Files
PlanetFleet/activeGameState.cpp
T
devZoGok cf9ac6199e factored out GameObjectFrame
refactored GameObject/Unit- Factory class
2023-10-07 12:43:08 +03:00

497 lines
16 KiB
C++
Executable File

#include <root.h>
#include <quaternion.h>
#include <model.h>
#include <material.h>
#include <quad.h>
#include <text.h>
#include <ray.h>
#include <stateManager.h>
#include <solUtil.h>
#include <algorithm>
#include <ctype.h>
#include <stdlib.h>
#include <map>
#include "activeGameState.h"
#include "inGameAppState.h"
#include "defConfigs.h"
#include "structure.h"
#include "util.h"
#include "tooltip.h"
#include "gameObjectFrameController.h"
#include "cameraController.h"
#include "concreteGuiManager.h"
using namespace vb01;
using namespace vb01Gui;
using namespace std;
namespace battleship{
using namespace configData;
using namespace gameBase;
ActiveGameState::ActiveGameState(GuiAppState *guiState, int playerId) : AbstractAppState(
AppStateType::ACTIVE_STATE,
configData::calcSumBinds(AppStateType::ACTIVE_STATE, true),
configData::calcSumBinds(AppStateType::ACTIVE_STATE, false),
GameManager::getSingleton()->getPath() + "Scripts/options.lua"){
this->guiState = guiState;
this->playerId = playerId;
mainPlayer = Map::getSingleton()->getPlayer(playerId);
initDragbox();
refinedsText = initText(Vector2(0, 100));
wealthText = initText(Vector2(0, 200));
researchText = initText(Vector2(0, 300));
textNode = initText(Vector2(0, 400));
depth = 1;
}
ActiveGameState::~ActiveGameState() {
}
void ActiveGameState::initDragbox(){
Root *root = Root::getSingleton();
Material *mat = new Material(root->getLibPath() + "gui");
mat->addBoolUniform("texturingEnabled", false);
mat->addBoolUniform("diffuseColorEnabled", false);
mat->addVec4Uniform("diffuseColor", Vector4(.5, .5, .5, .5));
dragbox = new Quad(Vector3::VEC_ZERO, false);
dragbox->setMaterial(mat);
dragboxNode = new Node();
dragboxNode->attachMesh(dragbox);
root->getGuiNode()->attachChild(dragboxNode);
}
Node* ActiveGameState::initText(Vector2 pos){
Material *tm = new Material(Root::getSingleton()->getLibPath() + "text");
tm->addBoolUniform("texturingEnabled", false);
tm->addVec4Uniform("diffuseColor", Vector4(1, 1, 1, 1));
Text *t = new Text(GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", L"");
t->setMaterial(tm);
Node *node = new Node(Vector3(pos.x, pos.y, 0));
node->addText(t);
return node;
}
void ActiveGameState::onAttached() {
AbstractAppState::onAttached();
Root::getSingleton()->getGuiNode()->attachChild(textNode);
Root::getSingleton()->getGuiNode()->attachChild(refinedsText);
Root::getSingleton()->getGuiNode()->attachChild(wealthText);
Root::getSingleton()->getGuiNode()->attachChild(researchText);
}
void ActiveGameState::onDettached() {
AbstractAppState::onDettached();
Root::getSingleton()->getGuiNode()->dettachChild(textNode);
Root::getSingleton()->getGuiNode()->dettachChild(refinedsText);
Root::getSingleton()->getGuiNode()->dettachChild(wealthText);
Root::getSingleton()->getGuiNode()->dettachChild(researchText);
}
void ActiveGameState::update() {
textNode->getText(0)->setText(L"Depth: " + to_wstring(depth));
refinedsText->getText(0)->setText(L"Refineds: " + to_wstring(mainPlayer->getRefineds()));
wealthText->getText(0)->setText(L"Wealth: " + to_wstring(mainPlayer->getWealth()));
researchText->getText(0)->setText(L"Research: " + to_wstring(mainPlayer->getResearch()));
