mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
275 lines
7.5 KiB
C++
Executable File
275 lines
7.5 KiB
C++
Executable File
#include <model.h>
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#include <quad.h>
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#include <material.h>
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#include <particleEmitter.h>
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#include <texture.h>
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#include <ray.h>
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#include <stateManager.h>
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#include <solUtil.h>
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#include <glm.hpp>
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#include <ext.hpp>
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#include "unit.h"
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#include "util.h"
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#include "game.h"
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#include "inGameAppState.h"
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#include "defConfigs.h"
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#include "pathfinder.h"
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using namespace glm;
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using namespace vb01;
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using namespace gameBase;
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using namespace std;
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namespace battleship{
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Unit::Unit(Player *player, int id, Vector3 pos, Quaternion rot) : GameObject(GameObject::Type::UNIT, id, player, pos, rot){
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this->id = id;
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this->player = player;
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init();
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Vector2 size = Vector2(lenHpBar, 10);
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hpBackgroundNode = createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 0, 1));
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hpForegroundNode = createBar(Vector2::VEC_ZERO, size, Vector4(0, 1, 0, 1));
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}
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Unit::~Unit() {
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removeBar(hpBackgroundNode);
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removeBar(hpForegroundNode);
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destroySound();
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destroyModel();
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}
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void Unit::init(){
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initProperties();
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initModel();
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initSound();
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placeAt(pos);
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orientAt(rot);
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}
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void Unit::initProperties(){
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sol::table SOL_LUA_STATE = generateView()[GameObject::getGameObjTableName()];
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string name = SOL_LUA_STATE["name"][id + 1];
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health = SOL_LUA_STATE["health"][id + 1];
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maxHealth = health;
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rateOfFire = SOL_LUA_STATE["rateOfFire"][id + 1];
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range = SOL_LUA_STATE["range"][id + 1];
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lineOfSight = SOL_LUA_STATE["lineOfSight"][id + 1];
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unitClass = (UnitClass)SOL_LUA_STATE["unitClass"][id + 1];
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type = (UnitType)SOL_LUA_STATE["unitType"][id + 1];
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int capacity = SOL_LUA_STATE["garrisonCapacity"][id + 1];
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for(int i = 0; i < capacity; i++){
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Vector2 size = 10 * Vector2::VEC_IJ;
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Vector2 pos = Vector2(1.5 * size.x * i, 20);
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Node *bg = createBar(pos, size, Vector4(0, 0, 0, 1));
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Node *fg = createBar(pos, size, Vector4(0, 1, 0, 1));
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garrisonSlots.push_back(GarrisonSlot(bg, fg, pos));
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}
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string cornerInd = "unitCornerPoints";
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for(int i = 0; i < 8; i++){
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sol::table cornerTable = SOL_LUA_STATE[cornerInd][id + 1][i + 1];
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corners[i] = Vector3(cornerTable["x"], cornerTable["y"], cornerTable["z"]);
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}
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width = corners[0].x - corners[1].x;
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height = corners[4].y - corners[0].y;
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length = corners[3].z - corners[0].z;
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}
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void Unit::destroySound(){
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selectionSfx->stop();
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delete selectionSfx;
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delete selectionSfxBuffer;
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if(fireSfx){
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fireSfx->stop();
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delete fireSfx;
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delete fireSfxBuffer;
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}
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}
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void Unit::initSound(){
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GameObject::initSound();
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selectionSfxBuffer = new sf::SoundBuffer();
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selectionSfx = GameObject::prepareSfx(selectionSfxBuffer, "selectionSfx");
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fireSfxBuffer = new sf::SoundBuffer();
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fireSfx = prepareSfx(fireSfxBuffer, "fireSfx");
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}
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void Unit::reinit(){
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destroySound();
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destroyModel();
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initModel();
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initSound();
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initProperties();
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placeAt(pos);
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orientAt(rot);
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}
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Node* Unit::createBar(Vector2 pos, Vector2 size, Vector4 color){
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Root *root = Root::getSingleton();
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Material *mat = new Material(root->getLibPath() + "gui");
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mat->addBoolUniform("texturingEnabled", false);
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mat->addVec4Uniform("diffuseColor", color);
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Quad *quad = new Quad(Vector3(size.x, size.y, 0), false);
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quad->setMaterial(mat);
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Node *node = new Node(Vector3(pos.x, pos.y, 0));
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node->attachMesh(quad);
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node->setVisible(false);
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root->getGuiNode()->attachChild(node);
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return node;
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}
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void Unit::removeBar(Node *node){
