#include "home.h" #include "../core/component.h" #include "../core/event_manager.h" #include "../core/ownership_constants.h" #include "../core/world.h" #include "../systems/building_collision_registry.h" #include "../visuals/team_colors.h" #include "units/unit.h" #include namespace Game::Units { Home::Home(Engine::Core::World &world) : Unit(world, "home") {} auto Home::Create(Engine::Core::World &world, const SpawnParams ¶ms) -> std::unique_ptr { auto unit = std::unique_ptr(new Home(world)); unit->init(params); return unit; } void Home::init(const SpawnParams ¶ms) { auto *e = m_world->create_entity(); m_id = e->get_id(); const auto nation_id = resolve_nation_id(params); m_t = e->add_component(); m_t->position = {params.position.x(), params.position.y(), params.position.z()}; m_t->scale = {1.2F, 1.0F, 1.2F}; m_r = e->add_component("", ""); m_r->visible = true; m_r->mesh = Engine::Core::RenderableComponent::MeshKind::Cube; m_u = e->add_component(); m_u->spawn_type = params.spawn_type; m_u->health = 1000; m_u->max_health = 1000; m_u->speed = 0.0F; m_u->owner_id = params.player_id; m_u->vision_range = 15.0F; m_u->nation_id = nation_id; if (params.ai_controlled) { e->add_component(); } QVector3D const tc = Game::Visuals::team_colorForOwner(m_u->owner_id); m_r->color[0] = tc.x(); m_r->color[1] = tc.y(); m_r->color[2] = tc.z(); auto *building = e->add_component(); if (building != nullptr) { building->original_nation_id = nation_id; } auto *home_comp = e->add_component(); if (home_comp != nullptr) { home_comp->population_contribution = 50; home_comp->update_cooldown = 0.0F; } Game::Systems::BuildingCollisionRegistry::instance().register_building( m_id, m_type_string, m_t->position.x, m_t->position.z, m_u->owner_id); Engine::Core::EventManager::instance().publish(Engine::Core::UnitSpawnedEvent( m_id, m_u->owner_id, m_u->spawn_type, params.is_initial_spawn)); } } // namespace Game::Units