv){
|
||||
setRotating(rot);
|
||||
setPlacingOnSurface(pos);
|
||||
setPlacingVertically(pv);
|
||||
}
|
||||
private:
|
||||
GameObjectFrameController(){}
|
||||
void paintSelect(vb01::Vector3);
|
||||
void snapToObj(GameObjectFrame&, std::vector<GameObject*>, float);
|
||||
void shiftVerticalPlacement();
|
||||
|
||||
std::vector<GameObjectFrame> gameObjectFrames;
|
||||
vb01::Vector3 paintSelectRowStart, placementPos;
|
||||
float minDepth, maxDepth;
|
||||
bool paintSelecting = false, rotating = false, placingOnSurface = false, placingVertically = false, minDepthCalculated = false;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,24 +0,0 @@
|
||||
#include <solUtil.h>
|
||||
|
||||
#include "gameObject.h"
|
||||
#include "gameObjectListbox.h"
|
||||
#include "gameObjectFrameController.h"
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
using namespace gameBase;
|
||||
|
||||
GameObjectListbox::GameObjectListbox(bool ul, Vector3 pos, Vector2 size, vector<string> lines, vector<int> objIds, int maxDisplay, string fontPath) :
|
||||
Listbox(pos, size, lines, maxDisplay, fontPath),
|
||||
unitListbox(ul),
|
||||
gameObjIds(objIds) {}
|
||||
|
||||
void GameObjectListbox::onClose(){
|
||||
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
|
||||
GameObject::Type type = (unitListbox ? GameObject::Type::UNIT : GameObject::Type::RESOURCE_DEPOSIT);
|
||||
ufCtr->addGameObjectFrame(GameObjectFrame(gameObjIds[selectedOption], type, nullptr));
|
||||
ufCtr->setPlacingOnSurface(true);
|
||||
}
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
#ifndef UNIT_LISTBOX_H
|
||||
#define UNIT_LISTBOX_H
|
||||
|
||||
#include <listbox.h>
|
||||
|
||||
namespace battleship{
|
||||
class GameObjectListbox : public vb01Gui::Listbox{
|
||||
public:
|
||||
GameObjectListbox(bool, vb01::Vector3, vb01::Vector2, std::vector<std::string>, std::vector<int>, int, std::string);
|
||||
void onClose();
|
||||
private:
|
||||
bool unitListbox;
|
||||
std::vector<int> gameObjIds;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,23 +0,0 @@
|
||||
#include "garrisonable.h"
|
||||
#include "unit.h"
|
||||
|
||||
#include <node.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace vb01;
|
||||
|
||||
void Garrisonable::update(){
|
||||
}
|
||||
|
||||
void Garrisonable::ejectVehicle(int id){
|
||||
}
|
||||
|
||||
void Garrisonable::prepareGarrisonSlots(){
|
||||
for(int i = 0; i < capacity; i++){
|
||||
Vector2 size = 10 * Vector2::VEC_IJ;
|
||||
Vector2 pos = Vector2(0, 10 * (i));
|
||||
garrisonSlotBackgrounds.push_back(Unit::createBar(pos, size, Vector4(0, 0, 0, 1)));
|
||||
garrisonSlotForegrounds.push_back(Unit::createBar(pos, size, Vector4(0, 1, 0, 1)));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,30 +0,0 @@
|
||||
#ifndef GARRISONABLE_H
|
||||
#define GARRISONABLE_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "unit.h"
|
||||
|
||||
namespace vb01{
|
||||
class Node;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
class Vehicle;
|
||||
|
||||
class Garrisonable{
|
||||
public:
|
||||
Garrisonable(){}
|
||||
~Garrisonable(){}
|
||||
void update();
|
||||
void ejectVehicle(int);
|
||||
protected:
|
||||
int capacity;
|
||||
std::vector<Vehicle*> garrisonedVehicles;
|
||||
std::vector<vb01::Node*> garrisonSlotForegrounds, garrisonSlotBackgrounds;
|
||||
|
||||
void prepareGarrisonSlots();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
