Files
PlanetFleet/player.cpp
T
2026-06-16 19:56:00 +03:00

365 lines
9.9 KiB
C++
Executable File

#include <solUtil.h>
#include <stateManager.h>
#include "player.h"
#include "game.h"
#include "structure.h"
#include "vehicle.h"
#include "projectile.h"
#include "tradeOffer.h"
#include "destructable.h"
#include "activeGameState.h"
#include "resourceDeposit.h"
namespace battleship{
using namespace vb01;
using namespace gameBase;
using namespace std;
Player::Player(int diff, int fac, int t, Vector3 col, bool cpuPl, int sp, string n) :
difficulty(diff),
faction(fac),
team(t),
color(col),
cpuPlayer(cpuPl),
spawnPointId(sp),
name("pl"),
trader(new Trader())
{
resources[0] = 10000;
colorMaterial = new Material(Root::getSingleton()->getLibPath() + "texture");
colorMaterial->addBoolUniform("lightingEnabled", false);
colorMaterial->addBoolUniform("texturingEnabled", false);
colorMaterial->addVec4Uniform("diffuseColor", Vector4(color.x, color.y, color.z, 1));
}
Player::~Player() {
delete colorMaterial;
}
void Player::update() {
trader->update();
vector<Unit*> units = this->units;
for(Unit *u : units){
if(!u->isRemove()) u->update();
else removeUnit(u);
}
vector<Projectile*> projectiles = this->projectiles;
for(Projectile *proj : projectiles){
if(!proj->isRemove()) proj->update();
else removeProjectile(proj);
}
for(ResourceDeposit *rd : resourceDeposits) rd->update();
for(pair<Player*, vector<TradeOffer*>> &pair : tradeOffers){
if(pair.second.empty()) continue;
bool fulfiled = true;
for(int i = 0; i < NUM_RESOURCES && fulfiled; i++){
bool b = (pair.second[0]->tradeResources[i][0] == pair.second[0]->deliveredResources[i][0]);
bool s = (pair.second[0]->tradeResources[i][1] == pair.second[0]->deliveredResources[i][1]);
if(!(b && s)) fulfiled = false;
}
if(fulfiled)
pair.second.erase(pair.second.begin());
}
}
void Player::haltUnits(){
for (Unit *u : selectedUnits)
u->halt();
}
int Player::getOrderLineId(Order::TYPE type, Vector3 startPos, Vector3 endPos){
Vector3 color;
switch(type){
case Order::TYPE::MOVE:
color = Vector3::VEC_J;
break;
case Order::TYPE::ATTACK:
color = Vector3::VEC_I;
break;
case Order::TYPE::PATROL:
case Order::TYPE::GARRISON:
case Order::TYPE::EJECT:
color = Vector3::VEC_K;
break;
case Order::TYPE::BUILD:
case Order::TYPE::SUPPLY:
case Order::TYPE::LOAD:
case Order::TYPE::UNLOAD:
color = Vector3(1, 1, 0);
break;
case Order::TYPE::HACK:
color = Vector3(1, 0, 1);
break;
}
LineRenderer *lineRenderer = LineRenderer::getSingleton();
lineRenderer->addLine(startPos, endPos, color);
vector<LineRenderer::Line> lines = lineRenderer->getLines();
return lines[lines.size() - 1].id;
}
void Player::issueOrder(Order::TYPE type, Vector3 destDir, vector<Order::Target> targets, bool append){
if(type != Order::TYPE::EJECT && targets.empty()) return;
vector<Unit*> selectedUnits = getSelectedUnits();
Vector3 mapSize = Map::getSingleton()->getMapSize();
for (Unit *u : selectedUnits) {
bool targetingSelf = false, structBuilt = true;
for(Order::Target &targ : targets){
targ.pos.x = clamp(targ.pos.x, -.5f * mapSize.x, .5f * mapSize.x);
targ.pos.z = clamp(targ.pos.z, -.5f * mapSize.z, .5f * mapSize.z);
if(targ.unit && targ.unit == u){
targetingSelf = true;
break;
}
if(!u->isVehicle() && ((Structure*)u)->isComplete()){
structBuilt = true;
break;
}
}
if(targetingSelf || !structBuilt) continue;
int lineId = -1;
ActiveGameState *activeState = ((ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE));
if(activeState && activeState->getPlayer() == this && type != Order::TYPE::EJECT)
lineId = getOrderLineId(type, u->getPos(), targets[0].pos);
u->receiveOrder(Order(type, targets, destDir, lineId), append);
}
}
void Player::removeUnit(Unit *unit){
for(int i = 0; i < units.size(); i++)
if(unit == units[i]){
removeUnit(i);
break;
}
}
void Player::removeUnit(int id){
if(find(selectedUnits.begin(), selectedUnits.end(), units[id]) != selectedUnits.end())
deselectUnit(units[id]);
delete units[id];
units.erase(units.begin() + id);
if(cpuPlayer){
sol::state_view SOL_LUA_VIEW = generateView();
int id = getCpuPlayerId() + 1;
SOL_LUA_VIEW.script("game.cpuPlayers[" + to_string(id) + "]:updateTaskForces()");
}
}
void Player::removeResourceDeposit(int id){
delete resourceDeposits[id];
resourceDeposits.erase(resourceDeposits.begin() + id);
}
void Player::removeProjectile(Projectile *proj){
for(int i = 0; i < projectiles.size(); i++)
if(proj == projectiles[i]){
