Files
PlanetFleet/unit.cpp
T

725 lines
22 KiB
C++
Executable File

#include <model.h>
#include <quad.h>
#include <box.h>
#include <material.h>
#include <particleEmitter.h>
#include <texture.h>
#include <stateManager.h>
#include <solUtil.h>
#include <glm.hpp>
#include <ext.hpp>
#include "unit.h"
#include "util.h"
#include "game.h"
#include "vehicle.h"
#include "gameObjectFactory.h"
#include "activeGameState.h"
#include "gameManager.h"
#include "projectile.h"
#include "defConfigs.h"
#include "pathfinder.h"
#include "ability.h"
using namespace glm;
using namespace vb01;
using namespace gameBase;
using namespace std;
namespace battleship{
string Unit::Weapon::LASER_FLAG = "laser";
Unit::Weapon::Weapon(Unit *u, sol::table unitTable, int wid) :
unit(u),
id(wid),
type((Weapon::Type)unitTable["weapons"][wid + 1]["type"]),
rateOfFire(unitTable["weapons"][wid + 1]["rateOfFire"]),
damage(unitTable["weapons"][wid + 1]["damage"].get_or(0))
{
sol::table weaponTable = unitTable["weapons"][wid + 1];
maxRange = weaponTable["maxRange"];
initProjectileData(weaponTable);
fireFx = initFx(weaponTable, "fireFx", true);
if(fireFx) FxManager::getSingleton()->addFx(fireFx);
}
void Unit::Weapon::initProjectileData(sol::table weaponTable){
string projTableKey = "projectile";
sol::optional<sol::table> proj = weaponTable[projTableKey];
if(proj != sol::nullopt){
projId = weaponTable[projTableKey]["id"];
sol::table projTable = generateView()["projectiles"];
ProjectileClass pc = (ProjectileClass)projTable[projId + 1]["projectileClass"];
if(pc == ProjectileClass::CRUISE_MISSILE){
minRange = 0;
float rotAngle = projTable[projId + 1]["rotAngle"];
float speed = projTable[projId + 1]["speed"];
float base = PI / 2, alpha = 0;
while(base - alpha > .001){
minRange += speed * sin(alpha);
alpha += (base - alpha > rotAngle ? rotAngle : base - alpha);
}
minRange *= 2;
}
sol::table posTable = weaponTable[projTableKey]["pos"];
projPos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
sol::table rotTable = weaponTable[projTableKey]["rot"];
projRot = Quaternion(rotTable["w"], rotTable["x"], rotTable["y"], rotTable["z"]);
}
}
//TODO implement node child search by name
FxManager::Fx* Unit::Weapon::initFx(sol::table weaponTable, string fxKey, bool attached){
sol::optional<sol::table> fxOpt = weaponTable[fxKey];
if(fxOpt == sol::nullopt)
return nullptr;
sol::table fxTbl = weaponTable[fxKey];
int numComponents = fxTbl.size();
if(numComponents == 0)
return nullptr;
vector<FxManager::Fx::Component> fxComponents;
for(int i = 0; i < numComponents; i++){
sol::table compTbl = fxTbl[i + 1];
bool vfx = compTbl["vfx"];
s64 duration = compTbl["duration"], offset = compTbl["offset"].get_or(0);
if(vfx){
sol::table meshTbl = compTbl["mesh"];
string meshPath = "";
Material *mat = nullptr;
Node *flashNode = nullptr;
sol::optional<sol::table> posOpt = compTbl["pos"], rotOpt = compTbl["rot"];
Vector3 compPos = Vector3::VEC_ZERO;
Quaternion compRot = Quaternion::QUAT_W;
float sc = compTbl["scale"].get_or(1);
if(posOpt != sol::nullopt){
sol::table posTable = compTbl["pos"];
compPos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
}
if(rotOpt != sol::nullopt){
sol::table rotTable = compTbl["rot"];
compRot = Quaternion(rotTable["w"], rotTable["x"], rotTable["y"], rotTable["z"]);
}
sol::optional<string> pathOpt = meshTbl["path"];