-119
@@ -1,119 +0,0 @@
|
||||
#include <sstream>
|
||||
#include <algorithm>
|
||||
|
||||
#include <vector.h>
|
||||
#include <util.h>
|
||||
|
||||
#include "util.h"
|
||||
#include "defConfigs.h"
|
||||
#include "gameManager.h"
|
||||
#include "concreteGuiManager.h"
|
||||
#include "guiAppState.h"
|
||||
|
||||
using namespace gameBase;
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
using namespace std;
|
||||
|
||||
namespace battleship{
|
||||
using namespace configData;
|
||||
|
||||
GuiAppState::GuiAppState() : AbstractAppState(
|
||||
AppStateType::GUI_STATE,
|
||||
configData::calcSumBinds(AppStateType::GUI_STATE, true),
|
||||
configData::calcSumBinds(AppStateType::GUI_STATE, false),
|
||||
GameManager::getSingleton()->getPath() + scripts[(int)ScriptFiles::OPTIONS]){
|
||||
}
|
||||
|
||||
GuiAppState::~GuiAppState() {}
|
||||
|
||||
void GuiAppState::update() {
|
||||
ConcreteGuiManager::getSingleton()->update();
|
||||
}
|
||||
|
||||
void GuiAppState::onAttached() {
|
||||
AbstractAppState::onAttached();
|
||||
}
|
||||
|
||||
void GuiAppState::onDettached() {
|
||||
AbstractAppState::onDettached();
|
||||
}
|
||||
|
||||
void GuiAppState::onAction(int bind, bool isPressed) {
|
||||
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
|
||||
|
||||
switch((Bind)bind){
|
||||
case Bind::LEFT_CLICK:
|
||||
leftMousePressed = isPressed;
|
||||
|
||||
if(isPressed)
|
||||
guiManager->updateGui();
|
||||
|
||||
break;
|
||||
case Bind::SCROLLING_UP:{
|
||||
Listbox *l = getOpenListbox();
|
||||
if(l) l->scrollUp();
|
||||
break;
|
||||
}
|
||||
case Bind::SCROLLING_DOWN:{
|
||||
Listbox *l = getOpenListbox();
|
||||
if(l) l->scrollDown();
|
||||
break;
|
||||
}
|
||||
case Bind::DELETE_CHAR:{
|
||||
Textbox *t = getOpenTextbox();
|
||||
if(t)t->setDeleteCharacters(isPressed);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GuiAppState::onRawKeyPress(int ch){
|
||||
for(Button *b : ConcreteGuiManager::getSingleton()->getButtons())
|
||||
if(b->getTrigger() == ch){
|
||||
b->onClick();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void GuiAppState::onRawCharPress(u32 codepoint){
|
||||
Textbox *currentTextbox = getOpenTextbox();
|
||||
|
||||
if(currentTextbox)
|
||||
currentTextbox->type(codepoint);
|
||||
}
|
||||
|
||||
void GuiAppState::onRawMousePress(int trigger){
|
||||
}
|
||||
|
||||
Textbox* GuiAppState::getOpenTextbox() {
|
||||
vector<Textbox*> textboxes = ConcreteGuiManager::getSingleton()->getTextboxes();
|
||||
|
||||
for (int i = 0; i < textboxes.size(); i++)
|
||||
if (textboxes[i]->isEnabled())
|
||||
return textboxes[i];
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Listbox* GuiAppState::getOpenListbox() {
|
||||
vector<Listbox*> listboxes = ConcreteGuiManager::getSingleton()->getListboxes();
|
||||
|
||||
for (int i = 0; i < listboxes.size(); i++)
|
||||
if (listboxes[i]->isOpen())
|
||||
return listboxes[i];
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void GuiAppState::onAnalog(int bind, float strength) {}
|
||||
|
||||
void GuiAppState::onRawMouseWheelScroll(bool up){
|
||||
Listbox *openListbox = getOpenListbox();
|
||||
|
||||
if(!openListbox) return;
|
||||
|
||||
if(up) openListbox->scrollUp();
|
||||
else openListbox->scrollDown();
|
||||
}
|
||||
}
|
||||
@@ -1,42 +0,0 @@
|
||||
#pragma once
|
||||
#ifndef GUI_APP_STATE_H
|
||||
#define GUI_APP_STATE_H
|
||||
