#pragma once #ifndef UNIT_DATA_H #define UNIT_DATA_H #include #include "defConfigs.h" /* 0:戦艦 1:駆逐艦 2:巡洋艦 3:航空母艦 4:潜水艦 5: 戦闘機 */ namespace battleship { namespace unitData { using namespace configData; const int numberOfUnits = 11; enum class UNIT_TYPE {VESSEL, DESTROYER, CRUISER, AIRCRAFT_CARRIER, SUBMARINE, MISSILE_JET, DEMO_JET}; const UNIT_TYPE unitType[numberOfUnits]{ UNIT_TYPE::VESSEL, UNIT_TYPE::VESSEL, UNIT_TYPE::DESTROYER, UNIT_TYPE::DESTROYER, UNIT_TYPE::CRUISER, UNIT_TYPE::CRUISER, UNIT_TYPE::AIRCRAFT_CARRIER, UNIT_TYPE::AIRCRAFT_CARRIER, UNIT_TYPE::SUBMARINE, UNIT_TYPE::MISSILE_JET, UNIT_TYPE::DEMO_JET }; const int health[numberOfUnits]{500, 500, 500, 500, 500, 500, 500, 500, 500, 500, 500}; const float speed[numberOfUnits]{.025, .025, .05, .05, .1, .1, .1, .1, .1, .1, .15}; const float destinationOffset[numberOfUnits]{.75, .75, 1, 1, .1, .1, .1, .1, .1, .5, .5}; const float anglePrecision[numberOfUnits]{.1, .1, .1, .1, .1, .1, .1, .1, .1, 3,3}; const int cost[numberOfUnits]{500, 500, 500, 500, 500, 500, 500, 500, 500, 500, 500}; const float maxTurnAngle[numberOfUnits]{1, 1, .5, .5, 1, 1, .5, .5, 1, 2, 2}; const float range[numberOfUnits]{15, 15, 14, 14, 13, 13, 12, 12,15,25}; const vb01::Vector3 unitCornerPoints[numberOfUnits][8]{ { vb01::Vector3(.9, -1, -6), vb01::Vector3(-.9, -1, -6), vb01::Vector3(-.9, -1, 5.8), vb01::Vector3(.9, -1, 5.8), vb01::Vector3(.9, 3.5, -6), vb01::Vector3(-.9, 3.5, -6), vb01::Vector3(-.9, 3.5, 5.8), vb01::Vector3(.9, 3.5, 5.8) }, { vb01::Vector3(.5, -.5, -7.05), vb01::Vector3(-.5, -.5, -7.05), vb01::Vector3(-.5, -.5, 6.4), vb01::Vector3(.5, -.5, 6.4), vb01::Vector3(.5, 3, -7.05), vb01::Vector3(-.5, 3, -7.05), vb01::Vector3(-.5, 3, 6.4), vb01::Vector3(.5, 3, 6.4) }, { vb01::Vector3(.5, -.5, -3.4), vb01::Vector3(-.5, -.5, -3.4), vb01::Vector3(-.5, -.5, 3.4), vb01::Vector3(.5, -.4, 3.4), vb01::Vector3(.5, 2.1, -3.4), vb01::Vector3(-.5, 2, -3.4), vb01::Vector3(-.5, 2, 3.4), vb01::Vector3(.5, 2, 3.4) }, { vb01::Vector3(.5, -.25, -4.8), vb01::Vector3(-.5, -.25, -4.8), vb01::Vector3(-.5, -.25, 4.7), vb01::Vector3(.5, -.25, 4.7), vb01::Vector3(.5, .8, -4.8), vb01::Vector3(-.5, .8, -4.8), vb01::Vector3(-.5, .8, 4.7), vb01::Vector3(.5, .8, 4.7) }, { vb01::Vector3(.7, -.3, -4), vb01::Vector3(-.7, -.3, -4), vb01::Vector3(-.7, -.3, 3.4), vb01::Vector3(.7, -.3, 3.4), vb01::Vector3(.7, 2.9, -4), vb01::Vector3(-.7, 2.9, -4), vb01::Vector3(-.7, 2.9, 3.4), vb01::Vector3(.7, 2.9, 3.4) }, { vb01::Vector3(.5, -.5, -6.1), vb01::Vector3(-.5, -.5, -6.1), vb01::Vector3(-.5, -.5, 5.2), vb01::Vector3(.5, -.5, 5.2), vb01::Vector3(.5, 2.2, -6.1), vb01::Vector3(-.5, 2.2, -6.1), vb01::Vector3(-.5, 2.2, 5.2), vb01::Vector3(.5, 2.2, 5.2) }, { vb01::Vector3(2, -.5, -10), vb01::Vector3(-2, -.5, -10), vb01::Vector3(-2, -.5, 