refactored attacking for vessels, some bugfixes

This commit is contained in:
devZoGok
2022-01-07 09:15:33 +02:00
parent d91973e4ef
commit 5d465a9ad7
8 changed files with 85 additions and 137 deletions
+10 -26
View File
@@ -147,7 +147,7 @@ namespace battleship{
}
void ActiveGameState::onAttached() {
readFile(PATH + "../options.cfg", bindingsLines, configData::numBinds[AppStateType::IN_GAME_STATE]);
readFile(PATH + "../options.cfg", bindingsLines, configData::numConfBinds[AppStateType::IN_GAME_STATE], configData::numConfBinds[AppStateType::ACTIVE_STATE]);
AbstractAppState::onAttached();
@@ -184,28 +184,6 @@ namespace battleship{
mappings.push_back(m);
}
Mapping *rightClick = new Mapping;
rightClick->bind = Bind::LOOK_AROUND;
rightClick->type = Mapping::MOUSE_KEY;
rightClick->trigger = 1;
rightClick->action = true;
Mapping *deselect = new Mapping;
deselect->bind = Bind::DESELECT;
deselect->type = Mapping::MOUSE_KEY;
deselect->trigger = 1;
deselect->action = true;
Mapping *leftClick = new Mapping;
leftClick->bind = Bind::DRAG_BOX;
leftClick->type = Mapping::MOUSE_KEY;
leftClick->trigger = 0;
leftClick->action = true;
mappings.push_back(rightClick);
mappings.push_back(leftClick);
mappings.push_back(deselect);
}
void ActiveGameState::onDettached() {
@@ -485,8 +463,14 @@ namespace battleship{
Ray::retrieveCollisions(camPos, (endPos - camPos).norm(), map->getWaterNode(), results);
Ray::sortResults(results);
if(!results.empty())
issueOrder(Order::TYPE::MOVE, vector<Order::Target>{Order::Target(false, new Vector3(results[0].pos))}, false);
if(!results.empty()){
Order::TYPE type = Order::TYPE::MOVE;
if(controlPressed)
type = type = Order::TYPE::ATTACK;
issueOrder(type, vector<Order::Target>{Order::Target(false, new Vector3(results[0].pos))}, false);
}
}
void ActiveGameState::onAction(int bind, bool isPressed) {
@@ -549,7 +533,7 @@ namespace battleship{
controlPressed = isPressed;
break;
case Bind::LEFT_SHIFT:
shiftPressed=isPressed;
shiftPressed = isPressed;
break;
case Bind::SELECT_PATROL_POINTS:
selectingPatrolPoints = isPressed;
+4 -10
View File
@@ -9,24 +9,18 @@ namespace battleship{
LEFT,
RIGHT,
DELETE_CHAR,
CAPS_LOCK,
SHIFT_CAPS,
SPACE,
PLUS,
MINUS,
DEVSTERISK,
TOGGLE_MAIN_MENU,
LOOK_AROUND,
DRAG_BOX,
DESELECT,
LEFT_CONTROL,
HALT,
ZOOM_IN,
ZOOM_OUT,
LOOK_AROUND,
LOOK_UP,
LOOK_DOWN,
LOOK_LEFT,
LOOK_RIGHT,
DRAG_BOX,
DESELECT,
LEFT_CONTROL,
LEFT_SHIFT,
SELECT_PATROL_POINTS,
LAUNCH,
+8 -14
View File
@@ -28,23 +28,17 @@ namespace battleship{
Bind::LEFT,
Bind::RIGHT,
Bind::DELETE_CHAR,
Bind::CAPS_LOCK,
Bind::SHIFT_CAPS,
Bind::SPACE,
Bind::PLUS,
Bind::MINUS,
Bind::DEVSTERISK
},
{
Bind::TOGGLE_MAIN_MENU
},
{
Bind::HALT,
Bind::ZOOM_IN,
Bind::ZOOM_OUT,
Bind::LOOK_AROUND,
Bind::DRAG_BOX,
Bind::DESELECT,
Bind::HALT,
Bind::ZOOM_IN,
Bind::ZOOM_OUT,
Bind::LEFT_CONTROL,
Bind::LEFT_SHIFT,
Bind::SELECT_PATROL_POINTS,
@@ -83,12 +77,12 @@ namespace battleship{
GLFW_KEY_ESCAPE
},
{
1,
0,
1,
GLFW_KEY_H,
3,
4,
1,
0,
2,
GLFW_KEY_LEFT_CONTROL,
GLFW_KEY_LEFT_SHIFT,
GLFW_KEY_P,
@@ -111,12 +105,12 @@ namespace battleship{
const static bool isKey[numAppStates][numMaxBinds]{
{0,0,0,1,1,1,1,1,1,1,1,1},
{1},
{1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1,1,1,1,1,1,1,1,1,1,1,1}
{0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1,1,1,1,1,1,1,1,1,1,1,1}
};
const static bool isAnalog[numAppStates][numMaxBinds]{
{0,0,0,0,0,0,0,0,0,0,0,0},
