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source: code/branches/towerdefenseHS14/src/modules/towerdefense/TowerDefense.cc @ 10144

Last change on this file since 10144 was 10144, checked in by maxima, 9 years ago

Geaenderte Turret Klassen hinzugefuegt. Neues Template towerturret. Dort wurde an den TDTower ein Turret attached. So schiesst der Tower nun auf die Enemies.

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *
24 *   Co-authors:
25 *      ...
26 *
27 *NACHRICHT:
28 *
29 * Hier empfehle ich euch die gesamte Spielogik unter zu bringen. Viele Funktionen werden automatisch
30 * bei gewissen Ereignissen aufgerufen bzw. lösen Ereignisse aus
31 *
32 *Z.B:
33 * start() //wird aufgerufen, bevor das Spiel losgeht
34 * end() //wenn man diese Funktion aufruft wird
35 * pawnKilled() // wird aufgerufen, wenn ein Pawn stirbt (z.B: wenn )
36 * playerScored() // kann man aufrufen um dem Spieler Punkte zu vergeben.
37 *
38 *
39 *
40 *TIPP: Eclipse hilft euch schnell auf bereits vorhanden Funktionen zuzugreifen:
41 * einfach "this->" eingeben und kurz warten. Dann tauch eine Liste mit Vorschlägen auf. Wenn ihr jetzt weiter
42 * tippt, werden die Vorschläge entsprechend gefiltert.
43 *
44 *
45 *TIPP: schaut euch mal Tetris::createStone() an. Dort wird ein TetrisStone-Objekt (ControllableEntity) erzeugt,
46 * ihm ein Template zugewiesen (welches vorher im Level definiert wurde und dem CenterPoint übergeben wurde)
47 * Ähnlich könnt ihr vorgehen, um einen Turm zu erzeugen. (Zusätzlich braucht ein Turm noch einen Controller)
48 * z.B: WaypointPatrolController. Wenn kein Team zugewiesen wurde bekämpft ein WaypointPatrolController alles,
49 * was in seiner Reichweite liegt.
50 *
51 *
52 *HUD:
53 * Ein Gametype kann ein HUD (Head up Display haben.) Z.B: hat Pong eine Anzeige welcher Spieler wieviele Punkte hat.
54 * Generell kann man a) Grafiken oder b) Zeichen in einer HUD anzeigen.
55 * Fuer den ersten Schritt reicht reiner Text.
56 *
57 * a)
58 * PongScore.cc uebernehmen und eigene Klasse draus machen.
59 * Wenn ihr bloss anzeigen wollt wieviele Punkte der Spieler bereits erspielt hat (Punkte = Kapital fuer neue Tuerme) dann orientiert ihr euch an
60 * TetrisScore.cc (im pCuts branch): http://www.orxonox.net/browser/code/branches/pCuts/src/modules/tetris/TetrisScore.cc
61 * Ich habe TetrisScore lediglich dazu gebraucht, um eine Variable auf dem HUD auszugeben. Ein Objekt fuer statischen Text gibt es bereits.
62 *
63 * b)
64 * Im naesten Schritt erstellt man die Vorlage fuer das HUD-Objekt: siehe /data/overlays/pongHUD
65 * OverlayText ist eine Vorlage fuer statischen text zb: "Points Scored:". Aus mir nicht erklaerlichen Gruenden sollte man die OverlayText
66 * Objekte immer erst nach dem PongScore anlegen.
67 *
68 * c)  Im TowerDefense gamtype muss im Constructor noch das HUD-Template gesetzt werden.
69 *
70 * d) in CMakeLists.txt noch das Module includen das fuer die Overlays zustaendig ist. Siehe das gleiche File im Pong module.