if (isSelectionBox)
updateSelectionBox();
dragboxNode->setVisible(isSelectionBox);
renderUnits();
CameraController *camCtr = CameraController::getSingleton();
if(!camCtr->isLookingAround())
camCtr->updateCameraPosition();
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
if(ufCtr->isPlacingFrames())
ufCtr->update();
}
void ActiveGameState::deselectUnits(){
mainPlayer->deselectUnits();
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
ufCtr->removeGameObjectFrames();
ufCtr->setPlacingFrames(false);
ConcreteGuiManager::getSingleton()->removeAllGuiElements();
buttons.clear();
}
//TODO fix fog of war for hostile units
void ActiveGameState::renderUnits() {
vector<Unit*> units;
for (Player *p : Map::getSingleton()->getPlayers())
for (Unit *u : p->getUnits())
units.push_back(u);
for (Unit *u : units) {
if (u->getPlayer() == mainPlayer){
Vector3 selectionBoxOrigin = dragboxNode->getPosition();
Vector3 selectionBoxEnd = selectionBoxOrigin + dragbox->getSize();
Vector2 pos = u->getScreenPos();
if(isSelectionBox &&
pos.x >= selectionBoxOrigin.x && pos.x <= selectionBoxEnd.x &&
pos.y >= selectionBoxOrigin.y && pos.y <= selectionBoxEnd.y){
if(!u->isSelected()){
if(!shiftPressed)
deselectUnits();
mainPlayer->selectUnit(u);
u->toggleSelection(true);
if(engineersSelected()){
ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
guiManager->readLuaScreenScript("engineerCommands.lua");
}
}
}
u->getNode()->setVisible(true);
}
else{
Vector3 rendUnPos = u->getPos();
rendUnPos.y = 0;
for (int i = 0; i < units.size() && units[i] != u && units[i]->getPlayer() == mainPlayer; i++) {
Vector3 compUnPos = units[i]->getPos();
compUnPos.y = 0;
float dist = compUnPos.getDistanceFrom(rendUnPos);
u->getNode()->setVisible(dist <= units[i]->getLineOfSight() || isInLineOfSight(compUnPos, units[i]->getLineOfSight(), u));
}
}
}
}
bool ActiveGameState::isInLineOfSight(Vector3 center, float radius, Unit *u) {
bool inside = false;
for (int i = 0; i < 4 && !inside; i++)
if (center.getDistanceFrom(u->getCorner(i)) <= radius){
inside = true;
break;
}
return inside;
}
void ActiveGameState::updateSelectionBox() {
Vector2 mousePos = getCursorPos(), selectionBoxOrigin, selectionBoxEnd;
if (mousePos.x >= clickPoint.x && mousePos.y >= clickPoint.y) {
selectionBoxOrigin = Vector2(clickPoint.x, clickPoint.y);
selectionBoxEnd = Vector2(mousePos.x, mousePos.y);
}
else if (mousePos.x < clickPoint.x && mousePos.y > clickPoint.y) {
selectionBoxOrigin = Vector2(mousePos.x, clickPoint.y);
selectionBoxEnd = Vector2(clickPoint.x, mousePos.y);
}
else if (mousePos.x >= clickPoint.x && mousePos.y < clickPoint.y) {
selectionBoxOrigin = Vector2(clickPoint.x, mousePos.y);
selectionBoxEnd = Vector2(mousePos.x, clickPoint.y);
}
else {
selectionBoxOrigin = Vector2(mousePos.x, mousePos.y);
selectionBoxEnd = Vector2(clickPoint.x, clickPoint.y);
}
Vector3 size = Vector3(selectionBoxEnd.x - selectionBoxOrigin.x, selectionBoxEnd.y - selectionBoxOrigin.y, 0);
dragbox->setSize(size);
dragboxNode->setPosition(Vector3(selectionBoxOrigin.x, selectionBoxOrigin.y, 0));
}
void ActiveGameState::issueOrder(Order::TYPE type, bool addOrder) {
Vector3 color;
switch(type){
case Order::TYPE::MOVE:
color = Vector3::VEC_J;
break;
case Order::TYPE::ATTACK:
case Order::TYPE::LAUNCH:
color = Vector3::VEC_I;
break;
case Order::TYPE::PATROL:
color = Vector3::VEC_K;