sol::optional<int> numPartOpt = meshTbl["numParticles"];
if(pathOpt != sol::nullopt){
mat = new Material(Root::getSingleton()->getLibPath() + "texture");
meshPath = meshTbl["path"];
flashNode = new Model(meshPath);
((Model*)flashNode)->setMaterial(mat);
flashNode->setPosition(compPos);
flashNode->setOrientation(compRot);
flashNode->setScale(Vector3(sc, sc, sc));
}
else if(numPartOpt != sol::nullopt){
mat = new Material(Root::getSingleton()->getLibPath() + "particle");
int numParticles = meshTbl["numParticles"];
ParticleEmitter *pe = new ParticleEmitter(numParticles);
pe->setMaterial(mat);
pe->setLowLife(meshTbl["lowLife"]);
pe->setHighLife(meshTbl["highLife"]);
pe->setSpeed(0);
sol::table sizeTbl = meshTbl["size"];
pe->setSize(Vector2(sizeTbl["x"], sizeTbl["y"]));
flashNode = new Node(compPos, compRot, Vector3(sc, sc, sc));
flashNode->attachParticleEmitter(pe);
flashNode->lookAt(Vector3::VEC_J, Vector3::VEC_K);
}
else{
mat = new Material(Root::getSingleton()->getLibPath() + "texture");
sol::table sizeTbl = meshTbl["size"];
Box *box = new Box(Vector3(sizeTbl["x"], sizeTbl["y"], 0));
box->setMaterial(mat);
flashNode = new Node(compPos, compRot, Vector3(sc, sc, sc), LASER_FLAG);
flashNode->attachMesh(box);
}
sol::optional<string> texOpt = meshTbl["texture"];
if(texOpt != sol::nullopt){
string p[]{meshTbl["texture"]};
Texture *tex = new Texture(p, 1, false);
mat->addBoolUniform("texturingEnabled", true);
mat->addTexUniform("diffuseMap[0]", tex, false);
}
else{
sol::table colorTable = meshTbl["color"];
mat->addVec4Uniform("diffuseColor", Vector4(colorTable["x"], colorTable["y"], colorTable["z"], colorTable["a"]));
mat->addBoolUniform("texturingEnabled", false);
}
flashNode->setVisible(false);
Node *parNode = (attached ? unit->getModel() : Root::getSingleton()->getRootNode());
sol::optional<string> parOpt = compTbl["parent"];
if(parOpt != sol::nullopt){
vector<Node*> descendants;
unit->getModel()->getDescendants(descendants);
string parName = compTbl["parent"];
parNode = nullptr;
for(Node *desc : descendants)
if(desc->getName() == parName){
parNode = desc;
break;
}
}
parNode->attachChild(flashNode);
fxComponents.push_back(FxManager::Fx::Component((void*)flashNode, vfx, duration, compPos, offset));
}
else{
sf::SoundBuffer *sfxBuffer = new sf::SoundBuffer();
sf::Sound *sfx = GameObject::prepareSfx(sfxBuffer, compTbl["path"]);
fxComponents.push_back(FxManager::Fx::Component((void*)sfx, vfx, duration, Vector3::VEC_ZERO, offset));
}
}
return new FxManager::Fx(fxComponents, attached);
}
Unit::Weapon::~Weapon(){
FxManager *fm = FxManager::getSingleton();
if(fireFx) fm->removeFx(fireFx);
}
void Unit::Weapon::update(){}
void Unit::Weapon::useFx(FxManager::Fx *fx, Vector3 targPos, bool fire){
if(fx && !fire)
FxManager::getSingleton()->addFx(fx);
else if(!fx)
return;
fx->toggleComponents(true);
Vector3 plCol = unit->getPlayer()->getColor();
for(int i = 0; i < fx->components.size(); i++){
FxManager::Fx::Component &comp = fx->components[i];
if(comp.vfx){
if(fire && ((Node*)comp.comp)->getName() == LASER_FLAG){
Vector3 initPos = unit->getPos(), laserDir = targPos - initPos;
float targDist = laserDir.getLength();
float angle = unit->getDirVec().getAngleBetween(laserDir);
Vector3 crossProd = unit->getDirVec().cross(laserDir);
Node *compNode = (Node*)comp.comp;