71 *
72 *
73 *
74 */
75
76#include "TowerDefense.h"
77#include "TowerDefenseTower.h"
78#include "TowerTurret.h"
79#include "TowerDefenseCenterpoint.h"
80//#include "TDCoordinate.h"
81#include "worldentities/SpawnPoint.h"
82#include "worldentities/pawns/Pawn.h"
83#include "worldentities/pawns/SpaceShip.h"
84#include "controllers/WaypointController.h"
85
86#include "graphics/Model.h"
87#include "infos/PlayerInfo.h"
88#include "chat/ChatManager.h"
89#include "core/CoreIncludes.h"
90
91/* Part of a temporary hack to allow the player to add towers */
92#include "core/command/ConsoleCommand.h"
93
94namespace orxonox
95{
96    RegisterUnloadableClass(TowerDefense);
97
98    TowerDefense::TowerDefense(Context* context) : Deathmatch(context)
99    {
100        RegisterObject(TowerDefense);
101
102        this->setHUDTemplate("TowerDefenseHUD");
103
104        this->stats_ = new TowerDefensePlayerStats();
105
106        /* Temporary hack to allow the player to add towers */
107        this->dedicatedAddTower_ = createConsoleCommand( "addTower", createExecutor( createFunctor(&TowerDefense::addTower, this) ) );
108    }
109
110    TowerDefense::~TowerDefense()
111    {
112        /* Part of a temporary hack to allow the player to add towers */
113        if (this->isInitialized())
114        {
115            if( this->dedicatedAddTower_ )
116                delete this->dedicatedAddTower_;
117        }
118    }
119
120    void TowerDefense::setCenterpoint(TowerDefenseCenterpoint *centerpoint)
121    {
122        orxout() << "Centerpoint now setting..." << endl;
123        this->center_ = centerpoint;
124        orxout() << "Centerpoint now set..." << endl;
125    }
126
127    void TowerDefense::start()
128    {
129        orxout() << "test0" << endl;
130
131        Deathmatch::start();
132
133// Waypoints: [1,3] [10,3] [10,11] [13,11]
134        for (int i=0; i < 16 ; i++){
135                for (int j = 0; j< 16 ; j++){
136                        towermatrix[i][j] = false;
137                }
138        }
139        for (int k=0; k<3; k++)
140                towermatrix[1][k]=true;
141        for (int l=1; l<11; l++)
142                towermatrix[l][3]=true;
143        for (int m=3; m<12; m++)
144                towermatrix[10][m]=true;
145        for (int n=10; n<14; n++)
146                towermatrix[n][11]=true;
147        for (int o=13; o<16; o++)
148                towermatrix[13][o]=true;
149
150
151        credits = 5000;
152        life = 20;
153        waves = 0;
154        time=0.0;
155
156        const int kInitialTowerCount = 3;
157
158        for (int i = 0; i < kInitialTowerCount; i++)
159        {
160            addTower(i+4,i+5);
161        }
162
163
164
165        //add some TowerDefenseEnemys
166
167
168
169
170
171        //ChatManager::message("Use the console command addTower x y to add towers");
172
173        //TODO: let the player control his controllable entity && TODO: create a new ControllableEntity for the player
174    }
175
176    // Generates a TowerDefenseEnemy. Uses Template "enemytowerdefense". Sets position at first waypoint of path.
177
178     void TowerDefense::addTowerDefenseEnemy(std::vector<TDCoordinate*> path, int templatenr){ 
179
180        TowerDefenseEnemy* en1 = new TowerDefenseEnemy(this->center_->getContext());
181       
182        switch(templatenr) 
183        { 
184        case 1 : 
185                en1->addTemplate("enemytowerdefense1"); 
186                en1->setScale(3); 
187                break; 
188        case 2 : 
189                en1->addTemplate("enemytowerdefense2");
190                en1->setScale(2); 
191                break; 
192        case 3 : 
193                en1->addTemplate("enemytowerdefense3"); 
194                en1->setScale(1); 
195                break; 
196        } 
197                 
198        en1->getController();
199
200        en1->setPosition(path.at(0)->get3dcoordinate());
201
202
203        TowerDefenseEnemyvector.push_back(en1);
204
205
206        for(unsigned int i = 0; i < path.size(); ++i)
207        {
208            en1->addWaypoint((path.at(i)));
209        }
210
211
212       /*
213        WaypointController *newController = new WaypointController(en1->getContext());//
214        newController->setAccuracy(3);
215
216        for(int i =0; i < path.size(); ++i)
217        {
218
219            Model *wayPoint = new Model(en1->getContext());
220            wayPoint->setMeshSource("cube.mesh");
221            wayPoint->setPosition(path.at(i)->get3dcoordinate());
222            wayPoint->setScale(0.2);
223            newController->addWaypoint(wayPoint);
224        }*/
225    }
226
227
228    void TowerDefense::end()
229
230    {
231        Deathmatch::end();
232
233        ChatManager::message("Match is over");
234    }
235
236
237
238    void TowerDefense::addTower(int x, int y)
239    {
240        const TowerCost towerCost = TDDefaultTowerCost;
241
242        if (!this->hasEnoughCreditForTower(towerCost))
243        {
