Files
PlanetFleet/gameObjectFactory.cpp
T
2026-01-28 19:12:51 +02:00

91 lines
3.1 KiB
C++

#include "gameObjectFactory.h"
#include "player.h"
#include "factory.h"
#include "engineer.h"
#include "submarine.h"
#include "resourceRover.h"
#include "projectile.h"
#include "resourceDeposit.h"
#include "pointDefense.h"
#include "extractor.h"
#include "freezer.h"
#include "researchStruct.h"
#include "missile.h"
#include "cruiseMissile.h"
#include "iceSheet.h"
#include "shell.h"
#include "depthCharge.h"
#include "defConfigs.h"
#include <solUtil.h>
#include <vector>
namespace battleship{
using namespace std;
using namespace vb01;
using namespace gameBase;
Unit* GameObjectFactory::createUnit(Player *player, int id, Vector3 pos, Quaternion rot, int buildStatus){
sol::state_view SOL_LUA_VIEW = generateView();
int unitClass = SOL_LUA_VIEW["units"][id + 1]["unitClass"];
bool vehicle = SOL_LUA_VIEW["units"][id + 1]["isVehicle"];
if(vehicle)
switch((UnitClass)unitClass){
case UnitClass::ENGINEER:
return new Engineer(player, id, pos, rot, Unit::State::STAND_GROUND);
case UnitClass::RESOURCE_ROVER:
return new ResourceRover(player, id, pos, rot, Unit::State::STAND_GROUND);
case UnitClass::SUBMARINE:
return new Submarine(player, id, pos, rot, Unit::State::STAND_GROUND);
case UnitClass::FREEZER:
return new Freezer(player, id, pos, rot, Unit::State::STAND_GROUND);
default:
return new Vehicle(player, id, pos, rot, Unit::State::STAND_GROUND);
}
else
switch((UnitClass)unitClass){
case UnitClass::FORT:
case UnitClass::LAND_FACTORY:
case UnitClass::NAVAL_FACTORY:
return new Factory(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
case UnitClass::POINT_DEFENSE:
return new PointDefense(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
case UnitClass::EXTRACTOR:
return new Extractor(player, id, pos, rot, buildStatus);
case UnitClass::LAB:
return new ResearchStruct(player, id, pos, rot, buildStatus);
case UnitClass::ICE_SHEET:
return new IceSheet(player, id, pos, rot, buildStatus);
default:
return new Structure(player, id, pos, rot, buildStatus, Unit::State::STAND_GROUND);
}
}
Projectile* GameObjectFactory::createProjectile(Unit *unit, int id, Vector3 pos, Quaternion rot){
sol::state_view SOL_LUA_VIEW = generateView();
int projectileClass = SOL_LUA_VIEW["projectiles"][id + 1]["projectileClass"];
Order::Target target = unit->getOrder(0).targets[0];
Vector3 targetPos = (target.unit ? target.unit->getPos() : target.pos);
switch((ProjectileClass)projectileClass){
case ProjectileClass::SHELL:
return new Shell(unit, id, pos, rot);
case ProjectileClass::CRUISE_MISSILE:
return new CruiseMissile(unit, id, targetPos, pos, rot);
case ProjectileClass::MISSILE:
return new Missile(unit, id, targetPos, pos, rot);
case ProjectileClass::DEPTH_CHARGE:
return new DepthCharge(unit, id, pos, rot);
default:
return new Projectile(unit, id, pos, rot);
}
}
ResourceDeposit* GameObjectFactory::createResourceDeposit(Player *player, int id, Vector3 pos, Quaternion rot, int initAmmount){
return new ResourceDeposit(player, id, pos, rot, initAmmount);
}
}