break;
case Order::TYPE::BUILD:
color = Vector3(1, 1, 0);
break;
}
targets.push_back(Order::Target());
if(type == Order::TYPE::PATROL)
for(int i = targets.size() - 2; i >= 0; i--)
targets[i + 1] = targets[i];
LineRenderer *lineRenderer = LineRenderer::getSingleton();
Order order;
for (int i = 0; i < mainPlayer->getNumSelectedUnits(); ++i) {
Unit *u = mainPlayer->getSelectedUnit(i);
lineRenderer->addLine(u->getPos(), targets[i].pos, color);
vector<LineRenderer::Line> lines = lineRenderer->getLines();
LineRenderer::Line line = lines[lines.size() - 1];
order = Order(type, line, targets);
if (type != Order::TYPE::LAUNCH) {
if(type == Order::TYPE::PATROL){
Vector3 p = u->getPos();
targets[0] = Order::Target(nullptr, p);
}
if (addOrder)
u->addOrder(order);
else
u->setOrder(order);
}
}
targets.clear();
}
void ActiveGameState::addTarget() {
Camera *cam = Root::getSingleton()->getCamera();
Vector3 camPos = cam->getPosition();
Vector3 endPos = screenToSpace(getCursorPos());
vector<Ray::CollisionResult> results;
Vector3 rayDir = (endPos - camPos).norm();
Ray::retrieveCollisions(camPos, rayDir, Map::getSingleton()->getNodeParent(), results);
std::map<Node*, Unit*> unitData;
Ray::sortResults(results);
if(!results.empty()){
vector<Node*> ancestors = results[0].mesh->getNode()->getAncestors();
Node *node = ancestors[ancestors.size() - 2];
std::map<Node*, Unit*>::iterator it = unitData.find(node);
Unit *unit = nullptr;
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
if(ufCtr->isPlacingFrames()){
GameObjectFrame goFr = ufCtr->getGameObjectFrame(0);
unit = new Structure(mainPlayer, goFr.getId(), goFr.getModel()->getPosition(), goFr.getModel()->getOrientation());
mainPlayer->addUnit(unit);
}
Map *map = Map::getSingleton();
for(Unit *u : mainPlayer->getSelectedUnits()){
Vector3 pos = u->getPos();
Node *nodeParent = map->getNodeParent();
if(u->getType() == UnitType::UNDERWATER && nodeParent->getNumChildren() > 0){
vector<Ray::CollisionResult> res;
Ray::retrieveCollisions(Vector3(pos.x, 100, pos.z), Vector3(0, -1, 0), nodeParent->getChild(0), res);
Ray::sortResults(res);
Vector3 waterBodyPos = Vector3::VEC_ZERO;
Vector3 cellSize = map->getCellSize();
for(int i = 1; i < nodeParent->getNumChildren(); i++){
Vector3 wpos = nodeParent->getChild(i)->getPosition();
if(fabs(wpos.x - pos.x) < .5 * cellSize.x && fabs(wpos.z - pos.z) < .5 * cellSize.z){
waterBodyPos = wpos;
break;
}
}
results[0].pos.y = res[0].pos.y + depth * (waterBodyPos.y - res[0].pos.y);
}
}
targets.push_back(Order::Target((it != unitData.end() ? unitData[node] : unit), results[0].pos));
}
}
bool ActiveGameState::engineersSelected(){
for(Unit *u : mainPlayer->getSelectedUnits())
if(u->getUnitClass() == UnitClass::ENGINEER)
return true;
return false;
}
void ActiveGameState::onAction(int bind, bool isPressed) {
GameManager *gm = GameManager::getSingleton();
InGameAppState *inGameState = (InGameAppState*) gm->getStateManager()->getAppStateByType((int)AppStateType::IN_GAME_STATE);
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
switch((Bind)bind){
case Bind::DRAG_BOX:
isSelectionBox = isPressed;
if (isPressed) {
clickPoint = getCursorPos();
if (mainPlayer->getNumSelectedUnits() > 0){
addTarget();
if(!(targets.empty() || selectingPatrolPoints)){
Order::TYPE type = Order::TYPE::MOVE;
if(controlPressed || (targets[0].unit && targets[0].unit->getPlayer()->getSide() != mainPlayer->getSide()))
