Merge pull request #235 from devZoGok/imp-233-fog-of-war-explo

Imp 233 fog of war explo
This commit is contained in:
devZoGok
2026-04-24 19:57:20 +03:00
committed by GitHub
8 changed files with 93 additions and 37 deletions
+8
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@@ -1 +1,9 @@
game = {cpuPlayers = {}}
GameObjectFrameStatus = {
PLACEABLE = 0,
BLOCKED_BY_FOG_OF_WAR = 1,
BLOCKED_BY_UNIT = 2,
BLOCKED_BY_MAP_BOUNDS = 3,
BLOCKED_BY_DIFF_TERR = 4,
BLOCKED_BY_BUMPY_TERR = 5
};
+60 -20
View File
@@ -6,6 +6,7 @@ Player.pointDefenseTrans = {}
Player.spawnPointData = {}
Player.navalFactoryCellId = nil
Player.navalRallyPoint = nil
Player.suitableBuildingPosIds = nil
Player.unitClassMappings = {
{UnitId.ACS_MECH, UnitId.AINC_MECH, UnitId.ER_MECH},
@@ -86,7 +87,7 @@ function Player:initPdSpots()
frameCtrl:checkPlacement(pdFrame)
if pdFrame.status == 0 then
if pdFrame.status == GameObjectFrameStatus.PLACEABLE then
self.pointDefenseTrans[#self.pointDefenseTrans + 1] = {pos = pdPos, angle = angle}
end
end
@@ -106,7 +107,7 @@ function Player:updatePdSpots()
pdFrame:placeAt(self.pointDefenseTrans[i].pos)
gofCtrl:checkPlacement(pdFrame)
if pdFrame.status == 1 then
if pdFrame.status ~= GameObjectFrameStatus.PLACEABLE then
table.insert(delPdTrans, i)
end
end
@@ -127,7 +128,7 @@ function Player:landRouteToSpawnpoint_(mapPoint)
pf = Pathfinder.getSingleton()
cells = map:getCells()
heurs = pf:calcHeuristics(cells, dest)
path = pf:findPath(cells, heurs, source, dest, -1)
path = pf:findPath(cells, heurs, source, dest, UnitType.HOVER)
embarkCellId = nil
disembarkCellId = nil
@@ -187,33 +188,68 @@ function Player:init()
end
end
function Player:findSuitableSpot(buildingId, idealPos)
function Player:findSuitableSpot(buildingId, idealPos, radius)
structFrame = GameObjectFrame:new(buildingId, 0, self, nil, idealPos, self.baseQuat)
numYPos = math.floor(2 * self.baseRadius / structFrame:getLength())
numXPos = math.floor(2 * self.baseRadius / structFrame:getWidth())
diffY = 10
diffX = 10
numYPos = math.floor(2 * radius / diffY)
numXPos = math.floor(2 * radius / diffX)
baseDir = self.baseQuat:multVec(Vector3:new(0, 0, 1))
baseLeft = self.baseQuat:multVec(Vector3:new(1, 0, 0))
frameCtrl = GameObjectFrameController.getSingleton()
frameCtrl:checkPlacement(structFrame)
startX = 1
startY = 1
if structFrame.status == 0 then
structFrame:destroy()
return idealPos
if not self.suitableBuildingPosIds then
frameCtrl:checkPlacement(structFrame)
if structFrame.status == GameObjectFrameStatus.PLACEABLE then
structFrame:destroy()
return idealPos
end
else
startX = self.suitableBuildingPosIds.x
startY = self.suitableBuildingPosIds.y
end
startPos = idealPos:add(baseDir:mult(self.baseRadius)):add(baseLeft:mult(self.baseRadius))
for i = 1, numXPos do
for j = 1, numYPos do
point = startPos:add(baseLeft:neg():mult(i - 1)):add(baseDir:neg():mult(j - 1))
for i = startX, numXPos do
for j = startY, numYPos do
point = startPos:add(baseLeft:neg():mult((i - 1) * diffX)):add(baseDir:neg():mult((j - 1) * diffY))
structFrame:placeAt(point)
frameCtrl:checkPlacement(structFrame)
