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/*
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* Copyright (C) 2017 Christopher J. Howard
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*
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* This file is part of Antkeeper Source Code.
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*
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* Antkeeper Source Code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper Source Code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper Source Code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "play-state.hpp"
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#include "../application.hpp"
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#include "../camera-controller.hpp"
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#include "../game/colony.hpp"
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#include "../game/ant.hpp"
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PlayState::PlayState(Application* application):
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ApplicationState(application)
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{}
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PlayState::~PlayState()
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{}
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void PlayState::enter()
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{
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// Hide level selector
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application->levelSelectorContainer->setVisible(false);
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application->levelSelectorContainer->setActive(false);
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// Setup HUD
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application->pauseButtonImage->setVisible(false);
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application->pauseButtonImage->setActive(false);
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application->playButtonImage->setVisible(false);
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application->playButtonImage->setActive(false);
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// Create terrain model instances
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application->terrain.getSurfaceModel()->getGroup(0)->material = application->materialLoader->load("data/materials/debug-terrain-surface.mtl");
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terrainSurface.setModel(application->terrain.getSurfaceModel());
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terrainSurface.setTranslation(Vector3(0, 0, 0));
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terrainSubsurface.setModel(application->terrain.getSubsurfaceModel());
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terrainSubsurface.setTranslation(Vector3(0, 0, 0));
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// Add terrain to scene
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application->defaultLayer->addObject(&terrainSurface);
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application->defaultLayer->addObject(&terrainSubsurface);
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// Spawn ants
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Navmesh* navmesh = application->terrain.getSurfaceNavmesh();
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for (int i = 0; i < 50; ++i)
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{
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Navmesh::Triangle* triangle = (*navmesh->getTriangles())[0];
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Ant* ant = application->colony->spawn(navmesh, triangle, normalize_barycentric(Vector3(0.5f)));
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Vector3 forward = glm::normalize(triangle->edge->vertex->position - triangle->edge->next->vertex->position);
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Vector3 up = triangle->normal;
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ant->setOrientation(forward, up);
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application->defaultLayer->addObject(ant->getModelInstance());
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ant->setState(Ant::State::WANDER);
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}
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// Setup camera controller
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application->surfaceCam->setCamera(&application->camera);
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application->surfaceCam->setFocalPoint(Vector3(0.0f));
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application->surfaceCam->setFocalDistance(250.0f);
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application->surfaceCam->setElevation(glm::radians(35.0f));
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application->surfaceCam->setAzimuth(glm::radians(-45.0f));
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application->surfaceCam->setTargetFocalPoint(application->surfaceCam->getFocalPoint());
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application->surfaceCam->setTargetFocalDistance(application->surfaceCam->getFocalDistance());
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application->surfaceCam->setTargetElevation(application->surfaceCam->getElevation());
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application->surfaceCam->setTargetAzimuth(application->surfaceCam->getAzimuth());
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application->surfaceCam->update(0.0f);
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application->simulationPaused = false;
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}
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void PlayState::execute()
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{
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// Update colony
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if (!application->simulationPaused)
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{
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application->colony->update(application->dt);
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}
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// Move camera
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Vector2 movementVector(0.0f);
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if (application->cameraMoveLeft.isTriggered())
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movementVector.x -= application->cameraMoveLeft.getCurrentValue();
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if (application->cameraMoveRight.isTriggered())
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movementVector.x += application->cameraMoveRight.getCurrentValue();
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if (application->cameraMoveForward.isTriggered())
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movementVector.y -= application->cameraMoveForward.getCurrentValue();
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if (application->cameraMoveBack.isTriggered())
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movementVector.y += application->cameraMoveBack.getCurrentValue();
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if (movementVector.x != 0.0f || movementVector.y != 0.0f)
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{
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movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * application->dt / (1.0f / 60.0f);
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application->surfaceCam->move(movementVector);
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Vector3 focal = application->surfaceCam->getFocalPoint();
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}
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// Zoom camera
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float zoomFactor = application->surfaceCam->getFocalDistance() / 20.0f * application->dt / (1.0f / 60.0f);
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if (application->cameraZoomIn.isTriggered())
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application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
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if (application->cameraZoomOut.isTriggered())
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application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
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application->surfaceCam->update(application->dt);
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// Update camera
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application->surfaceCam->update(application->dt);
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// Pause simulation
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if (application->togglePause.isTriggered() && !application->togglePause.wasTriggered())
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{
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if (application->simulationPaused)
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{
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application->unpauseSimulation();
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}
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else
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{
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application->pauseSimulation();
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}
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}
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}
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void PlayState::exit()
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{
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}
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void PlayState::mouseButtonPressed(int button, int x, int y)
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{
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}
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void PlayState::mouseButtonReleased(int button, int x, int y)
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{
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}
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