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Root::getSingleton()->getGuiNode()->dettachChild(node);
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delete node;
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}
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void Unit::initUnitStats(){
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}
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void Unit::update() {
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leftVec = model->getGlobalAxis(0);
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upVec = model->getGlobalAxis(1);
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dirVec = model->getGlobalAxis(2);
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if (!orders.empty()){
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LineRenderer *lineRenderer = LineRenderer::getSingleton();
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lineRenderer->toggleVisibility(orders[0].line.id, selected && canDisplayOrderLine());
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lineRenderer->changeLineField(orders[0].line.id, pos, LineRenderer::START);
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}
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executeOrders();
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screenPos = spaceToScreen(pos);
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displayUnitStats(hpForegroundNode, hpBackgroundNode, health, maxHealth);
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for(GarrisonSlot &slot : garrisonSlots)
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displayUnitStats(slot.foreground, slot.background, (int)(slot.vehicle ? 1 : 0), (int)1, slot.offset);
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if (health <= 0)
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blowUp();
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}
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void Unit::blowUp(){
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Root *root = Root::getSingleton();
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const int numFrames = 1;
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string p[numFrames];
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for(int i = 0; i < numFrames; i++)
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p[i] = GameManager::getSingleton()->getPath() + "Textures/Explosion/explosion0" + to_string(7) + ".png";
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Texture *tex = new Texture(numFrames, p, false);
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Material *mat = new Material(root->getLibPath() + "particle");
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mat->addVec4Uniform("startColor", Vector4(1, 1, 1, 1));
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mat->addVec4Uniform("endColor", Vector4(1, 1, 0, 1));
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mat->addTexUniform("tex", tex, false);
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ParticleEmitter *pe = new ParticleEmitter(1);
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pe->setMaterial(mat);
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pe->setLowLife(3);
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pe->setHighLife(3);
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pe->setSize(10 * Vector2::VEC_IJ);
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pe->setSpeed(0);
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Node *node = new Node(pos + Vector3(0, 2, 0));
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node->attachParticleEmitter(pe);
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node->lookAt(Vector3::VEC_J, Vector3::VEC_K);
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root->getRootNode()->attachChild(node);
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Fx fx(2500, deathSfx, node);
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fx.activate();
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Game::getSingleton()->addFx(fx);
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player->removeUnit(this);
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}
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void Unit::displayUnitStats(Node *foreground, Node *background, int currVal, int maxVal, Vector2 offset) {
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foreground->setVisible(selected);
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background->setVisible(selected);
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if(selected){
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Vector3 offset3d = Vector3(offset.x, offset.y, 0);
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Quad *fgQuad = (Quad*)foreground->getMesh(0);
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Vector3 size = fgQuad->getSize();
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float shiftedX = screenPos.x - 0.5 * size.x;
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background->setPosition(Vector3(shiftedX, screenPos.y, .1) + offset3d);
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fgQuad->setSize(Vector3((float)currVal / maxVal * size.x, size.y, 0));
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fgQuad->updateVerts(fgQuad->getMeshBase());
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foreground->setPosition(Vector3(shiftedX, screenPos.y, 0) + offset3d);
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}
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}
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void Unit::executeOrders() {
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if (orders.size() > 0) {
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Order order = orders[0];
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switch (order.type) {
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case Order::TYPE::ATTACK:
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attack(order);
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break;
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case Order::TYPE::BUILD:
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build(order);
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break;
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case Order::TYPE::MOVE:
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move(order);
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break;
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case Order::TYPE::PATROL:
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patrol(order);
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break;
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case Order::TYPE::LAUNCH:
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launch(order);
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break;
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default:
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break;
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}
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}
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}
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void Unit::setOrder(Order order) {
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while (!orders.empty())
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removeOrder(0);
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addOrder(order);
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orderLineDispTime = getTime();
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}
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void Unit::halt() {
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while (orders.size() > 0)
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removeOrder(orders.size() - 1);
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}
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void Unit::addOrder(Order order){
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orders.push_back(order);
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}
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void Unit::removeOrder(int id) {
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LineRenderer::getSingleton()->removeLine(orders[id].line.id);
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orders.erase(orders.begin() + id);
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}
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void Unit::toggleSelection(bool selection) {
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selected = selection;
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if(selection && selectionSfx)
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selectionSfx->play();
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orderLineDispTime = getTime();
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}
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}
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