compNode->setOrientation(Quaternion(angle, crossProd) * compNode->getOrientation());
Box *box = (Box*)compNode->getMesh(0);
Vector3 size = box->getSize();
box->setSize(Vector3(size.x, size.y, targDist));
box->updateVerts(box->getMeshBase());
box->getMaterial()->setVec4Uniform("diffuseColor", Vector4(plCol.x, plCol.y, plCol.z, 1));
compNode->setPosition(comp.pos + .5 * targDist * Vector3::VEC_K);
}
else if(!fire)
((Node*)comp.comp)->setPosition(targPos);
}
}
}
void Unit::Weapon::fire(Order order){
if(!canFire()) return;
Unit *targetUnit = order.targets[0].unit;
Vector3 targPos = (targetUnit ? targetUnit->getPos() : order.targets[0].pos);
if(fireFx) useFx(fireFx, targPos, true);
if(projId == -1){
sol::table weaponTbl = generateView()["units"][unit->getId() + 1]["weapons"][id + 1];
if(targetUnit){
targetUnit->takeDamage(damage);
unit->updateGameStats(targetUnit);
useFx(initFx(weaponTbl, "unitHitFx", false), targPos, false);
}
else{
Map *map = Map::getSingleton();
Map::Cell::Type cellType = map->getCells()[map->getCellId(targPos)].type;
string fxKey = (cellType == Map::Cell::Type::LAND ? "landHitFx" : "waterHitFx");
useFx(initFx(weaponTbl, fxKey, false), targPos, false);
}
}
else{
Vector3 leftVec = unit->getLeftVec();
Vector3 upVec = unit->getUpVec();
Vector3 dirVec = unit->getDirVec();
Vector3 p = unit->getPos() + leftVec * projPos.x + upVec * projPos.y + dirVec * projPos.z;
Quaternion r = unit->getRot() * projRot;
unit->getPlayer()->addProjectile(GameObjectFactory::createProjectile(unit, projId, p, r));
}
lastFireTime = getTime();
}
Unit::Unit(Player *player, int id, Vector3 pos, Quaternion rot, State st) : GameObject(GameObject::Type::UNIT, id, player, pos, rot), state(st){
selectable = true;
Unit::initProperties();
initModel();
initHitbox();
initSound();
initWeapons();
placeAt(pos);
orientAt(rot);
Vector2 size = Vector2(lenHpBar, 10);
hpBackgroundNode = createBar(Vector2::VEC_ZERO, size, Vector4(0, 0, 0, 1));
hpForegroundNode = createBar(Vector2::VEC_ZERO, size, Vector4(0, 1, 0, 1));
}
Unit::~Unit() {
removeBar(hpBackgroundNode);
removeBar(hpForegroundNode);
destroyWeapons();
destroySound();
destroyHitbox();
destroyModel();
}
void Unit::initProperties(){
GameObject::initProperties();
sol::state_view SOL_LUA_VIEW = generateView();
string objType = GameObject::getGameObjTableName();
sol::table unitTable = SOL_LUA_VIEW[objType][id + 1];
Game *game = Game::getSingleton();
vector<int> currTechs = player->getTechnologies();
string name = unitTable["name"];
health = unitTable["health"]; health += game->calcAbilFromTech(Ability::Type::HEALTH, currTechs, (int)GameObject::type, id);
vehicle = unitTable["isVehicle"];
maxHealth = health;
lineOfSight = unitTable["lineOfSight"]; lineOfSight += game->calcAbilFromTech(Ability::Type::LINE_OF_SIGHT, currTechs, (int)GameObject::type, id);
unitClass = (UnitClass)unitTable["unitClass"];
type = (UnitType)unitTable["unitType"];
guiScreen = "";
string gsk = "guiScreen";
sol::optional<string> nameOpt = unitTable[gsk];
if(nameOpt != sol::nullopt) guiScreen = unitTable[gsk];
string tblName = "garrisonCapacity";
sol::optional<sol::table> gc = unitTable[tblName];
if(gc != sol::nullopt){
string varName = "numGarrisonSlots";
SOL_LUA_VIEW.script(varName + " = #" + objType + "[" + to_string(id + 1) + "]." + tblName);
int numGarrisonSlots = SOL_LUA_VIEW[varName];
