mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
small bugfixes
This commit is contained in:
@@ -10,7 +10,7 @@ gui = {
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imagePath = '',
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imagePath = '',
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guiType = GuiType.BUTTON,
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guiType = GuiType.BUTTON,
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buttonType = ButtonType.BUILD,
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buttonType = ButtonType.BUILD,
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trigger = 75,
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trigger = 76,
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structureId = 8
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structureId = 8
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},
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},
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{
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{
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@@ -30,7 +30,7 @@ gui = {
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imagePath = '',
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imagePath = '',
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guiType = GuiType.BUTTON,
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guiType = GuiType.BUTTON,
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buttonType = ButtonType.BUILD,
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buttonType = ButtonType.BUILD,
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trigger = 75,
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trigger = 77,
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structureId = 10
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structureId = 10
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},
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},
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{
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{
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@@ -50,7 +50,7 @@ gui = {
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imagePath = '',
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imagePath = '',
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guiType = GuiType.BUTTON,
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guiType = GuiType.BUTTON,
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buttonType = ButtonType.BUILD,
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buttonType = ButtonType.BUILD,
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trigger = 80,
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trigger = 68,
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structureId = 12
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structureId = 12
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}
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}
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}
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}
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+8
-6
@@ -199,12 +199,14 @@ namespace battleship{
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Vector3 dragboxOrigin = dragboxNode->getPosition(), dragboxEnd = dragboxOrigin + dragboxSize;
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Vector3 dragboxOrigin = dragboxNode->getPosition(), dragboxEnd = dragboxOrigin + dragboxSize;
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Vector2 pos = u->getScreenPos();
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Vector2 pos = u->getScreenPos();
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if(!mainPlayer->getSelectedUnitsByClass(UnitClass::ENGINEER).empty())
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if(buttons.empty()){
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guiManager->readLuaScreenScript("engineerCommands.lua");
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if(!mainPlayer->getSelectedUnitsByClass(UnitClass::ENGINEER).empty())
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else if(!mainPlayer->getSelectedUnitsByClass(UnitClass::LAND_FACTORY).empty())
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guiManager->readLuaScreenScript("engineerCommands.lua");
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guiManager->readLuaScreenScript("landFactoryCommands.lua");
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else if(!mainPlayer->getSelectedUnitsByClass(UnitClass::LAND_FACTORY).empty())
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else if(!mainPlayer->getSelectedUnitsByClass(UnitClass::NAVAL_FACTORY).empty())
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guiManager->readLuaScreenScript("landFactoryCommands.lua");
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guiManager->readLuaScreenScript("navalFactoryCommands.lua");
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else if(!mainPlayer->getSelectedUnitsByClass(UnitClass::NAVAL_FACTORY).empty())
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guiManager->readLuaScreenScript("navalFactoryCommands.lua");
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}
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if(isSelectionBox && fabs(pos.x - dragboxOrigin.x) < .5 * dragboxSize.x && fabs(pos.y - dragboxOrigin.y) < .5 * dragboxSize.y){
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if(isSelectionBox && fabs(pos.x - dragboxOrigin.x) < .5 * dragboxSize.x && fabs(pos.y - dragboxOrigin.y) < .5 * dragboxSize.y){
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if(!u->isSelected()){
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if(!u->isSelected()){
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@@ -1,5 +1,4 @@
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#include "gameObjectFrame.h"
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#include "gameObjectFrame.h"
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namespace battleship{
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namespace battleship{
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}
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}
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+1
-1
@@ -14,7 +14,7 @@ namespace battleship{
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initModel(false);
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initModel(false);
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}
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}
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~GameObjectFrame(){}
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~GameObjectFrame(){}
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void update(){GameObject::update();}
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void destroy(){destroyModel();}
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Status status;
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Status status;
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};
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};
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@@ -52,10 +52,9 @@ namespace battleship{
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//TODO implement terrain evenness check
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//TODO implement terrain evenness check
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void GameObjectFrameController::placeGameObjectFrame(int id, Vector3 newPos, float width, float length){
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void GameObjectFrameController::placeGameObjectFrame(int id, Vector3 newPos, float width, float length){
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GameObjectFrame &s = gameObjectFrames[id];
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GameObjectFrame &s = gameObjectFrames[id];
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Model *model = s.getModel();
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if(!rotatingStructure)
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if(!rotatingStructure)
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model->setPosition(newPos);
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s.placeAt(newPos);
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Map *map = Map::getSingleton();
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Map *map = Map::getSingleton();
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MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
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MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
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@@ -65,9 +64,9 @@ namespace battleship{
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float maxUnevenness = generateView()["maxUnevenness"], unevenness = 0;
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float maxUnevenness = generateView()["maxUnevenness"], unevenness = 0;
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for(int i = 0; i < numVerts; i++){
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for(int i = 0; i < numVerts; i++){
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float diffX = fabs(model->getPosition().x - verts[i].pos.x);
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float diffX = fabs(s.getPos().x - verts[i].pos.x);
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float diffY = fabs(model->getPosition().y - verts[i].pos.y);
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float diffY = fabs(s.getPos().y - verts[i].pos.y);
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float diffZ = fabs(model->getPosition().z - verts[i].pos.z);
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float diffZ = fabs(s.getPos().z - verts[i].pos.z);
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if(diffX < 0.5 * width && diffZ < 0.5 * length && diffY > unevenness){
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if(diffX < 0.5 * width && diffZ < 0.5 * length && diffY > unevenness){
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unevenness = diffY;
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unevenness = diffY;
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@@ -88,7 +87,7 @@ namespace battleship{
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s.status = GameObjectFrame::PLACEABLE;
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s.status = GameObjectFrame::PLACEABLE;
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}
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}
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Material *mat = model->getMaterial();
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Material *mat = s.getModel()->getMaterial();
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mat->setVec4Uniform("diffuseColor", color);
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mat->setVec4Uniform("diffuseColor", color);
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}
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}
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@@ -123,9 +122,7 @@ namespace battleship{
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}
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}
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void GameObjectFrameController::removeGameObjectFrame(int i){
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void GameObjectFrameController::removeGameObjectFrame(int i){
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Model *model = gameObjectFrames[i].getModel();
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gameObjectFrames[i].destroy();
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model->getParent()->dettachChild(model);
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delete model;
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gameObjectFrames.erase(gameObjectFrames.begin() + i);
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gameObjectFrames.erase(gameObjectFrames.begin() + i);
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}
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}
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@@ -136,10 +133,7 @@ namespace battleship{
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void GameObjectFrameController::rotateGameObjectFrames(float angle){
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void GameObjectFrameController::rotateGameObjectFrames(float angle){
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for(GameObjectFrame &s : gameObjectFrames)
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for(GameObjectFrame &s : gameObjectFrames)
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if(s.status != GameObjectFrame::PLACED){
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if(s.status != GameObjectFrame::PLACED)
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Model *model = s.getModel();
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s.orientAt(Quaternion(angle, Vector3::VEC_J) * s.getRot());
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Quaternion rot = model->getOrientation();
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model->setOrientation(Quaternion(angle, Vector3::VEC_J) * rot);
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}
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}
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}
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}
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}
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