Merge pull request #206 from devZoGok/imp-184-placement-check

Imp 184 placement check
This commit is contained in:
devZoGok
2025-12-06 14:20:57 +00:00
committed by GitHub
8 changed files with 156 additions and 110 deletions
@@ -145,6 +145,7 @@ units = {
unitClass = UnitClass.WAR_MECH,
unitType = UnitType.LAND,
armor = {ArmorType.MECHANIC},
maxUnevenness = .5,
isVehicle = true,
health = 500,
buildTime = 1000,
@@ -200,6 +201,7 @@ units = {
unitClass = UnitClass.TANK,
unitType = UnitType.LAND,
armor = {ArmorType.STEEL},
maxUnevenness = .5,
isVehicle = true,
alignToSurface = true,
health = 500,
@@ -257,6 +259,7 @@ units = {
unitClass = UnitClass.ARTILLERY,
unitType = UnitType.LAND,
armor = {ArmorType.MECHANIC},
maxUnevenness = .5,
alignToSurface = true,
isVehicle = true,
health = 500,
@@ -301,6 +304,7 @@ units = {
unitClass = UnitClass.ENGINEER,
unitType = UnitType.HOVER,
armor = {ArmorType.MECHANIC},
maxUnevenness = .5,
isVehicle = true,
health = 500,
hackRange = 200,
@@ -326,6 +330,7 @@ units = {
{
unitClass = UnitClass.TRANSPORT,
unitType = UnitType.HOVER,
maxUnevenness = .5,
alignToSurface = true,
isVehicle = true,
health = 500,
@@ -353,6 +358,7 @@ units = {
unitClass = UnitClass.TRANSPORT,
unitType = UnitType.HOVER,
armor = {ArmorType.MECHANIC},
maxUnevenness = .5,
alignToSurface = true,
isVehicle = true,
health = 500,
@@ -385,6 +391,7 @@ units = {
unitClass = UnitClass.RESOURCE_ROVER,
unitType = UnitType.HOVER,
armor = {ArmorType.CAST},
maxUnevenness = .5,
alignToSurface = true,
capacity = 3000,
loadRate = 1,
@@ -931,6 +938,7 @@ units = {
},
unitClass = UnitClass.LAND_FACTORY,
unitType = UnitType.LAND,
maxUnevenness = .5,
isVehicle = false,
health = 500,
buildTime = 1000,
@@ -972,6 +980,7 @@ units = {
{buttonType = ButtonType.BUY_RESEARCH, name = 'Buy rsch', trigger = 75},
{buttonType = ButtonType.SELL_RESEARCH, name = 'Sell rsch', trigger = 76}
},
maxUnevenness = .5,
isVehicle = false,
health = 500,
buildTime = 1000,
@@ -990,6 +999,7 @@ units = {
{
unitClass = UnitClass.LAB,
unitType = UnitType.LAND,
maxUnevenness = .5,
abilityButtons = {{buttonType = ButtonType.ACTIVE_GAME_STATE, name = 'Tech tree', guiScreen = 'techTree.lua'}},
isVehicle = false,
health = 500,
@@ -1056,6 +1066,7 @@ units = {
},
unitClass = UnitClass.POINT_DEFENSE,
unitType = UnitType.LAND,
maxUnevenness = .5,
isVehicle = false,
health = 500,
buildTime = 1000,
@@ -1075,6 +1086,7 @@ units = {
{
unitClass = UnitClass.EXTRACTOR,
unitType = UnitType.LAND,
maxUnevenness = .5,
isVehicle = false,
health = 500,
buildTime = 1000,
@@ -1095,6 +1107,7 @@ units = {
{
unitClass = UnitClass.REFINERY,
unitType = UnitType.LAND,
maxUnevenness = .5,
isVehicle = false,
health = 500,
buildTime = 1000,
@@ -1114,6 +1127,7 @@ units = {
buildableUnits = {{id = UnitId.ENGINEER, buildable = true, trigger = 69}},
unitClass = UnitClass.FORT,
unitType = UnitType.LAND,
maxUnevenness = .5,
isVehicle = false,
health = 1000,
buildTime = 1000,
+2 -4
View File
@@ -311,10 +311,8 @@ namespace battleship{
if(targets.empty()) castRayToTerrain();
if(!buildableStructSelected)
for(int i = 0; i < selectedUnits.size(); i++){
fc->addGameObjectFrame(GameObjectFrame(selectedUnits[i]->getId(), GameObject::Type::UNIT));
fc->placeGameObjectFrame(fc->getNumGameObjectFrames() - 1, targets[0].pos, selectedUnits[i]->getWidth(), selectedUnits[i]->getLength());
}
