Files
PlanetFleet/unitData.h
T

293 lines
12 KiB
C++
Executable File

#pragma once
#ifndef UNIT_DATA_H
#define UNIT_DATA_H
#include <vector.h>
#include "defConfigs.h"
/*
0:戦艦
1:駆逐艦
2:巡洋艦
3:航空母艦
4:潜水艦
5: 戦闘機
*/
namespace battleship {
namespace unitData {
using namespace configData;
const int numberOfUnits = 11;
enum class UNIT_TYPE {VESSEL, DESTROYER, CRUISER, AIRCRAFT_CARRIER, SUBMARINE, MISSILE_JET, DEMO_JET};
const UNIT_TYPE unitType[numberOfUnits]{
UNIT_TYPE::VESSEL, UNIT_TYPE::VESSEL,
UNIT_TYPE::DESTROYER, UNIT_TYPE::DESTROYER,
UNIT_TYPE::CRUISER, UNIT_TYPE::CRUISER,
UNIT_TYPE::AIRCRAFT_CARRIER, UNIT_TYPE::AIRCRAFT_CARRIER,
UNIT_TYPE::SUBMARINE,
UNIT_TYPE::MISSILE_JET, UNIT_TYPE::DEMO_JET
};
const int health[numberOfUnits]{500, 500, 500, 500, 500, 500, 500, 500, 500, 500, 500};
const float speed[numberOfUnits]{.025, .025, .05, .05, .1, .1, .1, .1, .1, .1, .15};
const float destinationOffset[numberOfUnits]{.75, .75, 1, 1, .1, .1, .1, .1, .1, .5, .5};
const float anglePrecision[numberOfUnits]{.1, .1, .1, .1, .1, .1, .1, .1, .1, 3,3};
const int cost[numberOfUnits]{500, 500, 500, 500, 500, 500, 500, 500, 500, 500, 500};
const float maxTurnAngle[numberOfUnits]{1, 1, .5, .5, 1, 1, .5, .5, 1, 2, 2};
const float range[numberOfUnits]{15, 15, 14, 14, 13, 13, 12, 12,15,25};
const vb01::Vector3 unitCornerPoints[numberOfUnits][8]{
{
vb01::Vector3(.9, -1, -6),
vb01::Vector3(-.9, -1, -6),
vb01::Vector3(-.9, -1, 5.8),
vb01::Vector3(.9, -1, 5.8),
vb01::Vector3(.9, 3.5, -6),
vb01::Vector3(-.9, 3.5, -6),
vb01::Vector3(-.9, 3.5, 5.8),
vb01::Vector3(.9, 3.5, 5.8)
},
{
vb01::Vector3(.5, -.5, -7.05),
vb01::Vector3(-.5, -.5, -7.05),
vb01::Vector3(-.5, -.5, 6.4),
vb01::Vector3(.5, -.5, 6.4),
vb01::Vector3(.5, 3, -7.05),
vb01::Vector3(-.5, 3, -7.05),
vb01::Vector3(-.5, 3, 6.4),
vb01::Vector3(.5, 3, 6.4)
},
{
vb01::Vector3(.5, -.5, -3.4),
vb01::Vector3(-.5, -.5, -3.4),
vb01::Vector3(-.5, -.5, 3.4),
vb01::Vector3(.5, -.4, 3.4),
vb01::Vector3(.5, 2.1, -3.4),
vb01::Vector3(-.5, 2, -3.4),
vb01::Vector3(-.5, 2, 3.4),
vb01::Vector3(.5, 2, 3.4)
},
{
vb01::Vector3(.5, -.25, -4.8),
vb01::Vector3(-.5, -.25, -4.8),
vb01::Vector3(-.5, -.25, 4.7),
vb01::Vector3(.5, -.25, 4.7),
vb01::Vector3(.5, .8, -4.8),
vb01::Vector3(-.5, .8, -4.8),
vb01::Vector3(-.5, .8, 4.7),
vb01::Vector3(.5, .8, 4.7)
},
{
vb01::Vector3(.7, -.3, -4),
vb01::Vector3(-.7, -.3, -4),
vb01::Vector3(-.7, -.3, 3.4),
vb01::Vector3(.7, -.3, 3.4),
vb01::Vector3(.7, 2.9, -4),
vb01::Vector3(-.7, 2.9, -4),
vb01::Vector3(-.7, 2.9, 3.4),
vb01::Vector3(.7, 2.9, 3.4)
},
{
vb01::Vector3(.5, -.5, -6.1),
vb01::Vector3(-.5, -.5, -6.1),
vb01::Vector3(-.5, -.5, 5.2),
vb01::Vector3(.5, -.5, 5.2),
vb01::Vector3(.5, 2.2, -6.1),
vb01::Vector3(-.5, 2.2, -6.1),
vb01::Vector3(-.5, 2.2, 5.2),
vb01::Vector3(.5, 2.2, 5.2)
},
{
vb01::Vector3(2, -.5, -10),
vb01::Vector3(-2, -.5, -10),
vb01::Vector3(-2, -.5, 9),
vb01::Vector3(2, -.5, 9),
vb01::Vector3(2, 5.5, -10),
vb01::Vector3(-2, 5.5, -10),
vb01::Vector3(-2, 5.5, 9),
vb01::Vector3(2, 5.5, 9)
