#include #include #include #include #include #include #include #include #include "pathfinder.h" #include "structure.h" #include "vehicle.h" #include "weapon.h" #include "player.h" #include "game.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::State state) : Unit(player, id, pos, rot, state){ initProperties(); } Vehicle::~Vehicle(){ removeAllPathpoints(); } void Vehicle::update(){ Unit::update(); if(garrisonable) model->setVisible(false); } void Vehicle::halt(){ Unit::halt(); removeAllPathpoints(); patrolPointId = 0; pursuingTarget = false; } void Vehicle::startCurrentOrder(){ Unit::startCurrentOrder(); if(orders[0].type == Order::TYPE::LAUNCH) return; removeAllPathpoints(); Vector3 targPos = (orders[0].targets[0].unit ? orders[0].targets[0].unit->getPos() : orders[0].targets[0].pos); preparePathpoints(orders[0], targPos); } bool Vehicle::validateGarrisonOrder(Order order){ Unit *targUnit = order.targets[0].unit; for(GarrisonSlot slot : targUnit->getGarrisonSlots()) if(!slot.vehicle && slot.category >= garrisonCategory) return true; return false; } 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(){ Game *game = Game::getSingleton(); vector currTechs = player->getTechnologies(); sol::table unitTable = generateView()[GameObject::getGameObjTableName()][id + 1]; maxTurnAngle = unitTable["maxTurnAngle"]; maxTurnAngle += game->calcAbilFromTech(Ability::Type::MAX_TURN_ANGLE, currTechs, (int)GameObject::type, id); speed = unitTable["speed"]; speed += game->calcAbilFromTech(Ability::Type::SPEED, currTechs, (int)GameObject::type, id); anglePrecision = unitTable["anglePrecision"]; garrisonCategory = unitTable["garrisonCategory"]; } void Vehicle::reinit(){ Unit::reinit(); initProperties(); } void Vehicle::moveByTerrainQuads(Vector3 hypVec, float destOffset){ Map *map = Map::getSingleton(); Quad *terrQuad = (Quad*)map->getNodeParent()->getChild(0)->getMesh(0); int numVertDiv = 100, numHorDiv = 100; Vector3 mapSize = map->getMapSize(); Vector2 sqIdsVec = terrQuad->getSubquadIds(numVertDiv, numHorDiv, pos, mapSize); Vector2 sqIdsEndVec = terrQuad->getSubquadIds(numVertDiv, numHorDiv, pathPoints[0], mapSize); int sqIds[]{sqIdsVec.x, sqIdsVec.y}; vector points = vector{pos}; // y = ax + b float a = hypVec.z / hypVec.x; float b = pos.z - a * pos.x; while(!(sqIds[0] == (int)sqIdsEndVec.x && sqIds[1] == (int)sqIdsEndVec.y)){ Vector3 c1 = terrQuad->getSubquadCorner(sqIds[0], sqIds[1], numVertDiv, numHorDiv, true, false); //top left Vector3 c2 = terrQuad->getSubquadCorner(sqIds[0], sqIds[1], numVertDiv, numHorDiv, true, true); //top right Vector3 c3 = terrQuad->getSubquadCorner(sqIds[0], sqIds[1], numVertDiv, numHorDiv, false, false); //bottom left Vector3 c4 = terrQuad->getSubquadCorner(sqIds[0], sqIds[1], numVertDiv, numHorDiv, false, true); //bottom right float minX = c1.x, maxX = c2.x, minY = c1.z, maxY = c3.z; bool bottom = (hypVec.z > 0), left = (hypVec.x < 0); float intersecX = (left ? c1.x : c2.x); float intersecY = (bottom ? c3.z : c1.z); float xSolY = a * intersecX + b; float ySolX = (intersecY - b) / a; float diff, vertDiff, x, y, z; if(minY <= xSolY && xSolY <= maxY){ diff = (xSolY - c1.z) / (c3.z - c1.z); vertDiff = (left ? c3.y - c1.y : c4.y - c2.y); x = (left ? c1.x : c2.x); y = (left ? c1.y : c2.y) + vertDiff * diff; z = xSolY; sqIds[0] += (left ? -1 : 1); } else if(hypVec.x == 0 || (minX <= ySolX && ySolX <= maxX)){ diff = (ySolX - c1.x) / (c2.x - c1.x); vertDiff = (bottom ? c4.y - c3.y : c2.y - c1.y); x = ySolX; y = (bottom ? c3.y : c1.y) + vertDiff * diff; z = (bottom ? c3.z : c1.z); sqIds[1] += (bottom ? 