mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
CPU player AI to build and send a tank task force to the middle of the map
This commit is contained in:
+62
-52
@@ -11,6 +11,10 @@
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#include "guiAppState.h"
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#include "defConfigs.h"
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#include "player.h"
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#include "factory.h"
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#include "transport.h"
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#include "engineer.h"
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#include "pointDefense.h"
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#include "resourceDeposit.h"
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using namespace std;
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@@ -27,59 +31,70 @@ namespace battleship{
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return gameManager;
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}
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void GameManager::registerOrderMembers(){
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void GameManager::registerMembers(){
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sol::state_view SOL_LUA_STATE = generateView();
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sol::usertype<Order> orderType = SOL_LUA_STATE.new_usertype<Order>("Order", sol::constructors<Order(), Order(Order::TYPE, vector<Order::Target>, Vector3, int)>());
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orderType["type"] = &Order::type;
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orderType["direction"] = &Order::direction;
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orderType["targets"] = &Order::targets;
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sol::usertype<Order::Target> targetType = SOL_LUA_STATE.new_usertype<Order::Target>("Target", sol::constructors<Order::Target(), Order::Target(Unit*, Vector3)>());
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targetType["unit"] = &Order::Target::unit;
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targetType["pos"] = &Order::Target::pos;
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}
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SOL_LUA_STATE.new_usertype<Order>(
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"Order", sol::constructors<Order(), Order(Order::TYPE, vector<Order::Target>, Vector3, int)>(),
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"type", &Order::type,
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"direction", &Order::direction,
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"targets", &Order::targets
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);
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void GameManager::registerGameObjectFactoryMembers(){
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sol::state_view SOL_LUA_STATE = generateView();
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sol::usertype<GameObjectFactory> gmObjFacType = SOL_LUA_STATE.new_usertype<GameObjectFactory>("GameObjectFactory");
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gmObjFacType["createUnit"] = &GameObjectFactory::createUnit;
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gmObjFacType["createResourceDeposit"] = &GameObjectFactory::createResourceDeposit;
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}
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SOL_LUA_STATE.new_usertype<Order::Target>(
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"Target", sol::constructors<Order::Target(), Order::Target(Unit*, Vector3)>(),
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"unit", &Order::Target::unit,
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"pos", &Order::Target::pos
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);
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void GameManager::registerUnitMembers(){
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sol::state_view SOL_LUA_STATE = generateView();
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sol::usertype<Unit> unitType = SOL_LUA_STATE.new_usertype<Unit>("Unit", sol::constructors<Unit(Player*, int, Vector3, Quaternion)>());
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unitType["getUnitClass"] = &Unit::getUnitClass;
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}
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SOL_LUA_STATE.new_usertype<GameObjectFactory>(
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"GameObjectFactory",
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"createUnit", &GameObjectFactory::createUnit,
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"createResourceDeposit", &GameObjectFactory::createResourceDeposit
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);
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void GameManager::registerPlayerMembers(){
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sol::state_view SOL_LUA_STATE = generateView();
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sol::usertype<Player> playerType = SOL_LUA_STATE.new_usertype<Player>("Player", sol::constructors<Player(int, int, int, bool, Vector3)>());
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playerType["addUnit"] = &Player::addUnit;
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playerType["getUnit"] = &Player::getUnit;
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playerType["getNumUnits"] = &Player::getNumberOfUnits;
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playerType["issueOrder"] = &Player::issueOrder;
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playerType["selectUnits"] = &Player::selectUnits;
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playerType["deselectUnits"] = &Player::deselectUnits;
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playerType["getSpawnPoint"] = &Player::getSpawnPoint;
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playerType["getSelectedUnitsByClass"] = &Player::getSelectedUnitsByClass;
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}
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SOL_LUA_STATE.new_usertype<Unit>(
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"Unit", sol::constructors<Unit(Player*, int, Vector3, Quaternion)>(),
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"toggleSelection", &Unit::toggleSelection,
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"getUnitClass", &Unit::getUnitClass,
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"toEngineer", &Unit::toEngineer,
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"toPointDefense", &Unit::toPointDefense,
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"toTransport", &Unit::toTransport,
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"toFactory", &Unit::toFactory
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);
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void GameManager::registerVectorMembers(){
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sol::state_view SOL_LUA_STATE = generateView();
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sol::usertype<Vector3> vec3Type = SOL_LUA_STATE.new_usertype<Vector3>("Vector3", sol::constructors<Vector3(), Vector3(float, float, float)>());
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vec3Type["x"] = &Vector3::x;
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vec3Type["y"] = &Vector3::y;
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vec3Type["z"] = &Vector3::z;
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}
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SOL_LUA_STATE.new_usertype<Factory>(
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"Factory", sol::constructors<Factory(Player*, int, Vector3, Quaternion, int)>(),
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"appendToQueue", &Factory::appendToQueue,
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"getQueue", &Factory::getQueue
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);
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void GameManager::registerQuaternionMembers(){
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sol::state_view SOL_LUA_STATE = generateView();
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sol::usertype<Quaternion> quatType = SOL_LUA_STATE.new_usertype<Quaternion>("Quaternion", sol::constructors<Quaternion(), Quaternion(float, float, float, float)>());
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quatType["w"] = &Quaternion::w;
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quatType["x"] = &Quaternion::x;
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quatType["y"] = &Quaternion::y;
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quatType["z"] = &Quaternion::z;
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SOL_LUA_STATE.new_usertype<Player>(
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"Player", sol::constructors<Player(int, int, int, bool, Vector3)>(),
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"addUnit", &Player::addUnit,
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"getUnit", &Player::getUnit,
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"getNumUnits", &Player::getNumberOfUnits,
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"issueOrder", &Player::issueOrder,
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"selectUnits", &Player::selectUnits,
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"deselectUnits", &Player::deselectUnits,
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"getSpawnPoint", &Player::getSpawnPoint,
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"getSelectedUnitsByClass", &Player::getSelectedUnitsByClass
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);
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SOL_LUA_STATE.new_usertype<Vector3>(
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"Vector3", sol::constructors<Vector3(), Vector3(float, float, float)>(),
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"x", &Vector3::x,
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"y", &Vector3::y,
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"z", &Vector3::z
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);
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SOL_LUA_STATE.new_usertype<Quaternion>(
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"Quaternion", sol::constructors<Quaternion(), Quaternion(float, float, float, float)>(),
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"w", &Quaternion::w,
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"x", &Quaternion::x,
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"y", &Quaternion::y,
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"z", &Quaternion::z
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);
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}
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void GameManager::initLua(string gameDir){
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@@ -97,12 +112,7 @@ namespace battleship{
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}
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void GameManager::start(string gameDir) {
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registerVectorMembers();
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registerQuaternionMembers();
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registerOrderMembers();
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registerGameObjectFactoryMembers();
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registerUnitMembers();
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registerPlayerMembers();
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registerMembers();
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initLua(gameDir);
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Root *root = Root::getSingleton();
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