Merge pull request #121 from devZoGok/imp-116-extractor-building

Imp 116 extractor building
This commit is contained in:
devZoGok
2024-06-12 16:37:43 +00:00
committed by GitHub
8 changed files with 63 additions and 20 deletions
@@ -131,7 +131,8 @@ units = {
{id = UnitId.TRADE_CENTER, buildable = true},
{id = UnitId.LAB, buildable = true},
{id = UnitId.POINT_DEFENSE, buildable = true},
{id = UnitId.FORT, buildable = false},
{id = UnitId.FORT, buildable = true},
{id = UnitId.EXTRACTOR, buildable = true},
},
unitClass = UnitClass.ENGINEER,
unitType = UnitType.HOVER,
+7
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@@ -46,4 +46,11 @@ gui = {
buttonType = ButtonType.BUILD,
trigger = 70,
},
{
pos = {x = res.x - 3 * Size.x, y = res.y - 1 * Size.y, z = 0},
size = sz,
guiType = GuiType.BUTTON,
buttonType = ButtonType.BUILD,
trigger = 76,
},
}
+4 -1
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@@ -435,8 +435,11 @@ namespace battleship{
}
else if(ufCtr->isPlacingFrames() && !selectingDestOrient){
castRayToTerrain();
GameObjectFrame gmObjFr = ufCtr->getGameObjectFrame(0);
if(gmObjFr.status == GameObjectFrame::NOT_PLACEABLE)
return;
Unit *buildStruct = GameObjectFactory::createUnit(mainPlayer, gmObjFr.getId(), gmObjFr.getPos(), gmObjFr.getRot());
mainPlayer->addUnit(buildStruct);
targets[0].unit = buildStruct;
+1 -1
+4
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@@ -23,6 +23,7 @@ namespace battleship{
for(ResourceDeposit *dep : deposits)
if(dep->getPos().getDistanceFrom(pos) < .001){
deposit = dep;
deposit->setExtractor(this);
break;
}
}
@@ -33,6 +34,9 @@ namespace battleship{
}
Extractor::~Extractor(){
if(deposit)
deposit->setExtractor(nullptr);
removeBar(ammountForeground);
removeBar(ammountBackground);
}
+39 -17
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@@ -1,6 +1,9 @@
#include <solUtil.h>
#include "gameObjectFrameController.h"
#include "resourceDeposit.h"
#include "player.h"
#include "game.h"
#include "unit.h"
#include "util.h"
#include "map.h"
@@ -49,13 +52,34 @@ namespace battleship{
}
}
void GameObjectFrameController::snapToObj(GameObjectFrame &s, GameObject::Type type, int unitId, float maxDist){
if(s.getType() == GameObject::Type::UNIT && s.getId() == unitId){
s.status = GameObjectFrame::NOT_PLACEABLE;
vector<Player*> players = Game::getSingleton()->getPlayers();
vector<ResourceDeposit*> deposits;
for(Player *pl : players){
vector<ResourceDeposit*> deps = pl->getResourceDeposits();
for(ResourceDeposit *dep : deps)
deposits.push_back(dep);
}
for(ResourceDeposit *dep : deposits){
Vector3 depPos = dep->getPos();
if(!dep->getExtractor() && s.getPos().getDistanceFrom(depPos) < maxDist){
s.status = GameObjectFrame::PLACEABLE;
s.placeAt(depPos);
break;
}
}
}
}
//TODO implement terrain evenness check
//TODO factor out literal values
void GameObjectFrameController::placeGameObjectFrame(int id, Vector3 newPos, float width, float length){
GameObjectFrame &s = gameObjectFrames[id];
if(!rotatingStructure)
s.placeAt(newPos);
Map *map = Map::getSingleton();
MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
MeshData::Vertex *verts = meshData.vertices;
@@ -64,9 +88,9 @@ namespace battleship{
float maxUnevenness = .5, unevenness = 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);
float diffX = fabs(newPos.x - verts[i].pos.x);
float diffY = fabs(newPos.y - verts[i].pos.y);
float diffZ = fabs(newPos.z - verts[i].pos.z);
if(diffX < 0.5 * width && diffZ < 0.5 * length && diffY > unevenness){
unevenness = diffY;
@@ -76,18 +100,16 @@ namespace battleship{
}
}
Vector4 color;
GameObjectFrame &s = gameObjectFrames[id];
if(unevenness > maxUnevenness){
color = Vector4(1, 0, 0, 1);
s.status = GameObjectFrame::NOT_PLACEABLE;
}
else{
color = Vector4(0, 1, 0, 1);
s.status = GameObjectFrame::PLACEABLE;
}
if(!rotatingStructure)
s.placeAt(newPos);
s.status = (unevenness < maxUnevenness ? GameObjectFrame::PLACEABLE : GameObjectFrame::NOT_PLACEABLE);
snapToObj(s, GameObject::Type::UNIT, 20, 3);
Material *mat = s.getModel()->getMaterial();
Vector4 color = (s.status == GameObjectFrame::NOT_PLACEABLE ? Vector4(1, 0, 0, 1) : Vector4(0, 1, 0, 1));
mat->setVec4Uniform("diffuseColor", color);
}
+1
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@@ -35,6 +35,7 @@ namespace battleship{
GameObjectFrameController(){}
void paintSelect(vb01::Vector3, float, float);
void placeGameObjectFrame(int, vb01::Vector3, float, float);
void snapToObj(GameObjectFrame&, GameObject::Type, int, float);
std::vector<GameObjectFrame> gameObjectFrames;
vb01::Vector3 paintSelectRowStart, rowDir;
+5
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@@ -4,6 +4,8 @@
#include "gameObject.h"
namespace battleship{
class Extractor;
class ResourceDeposit : public GameObject{
public:
ResourceDeposit(Player*, int, vb01::Vector3, vb01::Quaternion, int);
@@ -11,8 +13,11 @@ namespace battleship{
inline int getAmmount(){return ammount;}
inline int getInitAmmount(){return initAmmount;}
inline void decreaseAmmount(int amnt){ammount -= amnt;}
inline Extractor* getExtractor(){return extractor;}
inline void setExtractor(Extractor *e){this->extractor = e;}
private:
int ammount, initAmmount;
Extractor *extractor = nullptr;
void reinit();
};