{0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0,0,0}
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,0,0,0,0,0,0,0,0,0,0,0}
};
}
}
-7
View File
@@ -77,12 +77,6 @@ namespace battleship{
leftClick->trigger = 0;
leftClick->action = true;
Mapping *leftShift = new Mapping;
leftShift->bind = Bind::SHIFT_CAPS;
leftShift->type = Mapping::KEYBOARD;
leftShift->trigger = GLFW_KEY_LEFT_SHIFT;
leftShift->action = true;
Mapping *deleteCharacter = new Mapping;
deleteCharacter->bind = Bind::DELETE_CHAR;
deleteCharacter->type = Mapping::KEYBOARD;
@@ -102,7 +96,6 @@ namespace battleship{
down->action = true;
mappings.push_back(leftClick);
mappings.push_back(leftShift);
mappings.push_back(deleteCharacter);
mappings.push_back(up);
mappings.push_back(down);
+5 -23
View File
@@ -1,23 +1,5 @@
mainMenu:12,0,1,256
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
pitchJetUp:12,0,1,3
mainMenu:6,0,1,256
lookAround:7,1,1,1
dragbox:8,1,1,0
deselect:9,1,1,1
leftControl:10,0,1,341
+5 -11
View File
@@ -92,6 +92,10 @@ namespace battleship{
}
void Unit::update() {
leftVec = model->getGlobalAxis(0);
upVec = model->getGlobalAxis(1);
dirVec = model->getGlobalAxis(2);
if (!orders.empty()){
LineRenderer *lineRenderer = LineRenderer::getSingleton();
lineRenderer->toggleVisibility(orders[0].line.id, selected && canDisplayOrderLine());
@@ -195,15 +199,6 @@ namespace battleship{
}
void Unit::attack(Order order) {
Vector3 target = *order.targets[0].pos;
if (pos.getDistanceFrom(target) >= range)
move(order, range);
InGameAppState *inGameState=((InGameAppState*)GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::IN_GAME_STATE));
for(Player *p : inGameState->getPlayers())
for(Unit *u : p->getUnits())
if(u->getPosPtr() == order.targets[0].pos){}
}
void Unit::move(Order order, float destOffset) {
@@ -233,7 +228,7 @@ namespace battleship{
if (angle > anglePrecision[id]) {
float rotAngle = maxTurnAngle > angle ? angle : maxTurnAngle;
angle -= rotAngle;
turn(moveDir == MoveDir::RIGHT ? rotAngle : -rotAngle);
turn(moveDir == MoveDir::RIGHT ? -rotAngle : rotAngle);
}
}
@@ -269,7 +264,6 @@ namespace battleship{
void Unit::turn(float angle) {
Quaternion rotQuat = Quaternion(PI / 180 * angle, Vector3(0, 1, 0));
model->setOrientation(rotQuat * model->getOrientation());
dirVec = rotQuat * dirVec, leftVec = rotQuat * leftVec;
}
void Unit::halt() {
+46 -40
View File
@@ -20,7 +20,6 @@ namespace battleship{
Vessel::Turret::Turret(Unit *vessel, int unitId, int turretId) {
this->vessel = vessel;
hull = vessel->getNode()->getChild(0);
this->unitId = unitId;
this->turretId = turretId;
@@ -35,12 +34,14 @@ namespace battleship{
turretMat->addBoolUniform("lightingEnabled", false);
turretMat->addTexUniform("textures[0]", turretDiffTex, true);
turret = hull->getChild(turretId);
turret->getMesh(0)->setMaterial(turretMat);
Node *hull = vessel->getNode()->getChild(0);
node = hull->getChild(turretId);
node->getMesh(0)->setMaterial(turretMat);
initNodeRot = node->getOrientation();
for(int i = 0; i < numberOfMantlets[unitId][turretId]; i++){
Mantlet mantlet;
mantlet.mantletNode = turret->getChild(i);
mantlet.mantletNode = node->getChild(i);
mantlet.mantletNode->getMesh(0)->setMaterial(turretMat);
mantlet.barrelNode = mantlet.mantletNode->getChild(0);
mantlet.barrelNode->getMesh(0)->setMaterial(turretMat);
@@ -68,6 +69,9 @@ namespace battleship{
fxNode->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