for(int i = 0; i < selectedUnits.size(); i++)
fc->addGameObjectFrame(GameObjectFrame(selectedUnits[i]->getId(), GameObject::Type::UNIT, selectedUnits[i], targets[0].pos));
selectingDestOrient = true;
fc->setRotating(true);
+1 -1
+6 -1
View File
@@ -104,7 +104,12 @@ namespace battleship{
}
void GameObject::initProperties(){
sol::table sizeTable = generateView()[GameObject::getGameObjTableName()][id + 1]["size"];
sol::table objTable = generateView()[GameObject::getGameObjTableName()][id + 1];
sol::optional<float> maxUnevOpt = objTable["maxUnevenness"];
if(maxUnevOpt != sol::nullopt) maxUnevenness = objTable["maxUnevenness"];
sol::table sizeTable = objTable["size"];
width = sizeTable["x"];
height = sizeTable["y"];
length = sizeTable["z"];
+2 -1
View File
@@ -30,6 +30,7 @@ namespace battleship{
static sf::Sound* prepareSfx(sf::SoundBuffer*, std::string);
bool pointWithinObj(vb01::Vector3, float = 0, float = 0, bool = false, float = 0);
void changePlayer(Player *newPlayer);
inline float getMaxUnevenness(){return maxUnevenness;}
inline vb01::Vector2 getScreenPos(){return screenPos;}
inline vb01::Vector3 getCorner(int i){return corners[i];}
inline bool isSelectable(){return selectable;}
@@ -69,7 +70,7 @@ namespace battleship{
vb01::Vector2 screenPos;
vb01::Quaternion rot;
bool selectable = false, debugging = false, remove = false;
float width, height, length;
float width, height, length, maxUnevenness;
};
}
+9 -1
View File
@@ -10,13 +10,21 @@ namespace battleship{
struct GameObjectFrame : public GameObject{
enum Status{PLACEABLE, NOT_PLACEABLE, PLACED};
GameObjectFrame(int i, GameObject::Type t, vb01::Vector3 pos = vb01::Vector3::VEC_ZERO, vb01::Quaternion rot = vb01::Quaternion::QUAT_W) : GameObject(t, i, nullptr, pos, rot) {
GameObjectFrame(int i, GameObject::Type t, Unit *ou = nullptr, vb01::Vector3 pos = vb01::Vector3::VEC_ZERO, vb01::Quaternion rot = vb01::Quaternion::QUAT_W) :
originalUnit(ou),
GameObject(t, i, nullptr, pos, rot)
{
initModel(false);
initProperties();
placeAt(pos);
orientAt(rot);
}
~GameObjectFrame(){}
void destroy(){destroyModel();}
inline Unit* getOriginalUnit(){return originalUnit;}
Status status;
Unit *originalUnit = nullptr;
};
}
+92 -72
View File
@@ -34,9 +34,11 @@ namespace battleship{
return gameObjectFrameController;
}
void GameObjectFrameController::paintSelect(Vector3 rowEnd, float width, float length){
void GameObjectFrameController::paintSelect(Vector3 rowEnd){
Vector3 rowDir = rowEnd - paintSelectRowStart;
float lenRow = rowDir.getLength();
float width = gameObjectFrames[0].getWidth();
float length = gameObjectFrames[0].getLength();
float hypothenuse = sqrt(width * width + length * length);
int numStructsInRow = int(lenRow / hypothenuse);
@@ -51,98 +53,92 @@ namespace battleship{
buildDir = gameObjectFrames[1].getModel()->getPosition() - gameObjectFrames[0].getModel()->getPosition();
Vector3 pos = paintSelectRowStart + buildDir.norm() * hypothenuse * gameObjectFrames.size();
addGameObjectFrame(GameObjectFrame(structureId, GameObject::Type::UNIT, pos));
addGameObjectFrame(GameObjectFrame(structureId, GameObject::Type::UNIT, nullptr, pos));
}
}
//TODO specify what to snap the frame to
void GameObjectFrameController::snapToObj(GameObjectFrame &s, GameObject::Type type, int unitId, float maxDist){
if(s.getType() == GameObject::Type::UNIT && s.getId() == unitId){
