mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
rotatable freezer turret
removed CryoGun class
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -71,7 +71,7 @@ UnitId = {
|
||||
ER_REFINERY = 54,
|
||||
ICE_SHEET = 55
|
||||
}
|
||||
WeaponClass = {FREEZE = 1}
|
||||
WeaponClass = {DAMAGE = 0, FREEZE = 1}
|
||||
UnitClass = {
|
||||
WAR_MECH = 0,
|
||||
TANK = 1,
|
||||
@@ -2287,8 +2287,12 @@ units = {
|
||||
type = WeaponClass.FREEZE,
|
||||
orderType = OrderType.ATTACK,
|
||||
rateOfFire = 100,
|
||||
maxRange = 10,
|
||||
maxRange = 30,
|
||||
damage = 0,
|
||||
nodes = {
|
||||
{name = 'turret', rotationSpeed = .05, vertical = false},
|
||||
{name = 'barrel', rotationSpeed = .05, angleConstraints = {min = -.523, max = .523}, vertical = true},
|
||||
},
|
||||
fireFx = {
|
||||
{
|
||||
vfx = false,
|
||||
|
||||
+1
-1
@@ -35,7 +35,7 @@ set(CORE gameManager.cpp game.cpp pathfinder.cpp environment.cpp fxManager.cpp d
|
||||
set(PROJECTILES projectile.cpp missile.cpp cruiseMissile.cpp shell.cpp)
|
||||
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 cryoGun.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})
|
||||
|
||||
|
||||
-20
@@ -1,20 +0,0 @@
|
||||
#include "cryoGun.h"
|
||||
#include "destructable.h"
|
||||
#include "unit.h"
|
||||
|
||||
namespace battleship{
|
||||
using namespace std;
|
||||
using namespace vb01;
|
||||
using namespace gameBase;
|
||||
|
||||
CryoGun::CryoGun(Unit *u, sol::table unitTable, int wid) : Weapon(u, unitTable, wid){}
|
||||
|
||||
void CryoGun::updateTarget(GameObject *target){
|
||||
if(canFreeze()){
|
||||
Destructable *destructTarg = target->getDestructable();
|
||||
destructTarg->setFreezeStatus(destructTarg->getFreezeStatus() + 1);
|
||||
lastFreezeTime = getTime();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,25 +0,0 @@
|
||||
#ifndef CRYOGUN_H
|
||||
#define CRYOGUN_H
|
||||
|
||||
#include "weapon.h"
|
||||
|
||||
#include <util.h>
|
||||
|
||||
#include <solUtil.h>
|
||||
|
||||
namespace battleship{
|
||||
class Unit;
|
||||
|
||||
class CryoGun : public Weapon{
|
||||
public:
|
||||
CryoGun(Unit*, sol::table, int);
|
||||
private:
|
||||
vb01::s64 lastFreezeTime = 0;
|
||||
|
||||
void updateTarget(GameObject*);
|
||||
inline bool canFreeze(){return vb01::getTime() - lastFreezeTime > rateOfFire;}
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -13,7 +13,6 @@
|
||||
#include <ext.hpp>
|
||||
|
||||
#include "unit.h"
|
||||
#include "cryoGun.h"
|
||||
#include "weapon.h"
|
||||
#include "util.h"
|
||||
#include "game.h"
|
||||
@@ -142,14 +141,7 @@ namespace battleship{
|
||||
|
||||
if(wtOpt != sol::nullopt) wt = unitTable[tblName][i + 1]["type"];
|
||||
|
||||
switch((Weapon::Type)wt){
|
||||
case Weapon::Type::FREEZER:
|
||||
weapons.push_back(new CryoGun(this, unitTable, i));
|
||||
break;
|
||||
default:
|
||||
weapons.push_back(new Weapon(this, unitTable, i));
|
||||
break;
|
||||
}
|
||||
weapons.push_back(new Weapon(this, unitTable, i));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+16
-3
@@ -28,6 +28,11 @@ namespace battleship{
|
||||
maxFireAngle = weaponTable["maxFireAngle"].get_or(.1);
|
||||
orderType = (Order::TYPE)weaponTable["orderType"];
|
||||
|
||||
sol::optional<float> typeOpt = unitTable["weapons"][wid + 1]["type"];
|
||||
|
||||
if(typeOpt != sol::nullopt)
|
||||
type = (Type)unitTable["weapons"][wid + 1]["type"];
|
||||
|
||||
initProjectileData(weaponTable);
|
||||
initNodes(weaponTable);
|
||||
|
||||
@@ -155,8 +160,7 @@ namespace battleship{
|
||||
aimedAtTarget = withinRange && withinAngle;
|
||||
}
|
||||
|
||||
if((Order::TYPE)ordTp == Order::TYPE::ATTACK && aimedAtTarget)
|
||||
fire(unit->getOrder(0));
|
||||
if(aimedAtTarget) fire(unit->getOrder(0));
|
||||
}
|
||||
else{
|
||||
Vector3 dir = (
|
||||
@@ -204,7 +208,16 @@ namespace battleship{
|
||||
}
|
||||
|
||||
void Weapon::updateTarget(GameObject *target){
|
||||
target->getDestructable()->takeDamage(damage);
|
||||
Destructable *destr = target->getDestructable();
|
||||
|
||||
switch(type){
|
||||
case Type::FREEZER:
|
||||
destr->setFreezeStatus(destr->getFreezeStatus() + 1);
|
||||
break;
|
||||
default:
|
||||
destr->takeDamage(damage);
|
||||
break;
|
||||
}
|
||||
|
||||
if(target->getType() == GameObject::Type::UNIT)
|
||||
unit->getPlayer()->updateGameStats((Unit*)target);
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace battleship{
|
||||
|
||||
class Weapon{
|
||||
public:
|
||||
enum class Type{FREEZER = 1};
|
||||
enum class Type{DAMAGE = 0, FREEZER = 1};
|
||||
|
||||
struct Component{
|
||||
vb01::Node *node = nullptr;
|
||||
@@ -58,6 +58,7 @@ namespace battleship{
|
||||
vb01::Vector3 projPos, initUnitSpaceDir;
|
||||
vb01::Node *projPar = nullptr;
|
||||
static std::string LASER_FLAG;
|
||||
Type type = Type::DAMAGE;
|
||||
|
||||
void initProjectileData(sol::table);
|
||||
void initNodes(sol::table);
|
||||
|
||||
Reference in New Issue
Block a user