fxNode->setVisible(false);
*/
maxAngle = unitData::turretMaxAngle[unitId][turretId] / 180 * PI;
rotationSpeed = unitData::turretRotationSpeed[unitId][turretId] / 180 * PI;
sfxBuffer = new sf::SoundBuffer();
@@ -76,25 +80,23 @@ namespace battleship{
}
void Vessel::Turret::rotate(double angle) {
Quaternion rotQuat = Quaternion(PI / 180 * angle, Vector3(0, 1, 0));
//turret->setOrientation(vector3df(0, turret->getRotation().Y + angle, 0));
dirVec = rotQuat * dirVec, leftVec = rotQuat * leftVec;
this->angle += angle;
node->setOrientation(Quaternion(this->angle, Vector3::VEC_J) * initNodeRot);
}
void Vessel::Turret::update() {
/*
Node *rootNode = Root::getSingleton()->getRootNode();
Vector3 turretPosition = turret->localToGlobalPosition(Vector3::VEC_ZERO);
float hullAngle = PI / 180 /* hullNode->getRotation().Y*/;
float hullAngle = PI / 180;
float turretAngle = PI / 180 * angle;
/*
quaternion rotQuat = rotQuat.fromAngleAxis(hullAngle + turretAngle, vector3df(0, 1, 0));
quaternion offsetQuat = offsetQuat.fromAngleAxis(PI / 180 * unitData::turretAngleOffset[unitId][turretId], vector3df(0, 1, 0));
dirVec = rotQuat * (offsetQuat * vector3df(0, 0, -1)), leftVec = rotQuat * (offsetQuat * vector3df(1, 0, 0));
emitter->setDirection(dirVec);
if(getTime()-lastShotTime>30&&fxNode->isVisible())
fxNode->setVisible(false);
*/
dirVec = node->getGlobalAxis(2), leftVec = node->getGlobalAxis(0);
}
void Vessel::Turret::debug() {
@@ -109,32 +111,38 @@ namespace battleship{
*/
}
Vector3* Vessel::Turret::getInitDirs(){
Vector3 *initDirs = new Vector3[2];
Vector3 Vessel::Turret::getInitDir(int dirType){
Vector3 initDirs[3];
switch(unitData::initDirs[unitId][turretId]){
case unitData::FORWARD:
initDirs[0] = vessel->getDirVec();
initDirs[1] = vessel->getLeftVec();
initDirs[0] = vessel->getLeftVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = vessel->getDirVec();
break;
case unitData::BACKWARD:
initDirs[0] = -vessel->getDirVec();
initDirs[1] = -vessel->getLeftVec();
initDirs[0] = -vessel->getLeftVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = -vessel->getDirVec();
break;
case unitData::LEFT:
initDirs[0] = vessel->getLeftVec();
initDirs[1] = -vessel->getDirVec();
initDirs[0] = -vessel->getDirVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = vessel->getLeftVec();
break;
case unitData::RIGHT:
initDirs[0] = -vessel->getLeftVec();
initDirs[1] = vessel->getDirVec();
initDirs[0] = vessel->getDirVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = -vessel->getLeftVec();
break;
}
return initDirs;
return initDirs[dirType];
}
void Vessel::Turret::fire() {
/*
fxNode->setVisible(true);
quaternion rotQuat = rotQuat.fromAngleAxis(barrelAngle / 180 * PI, leftVec);
int barId = 0;
vector3df startPos = vessel->getPos() + vessel->getLeftVec() * turretNode->getPosition().X + vessel->getUpVec() * turretNode->getPosition().Y - vessel->getDirVec() * turretNode->getPosition().Z;
@@ -142,16 +150,17 @@ namespace battleship{
startPos += rotQuat * (leftVec * turretBarrelNodes[barId]->getPosition().X + upVec * turretBarrelNodes[barId]->getPosition().Y + dirVec * turretBarrelNodes[barId]->getPosition().Z);
startPos += rotQuat * (leftVec * projectileData::pos[unitId][0][turretId].X + upVec * projectileData::pos[unitId][0][turretId].Y + dirVec * projectileData::pos[unitId][0][turretId].Z);
vessel->addProjectile(new Shell(vessel, startPos, rotQuat*dirVec, rotQuat*leftVec, rotQuat*upVec, unitId, 0, turretId));
