#include #include #include #include #include #include #include #include "vehicle.h" #include "pathfinder.h" #include "map.h" using namespace gameBase; using namespace vb01; using namespace std; namespace battleship{ Vehicle::Vehicle(Player *player, int id, Vector3 pos, Quaternion rot) : Unit(player, id, pos, rot){ initProperties(); debugMat = new Material(Root::getSingleton()->getLibPath() + "texture"); debugMat->addBoolUniform("lightingEnabled", false); debugMat->addBoolUniform("texturingEnabled", false); debugMat->addVec4Uniform("diffuseColor", Vector4::VEC_IJKL); } Vehicle::~Vehicle(){ removeAllPathpoints(); delete debugMat; Unit::~Unit(); } void Vehicle::update(){ Unit::update(); model->setVisible(!garrisonable); } void Vehicle::halt(){ Unit::halt(); removeAllPathpoints(); patrolPointId = 0; pursuingTarget = false; } void Vehicle::addOrder(Order order){ if(order.type != Order::TYPE::EJECT){ preparePathpoints(order.targets[0].pos); if(!pathPoints.empty()) orders.push_back(order); } else orders.push_back(order); } void Vehicle::turn(float angle) { Quaternion newRot = Quaternion(angle, upVec) * model->getOrientation(); model->setOrientation(newRot); rot = newRot; } void Vehicle::advance(float speed, MoveDir moveDir) { Vector3 dir; switch(moveDir){ case MoveDir::FORW: dir = dirVec; break; case MoveDir::LEFT: dir = leftVec; break; case MoveDir::UP: dir = upVec; break; } placeAt(pos + dir * speed); } void Vehicle::initProperties(){ sol::table SOL_LUA_STATE = generateView()[GameObject::getGameObjTableName()]; maxTurnAngle = SOL_LUA_STATE["maxTurnAngle"][id + 1]; speed = SOL_LUA_STATE["speed"][id + 1]; anglePrecision = SOL_LUA_STATE["anglePrecision"][id + 1]; } void Vehicle::navigate(float destOffset){ Vector3 hypVec = (pathPoints[0] - pos); float hypAngle = hypVec.norm().getAngleBetween(upVec) - PI / 2; float offset = hypVec.getLength() * sin(hypAngle); Vector3 linDest = pathPoints[0] + upVec * offset; float vertDist = fabs(pos.y - pathPoints[0].y); Vector3 destDir = (linDest - pos).norm(); float angle = (destDir != Vector3::VEC_ZERO ? dirVec.getAngleBetween(destDir) : -1); if(angle > anglePrecision && pos.getDistanceFrom(linDest) > destOffset) turn(calculateRotation(destDir, angle, maxTurnAngle)); else{ if(pos.getDistanceFrom(linDest) > destOffset){ float dist = pos.getDistanceFrom(linDest); float movementAmmount = (speed > dist ? dist : speed); advance(movementAmmount); } if(vertDist > 0.5 * height){ float dist = pos.y - pathPoints[0].y; float movementAmmount = (speed > fabs(dist) ? dist : speed); if(dist > 0) movementAmmount *= -1; advance(movementAmmount, MoveDir::UP); } if(pos.getDistanceFrom(linDest) <= destOffset){ bool orderHasDir = (orders[0].direction != Vector3::VEC_ZERO); float angleToOrderDir = dirVec.getAngleBetween(orders[0].direction); bool destDirWithin = (!orderHasDir || (orderHasDir && angleToOrderDir <= anglePrecision)); if(pathPoints.size() == 1 && !destDirWithin) turn(calculateRotation(orders[0].direction, angleToOrderDir, maxTurnAngle)); if(pathPoints.size() > 1 || (pathPoints.size() == 1 && destDirWithin)){ if(type == UnitType::UNDERWATER && vertDist < 0.5 * height) removePathpoint(); else if(type != UnitType::UNDERWATER) removePathpoint(); } } } } void Vehicle::alignToSurface(){ /* Map *map = Map::getSingleton(); TerrainObject terr = map->getTerrainObject(0); vector res = RayCaster::cast(Vector3(pos.x, terr.size.y, pos.z), Vector3(0, -1, 0), terr.node); if(!res.empty()){ placeAt(res[0].pos); float angle = upVec.getAngleBetween(res[0].norm); Vector3 axis = upVec.cross(res[0].norm).norm(); Quaternion rotQuat = Quaternion(angle, axis); orientAt(rotQuat * rot); } */ } void Vehicle::move(Order order) { navigate(0.5 * Map::getSingleton()->getCellSize().x); if(type == UnitType::LAND) alignToSurface(); if(pathPoints.empty()) removeOrder(0); } void Vehicle::exitGarrisonable(){ placeAt(garrisonable->getPos()); garrisonable->updateGarrison(this, false); garrisonable = nullptr; } void Vehicle::enterGarrisonable(){ Unit *targUnit = orders[0].targets[0].unit; targUnit->updateGarrison(this, true); removeAllPathpoints(); removeOrder(0); garrisonable = targUnit; pursuingTarget = false; } void Vehicle::navigateToTarget(float minDist){ if(!pursuingTarget){ Vector3 targPos = (orders[0].targets[0].unit ? orders[0].targets[0].unit->getPos() : orders[0].targets[0].pos); preparePathpoints(targPos); pursuingTarget = true; if(orders[0].type == Order::TYPE::GARRISON) addPathpoint(targPos); } navigate(minDist); } void Vehicle::garrison(Order order){ Unit *targUnit = order.targets[0].unit; float distToGarrisonable = pos.getDistanceFrom(targUnit->getPos()), garrisonDist = .1; if(distToGarrisonable > garrisonDist) navigateToTarget(garrisonDist); else enterGarrisonable(); } void Vehicle::patrol(Order order){ if(pathPoints.empty()){ patrolPointId = getNextPatrolPointId(order.targets.size()); preparePathpoints(order.targets[patrolPointId].pos); } navigate(.5 * Map::getSingleton()->getCellSize().x); } void Vehicle::addPathpoint(Vector3 pointPos){ pathPoints.push_back(pointPos); Box *b = new Box(Vector3::VEC_IJK); b->setMaterial(debugMat); Node *n = new Node(pointPos); n->attachMesh(b); Root::getSingleton()->getRootNode()->attachChild(n); debugPathPoints.push_back(n); } void Vehicle::preparePathpoints(Vector3 destPos){ removeAllPathpoints(); Map *map = Map::getSingleton(); vector &cells = map->getCells(); int source = map->getCellId(pos); int dest = map->getCellId(destPos); if(type == UnitType::UNDERWATER || type == UnitType::SEA_LEVEL || type == UnitType::LAND){ Map::Cell::Type cellType = (type == UnitType::LAND ? Map::Cell::LAND : Map::Cell::WATER); bool canReach = (cells[source].type == cellType && cells[dest].type == cellType); if(!canReach) return; } Pathfinder *pathfinder = Pathfinder::getSingleton(); vector path = pathfinder->findPath(cells, source, dest, (int)type); for(int p : path) addPathpoint(cells[p].pos); } void Vehicle::removePathpoint(int i){ Node *rootNode = Root::getSingleton()->getRootNode(); Node *debugPathPointNode = debugPathPoints[i]; rootNode->dettachChild(debugPathPointNode); Mesh *mesh = debugPathPointNode->getMesh(0); mesh->setMaterial(nullptr); debugPathPoints.erase(debugPathPoints.begin() + i); delete debugPathPointNode; pathPoints.erase(pathPoints.begin() + i); if(pathPoints.empty()) pursuingTarget = false; } void Vehicle::removeAllPathpoints(){ while(!pathPoints.empty()) removePathpoint(); } void Vehicle::attack(Order order){ int prevNumOrders = orders.size(); Unit::attack(order); int currNumOrders = orders.size(); if(prevNumOrders != currNumOrders) return; Order::Target target = order.targets[0]; Vector3 targVec = (target.unit ? target.unit->getPos() : target.pos) - pos; float distToTarg = targVec.getLength(); float minDist = range; if(distToTarg > minDist) navigateToTarget(.5 * Map::getSingleton()->getCellSize().x); else pursuingTarget = false; float angleToTarg = targVec.norm().getAngleBetween(dirVec); if(distToTarg <= range){ if(angleToTarg <= anglePrecision && canFire()) fire(); else if(angleToTarg > anglePrecision) turn(calculateRotation(targVec.norm(), angleToTarg, maxTurnAngle)); } } void Vehicle::toggleSelection(bool selection){ if(!garrisonable) Unit::toggleSelection(selection); } }