|
||||
#include <button.h>
|
||||
#include <listbox.h>
|
||||
#include <checkbox.h>
|
||||
#include <textbox.h>
|
||||
#include <slider.h>
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <abstractAppState.h>
|
||||
|
||||
#include "binds.h"
|
||||
#include "tooltip.h"
|
||||
|
||||
namespace battleship{
|
||||
class GuiAppState : public gameBase::AbstractAppState {
|
||||
public:
|
||||
GuiAppState();
|
||||
~GuiAppState();
|
||||
void onAttached();
|
||||
void onDettached();
|
||||
void update();
|
||||
inline bool isLeftMousePressed(){return leftMousePressed;}
|
||||
private:
|
||||
virtual void onAction(int, bool);
|
||||
virtual void onAnalog(int, float);
|
||||
virtual void onRawKeyPress(int);
|
||||
virtual void onRawCharPress(vb01::u32);
|
||||
virtual void onRawMousePress(int);
|
||||
virtual void onRawMouseWheelScroll(bool);
|
||||
vb01Gui::Textbox* getOpenTextbox();
|
||||
vb01Gui::Listbox* getOpenListbox();
|
||||
|
||||
bool leftMousePressed = false, backspacePressed = false;
|
||||
protected:
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,27 +0,0 @@
|
||||
#include "iceSheet.h"
|
||||
#include "player.h"
|
||||
#include "game.h"
|
||||
|
||||
namespace battleship{
|
||||
using namespace vb01;
|
||||
using namespace std;
|
||||
|
||||
IceSheet::IceSheet(Player *player, int id, Vector3 pos, Quaternion rot, int bldSt) : Structure(player, id, pos, rot, bldSt, Unit::State::STAND_GROUND){}
|
||||
|
||||
void IceSheet::update(){
|
||||
Structure::update();
|
||||
|
||||
if(buildStatus < 100)
|
||||
model->getChild(0)->setScale(.01 * buildStatus * Vector3::VEC_IJK);
|
||||
|
||||
for(Player *pl : Game::getSingleton()->getPlayers(true)){
|
||||
vector<Unit*> icebreakers = pl->getUnitsByClass(UnitClass::ICEBREAKER);
|
||||
|
||||
for(Unit *icebreaker : icebreakers)
|
||||
if(icebreaker->pointWithinObj(pos)){
|
||||
player->removeUnit(this);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
-15
@@ -1,15 +0,0 @@
|
||||
#ifndef ICE_SHEET_H
|
||||
#define ICE_SHEET_H
|
||||
|
||||
#include "structure.h"
|
||||
|
||||
namespace battleship{
|
||||
class IceSheet : public Structure{
|
||||
public:
|
||||
IceSheet(Player*, int, vb01::Vector3, vb01::Quaternion, int);
|
||||
void update();
|
||||
private:
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,103 +0,0 @@
|
||||
#include <algorithm>
|
||||
|
||||
#include <button.h>
|
||||
|
||||
#include <util.h>
|
||||
#include <root.h>
|
||||
#include <camera.h>
|
||||
#include <assetManager.h>
|
||||
|
||||
#include <stateManager.h>
|
||||
|
||||
#include "defConfigs.h"
|
||||
#include "inGameAppState.h"
|
||||
#include "game.h"
|
||||
#include "console.h"
|
||||
#include "gameObjectFrameController.h"
|
||||
#include "concreteGuiManager.h"
|
||||
#include "vessel.h"
|
||||
|
||||
#include <solUtil.h>
|
||||
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
using namespace std;
|
||||
|
||||
namespace battleship{
|
||||
using namespace configData;
|
||||
using namespace gameBase;
|
||||
|
||||
InGameAppState::ResumeButton::ResumeButton(Vector3 pos, Vector2 size) : Button(pos, size, "Resume", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {}
|
||||
|
||||
void InGameAppState::ResumeButton::onClick() {
|
||||
Game::getSingleton()->togglePause();
|
||||
}
|
||||
|
||||
InGameAppState::ConsoleButton::ConsoleButton(Vector3 pos, Vector2 size) : Button(pos, size, "Console", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) { }