if structFrame.status == 0 then
if structFrame.status == GameObjectFrameStatus.PLACEABLE then
self.suitableBuildingPosIds = nil
structFrame:destroy()
return point
elseif structFrame.status == GameObjectFrameStatus.BLOCKED_BY_FOG_OF_WAR then
engis = self:getUnitsByClass(UnitClass.CYBORG_ENGINEER, -1)
for i = 1, #engis do
if engis[i]:getNumOrders() > 0 and engis[i]:getOrder(0).targets[1].pos:getDistanceFrom(point) < engis[i]:getLineOfSight() then
structFrame:destroy()
return nil
end
end
idleEngi = self:findIdleEngineer()
if not idleEngi then
structFrame:destroy()
return nil
end
self:deselectUnits()
self:selectUnits({idleEngi})
self:issueOrder(OrderType.MOVE, Vector3:new(0, 0, 0), {Target:new(nil, point)}, false)
self.suitableBuildingPosIds = {x = i, y = j}
structFrame:destroy()
return nil
end
end
end
@@ -293,7 +329,7 @@ function Player:buildLandFactory(arguments)
factId = self.unitClassMappings[UnitClass.LAND_FACTORY + 1][self:getFaction() + 1]
rd = self.baseQuat:multVec(Vector3:new(0, 0, 1)):mult(self.baseRadius)
sp = Map.getSingleton():getSpawnPoint(self:getSpawnPointId())
pos = self:findSuitableSpot(factId, sp)
pos = self:findSuitableSpot(factId, sp, self.baseRadius, engi)
if pos then
self:buildStructure(engi, factId, pos, self.baseQuat:getAngle())
@@ -316,11 +352,12 @@ function Player:buildRefinery(arguments)
fp = self:getUnitsByClass(UnitClass.LAND_FACTORY, 1)[1]:getPos()
buildPos = fp:add(rd)
pos = self:findSuitableSpot(refId, buildPos)
idleEngi = self:findIdleEngineer()
pos = self:findSuitableSpot(refId, buildPos, self.baseRadius, idleEngi)
if pos then
buildAngle = (self.baseQuat:getAngle() + math.pi)
self:buildStructure(self:findIdleEngineer(), refId, buildPos, buildAngle)
self:buildStructure(idleEngi, refId, buildPos, buildAngle)
return BTNodeResult.RUNNING
else return BTNodeResult.FAILURE end
end
@@ -413,15 +450,18 @@ function Player:buildNavalFactory(arguments)
navalFactory = self:getUnitsByClass(UnitClass.NAVAL_FACTORY, 1)[1]
if navalFactory then
if not self.navalRallyPoint then self.navalRallyPoint = navalFactory:toFactory():getRallyPoint() end
return (navalFactory:toStructure():isComplete() and BTNodeResult.SUCCESS or BTNodeResult.RUNNING)
end
navalFactId = self.unitClassMappings[UnitClass.NAVAL_FACTORY + 1][self:getFaction() + 1]
pos = self:findSuitableSpot(navalFactId, Map.getSingleton():getCell(self.navalFactoryCellId).pos)
navalCellPos = Map.getSingleton():getCell(self.navalFactoryCellId).pos
idleEngi = self:findIdleEngineer()
pos = self:findSuitableSpot(navalFactId, navalCellPos, self.baseRadius, idleEngi)
if pos then
self:buildStructure(self:findIdleEngineer(), navalFactId, pos, self.baseQuat:getAngle())
self.navalRallyPoint = self:getUnitsByClass(UnitClass.NAVAL_FACTORY, 1)[1]:toFactory():getRallyPoint()
self:buildStructure(idleEngi, navalFactId, pos, self.baseQuat:getAngle())
return BTNodeResult.RUNNING
else return BTNodeResult.FAILURE end
end
@@ -392,7 +392,7 @@ units = {
albedoPath = 'tank.jpg',
colorNodes = {'TankASHead'},
selectionSfx = PATH .. 'Sounds/Units/Tanks/selection.ogg',