},
{
vb01::Vector3(2, -1, -10),
vb01::Vector3(-2, -1, -10),
vb01::Vector3(-2, -1, 9),
vb01::Vector3(2, -1, 9),
vb01::Vector3(2, 4.5, -10),
vb01::Vector3(-2, 4.5, -10),
vb01::Vector3(-2, 4.5, 9),
vb01::Vector3(2, 4.5, 9)
},
{
vb01::Vector3(.25, -.5, -2),
vb01::Vector3(-.25, -.5, -2),
vb01::Vector3(-.25, -.5, 3),
vb01::Vector3(.25, -.5, 3),
vb01::Vector3(.25, .7, -2),
vb01::Vector3(-.25, .7, -2),
vb01::Vector3(-.25, .7, 3),
vb01::Vector3(.25, .7, 3)
},
{
vb01::Vector3(.6,-.1,-1.3),
vb01::Vector3(-.6,-.1,-1.3),
vb01::Vector3(-.6,-.1,.8),
vb01::Vector3(.6,-.1,.8),
vb01::Vector3(.6,.3,-1.3),
vb01::Vector3(-.6,.3,-1.3),
vb01::Vector3(-.6,.3,.8),
vb01::Vector3(.6,.3,.8)
},
{
vb01::Vector3(.5,-.1,-1.3),
vb01::Vector3(-.5,-.1,-1.3),
vb01::Vector3(-.5,-.1,.7),
vb01::Vector3(.5,-.1,.7),
vb01::Vector3(.5,.15,-1.3),
vb01::Vector3(-.5,.15,-1.3),
vb01::Vector3(-.5,.15,.7),
vb01::Vector3(.5,.15,.7)
}
};
const vb01::Vector3 unitCuboidDimensions[numberOfUnits][8]{
{
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1)
},
{
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1)
},
{
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1)
},
{
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1)
},
{
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1)
},
{
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1)
},
{
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1)
},
{
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1),
vb01::Vector3(1, 1, 1)
},
{
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1)
},
{
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1)
},
{
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1),
vb01::Vector3(.1, .1, .1)
}
};
const float unitAxisLength[numberOfUnits]{8, 8,6,6,5, 5,8, 8, 7,2,2};
const float lineOfSight[numberOfUnits]{5, 8, 4, 4, 3, 3, 6, 6, 3, 3, 8};
const std::string name[numberOfUnits]{
"Battleship", "Battleship",
"Destroyer", "Destroyer",
"Cruiser", "Cruiser",
"Aircraft carrier", "Aircraft carrier",
"Submarine",
"Jet", "Jet"
};
const std::string meshPath[numberOfUnits]{
"battleship00.vb", "battleship01.vb",
"destroyer00.vb", "destroyer01.vb",
"cruiser00.vb", "cruiser01.vb",
"aircraftCarrier00.vb", "aircraftCarrier01.vb",
"submarine.vb",
"jet00.x", "jet01.x"
};
const std::string basePath[numberOfUnits]{
GameManager::getSingleton()->getPath() + "Models/Battleships/", GameManager::getSingleton()->getPath() + "Models/Battleships/",
GameManager::getSingleton()->getPath() + "Models/Destroyers/", GameManager::getSingleton()->getPath() + "Models/Destroyers/",
GameManager::getSingleton()->getPath() + "Models/Cruisers/", GameManager::getSingleton()->getPath() + "Models/Cruisers/",
GameManager::getSingleton()->getPath() + "Models/Aircraft carriers/", GameManager::getSingleton()->getPath() + "Models/Aircraft carriers/",
GameManager::getSingleton()->getPath() + "Models/Submarines/",
GameManager::getSingleton()->getPath() + "Models/Jets/", GameManager::getSingleton()->getPath() + "Models/Jets/"};
}
}
#endif