|
||||
|
||||
void InGameAppState::ConsoleButton::onClick() {
|
||||
ConcreteGuiManager::getSingleton()->readLuaScreenScript("console.lua");
|
||||
}
|
||||
|
||||
InGameAppState::ConsoleButton::ConsoleButton::ConsoleCommandEntryButton::ConsoleCommandEntryButton(Textbox *t, Listbox *l, Vector3 pos, Vector2 size, string name) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", 257, true) {
|
||||
textbox = t;
|
||||
listbox = l;
|
||||
}
|
||||
|
||||
void InGameAppState::ConsoleButton::ConsoleButton::ConsoleCommandEntryButton::onClick() {
|
||||
Console::execute(wstringToString(textbox->getText()));
|
||||
}
|
||||
|
||||
InGameAppState::InGameAppState(std::string mn) : AbstractAppState(
|
||||
AppStateType::IN_GAME_STATE,
|
||||
configData::calcSumBinds(AppStateType::IN_GAME_STATE, true),
|
||||
configData::calcSumBinds(AppStateType::IN_GAME_STATE, false),
|
||||
GameManager::getSingleton()->getPath() + scripts[(int)ScriptFiles::OPTIONS]
|
||||
),
|
||||
mapName(mn),
|
||||
playerId(0){}
|
||||
|
||||
void InGameAppState::onAttached() {
|
||||
AbstractAppState::onAttached();
|
||||
|
||||
Map *map = Map::getSingleton();
|
||||
map->load(mapName);
|
||||
map->loadPlayersGameObjects();
|
||||
|
||||
Camera *cam = Root::getSingleton()->getCamera();
|
||||
cam->setPosition(Map::getSingleton()->getSpawnPoint(playerId) + Vector3(1, 1, 1) * configData::CAMERA_DISTANCE);
|
||||
cam->lookAt(Vector3(0, -1, -1).norm(), Vector3(0, 1, -1).norm());
|
||||
|
||||
GameManager *gm = GameManager::getSingleton();
|
||||
StateManager *stateManager = gm->getStateManager();
|
||||
GuiAppState *guiState = ((GuiAppState*)stateManager->getAppStateByType((int)AppStateType::GUI_STATE));
|
||||
activeState = new ActiveGameState(guiState, playerId);
|
||||
stateManager->attachAppState(activeState);
|
||||
|
||||
Game::getSingleton()->initLuaPlayers();
|
||||
//Map::Minimap::getSingleton()->updateImage();
|
||||
}
|
||||
|
||||
void InGameAppState::onDettached() {
|
||||
StateManager *sm = GameManager::getSingleton()->getStateManager();
|
||||
ActiveGameState *activeState = (ActiveGameState*)sm->getAppStateByType(int(AppStateType::ACTIVE_STATE));
|
||||
sm->dettachAppState(activeState);
|
||||
delete activeState;
|
||||
}
|
||||
|
||||
void InGameAppState::update() {
|
||||
Game::getSingleton()->update();
|
||||
Map::getSingleton()->update();
|
||||
}
|
||||
|
||||
void InGameAppState::onAction(int bind, bool isPressed) {
|
||||
switch((Bind)bind){
|
||||
case Bind::TOGGLE_MAIN_MENU:
|
||||
if(isPressed && !(GameObjectFrameController::getSingleton()->isPlacingOnSurface() || activeState->isForceCursorState()))
|
||||
Game::getSingleton()->togglePause();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void InGameAppState::onAnalog(int bind, float str) {}
|
||||
}
|
||||
@@ -1,60 +0,0 @@
|
||||
#pragma once
|
||||
#ifndef IN_GAME_APP_STATE_H
|
||||
#define IN_GAME_APP_STATE_H
|
||||
|
||||
#include "gameManager.h"
|
||||
#include "player.h"
|
||||
#include "map.h"
|
||||
#include "activeGameState.h"
|
||||
#include "guiAppState.h"
|
||||
#include "exitButton.h"
|
||||
#include "optionsButton.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
//TODO refactor dependence on ActiveGameState
|
||||
namespace battleship{
|
||||
class InGameAppState : public gameBase::AbstractAppState {
|
||||
public:
|
||||