244            orxout() << "not enough credit: " << (this->stats_->getCredit()) << " available, " << TDDefaultTowerCost << " needed.";
245            return;
246        }
247
248        if (towermatrix [x][y]==true)
249        {
250            orxout() << "not possible to put tower here!!" << endl;
251            return;
252        }
253
254
255        unsigned int width = this->center_->getWidth();
256        unsigned int height = this->center_->getHeight();
257
258
259        int tileScale = (int) this->center_->getTileScale();
260
261        if (x > 15 || y > 15 || x < 0 || y < 0)
262        {
263            //Hard coded: TODO: let this depend on the centerpoint's height, width and fieldsize (fieldsize doesn't exist yet)
264            orxout() << "Can not add Tower: x and y should be between 0 and 15" << endl;
265            return;
266        }
267
268        orxout() << "Will add tower at (" << (x-8) * tileScale << "," << (y-8) * tileScale << ")" << endl;
269
270       
271
272       //Reduce credit
273        this->stats_->buyTower(towerCost);
274
275        orxout() << "Credit: " << this->stats_->getCredit() << endl;
276
277  //    Create tower
278        TowerDefenseTower* towernew = new TowerDefenseTower(this->center_->getContext());
279        towernew->addTemplate("towerturret");
280        towernew->setPosition(static_cast<float>((x-8) * tileScale), static_cast<float>((y-8) * tileScale), 75);
281        towernew->setGame(this);
282
283        towermatrix[x][y]=true;
284    }
285
286    bool TowerDefense::hasEnoughCreditForTower(TowerCost towerCost)
287    {
288        return ((this->stats_->getCredit()) >= towerCost);
289    }
290
291 
292    void TowerDefense::tick(float dt)
293    {
294        SUPER(TowerDefense, tick, dt);
295        time +=dt;
296
297        TDCoordinate* coord1 = new TDCoordinate(1,1);
298        std::vector<TDCoordinate*> path;
299        path.push_back(coord1);
300
301            if(time>1 && TowerDefenseEnemyvector.size() < 30)
302            {
303                addTowerDefenseEnemy(path, rand() %3 +1 ); 
304                time = time-1;
305            }
306
307
308    }
309
310    // Function to test if we can add waypoints using code only. Doesn't work yet
311
312    // THE PROBLEM: WaypointController's getControllableEntity() returns null, so it won't track. How do we get the controlableEntity to NOT BE NULL???
313    /*
314    void TowerDefense::addWaypointsAndFirstEnemy()
315    {
316        SpaceShip *newShip = new SpaceShip(this->center_);
317        newShip->addTemplate("spaceshipassff");
318
319        WaypointController *newController = new WaypointController(newShip);
320        newController->setAccuracy(3);
321
322        Model *wayPoint1 = new Model(newController);
323        wayPoint1->setMeshSource("crate.mesh");
324        wayPoint1->setPosition(7,-7,5);
325        wayPoint1->setScale(0.2);
326
327        Model *wayPoint2 = new Model(newController);
328        wayPoint2->setMeshSource("crate.mesh");
329        wayPoint2->setPosition(7,7,5);
330        wayPoint2->setScale(0.2);
331
332        newController->addWaypoint(wayPoint1);
333        newController->addWaypoint(wayPoint2);
334
335        // The following line causes the game to crash
336
337        newShip->setController(newController);
338//        newController -> getPlayer() -> startControl(newShip);
339        newShip->setPosition(-7,-7,5);
340        newShip->setScale(0.1);
341        //newShip->addSpeed(1);
342
343
344
345//      this->center_->attach(newShip);
346    }
347    */
348    /*
349    void TowerDefense::playerEntered(PlayerInfo* player)
350    {
351        Deathmatch::playerEntered(player);
352
353        const std::string& message = player->getName() + " entered the game";
354        ChatManager::message(message);
355    }
356
357    bool TowerDefense::playerLeft(PlayerInfo* player)
358    {
359        bool valid_player = Deathmatch::playerLeft(player);
360
361        if (valid_player)
362        {
363            const std::string& message = player->getName() + " left the game";
364            ChatManager::message(message);
365        }
366
367        return valid_player;
368    }
369
370
371    void TowerDefense::pawnKilled(Pawn* victim, Pawn* killer)
372    {
373        if (victim && victim->getPlayer())
374        {
375            std::string message;
376            if (killer)
377            {
378                if (killer->getPlayer())
379                    message = victim->getPlayer()->getName() + " was killed by " + killer->getPlayer()->getName();
380                else
381                    message = victim->getPlayer()->getName() + " was killed";
382            }
383            else
384                message = victim->getPlayer()->getName() + " died";
385
386            ChatManager::message(message);
387        }
388
389        Deathmatch::pawnKilled(victim, killer);
390    }
391
392    void TowerDefense::playerScored(PlayerInfo* player, int score)
393    {
394        Gametype::playerScored(player, score);
395    }*/
396}
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