for(int i = 0; i < numGarrisonSlots; i++){
Vector2 size = 10 * Vector2::VEC_IJ;
Vector2 pos = Vector2(1.5 * size.x * i, 20);
Node *bg = createBar(pos, size, Vector4(0, 0, 0, 1));
Node *fg = createBar(pos, size, Vector4(0, 1, 0, 1));
int category = unitTable[tblName][i + 1];
garrisonSlots.push_back(GarrisonSlot(bg, fg, pos, category));
}
}
tblName = "armor";
sol::optional<sol::table> at = unitTable[tblName];
if(at != sol::nullopt){
string varName = "numArmorTypes";
SOL_LUA_VIEW.script(varName + " = #" + objType + "[" + to_string(id + 1) + "]." + tblName);
int numArmorTypes = SOL_LUA_VIEW[varName];
for(int i = 0; i < numArmorTypes; i++){
Armor arm = (Armor)unitTable[tblName][i + 1];
armorTypes.push_back(arm);
}
}
tblName = "buildableUnits";
sol::optional<sol::table> bu = unitTable[tblName];
if(bu != sol::nullopt){
SOL_LUA_VIEW.script("numBuildableUnits = #units[" + to_string(id + 1) + "]." + tblName);
int numBuildableUnits = SOL_LUA_VIEW["numBuildableUnits"];
for(int i = 0; i < numBuildableUnits; i++){
sol::table buTable = unitTable[tblName][i + 1];
buildableUnits.push_back(BuildableUnit(buTable["id"], game->isUnitUnlocked(currTechs, id) | (bool)buTable["buildable"]));
}
}
}
void Unit::initWeapons(){
sol::state_view SOL_STATE_VIEW = generateView();
string objType = GameObject::getGameObjTableName();
sol::table unitTable = SOL_STATE_VIEW[objType][id + 1];
string tblName = "weapons";
sol::optional<sol::table> wt = unitTable[tblName];
if(wt != sol::nullopt){
string varName = "numWeapons";
SOL_STATE_VIEW.script(varName + " = #" + objType + "[" + to_string(id + 1) + "]." + tblName);
int numWeapons = SOL_STATE_VIEW[varName];
for(int i = 0; i < numWeapons; i++)
weapons.push_back(new Weapon(this, unitTable, i));
}
}
void Unit::destroyWeapons(){
for(Weapon *weapon : weapons)
delete weapon;
weapons.clear();
}
void Unit::destroySound(){
selectionSfx->stop();
delete selectionSfx;
delete selectionSfxBuffer;
}
//TODO factor out initSound()
void Unit::initSound(){
GameObject::initSound();
selectionSfxBuffer = new sf::SoundBuffer();
string sfxPath = generateView()[getGameObjTableName()][id + 1]["selectionSfx"];
selectionSfx = GameObject::prepareSfx(selectionSfxBuffer, sfxPath);
}
void Unit::reinit(){
destroyWeapons();
destroyHitbox();
destroyModel();
destroySound();
Unit::initProperties();
initModel();
initHitbox();
initSound();
initWeapons();
GameObject::reinit();
}
bool Unit::canGarrison(Vehicle *vehicle){
for(int i = 0; i < garrisonSlots.size(); i++)
if(!garrisonSlots[i].vehicle && garrisonSlots[i].category >= vehicle->getGarrisonCategory())
return true;
return false;
}
Node* Unit::createBar(Vector2 pos, Vector2 size, Vector4 color){
Root *root = Root::getSingleton();
Material *mat = new Material(root->getLibPath() + "gui");
mat->addBoolUniform("texturingEnabled", false);
mat->addVec4Uniform("diffuseColor", color);
Quad *quad = new Quad(Vector3(size.x, size.y, 0), false);
quad->setMaterial(mat);
Node *node = new Node(Vector3(pos.x, pos.y, 0));
node->attachMesh(quad);
node->setVisible(false);
root->getGuiNode()->attachChild(node);
return node;
}
void Unit::removeBar(Node *node){
Root::getSingleton()->getGuiNode()->dettachChild(node);
delete node;
}
void Unit::launch(Order order){
for(Weapon *weapon : weapons){
Vector3 targPos = Vector3(order.targets[0].pos.x, pos.y, order.targets[0].pos.z);