class ResumeButton : public vb01Gui::Button {
|
||||
public:
|
||||
ResumeButton(vb01::Vector3, vb01::Vector2);
|
||||
void onClick();
|
||||
private:
|
||||
};
|
||||
|
||||
class ConsoleButton : public vb01Gui::Button {
|
||||
public:
|
||||
class ConsoleCommandEntryButton : public Button {
|
||||
public:
|
||||
ConsoleCommandEntryButton(vb01Gui::Textbox*, vb01Gui::Listbox*, vb01::Vector3, vb01::Vector2, std::string);
|
||||
void onClick();
|
||||
private:
|
||||
vb01Gui::Textbox *textbox;
|
||||
vb01Gui::Listbox *listbox;
|
||||
};
|
||||
|
||||
ConsoleButton(vb01::Vector3, vb01::Vector2);
|
||||
void onClick();
|
||||
private:
|
||||
};
|
||||
|
||||
InGameAppState(std::string);
|
||||
~InGameAppState(){}
|
||||
void onAttached();
|
||||
void onDettached();
|
||||
void update();
|
||||
void onAction(int, bool);
|
||||
void onAnalog(int, float);
|
||||
std::vector<Unit*> getSelectedUnits(Player*);
|
||||
inline ActiveGameState* getActiveState(){return activeState;}
|
||||
private:
|
||||
bool isMainMenuActive = false;
|
||||
std::vector<std::string> modelPaths;
|
||||
int playerId;
|
||||
std::string mapName = "";
|
||||
ActiveGameState* activeState;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,37 +0,0 @@
|
||||
#include "landTextureListbox.h"
|
||||
#include "mapEditorAppState.h"
|
||||
#include "gameManager.h"
|
||||
|
||||
#include <material.h>
|
||||
#include <texture.h>
|
||||
#include <node.h>
|
||||
#include <mesh.h>
|
||||
|
||||
#include <stateManager.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
using namespace gameBase;
|
||||
|
||||
LandTextureListbox::LandTextureListbox(Vector3 pos, Vector2 size, vector<string> lines, int maxDisplay, std::string fontPath) : Listbox(pos, size, lines, maxDisplay, fontPath){}
|
||||
|
||||
void LandTextureListbox::onClose(){
|
||||
StateManager *sm = GameManager::getSingleton()->getStateManager();
|
||||
MapEditorAppState::MapEditor *mapEditor = ((MapEditorAppState*)sm->getAppStateByType((int)AppStateType::MAP_EDITOR))->getMapEditor();
|
||||
|
||||
Map *map = Map::getSingleton();
|
||||
Material *mat = map->getNodeParent()->getChild(0)->getMesh(0)->getMaterial();
|
||||
Material::BoolUniform *texturingUniform = (Material::BoolUniform*)mat->getUniform("texturingEnabled");
|
||||
Texture *landTex = mapEditor->getLandmassTexture(selectedOption);
|
||||
string texUni = "textures[0]";
|
||||
|
||||
if(!texturingUniform->value){
|
||||
texturingUniform->value = true;
|
||||
mat->addTexUniform(texUni, landTex, false);
|
||||
}
|
||||
else
|
||||
mat->setTexUniform(texUni, landTex, false);
|
||||
}
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
#ifndef LAND_TEXTURE_LISTBOX_H
|
||||
#define LAND_TEXTURE_LISTBOX_H
|
||||
|
||||
#include <listbox.h>
|
||||
|
||||
namespace battleship{
|
||||
class LandTextureListbox : public vb01Gui::Listbox{
|
||||
public:
|
||||
LandTextureListbox(vb01::Vector3, vb01::Vector2, std::vector<std::string>, int, std::string);
|
||||
void onClose();
|
||||
private:
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -1,28 +0,0 @@
|
||||
#include "loadMapButton.h"
|
||||
#include "concreteGuiManager.h"
|
||||
#include "gameManager.h"
|
||||
#include "mapEditorAppState.h"
|
||||
#include "loadingAppState.h"
|
||||
|
||||
#include <stateManager.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace vb01Gui;
|
||||
using namespace gameBase;
|
||||
|
||||
