Files
PlanetFleet/player.cpp
T

110 lines
2.4 KiB
C++
Executable File

#include <solUtil.h>
#include "player.h"
#include "resourceDeposit.h"
namespace battleship{
using namespace vb01;
using namespace gameBase;
using namespace std;
Player::Player(int diff, int fac, int i, Vector3 sp) : difficulty(diff), faction(fac), id(i), spawnPoint(sp) {
//SOL_LUA_STATE.script("players[" + to_string(id + 1) + "] = Player:new({id = " + to_string(id + 1) + "})");
}
Player::~Player() {
}
void Player::update() {
//SOL_LUA_STATE.script("players[" + to_string(id + 1) + "]:update()");
for(Unit *u : units)
u->update();
for(ResourceDeposit *rd : resourceDeposits)
rd->update();
}
void Player::issueOrder(Order::TYPE type, vector<Order::Target> targets, bool append){
Order order;
order.type = type;
order.targets = targets;
vector<Unit*> selectedUnits = getSelectedUnits();
for(Unit *u : selectedUnits){
if(append)
u->addOrder(order);
else
u->setOrder(order);
}
}
bool Player::isThisPlayersUnit(GameObject *u) {
bool foundUnit = false;
if (units.size() > 0) {
for (int i = 0; i < units.size() && !foundUnit; i++)
if (units[i] == u)
foundUnit = true;
return foundUnit;
} else
return false;
}
void Player::deselectUnits(){
vector<Unit*> selectedUnits = getSelectedUnits();
for(Unit *u : selectedUnits)
u->toggleSelection(false);
}
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(units[id]->isSelected())
deselectUnit(id);
delete units[id];
units.erase(units.begin() + id);
}
vector<Unit*> Player::getSelectedUnits(){
vector<Unit*> selectedUnits;
for(Unit *u : units)
if(u->isSelected())
selectedUnits.push_back(u);
return selectedUnits;
}
Unit* Player::getSelectedUnit(int selectedUnitId){
Unit *selectedUnit = nullptr;
for(int i = 0, selUnitId = 0; i < units.size(); i++)
if(units[i]->isSelected()){
if(selUnitId == selectedUnitId){
selectedUnit = units[i];
break;
}
selUnitId++;
}
return selectedUnit;
}
void Player::selectUnits(vector<Unit*> selUnits){
for(Unit *u : selUnits)
u->toggleSelection(true);
}
}