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https://github.com/devZoGok/PlanetFleet.git
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127 lines
4.2 KiB
C++
Executable File
127 lines
4.2 KiB
C++
Executable File
#pragma once
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#ifndef UNIT_H
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#define UNIT_H
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#include <vector>
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#include <util.h>
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#include <quaternion.h>
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#include <lineRenderer.h>
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#include <SFML/Audio.hpp>
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#include "unitData.h"
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#include "gameManager.h"
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#include "projectile.h"
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namespace vb01{
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class Mesh;
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class Quad;
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class Node;
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class Camera;
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}
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namespace battleship{
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class Player;
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class Unit;
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struct Order {
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enum class TYPE {ATTACK, MOVE, PATROL, LAUNCH};
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struct Target{
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Unit *unit = nullptr;
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vb01::Vector3 pos;
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Target(){}
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Target(Unit *unit, vb01::Vector3 pos){
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this->unit = unit;
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this->pos = pos;
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}
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};
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TYPE type;
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vb01::LineRenderer::Line line;
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std::vector<Target> targets;
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};
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enum class MoveDir {FORWARD, LEFT, RIGHT};
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enum class Corner {FRONT_LEFT, FRONT_RIGHT, REAR_LEFT, REAR_RIGHT};
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class Unit {
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public:
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Unit(Player*, vb01::Vector3, int);
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~Unit();
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virtual void update();
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virtual void blowUp();
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virtual void halt();
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void toggleSelection(bool);
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void setOrder(Order);
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void placeUnit(vb01::Vector3);
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void orientUnit(vb01::Vector3);
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void addProjectile(Projectile*);
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float getCircleRadius();
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vb01::Vector3 getCorner(int);
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std::vector<Projectile*> getProjectiles();
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void addOrder(Order);
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inline bool isSelected(){return selected;}
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inline bool isSelectable(){return selectable;}
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inline bool isDebuggable(){return debugging;}
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inline bool isWorking(){return working;}
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inline vb01::Vector2 getScreenPos(){return screenPos;}
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inline vb01::Vector3 getPos() {return pos;}
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inline vb01::Vector3* getPosPtr() {return &pos;}
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inline float getLineOfSight() {return lineOfSight;}
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inline float getWidth() {return width;}
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inline float getHeight() {return height;}
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inline float getLength() {return length;}
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inline vb01::Model* getNode() {return model;}
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inline Player* getPlayer(){return player;}
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inline unitData::UNIT_TYPE getType() {return type;}
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inline void toggleDebugging(bool d){this->debugging=d;}
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inline void takeDamage(int damage) {health -= damage;}
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inline int getId() {return id;}
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inline int getPlayerId() {return playerId;}
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inline vb01::Vector3 getDirVec() {return dirVec;}
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inline vb01::Vector3 getLeftVec() {return leftVec;}
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inline vb01::Vector3 getUpVec() {return upVec;}
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private:
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void updateScreenCoordinates();
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void displayUnitStats();
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inline int getNextPatrolPointId(int numPoints) {return patrolPointId == numPoints - 1 ? 0 : patrolPointId + 1;}
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inline bool canDisplayOrderLine(){return vb01::getTime() - orderLineDispTime < orderVecDispLength;}
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const int orderVecDispLength = 2000;
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sf::SoundBuffer *selectionSfxBuffer;
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sf::Sound *selectionSfx = nullptr;
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vb01::Quad *hpBackground = nullptr, *hpForeground = nullptr;
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vb01::Node *hpBackgroundNode = nullptr, *hpForegroundNode = nullptr;
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int lenHpBar = 200;
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std::vector<vb01::Vector3> pathPoints;
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protected:
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Player *player;
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MoveDir moveDir = MoveDir::FORWARD;
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unitData::UNIT_TYPE type;
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vb01::Vector2 screenPos;
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std::vector<Order> orders;
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vb01::Vector3 pos = vb01::Vector3(0, 0, 0), upVec = vb01::Vector3(0, 1, 0), dirVec = vb01::Vector3(0, 0, -1), leftVec = vb01::Vector3(1, 0, 0);
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vb01::Quaternion rot = vb01::Quaternion::QUAT_W;
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int health, cost, id, patrolPointId = 0, playerId;
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s64 orderLineDispTime = 0;
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vb01::Model *model;
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bool selected = false, selectable, debugging = false, working = true;
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float lineOfSight, speed, maxTurnAngle, range, width, height, length;
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void removeOrder(int);
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virtual void executeOrders();
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virtual void attack(Order);
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virtual void move(Order, float = 0.);
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virtual void patrol(Order);
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virtual void launch(Order);
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virtual void turn(float);
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virtual void advance(float);
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void drawCuboid();
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};
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}
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#endif
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