LoadMapButton::OkButton::OkButton(vb01::Vector3 pos, vb01::Vector2 size, vb01Gui::Listbox *listbox) : Button(pos, size, "Ok", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf"){ this->listbox = listbox; }
|
||||
|
||||
void LoadMapButton::OkButton::onClick(){
|
||||
StateManager *sm = GameManager::getSingleton()->getStateManager();
|
||||
string name = wstringToString(listbox->getContents()[listbox->getSelectedOption()]);
|
||||
handleLoadingGui(new LoadingAppState(new MapEditorAppState(name, Vector2::VEC_ZERO, false), "mapEditor.lua"));
|
||||
}
|
||||
|
||||
LoadMapButton::LoadMapButton(Vector3 pos, Vector2 size) : Button(pos, size, "Load map", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf"){}
|
||||
|
||||
void LoadMapButton::onClick(){
|
||||
ConcreteGuiManager::getSingleton()->readLuaScreenScript("loadMap.lua");
|
||||
}
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
#ifndef LOAD_MAP_BUTTON_H
|
||||
#define LOAD_MAP_BUTTON_H
|
||||
|
||||
#include <button.h>
|
||||
|
||||
namespace vb01Gui{
|
||||
class Listbox;
|
||||
}
|
||||
|
||||
namespace battleship{
|
||||
class LoadMapButton : public vb01Gui::Button{
|
||||
public:
|
||||
class OkButton : public vb01Gui::Button{
|
||||
public:
|
||||
OkButton(vb01::Vector3, vb01::Vector2, vb01Gui::Listbox*);
|
||||
void onClick();
|
||||
private:
|
||||
vb01Gui::Listbox *listbox;
|
||||
};
|
||||
|
||||
LoadMapButton(vb01::Vector3, vb01::Vector2);
|
||||
void onClick();
|
||||
private:
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,51 +0,0 @@
|
||||
#include "loadingAppState.h"
|
||||
#include "concreteGuiManager.h"
|
||||
#include "gameManager.h"
|
||||
#include "defConfigs.h"
|
||||
|
||||
#include <quad.h>
|
||||
#include <node.h>
|
||||
#include <vector.h>
|
||||
#include <assetManager.h>
|
||||
|
||||
#include <stateManager.h>
|
||||
|
||||
namespace battleship{
|
||||
using namespace configData;
|
||||
using namespace gameBase;
|
||||
using namespace vb01;
|
||||
using namespace std;
|
||||
|
||||
LoadingAppState::LoadingAppState(AbstractAppState *newSt, string newScr) : AbstractAppState(
|
||||
AppStateType::LOADING_STATE,
|
||||
configData::calcSumBinds(AppStateType::LOADING_STATE, true),
|
||||
configData::calcSumBinds(AppStateType::LOADING_STATE, false),
|
||||
GameManager::getSingleton()->getPath() + scripts[(int)ScriptFiles::OPTIONS]
|
||||
),
|
||||
newState(newSt),
|
||||
newScreen(newScr)
|
||||
{}
|
||||
|
||||
void LoadingAppState::onDettached(){
|
||||
ConcreteGuiManager::getSingleton()->readLuaScreenScript(newScreen);
|
||||
GameManager::getSingleton()->getStateManager()->attachAppState(newState);
|
||||
|
||||
AbstractAppState::onDettached();
|
||||
}
|
||||
|
||||
void LoadingAppState::update(){
|
||||
Node *loadingBar = ConcreteGuiManager::getSingleton()->getGuiRectangle("_loadingBar");
|
||||
Quad *quad = (Quad*)loadingBar->getMesh(0);
|
||||
quad->setSize(Vector3((1 - (float)loadableAssets.size() / initNumAssets) * 200.f, 20, 0));
|
||||
quad->updateVerts(quad->getMeshBase());
|
||||
|
||||
if(getTime() - lastUpdateTime > 5){
|
||||
AssetManager::getSingleton()->load(loadableAssets[0]);
|
||||
loadableAssets.erase(loadableAssets.begin());
|
||||
|
||||
if(loadableAssets.empty()) GameManager::getSingleton()->getStateManager()->dettachAppState(this);
|
||||
|
||||
lastUpdateTime = getTime();
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user