if(weapon->getProjectileId() == 0 && weapon->getMinRange() < targPos.getDistanceFrom(pos)){
weapon->fire(order);
break;
}
}
removeOrder(0);
}
float Unit::calculateRotation(Vector3 dir, float angle, float maxTurnAngle){
float rotSpeed = (maxTurnAngle > angle ? angle : maxTurnAngle);
if(isTargetToTheRight(dir, leftVec))
rotSpeed *= -1;
return rotSpeed;
}
void Unit::initUnitStats(){
}
void Unit::renderOrderLine(bool mainPlayerSelecting){
if (!orders.empty() && orders[0].lineId != -1 && mainPlayerSelecting){
bool display = canDisplayOrderLine();
LineRenderer *lineRenderer = LineRenderer::getSingleton();
lineRenderer->toggleVisibility(orders[0].lineId, display);
if(display){
lineRenderer->changeLineField(orders[0].lineId, pos, LineRenderer::START);
Vector3 targPos = (orders[0].targets[0].unit ? orders[0].targets[0].unit->getPos() : orders[0].targets[0].pos);
lineRenderer->changeLineField(orders[0].lineId, targPos, LineRenderer::END);
}
}
}
void Unit::targetUnitsAutomatically(){
vector<Player*> players = Game::getSingleton()->getPlayers();
vector<Unit*> units;
for(Player *pl : players)
if(!(pl == player || pl->getTeam() == player->getTeam())){
vector<Unit*> un = pl->getUnits();
units.insert(units.end(), un.begin(), un.end());
}
if(orders.empty())
for(Unit *unit : units)
if(unit->getPos().getDistanceFrom(pos) < lineOfSight){
setOrder(Order(Order::TYPE::ATTACK, vector<Order::Target>{Order::Target(unit)}, Vector3::VEC_ZERO, -1, false));
break;
}
}
void Unit::update() {
GameObject::update();
ActiveGameState *activeState = (ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE);
Player *mainPlayer = (activeState ? activeState->getPlayer() : nullptr);
if(state != State::HOLD_FIRE)
targetUnitsAutomatically();
vector<Player*> selectingPlayers = getSelectingPlayers();
bool mainPlayerSelecting = (find(selectingPlayers.begin(), selectingPlayers.end(), mainPlayer) != selectingPlayers.end());
bool mainPlayerOwner = (player == mainPlayer);
bool renderSelectables = (mainPlayerSelecting && mainPlayerOwner);
renderOrderLine(renderSelectables);
executeOrders();
displayUnitStats(hpForegroundNode, hpBackgroundNode, health, maxHealth, mainPlayerSelecting);
for(GarrisonSlot &slot : garrisonSlots)
displayUnitStats(slot.foreground, slot.background, (int)((bool)slot.vehicle), (int)true, renderSelectables, slot.offset);
if (health <= DEATH_HP){
Game::getSingleton()->explode(pos, 0, 0, deathSfx);
remove = true;
}
for(Weapon *weapon : weapons)
weapon->update();
}
void Unit::displayUnitStats(Node *foreground, Node *background, int currVal, int maxVal, bool render, Vector2 offset) {
foreground->setVisible(render);
background->setVisible(render);
if(render){
Vector3 offset3d = Vector3(offset.x, offset.y, 0);
Quad *bgQuad = (Quad*)background->getMesh(0);
Vector3 size = bgQuad->getSize();
float shiftedX = screenPos.x - 0.5 * size.x;
background->setPosition(Vector3(shiftedX, screenPos.y, 0) + offset3d);
Quad *fgQuad = (Quad*)foreground->getMesh(0);
fgQuad->setSize(Vector3((float)currVal / maxVal * size.x, size.y, 0));
fgQuad->updateVerts(fgQuad->getMeshBase());
foreground->setPosition(Vector3(shiftedX, screenPos.y, .01) + offset3d);
}
}
//TODO remove order argument from action methods
void Unit::executeOrders() {
if (orders.size() > 0) {
Order order = orders[0];