1 : -1); } points.push_back(Vector3(x, y, z)); } points.push_back(pathPoints[0]); float movementAmmount = speed, totalDist = 0, eps = .01; Vector3 endPos = pos; for(int i = 0; i < points.size() - 1; i++){ Vector3 diffVec = (points[i + 1] - points[i]).norm(); float dist = points[i].getDistanceFrom(points[i + 1]); float diff = dist; if(fabs(totalDist + dist - movementAmmount) > eps) diff = movementAmmount - totalDist; endPos += diffVec * diff; totalDist += diff; } placeAt(endPos); if(fabs(pathPoints[0].x - pos.x) <= destOffset && fabs(pathPoints[0].z - pos.z) <= destOffset/* && fabs(pathPoints[0].y - pos.y) <= .1*/) removePathpoint(); } void Vehicle::moveByPlane(Vector3 hypVec, float destOffset){ float hypAngle = hypVec.norm().getAngleBetween(upVec) - PI / 2; float offset = hypVec.getLength() * sin(hypAngle); Vector3 linDest = pathPoints[0] + upVec * offset; Vector3 destDir = (linDest - pos).norm(); float angle = (destDir != Vector3::VEC_ZERO ? dirVec.getAngleBetween(destDir) : -1); if(pos.getDistanceFrom(pathPoints[0]) > destOffset){ float dist = pos.getDistanceFrom(linDest); float movementAmmount = (speed > dist ? dist : speed); advance(movementAmmount); } float vertDist = fabs(pos.y - pathPoints[0].y); if(vertDist > .1){ 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)) && (type != UnitType::UNDERWATER || (type == UnitType::UNDERWATER && vertDist < 0.5 * height)) ){ removePathpoint(); } } } void Vehicle::navigate(float destOffset){ Vector3 hypVec = (pathPoints[0] - pos), baseDir; float baseAngle = upVec.getAngleBetween(hypVec.norm()); if(fabs(baseAngle - PI / 2) > .001){ bool acuteAngle = (baseAngle < PI / 2); if(acuteAngle) baseAngle = PI / 2 - baseAngle; else baseAngle -= PI / 2; float pointToPlane = hypVec.getLength() * sin(baseAngle); baseDir = (pathPoints[0] + upVec * pointToPlane * (acuteAngle ? -1 : 1) - pos).norm(); } else baseDir = hypVec.norm(); float angle = baseDir.getAngleBetween(dirVec); if(angle > anglePrecision && pos.getDistanceFrom(pathPoints[0]) > destOffset) turn(calculateRotation(baseDir, angle, maxTurnAngle)); else if(type == UnitType::LAND) moveByTerrainQuads(hypVec, destOffset); else moveByPlane(hypVec, destOffset); } /* int numHorSubquads = terrQuad->getNumHorSubquads(); int numVertSubquads = terrQuad->getNumVertSubquads(); Vector3 mapSize = map->getMapSize(); Vector2 subquadSize = terrQuad->getSubquadSize(); Vector3 pointA = pos, pointB = pathPoints[0]; if(pointA.x > pointB.x) swap(pointA.x, pointB.x); if(pointA.z > pointB.z) swap(pointA.z, pointB.z); // y = ax + b float a = hypVec.x / hypVec.z; float b = pos.z / (a * pos.x); vector, float>> intersecPointDists; for(int x = 0; x < numHorSubquads; x++){ float currX = -.5 * mapSize.x + x * subquadSize.x; if(!(pointA.x <= currX && currX <= pointB.x)) continue; Vector2 pos2D = Vector2(pos.x, pos.z); int y; for(y = 0; y < numVertSubquads; y++){ float currY = -.5 * mapSize.z + y * subquadSize.y; if(!(pointA.z <= currY && currY <= pointB.z)) continue; intersecPointDists.push_back(make_pair(make_pair(x, y), Vector2((currY - b) / a, currY).getDistanceFrom(pos2D))); } intersecPointDists.push_back(make_pair(make_pair(x, y), Vector2(currX, a * currX + b).getDistanceFrom(pos2D))); } for (int i = 0; i < intersecPointDists.size(); i++) for (int j = 0; j < intersecPointDists.size() - i - 1; j++) if (intersecPointDists[j] > intersecPointDists[j + 1]) swap(intersecPointDists[j], intersecPointDists[j + 1]); float currDist = 0; int lastId; for(int i = 0; i < intersecPointDists.size(); i++){ currDist += intersecPointDists[i].second; lastId = i; if(currDist + intersecPointDists[i].second > speed) break; } Vector3 p1, p2; //p1 = terrQuad->getSubQuadPoint(intersecPointDists[lastId]); //p2 = terrQuad->getSubQuadPoint(intersecPointDists[lastId - 1]); Vector3 vec = p2 - p1; } */ 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(Vector3 exitPos){ placeAt(exitPos); 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(orders[0], 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 = Map::getSingleton()->getCellSize().x; if(distToGarrisonable > garrisonDist) navigateToTarget(garrisonDist); else enterGarrisonable(); } void Vehicle::patrol(Order order){ if(pathPoints.empty()){ patrolPointId = getNextPatrolPointId(order.targets.size()); preparePathpoints(order, 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(player->getColorMaterial()); Node *n = new Node(pointPos); n->attachMesh(b); n->setVisible(Game::getSingleton()->isDebug()); Root::getSingleton()->getRootNode()->attachChild(n); debugPathPoints.push_back(n); } //TODO allow ships to attack land targets and vice versa //TODO recursively search for vacant dest cell neibourghss void Vehicle::preparePathpoints(Order &order, Vector3 destPos, bool appendDestPos){ removeAllPathpoints(); Map *map = Map::getSingleton(); vector &cells = map->getCells(); int source = map->getCellId(pos); bool ship = (type == UnitType::UNDERWATER || type == UnitType::SEA_LEVEL); bool waterVehCanMove = (ship && cells[source].type == Map::Cell::WATER); bool landVehCanMove = (type == UnitType::LAND && cells[source].type == Map::Cell::LAND); if(type != UnitType::HOVER && !(waterVehCanMove || landVehCanMove)) return; int dest = map->getCellId(destPos); if(type != UnitType::UNDERWATER && type == UnitType::SEA_LEVEL && fabs(destPos.y - cells[dest].pos.y) > .1) return; if(cells[dest].blockedBy){ vector surrCellIds = map->getSurroundingCells(cells[dest].pos, 1); for(int scid : surrCellIds) if(!cells[scid].blockedBy){ dest = scid; break; } } vector heuristics; for(Map::Cell &cell : cells) heuristics.push_back(145 * (cells[dest].pos.getDistanceFrom(cell.pos))); vector path = Pathfinder::getSingleton()->findPath(cells, heuristics, source, dest, this); path.erase(path.begin()); bool pathTruncated = false; for(int i = 0; i < path.size(); i++){ if((ship && cells[path[i]].type != Map::Cell::WATER) || (order.type != Order::TYPE::GARRISON && type == UnitType::LAND && cells[path[i]].type != Map::Cell::LAND)){ path = vector(path.begin(), path.begin() + i); order.targets[0].unit = nullptr; order.targets[0].pos = cells[path[i - 1]].pos; pathTruncated = true; break; } else if(order.type == Order::TYPE::GARRISON && type == UnitType::LAND && cells[path[i]].type != Map::Cell::LAND && path.size() - 1 != i) return; } for(int p : path) addPathpoint(cells[p].pos); if(appendDestPos && !pathTruncated) addPathpoint(destPos); } 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(); vector attackWeapons = getWeaponsByOrder(Order::TYPE::ATTACK); Weapon *weapon = attackWeapons[0]; for(Weapon *w : attackWeapons) if(w->getMaxRange() > weapon->getMaxRange()) weapon = w; float minDist = weapon->getMaxRange(); if(order.playerAssigned || (!order.playerAssigned && state == Unit::State::CHASE)){ if(distToTarg > minDist) navigateToTarget(.5 * Map::getSingleton()->getCellSize().x); else pursuingTarget = false; } else if(!order.playerAssigned && state == Unit::State::STAND_GROUND && distToTarg > minDist){ removeOrder(0); return; } } void Vehicle::build(Order order){ if(pathPoints.empty()){ if(!order.targets[0].unit) player->addUnit(order.targets[0].unit); else { Structure *structure = (Structure*)order.targets[0].unit; sol::table targTable = generateView()["units"][structure->getId()]; int costRate = (int)targTable["cost"] / 100, buildRate = (int)targTable["buildTime"] / 100; if(structure->getBuildStatus() < 100 && player->getResource(ResourceType::REFINEDS) >= costRate && getTime() - lastBuildTime > buildRate){ structure->incrementBuildStatus(); player->updateResource(ResourceType::REFINEDS, -costRate, true); lastBuildTime = getTime(); } else if(structure->getBuildStatus() >= 100){ removeOrder(0); player->incStructuresBuilt(); } } } else{ navigate(0.5 * Map::getSingleton()->getCellSize().x); if(type == UnitType::LAND) alignToSurface(); } } void Vehicle::select(){ if(!garrisonable) Unit::select(); } }