9), vb01::Vector3(2, -.5, 9), vb01::Vector3(2, 5.5, -10), vb01::Vector3(-2, 5.5, -10), vb01::Vector3(-2, 5.5, 9), vb01::Vector3(2, 5.5, 9) }, { vb01::Vector3(2, -1, -10), vb01::Vector3(-2, -1, -10), vb01::Vector3(-2, -1, 9), vb01::Vector3(2, -1, 9), vb01::Vector3(2, 4.5, -10), vb01::Vector3(-2, 4.5, -10), vb01::Vector3(-2, 4.5, 9), vb01::Vector3(2, 4.5, 9) }, { vb01::Vector3(.25, -.5, -2), vb01::Vector3(-.25, -.5, -2), vb01::Vector3(-.25, -.5, 3), vb01::Vector3(.25, -.5, 3), vb01::Vector3(.25, .7, -2), vb01::Vector3(-.25, .7, -2), vb01::Vector3(-.25, .7, 3), vb01::Vector3(.25, .7, 3) }, { vb01::Vector3(.6,-.1,-1.3), vb01::Vector3(-.6,-.1,-1.3), vb01::Vector3(-.6,-.1,.8), vb01::Vector3(.6,-.1,.8), vb01::Vector3(.6,.3,-1.3), vb01::Vector3(-.6,.3,-1.3), vb01::Vector3(-.6,.3,.8), vb01::Vector3(.6,.3,.8) }, { vb01::Vector3(.5,-.1,-1.3), vb01::Vector3(-.5,-.1,-1.3), vb01::Vector3(-.5,-.1,.7), vb01::Vector3(.5,-.1,.7), vb01::Vector3(.5,.15,-1.3), vb01::Vector3(-.5,.15,-1.3), vb01::Vector3(-.5,.15,.7), vb01::Vector3(.5,.15,.7) } }; const vb01::Vector3 unitCuboidDimensions[numberOfUnits][8]{ { vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1) }, { vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1) }, { vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1) }, { vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1) }, { vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1) }, { vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1) }, { vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1) }, { vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1), vb01::Vector3(1, 1, 1) }, { vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1) }, { vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1) }, { vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1), vb01::Vector3(.1, .1, .1) } }; const float unitAxisLength[numberOfUnits]{8, 8,6,6,5, 5,8, 8, 7,2,2}; const float lineOfSight[numberOfUnits]{5, 8, 4, 4, 3, 3, 6, 6, 3, 3, 8}; const std::string name[numberOfUnits]{ "Battleship", "Battleship", "Destroyer", "Destroyer", "Cruiser", "Cruiser", "Aircraft carrier", "Aircraft carrier", "Submarine", "Jet", "Jet" }; const std::string meshPath[numberOfUnits]{ "battleship00.vb", "battleship01.vb", "destroyer00.vb", "destroyer01.vb", "cruiser00.vb", "cruiser01.vb", "aircraftCarrier00.vb", "aircraftCarrier01.vb", "submarine.vb", "jet00.x", "jet01.x" }; const std::string basePath[numberOfUnits]{ PATH + "Models/Battleships/", PATH + "Models/Battleships/", PATH + "Models/Destroyers/", PATH + "Models/Destroyers/", PATH + "Models/Cruisers/", PATH + "Models/Cruisers/", PATH + "Models/Aircraft carriers/", PATH + "Models/Aircraft carriers/", PATH + "Models/Submarines/", PATH + "Models/Jets/", PATH + "Models/Jets/"}; } } #endif