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- #include "barracks.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 "../systems/troop_profile_service.h"
- #include "../visuals/team_colors.h"
- #include "troop_config.h"
- #include "units/troop_type.h"
- #include "units/unit.h"
- #include <memory>
- namespace Game::Units {
- Barracks::Barracks(Engine::Core::World &world) : Unit(world, "barracks") {}
- auto Barracks::Create(Engine::Core::World &world,
- const SpawnParams ¶ms) -> std::unique_ptr<Barracks> {
- auto unit = std::unique_ptr<Barracks>(new Barracks(world));
- unit->init(params);
- return unit;
- }
- void Barracks::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<Engine::Core::TransformComponent>();
- m_t->position = {params.position.x(), params.position.y(),
- params.position.z()};
- m_t->scale = {1.8F, 1.2F, 1.8F};
- m_r = e->add_component<Engine::Core::RenderableComponent>("", "");
- m_r->visible = true;
- m_r->mesh = Engine::Core::RenderableComponent::MeshKind::Cube;
- m_u = e->add_component<Engine::Core::UnitComponent>();
- m_u->spawn_type = params.spawn_type;
- m_u->health = 2000;
- m_u->max_health = 2000;
- m_u->speed = 0.0F;
- m_u->owner_id = params.player_id;
- m_u->vision_range = 22.0F;
- m_u->nation_id = nation_id;
- if (params.ai_controlled) {
- e->add_component<Engine::Core::AIControlledComponent>();
- } else {
- }
- 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<Engine::Core::BuildingComponent>();
- if (building != nullptr) {
- building->original_nation_id = nation_id;
- }
- Game::Systems::BuildingCollisionRegistry::instance().register_building(
- m_id, m_type_string, m_t->position.x, m_t->position.z, m_u->owner_id);
- if (!Game::Core::isNeutralOwner(m_u->owner_id)) {
- if (auto *prod = e->add_component<Engine::Core::ProductionComponent>()) {
- prod->product_type = TroopType::Archer;
- prod->build_time = 10.0F;
- prod->max_units = params.max_population;
- prod->in_progress = false;
- prod->time_remaining = 0.0F;
- prod->produced_count = 0;
- prod->rally_x = m_t->position.x + 4.0F;
- prod->rally_z = m_t->position.z + 2.0F;
- prod->rally_set = true;
- const auto profile =
- Game::Systems::TroopProfileService::instance().get_profile(
- nation_id, prod->product_type);
- prod->build_time = profile.production.build_time;
- prod->villager_cost = profile.production.cost;
- }
- }
- 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
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