void GameObjectFrameController::snapToObj(GameObjectFrame &s, vector<GameObject*> snapTargets, float maxDist){
s.status = GameObjectFrame::NOT_PLACEABLE;
Player *civPl = Game::getSingleton()->getCivilianPlayer();
for(ResourceDeposit *dep : civPl->getResourceDeposits()){
Vector3 depPos = dep->getPos();
for(GameObject *st : snapTargets){
Vector3 stPos = st->getPos();
if(!dep->getExtractor() && s.getPos().getDistanceFrom(depPos) < maxDist){
if(s.getPos().getDistanceFrom(stPos) < maxDist){
s.status = GameObjectFrame::PLACEABLE;
s.placeAt(depPos);
s.placeAt(stPos);
checkPlacement(s);
break;
}
}
}
}
//TODO implement terrain evenness check
//TODO factor out literal values
//TODO fix which unit frames light green or red
void GameObjectFrameController::placeGameObjectFrame(int id, Vector3 newPos, float width, float length){
void GameObjectFrameController::checkPlacement(GameObjectFrame &s){
Map *map = Map::getSingleton();
MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
MeshData::Vertex *verts = meshData.vertices;
int numVerts = 3 * meshData.numTris;
float maxUnevenness = .5, unevenness = 0;
bool placeable = true;
s.status = GameObjectFrame::PLACEABLE;
if(s.getMaxUnevenness() > 0)
for(int i = 0; i < numVerts; i++){
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);
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);
if(diffX < 0.5 * width && diffZ < 0.5 * length && diffY > unevenness){
unevenness = diffY;
if(diffX < 0.5 * s.getWidth() && diffZ < 0.5 * s.getLength() && diffY > s.getMaxUnevenness()){
s.status = GameObjectFrame::NOT_PLACEABLE;
break;
}
}
if(unevenness > maxUnevenness){
placeable = false;
vector<Unit*> units;
for(Player *player : Game::getSingleton()->getPlayers(true)){
vector<Unit*> u = player->getUnits();
units.insert(units.end(), u.begin(), u.end());
}
for(Unit *unit : units){
if(unit == s.getOriginalUnit()) continue;
Vector3 gm1Pos = s.getPos();
Vector3 gm1Dir = s.getDirVec();
gm1Dir = Vector3(gm1Dir.x, 0, gm1Dir.z).norm();
Vector3 gm1Left = s.getLeftVec();
gm1Left = Vector3(gm1Left.x, 0, gm1Left.z).norm();
Vector3 gm2Pos = unit->getPos();
Vector3 gm2Dir = unit->getDirVec();
gm2Dir = Vector3(gm2Dir.x, 0, gm2Dir.z).norm();
Vector3 gm2Left = unit->getLeftVec();
gm2Left = Vector3(gm2Left.x, 0, gm2Left.z).norm();
bool intersects = rectanglesIntersect(
Vector2(gm1Pos.x, gm1Pos.z),
Vector2(gm1Dir.x, gm1Dir.z),
Vector2(gm1Left.x, gm1Left.z),
Vector2(s.getWidth(), s.getLength()),
Vector2(gm2Pos.x, gm2Pos.z),
Vector2(gm2Dir.x, gm2Dir.z),
Vector2(gm2Left.x, gm2Left.z),
Vector2(unit->getWidth(), unit->getLength())
);
if(intersects){
s.status = GameObjectFrame::NOT_PLACEABLE;
break;
}
}
}
GameObjectFrame &s = gameObjectFrames[id];
s.placeAt(newPos);
snapToObj(s, GameObject::Type::UNIT, 20, 3);
Vector4 color;
if(placeable){
s.status = GameObjectFrame::PLACEABLE;
color = Vector4(0, 1, 0, 1);
}
else{
s.status = GameObjectFrame::NOT_PLACEABLE;
color = Vector4(1, 0, 0, 1);
}
Material *mat = s.getModel()->getMaterial();
mat->setVec4Uniform("diffuseColor", color);
}
void GameObjectFrameController::updatePlacement(){
for(GameObjectFrame &frame : gameObjectFrames)
frame.update();
Map *map = Map::getSingleton();
Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
Vector3 endPos = screenToSpace(getCursorPos());
vector<RayCaster::CollisionResult> results = map->raycastTerrain(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), true);