type = Order::TYPE::ATTACK;
else if(ufCtr->isPlacingFrames()){
type = Order::TYPE::BUILD;
ufCtr->setPlacingFrames(false);
ufCtr->setRotatingFrames(false);
ufCtr->removeGameObjectFrames();
}
issueOrder(type, shiftPressed);
}
}
}
break;
case Bind::DESELECT:
if(ufCtr->isPlacingFrames()) ufCtr->setRotatingFrames(isPressed);
if (!isPressed) deselectUnits();
break;
case Bind::TOGGLE_SUB:
break;
case Bind::ZOOM_IN:
if (zooms > -NUM_MAX_ZOOMS) {
Camera *cam = Root::getSingleton()->getCamera();
cam->setPosition(cam->getPosition() + cam->getDirection().norm() * .5f);
zooms--;
}
break;
case Bind::ZOOM_OUT:
if (zooms < NUM_MAX_ZOOMS) {
Camera *cam = Root::getSingleton()->getCamera();
cam->setPosition(cam->getPosition() - (cam->getDirection().norm().norm() * .5f));
zooms++;
}
break;
case Bind::LOOK_AROUND:
if(!ufCtr->isPlacingFrames())
CameraController::getSingleton()->setLookingAround(isPressed);
break;
case Bind::HALT:
for (Unit *u : mainPlayer->getSelectedUnits())
u->halt();
break;
//TODO reimplement submarine diving mechanic
case Bind::LEFT_CONTROL:
controlPressed = isPressed;
if(isPressed) depth -= 0.05;
break;
case Bind::LEFT_SHIFT:
{
shiftPressed = isPressed;
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
ufCtr->setPaintSelecting(shiftPressed);
if(isPressed){
depth += 0.05;
Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
vector<Ray::CollisionResult> results;
Ray::retrieveCollisions(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), Map::getSingleton()->getNodeParent()->getChild(0), results);
Ray::sortResults(results);
if(!results.empty())
ufCtr->setPaintSelectRowStart(results[0].pos);
}
}
break;
case Bind::SELECT_PATROL_POINTS:
selectingPatrolPoints = isPressed;
if(!selectingPatrolPoints)
issueOrder(Order::TYPE::PATROL, shiftPressed);
break;
case Bind::LAUNCH:{
if(isPressed){
Node *node = Map::getSingleton()->getNodeParent()->getChild(1);
node->setVisible(!node->isVisible());
}
selectingGuidedMissileTarget = isPressed;
break;
}
case Bind::GROUP_0:
case Bind::GROUP_1:
case Bind::GROUP_2:
case Bind::GROUP_3:
case Bind::GROUP_4:
case Bind::GROUP_5:
case Bind::GROUP_6:
case Bind::GROUP_7:
case Bind::GROUP_8:
case Bind::GROUP_9:
if(isPressed){
int group = bind - Bind::GROUP_0;
if(controlPressed)
unitGroups[group] = mainPlayer->getSelectedUnits();
else{
if(!shiftPressed)
mainPlayer->selectUnits(unitGroups[group]);
else
for(Unit *u : unitGroups[group])
mainPlayer->selectUnit(u);
}
}
break;
case Bind::DESELECT_STRUCTURE:
ufCtr->removeGameObjectFrames();
ufCtr->setPlacingFrames(false);
break;
}
}
void ActiveGameState::onAnalog(int bind, float strength) {
CameraController *camCtr = CameraController::getSingleton();
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
switch((Bind)bind){
case Bind::LOOK_UP:
case Bind::LOOK_DOWN:
if(camCtr->isLookingAround()) {
Vector3 dirProj = Root::getSingleton()->getCamera()->getDirection();
dirProj = Vector3(dirProj.x, 0, dirProj.z).norm();
CameraController::getSingleton()->orientCamera(Vector3(0, 1, 0).cross(dirProj), strength);
}
break;
case Bind::LOOK_LEFT:
case Bind::LOOK_RIGHT:
if(camCtr->isLookingAround())
CameraController::getSingleton()->orientCamera(Vector3(0, 1, 0), strength);
else if(ufCtr->isPlacingFrames() && ufCtr->isRotatingFrames())
ufCtr->rotateGameObjectFrames(100 * strength);
break;
}
}
}