removeProjectile(i);
break;
}
}
void Player::removeProjectile(int id){
delete projectiles[id];
projectiles.erase(projectiles.begin() + id);
}
void Player::selectUnits(vector<Unit*> selUnits){
for(Unit *u : selUnits){
bool garrisonable = (!u->isVehicle() || (u->isVehicle() && !((Vehicle*)u)->getGarrisonable()));
bool selected = (find(selectedUnits.begin(), selectedUnits.end(), u) != selectedUnits.end());
if(garrisonable && !selected){
selectedUnits.push_back(u);
u->select();
}
}
}
vector<Unit*> Player::getUnitsById(int id, int numUnits){
vector<Unit*> idUnits;
for(Unit *unit : units){
if(numUnits != -1 && idUnits.size() == numUnits)
break;
if(unit->getId() == id)
idUnits.push_back(unit);
}
return idUnits;
}
vector<Unit*> Player::getUnitsByClass(UnitClass uc, int numUnits){
vector<Unit*> ucUnits;
for(Unit *unit : units){
if(numUnits != -1 && ucUnits.size() == numUnits)
break;
if(unit->getUnitClass() == uc)
ucUnits.push_back(unit);
}
return ucUnits;
}
void Player::updateTradedResource(Player *player, ResourceType type, int amount, bool selfDistributed, bool increased){
for(pair<Player*, vector<TradedResource>> pair : tradedResources)
if(pair.first == player){
TradedResource &tr = pair.second[(int)type];
if(selfDistributed) (increased ? tr.taken : tr.given) += amount;
else (increased ? tr.received : tr.hadTaken) += amount;
break;
}
}
void Player::initTradingVecs(){
vector<Player*> players = Game::getSingleton()->getPlayers();
for(Player *pl : players){
if(this == pl) continue;
if(team == pl->getTeam()){
tradeOffers.push_back(make_pair(pl, vector<TradeOffer*>{}));
tradedResources.push_back(make_pair(pl, vector<TradedResource>{
TradedResource(ResourceType::REFINEDS),
TradedResource(ResourceType::WEALTH),
TradedResource(ResourceType::RESEARCH)
}));
}
}
}
void Player::addTradeOffer(Player *player, TradeOffer *offer){
if(tradeOffers.empty()) initTradingVecs();
for(pair<Player*, vector<TradeOffer*>> &offers : tradeOffers)
if(offers.first == player)
offers.second.push_back(offer);
}
vector<TradeOffer*> Player::getTradeOffers(Player *player){
for(pair<Player*, vector<TradeOffer*>> offers : tradeOffers)
if(offers.first == player)
return offers.second;
return vector<TradeOffer*>{};
}
void Player::deselectUnit(Unit *unit){
for(int i = 0; i < selectedUnits.size(); i++)
if(selectedUnits[i] == unit){
selectedUnits.erase(selectedUnits.begin() + i);
break;
}
}
vector<GameObject*> Player::getDestructables(){
vector<GameObject*> destructables;
for(Projectile *p : projectiles)
if(p->getDestructable())
destructables.push_back(p);
for(Unit *unit : units)
destructables.push_back((GameObject*)unit);
return destructables;
}
void Player::updateGameStats(Unit *targetUnit){
Destructable *destructTarg = targetUnit->getDestructable();
if(destructTarg->getHealth() <= destructTarg->getDeathHp()){
Player *targUnitPlayer = targetUnit->getPlayer();
if(targetUnit->isVehicle()){
incVehiclesDestroyed();
targUnitPlayer->incVehiclesLost();
}
else{
incStructuresDestroyed();
targUnitPlayer->incStructuresLost();
}
}
}
vector<Unit*> Player::getFriendlyUnits(bool includeOwn){
vector<Unit*> friendlyUnits;
for (Player *pl : Game::getSingleton()->getPlayers(true))
for (Unit *u : pl->getUnits())
if((includeOwn && pl == this) || pl->getTeam() == getTeam())
friendlyUnits.push_back(u);
return friendlyUnits;
}
vector<Unit*> Player::getHostileUnits(){
vector<Unit*> hostileUnits, friendlyUnits = getFriendlyUnits(true);
for (Player *pl : Game::getSingleton()->getPlayers(true))
for (Unit *u : pl->getUnits())
if(pl->getTeam() != getTeam() && isObjectVisible(u, friendlyUnits))
hostileUnits.push_back(u);
return hostileUnits;
}
//TODO improve this for greater accuracy
bool Player::isObjectVisible(GameObject *object, std::vector<Unit*> friendlyUnits) {
Player *objPlayer = object->getPlayer();
for(Unit *friendlyUnit : friendlyUnits){
if(objPlayer == this || objPlayer->getTeam() == getTeam())
return true;
Vector3 obsUnitPos = object->getPos();
Vector2 oup2d = Vector2(obsUnitPos.x, obsUnitPos.z);
Vector3 compUnitPos = friendlyUnit->getPos();
Vector2 cup2d = Vector2(compUnitPos.x, compUnitPos.z);
if(cup2d.getDistanceFrom(oup2d) <= friendlyUnit->getLineOfSight())
return true;
}
return false;
}
int Player::getCpuPlayerId(){
vector<Player*> cpuPlayers = Game::getSingleton()->getCpuPlayers();
for(int i = 0; i < cpuPlayers.size(); i++)
if(cpuPlayers[i] == this)
return i;
return -1;
}
}