if(results.empty()) return;
float width, length;
if(paintSelecting){
sol::table sizeTable = generateView()[gameObjectFrames[0].getGameObjTableName()][gameObjectFrames[0].getId() + 1]["size"];
width = sizeTable["x"], length = sizeTable["z"];
paintSelect(results[0].pos, width, length);
}
if(placingVertically){
void GameObjectFrameController::shiftVerticalPlacement(){
if(!minDepthCalculated){
placementPos = results[0].pos;
Map *map = Map::getSingleton();
Node *nodeParent = map->getNodeParent();
Vector3 cellSize = map->getCellSize(), waterBodyPos;
bool inWater = false;
@@ -179,23 +175,47 @@ namespace battleship{
placementPos.y = newDepth;
}
}
else if(placingOnSurface)
placementPos = results[0].pos;
void GameObjectFrameController::update(){
Map *map = Map::getSingleton();
Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
Vector3 endPos = screenToSpace(getCursorPos());
vector<RayCaster::CollisionResult> results = map->raycastTerrain(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), true);
if(results.empty()) return;
if(paintSelecting) paintSelect(results[0].pos);
if(placingVertically) shiftVerticalPlacement();
else if(placingOnSurface) placementPos = results[0].pos;
vector<GameObject*> deposits;
for(ResourceDeposit *rd : Game::getSingleton()->getCivilianPlayer()->getResourceDeposits())
deposits.push_back((GameObject*)rd);
for(int i = 0; i < gameObjectFrames.size(); i++){
gameObjectFrames[i].update();
if(paintSelecting){
float width = gameObjectFrames[0].getWidth();
float length = gameObjectFrames[0].getLength();
float hypothenuse = sqrt(width * width + length * length);
Vector3 dir = (results[0].pos - paintSelectRowStart).norm();
placementPos = paintSelectRowStart + dir * hypothenuse * i;
}
if(!rotating && (placingOnSurface || placingVertically))
placeGameObjectFrame(i, placementPos, width, length);
}
}
gameObjectFrames[i].placeAt(placementPos);
void GameObjectFrameController::update(){
updatePlacement();
if(gameObjectFrames[i].getId() == 23)
snapToObj(gameObjectFrames[i], deposits, 20);
else
checkPlacement(gameObjectFrames[i]);
bool placeable = (gameObjectFrames[i].status == GameObjectFrame::PLACEABLE);
Vector4 color = (placeable ? Vector4(0, 1, 0, 1) : Vector4(1, 0, 0, 1));
gameObjectFrames[i].getModel()->getMaterial()->setVec4Uniform("diffuseColor", color);
}
if(!placingVertically) minDepthCalculated = false;
}
+4 -4
View File
@@ -21,7 +21,7 @@ namespace battleship{
void removeGameObjectFrame(int);
void removeGameObjectFrames();
void rotateGameObjectFrames(float);
void placeGameObjectFrame(int, vb01::Vector3, float, float);
void checkPlacement(GameObjectFrame&);
inline int getNumGameObjectFrames(){return gameObjectFrames.size();}
inline void addGameObjectFrame(GameObjectFrame u){gameObjectFrames.push_back(u);}
inline GameObjectFrame& getGameObjectFrame(int i){return gameObjectFrames[i];}
@@ -41,9 +41,9 @@ namespace battleship{
}
private:
GameObjectFrameController(){}
void paintSelect(vb01::Vector3, float, float);
void snapToObj(GameObjectFrame&, GameObject::Type, int, float);
void updatePlacement();
void paintSelect(vb01::Vector3);
void snapToObj(GameObjectFrame&, std::vector<GameObject*>, float);
void shiftVerticalPlacement();
std::vector<GameObjectFrame> gameObjectFrames;
vb01::Vector3 paintSelectRowStart, placementPos;