mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
318 lines
12 KiB
C++
Executable File
318 lines
12 KiB
C++
Executable File
#include <algorithm>
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#include <button.h>
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#include <util.h>
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#include <assetManager.h>
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#include <stateManager.h>
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#include <luaManager.h>
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#include "defConfigs.h"
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#include "inGameAppState.h"
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#include "consoleCommand.h"
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#include "vessel.h"
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using namespace vb01;
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using namespace vb01Gui;
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using namespace std;
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namespace battleship{
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using namespace configData;
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InGameAppState::ResumeButton::ResumeButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size) : Button(pos, size, "Resume", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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void InGameAppState::ResumeButton::onClick() {
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inGameState->toggleMainMenu();
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}
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GuiAppState* InGameAppState::ResumeButton::getGuiState() {
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return guiState;
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}
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InGameAppState::ConsoleButton::ConsoleButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size) : Button(pos, size, "Console", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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void InGameAppState::ConsoleButton::onClick() {
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vector<string> list;
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int emptyEntries = 20;
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for (int i = 0; i < emptyEntries; i++)
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list.push_back("");
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Vector2 pos = Vector2(300, 100);
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Listbox *consoleListbox = new Listbox(
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Vector2(pos.x, pos.y),
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Vector2(420, 20),
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list,
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20,
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GameManager::getSingleton()->getPath() + "Fonts/batang.ttf"
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);
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consoleListbox->openUp();
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guiState->addListbox(consoleListbox);
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Textbox *consoleTextbox = new Textbox(
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Vector2(pos.x, pos.y + 20 * (emptyEntries + 1)),
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Vector2(300, 20),
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GameManager::getSingleton()->getPath() + "Fonts/batang.ttf"
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);
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guiState->addTextbox(consoleTextbox);
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entryButton = new ConsoleCommandEntryButton(
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inGameState,
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consoleTextbox,
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consoleListbox,
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Vector2(pos.x + 320, pos.y + 20 * (emptyEntries + 1)),
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Vector2(100, 20),
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"Enter",
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true
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);
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guiState->addButton(entryButton);
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}
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InGameAppState::ConsoleButton::ConsoleButton::ConsoleCommandEntryButton::ConsoleCommandEntryButton(InGameAppState *inGameState, Textbox *t, Listbox *l, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, separate) {
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this->inGameState = inGameState;
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textbox = t;
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listbox = l;
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}
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void InGameAppState::ConsoleButton::ConsoleButton::ConsoleCommandEntryButton::onClick() {
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ConsoleCommand::execute(wstringToString(textbox->getText()));
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}
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InGameAppState::InGameOptionsButton::ReturnButton::ReturnButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, separate) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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//TODO: replace string literals removeButton() lines
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void InGameAppState::InGameOptionsButton::ReturnButton::onClick() {
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guiState->removeAllCheckboxes();
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guiState->removeAllListboxes();
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guiState->removeAllSliders();
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guiState->removeAllTextboxes();
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guiState->removeButton("Controls");
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guiState->removeButton("Mouse");
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guiState->removeButton("Video");
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guiState->removeButton("Audio");
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guiState->removeButton("Multiplayer");
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Vector2 pos = Vector2(100, 100), size = Vector2(150, 50);
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ResumeButton *resumeButton = new ResumeButton(guiState, inGameState, Vector2(pos.x, pos.y), size);
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ConsoleButton *consoleButton = new ConsoleButton(guiState, inGameState, Vector2(pos.x, pos.y + 60), size);
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InGameOptionsButton *optionsButton = new InGameOptionsButton(guiState, inGameState, Vector2(pos.x, pos.y + 120), size);
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MainMenuButton *mainMenuButton = new MainMenuButton(guiState, inGameState, Vector2(pos.x, pos.y + 180), size);
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ExitButton *exitButton = new ExitButton(Vector2(pos.x, pos.y + 240), size);
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inGameState->setResumeButton(resumeButton);
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inGameState->setConsoleButton(consoleButton);
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inGameState->setOptionsButton(optionsButton);
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inGameState->setMainMenuButton(mainMenuButton);
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inGameState->setExitButton(exitButton);
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guiState->addButton(resumeButton);
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guiState->addButton(consoleButton);
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guiState->addButton(optionsButton);
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guiState->addButton(mainMenuButton);
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guiState->addButton(exitButton);
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guiState->removeButton("Back");
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}
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InGameAppState::InGameOptionsButton::InGameOptionsButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size) : OptionsButton(pos, size, "Options", true) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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void InGameAppState::InGameOptionsButton::onClick() {
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returnButton = new ReturnButton(guiState, inGameState, Vector2(50, GameManager::getSingleton()->getHeight() - 150), Vector2(150, 50), "Back", true);
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guiState->addButton(returnButton);
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guiState->removeButton(inGameState->getResumeButton());
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guiState->removeButton(inGameState->getConsoleButton());
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guiState->removeButton(inGameState->getMainMenuButton());
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guiState->removeButton(inGameState->getExitButton());
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OptionsButton::onClick();
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}
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InGameAppState::MainMenuButton::MainMenuButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size) : Button(pos, size, "Main menu", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {
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this->guiState = guiState;
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this->inGameState = inGameState;
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}
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void InGameAppState::MainMenuButton::onClick() {
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}
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InGameAppState::InGameAppState(vector<string> difficultyLevels, vector<string> factions, string mapName) : AbstractAppState(
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AppStateType::IN_GAME_STATE,
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configData::calcSumBinds(AppStateType::IN_GAME_STATE, true),
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configData::calcSumBinds(AppStateType::IN_GAME_STATE, false),
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GameManager::getSingleton()->getPath() + "Scripts/options.lua"){