switch (order.type) {
case Order::TYPE::ATTACK:
attack(order);
break;
case Order::TYPE::BUILD:
build(order);
break;
case Order::TYPE::MOVE:
move(order);
break;
case Order::TYPE::GARRISON:
garrison(order);
break;
case Order::TYPE::EJECT:
eject(order);
break;
case Order::TYPE::PATROL:
patrol(order);
break;
case Order::TYPE::LAUNCH:
launch(order);
break;
case Order::TYPE::SUPPLY:
supply(order);
break;
case Order::TYPE::HACK:
hack(order);
break;
default:
break;
}
}
}
void Unit::eject(Order order){
Map *map = Map::getSingleton();
int currCellId = map->getCellId(pos);
vector<Map::Cell> &cells = map->getCells();
int adjWaterCellId = -1, adjLandCellId = -1;
for(Map::Edge edge : cells[currCellId].edges){
if(adjLandCellId == -1 && cells[edge.destCellId].type == Map::Cell::LAND)
adjLandCellId = edge.destCellId;
if(adjWaterCellId == -1 && cells[edge.destCellId].type == Map::Cell::WATER)
adjWaterCellId = edge.destCellId;
}
if(garrisonSlots.size() > 0){
for(Order::Target targ : order.targets){
bool exitToLandCell = (targ.unit->getType() == UnitType::LAND && adjLandCellId != -1);
bool exitToWaterCell = ((targ.unit->getType() == UnitType::SEA_LEVEL || targ.unit->getType() == UnitType::UNDERWATER) && adjWaterCellId != -1);
if(exitToLandCell || exitToWaterCell)
((Vehicle*)targ.unit)->exitGarrisonable(cells[exitToLandCell ? adjLandCellId : adjWaterCellId].pos);
}
removeOrder(0);
}
}
void Unit::attack(Order order){
vector<Unit*> units;
for(Player *pl : Game::getSingleton()->getPlayers()){
vector<Unit*> un = pl->getUnits();
units.insert(units.end(), un.begin(), un.end());
}
for(Order::Target &target : orders[0].targets)
if(target.unit){
if(find(units.begin(), units.end(), target.unit) != units.end())
break;
removeOrder(0);
}
}
void Unit::setOrder(Order order) {
while (!orders.empty())
removeOrder(0);
addOrder(order);
orderLineDispTime = getTime();
}
void Unit::halt() {
while (orders.size() > 0)
removeOrder(orders.size() - 1);
}
void Unit::updateGarrison(Vehicle *garrVeh, bool entering){
for(GarrisonSlot &slot : garrisonSlots){
if(entering && !slot.vehicle){
slot.vehicle = garrVeh;
break;
}
else if(!entering && slot.vehicle == garrVeh){
slot.vehicle = nullptr;
break;
}
}
}
void Unit::addOrder(Order order){
orders.push_back(order);
}
vector<Player*> Unit::getSelectingPlayers(){
vector<Player*> players = Game::getSingleton()->getPlayers(), selectingPlayers;
for(Player *pl : players){
int numSelectedUnits = pl->getNumSelectedUnits();
for(int i = 0; i < numSelectedUnits; i++)
if(pl->getSelectedUnit(i) == this){
selectingPlayers.push_back(pl);
break;
}
}
return selectingPlayers;
}
void Unit::removeOrder(int id) {
if(orders[id].lineId != -1)
LineRenderer::getSingleton()->removeLine(orders[id].lineId);
orders.erase(orders.begin() + id);
}
void Unit::select() {
ActiveGameState *activeState = (ActiveGameState*)GameManager::getSingleton()->getStateManager()->getAppStateByType(AppStateType::ACTIVE_STATE);
Player *mainPlayer = (activeState ? activeState->getPlayer() : nullptr);
vector<Player*> selectingPlayers = getSelectingPlayers();
bool mainPlayerSelecting = (activeState && find(selectingPlayers.begin(), selectingPlayers.end(), mainPlayer) != selectingPlayers.end());
if(mainPlayer == player && mainPlayerSelecting && selectionSfx)
selectionSfx->play();
orderLineDispTime = getTime();
}
}