fxNode->setVisible(true);
if(sfx) sfx->play();
lastShotTime = getTime();
*/
if(sfx)
sfx->play();
lastShotTime = getTime();
}
Vessel::Vessel(Player *player, Vector3 pos, int id) : Unit(player, pos, id) {
if (numberOfTurrets[id] > 0)
for (int i = 0; i < numberOfTurrets[id]; i++)
turrets.push_back(new Turret(this, id, i));
for (int i = 0; i < numberOfTurrets[id]; i++)
turrets.push_back(new Turret(this, id, i));
}
void Vessel::update() {
@@ -160,7 +169,7 @@ namespace battleship{
for (Turret *t : turrets) {
t->update();
if ((orders.size() > 0 && orders[0].type != Order::TYPE::ATTACK) || orders.size() == 0) {
if ((!orders.empty() && orders[0].type != Order::TYPE::ATTACK) || orders.empty()) {
float rotAngle = abs(t->getAngle()) < t->getRotationSpeed() ? abs(t->getAngle()) : t->getRotationSpeed();
t->rotate(t->getAngle() > 0 ? -rotAngle : rotAngle);
}
@@ -169,25 +178,22 @@ namespace battleship{
void Vessel::attack(Order order) {
Vector3 target = *order.targets[0].pos;
Unit::attack(order);
for (Turret *t : turrets) {
Vector3 *initDirs = t->getInitDirs();
Node *rootNode = Root::getSingleton()->getRootNode();
Vector3 turrPos = t->getNode()->localToGlobalPosition(Vector3::VEC_ZERO);
Vector3 targDir = (target - turrPos);
targDir.y = 0;
targDir = targDir.norm();
bool right = (t->getLeftVec().getAngleBetween(targDir) > PI / 2);
float angle = t->getInitDir(0).getAngleBetween(targDir);
float rotAngle = (t->getRotationSpeed() > angle ? angle : t->getRotationSpeed() * (right ? -1 : 1));
bool right = t->getLeftVec().getAngleBetween(target - turrPos) > PI / 2;
float angle = initDirs[0].getAngleBetween(target - turrPos) / PI * 180;
float rotAngle = t->getRotationSpeed() > angle ? angle : t->getRotationSpeed()*(right?1:-1);
if (-t->getMaxAngle() <= t->getAngle() + rotAngle
&& t->getAngle() + rotAngle <= t->getMaxAngle()) {
if (fabs(t->getAngle() + rotAngle) <= fabs(t->getMaxAngle())) {
t->rotate(rotAngle);
if (t->canFire()) t->fire();
if (t->canFire())
t->fire();
}
delete[] initDirs;
}
}
+7 -6
View File
@@ -34,25 +34,26 @@ namespace battleship {
void fire();
void rotate(double);
void debug();
vb01::Vector3* getInitDirs();
vb01::Vector3 getInitDir(int);
inline vb01::Vector3 getDirVec(){return dirVec;}
inline vb01::Vector3 getLeftVec(){return leftVec;}
inline vb01::Vector3 getUpVec(){return upVec;}
inline vb01::Node* getNode(){return turret;}
inline float getMaxAngle(){return maxAngle;}
inline float getRotationSpeed(){return rotationSpeed;}
inline float getAngle(){return angle;}
inline bool canFire(){return vb01::getTime() - lastShotTime > rateOfFire;}
inline vb01::Node* getNode(){return node;}
private:
inline std::string getExplosionSfxPath(){return configData::PATH + "Sounds/Explosions/explosion0" + std::to_string(rand() % 4) + ".ogg";}
vb01::Node *fxNode;
vb01::ParticleEmitter *emitter;
Unit *vessel;
vb01::Node *turret = nullptr, *hull = nullptr;
std::vector<Mantlet> mantlets;
vb01::Node *node;
vb01::Vector3 upVec = vb01::Vector3(0, 1, 0), dirVec = vb01::Vector3(0, 0, -1), initDir, leftVec = vb01::Vector3(1, 0, 0);
float angle = 0., barrelAngle = 0., maxAngle, rotationSpeed,maxBarrelAngle;
vb01::Quaternion initNodeRot;
Unit *vessel;
std::vector<Mantlet> mantlets;
float angle = 0., barrelAngle = 0., maxAngle, rotationSpeed, maxBarrelAngle;
int rateOfFire, damage, unitId, turretId;
s64 lastShotTime;
sf::SoundBuffer *sfxBuffer;