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this->playerId = 0;
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this->difficultyLevels = difficultyLevels;
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this->factions = factions;
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this->mapName = mapName;
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}
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InGameAppState::~InGameAppState() {
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}
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void InGameAppState::onAttached() {
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AbstractAppState::onAttached();
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Map::getSingleton()->load(mapName);
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for (int i = 0; i < factions.size(); i++) {
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int faction, difficulty;
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if (i == 0)
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difficulty = -1;
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else {
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if (difficultyLevels[i - 1] == "Easy")
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difficulty = 0;
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else if (difficultyLevels[i - 1] == "Medium")
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difficulty = 1;
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else
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difficulty = 2;
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}
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faction = factions[i][0] - 48;
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Player *p = new Player(difficulty, faction);
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players.push_back(p);
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p->setId(players.size() - 1);
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}
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mainPlayer = players[playerId];
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StateManager *stateManager = GameManager::getSingleton()->getStateManager();
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guiState = ((GuiAppState*)stateManager->getAppStateByType((int)AppStateType::GUI_STATE));
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activeState = new ActiveGameState(guiState, players, playerId);
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stateManager->attachAppState(activeState);
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AssetManager *assetManager = AssetManager::getSingleton();
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assetManager->load(DEFAULT_TEXTURE);
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LuaManager *lm = LuaManager::getSingleton();
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string pathBase = GameManager::getSingleton()->getPath() + "Scripts/";
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lm->buildScript(vector<string>{pathBase + "defPaths.lua", pathBase + "unitData.lua"});
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int numUnits = lm->getInt("numUnits");
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for(int i = 0; i < numUnits; ++i){
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string basePath = lm->getStringFromTable("basePath", vector<Index>{Index(i + 1)});
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string meshPath = lm->getStringFromTable("meshPath", vector<Index>{Index(i + 1)});
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assetManager->load(basePath + meshPath);
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}
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}
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void InGameAppState::onDettached() {}
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void InGameAppState::updateUnits(Player *p){
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for (int i = 0; i < p->getNumberOfUnits(); i++){
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Unit *u = p->getUnit(i);
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if(u->isWorking())
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u->update();
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else{
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int selectedId = -1;
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std::vector<Unit*> &units = p->getUnits(), &selectedUnits = activeState->getSelectedUnits();
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units.erase(units.begin() + i);
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for(int j = 0; j < maxNumGroups; j++){
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int id = -1;
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std::vector<Unit*> &group = activeState->getUnitGroup(j);
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for(int k = 0; k < group.size() && id == -1; k++)
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if(group[k] == u)
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id = k;
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if(id != -1)
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group.erase(group.begin() + id);
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}
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for(int j = 0; j < selectedUnits.size() && selectedId == -1; j++)
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if(selectedUnits[j] == u)
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selectedId = j;
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if(selectedId != -1)
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selectedUnits.erase(selectedUnits.begin() + selectedId);
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delete u;
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}
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}
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}
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void InGameAppState::updateProjectiles(){
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for(int i = 0; i < projectiles.size(); i++){
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Projectile *p = projectiles[i];
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if(!p->isExploded())
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p->update();
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else{
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delete p;
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projectiles.erase(projectiles.begin() + i);
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}
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}
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}
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void InGameAppState::update() {
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for (Player *p : players)
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if (p) {
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p->update();
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updateUnits(p);
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}
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updateProjectiles();
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}
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void InGameAppState::toggleMainMenu() {
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GameManager *gm = GameManager::getSingleton();
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if (!isMainMenuActive) {
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isMainMenuActive = true;
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gm->getStateManager()->dettachAppState(activeState);
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Vector2 pos = Vector2(100, 100);
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resumeButton = new ResumeButton(guiState, this, Vector2(pos.x, pos.y), Vector2(150, 50));
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consoleButton = new ConsoleButton(guiState, this, Vector2(pos.x, pos.y + 60), Vector2(150, 50));
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optionsButton = new InGameOptionsButton(guiState, this, Vector2(pos.x, pos.y + 120), Vector2(150, 50));
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mainMenuButton = new MainMenuButton(guiState, this, Vector2(pos.x, pos.y + 180), Vector2(150, 50));
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exitButton = new ExitButton(Vector2(pos.x, pos.y + 240), Vector2(150, 50));
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guiState->addButton(resumeButton);
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guiState->addButton(consoleButton);
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guiState->addButton(optionsButton);
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guiState->addButton(mainMenuButton);
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guiState->addButton(exitButton);
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}
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else {
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isMainMenuActive = false;
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gm->getStateManager()->attachAppState(activeState);
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guiState->removeAllCheckboxes();
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guiState->removeAllListboxes();
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guiState->removeAllSliders();
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guiState->removeAllTextboxes();
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guiState->removeButton(consoleButton->getEntryButton());
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guiState->removeButton(consoleButton);
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guiState->removeButton(mainMenuButton);
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guiState->removeButton(optionsButton);
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guiState->removeButton(exitButton);
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guiState->removeButton(resumeButton);
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}
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}
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void InGameAppState::onAction(int bind, bool isPressed) {
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switch((Bind)bind){
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case Bind::TOGGLE_MAIN_MENU:
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if(isPressed)toggleMainMenu();
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break;
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}
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}
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void InGameAppState::onAnalog(int bind, float str) {}
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}
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