speed = .5,
speed = 5,
destinationOffset = .1,
anglePrecision = .1,
maxTurnAngle = .1,
@@ -759,7 +759,7 @@ units = {
cost = 500,
size = {x = 4.95, y = 6.59, z = 4.11},
hitboxOffset = {x = .178, y = 3.27, z = 0},
lineOfSight = 400,
lineOfSight = 150,
name = 'Engineer',
basePath = PATH .. vehiclePrefix .. 'Engineers/',
albedoPath = 'engineer.jpg',
@@ -840,7 +840,7 @@ units = {
cost = 500,
size = {x = 3.12, y = 5.31, z = 2.82},
hitboxOffset = {x = 0, y = 2.83, z = .4},
lineOfSight = 600,
lineOfSight = 150,
name = 'Engineer',
basePath = PATH .. vehiclePrefix .. 'Engineers/',
albedoPath = 'engineer.jpg',
@@ -921,7 +921,7 @@ units = {
cost = 500,
size = {x = 3.65, y = 5.71, z = 3.86},
hitboxOffset = {x = 0, y = 2.9, z = .55},
lineOfSight = 200,
lineOfSight = 150,
name = 'Engineer',
basePath = PATH .. vehiclePrefix .. 'Engineers/',
albedoPath = 'engineer.jpg',
+1 -1
View File
@@ -683,7 +683,7 @@ namespace battleship{
for(int i = 0; i < ufCtr->getNumGameObjectFrames(); i++){
GameObjectFrame gmObjFr = ufCtr->getGameObjectFrame(i);
if(gmObjFr.status == GameObjectFrame::NOT_PLACEABLE) continue;
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);
+1 -1
+1
View File
@@ -49,6 +49,7 @@ namespace battleship{
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;
+8 -1
View File
@@ -8,7 +8,14 @@
namespace battleship{
struct GameObjectFrame : public GameObject{
enum Status{PLACEABLE, NOT_PLACEABLE, PLACED};
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),
+10 -10
View File
@@ -59,7 +59,7 @@ namespace battleship{
}
void GameObjectFrameController::snapToObj(GameObjectFrame &s, vector<GameObject*> snapTargets, float maxDist){
s.status = GameObjectFrame::NOT_PLACEABLE;
s.status = GameObjectFrame::BLOCKED_BY_DIFF_TERR;
for(GameObject *st : snapTargets){
Vector3 stPos = st->getPos();
@@ -91,19 +91,20 @@ namespace battleship{
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(!(fabs(cornerPos.x) <= .5 * mapSize.x && fabs(cornerPos.z) <= .5 * mapSize.z)){
s.status = GameObjectFrame::NOT_PLACEABLE;
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[map->getCellId(cornerPos, false)];
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::NOT_PLACEABLE;
s.status = GameObjectFrame::BLOCKED_BY_DIFF_TERR;
return;
}
@@ -116,7 +117,7 @@ namespace battleship{
}
if(!withinLos){
s.status = GameObjectFrame::NOT_PLACEABLE;
s.status = GameObjectFrame::BLOCKED_BY_FOG_OF_WAR;
return;
}
@@ -131,7 +132,7 @@ namespace battleship{
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::NOT_PLACEABLE;
s.status = GameObjectFrame::BLOCKED_BY_BUMPY_TERR;
return;
}
}
@@ -173,7 +174,7 @@ namespace battleship{
);
if(intersects){
s.status = GameObjectFrame::NOT_PLACEABLE;
s.status = GameObjectFrame::BLOCKED_BY_UNIT;
return;
}
}
@@ -290,7 +291,6 @@ namespace battleship{
void GameObjectFrameController::rotateGameObjectFrames(float angle){
for(GameObjectFrame &s : gameObjectFrames)
if(s.status != GameObjectFrame::PLACED)
s.orientAt(Quaternion(angle, Vector3::VEC_J) * s.getRot());
s.orientAt(Quaternion(angle, Vector3::VEC_J) * s.getRot());
}
}