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#include "ui/mainWindow.h"
#include <array>
#include <assetFactory/assetFactory.h>
#include <chrono>
#include <collection.h>
#include <game/activities/go.h>
#include <game/activities/idle.h>
#include <game/activity.h>
#include <game/gamestate.h>
#include <game/geoData.h>
#include <game/network/link.h>
#include <game/network/rail.h>
#include <game/objective.h>
#include <game/objectives/goto.h>
#include <game/orders.h>
#include <game/scenary/foliage.h>
#include <game/scenary/plant.h>
#include <game/terrain.h>
#include <game/vehicles/railVehicle.h>
#include <game/vehicles/railVehicleClass.h>
#include <game/vehicles/train.h>
#include <game/water.h>
#include <game/worldobject.h>
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp> // IWYU pragma: keep
#include <memory>
#include <special_members.h>
#include <ui/applicationBase.h>
#include <ui/gameMainWindow.h>
#include <ui/window.h>
static const int DISPLAY_WIDTH = 1280;
static const int DISPLAY_HEIGHT = 1024;
class MainApplication : public GameState, public ApplicationBase {
public:
using Windows = Collection<Window>;
int
run()
{
geoData = std::make_shared<GeoData>(GeoData::loadFromAsciiGrid("test/fixtures/height/SD19.asc"));
Windows windows;
windows.create<MainWindow>(DISPLAY_WIDTH, DISPLAY_HEIGHT)->setContent<GameMainWindow>();
world.create<Terrain>(geoData);
world.create<Water>(geoData);
assets = AssetFactory::loadAll("res");
{
auto rl = world.create<RailLinks>();
const GlobalPosition3D j {-1120000, -1100000, 3000}, k {-1100000, -1000000, 15000},
l {-1000000, -800000, 20000}, m {-900000, -600000, 30000}, n {-600000, -500000, 32000},
o {-500000, -800000, 30000}, p {-600000, -900000, 25000}, q {-1025000, -1175000, 10000},
r {-925000, -1075000, 10000}, s {-1100000, -500000, 15000}, t {-1100000, -450000, 15000},
u {-1000000, -400000, 15000};
auto l3 = rl->addLinksBetween(j, k);
rl->addLinksBetween(k, l);
rl->addLinksBetween(l, m);
rl->addLinksBetween(m, n);
rl->addLinksBetween(n, o);
rl->addLinksBetween(o, p);
// branch 1
rl->addLinksBetween(p, q);
rl->addLinksBetween(q, j);
// branch 2
rl->addLinksBetween(p, r);
rl->addLinksBetween(r, j);
// early loop
rl->addLinksBetween(s, t);
rl->addLinksBetween(l, s);
rl->addLinksBetween(t, u);
rl->addLinksBetween(u, m);
const std::shared_ptr<Train> train = world.create<Train>(l3);
auto b47 = std::dynamic_pointer_cast<RailVehicleClass>(assets.at("brush-47"));
for (int N = 0; N < 6; N++) {
train->create<RailVehicle>(b47);
}
train->orders.removeAll();
train->orders.create<GoTo>(
&train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100000, -450000, 15000}));
train->currentActivity = train->orders.current()->createActivity();
auto foliage = std::dynamic_pointer_cast<Foliage>(assets.at("Tree-01-1"));
for (auto x = 311000000; x < 311830000; x += 5000) {
for (auto y = 491100000; y < 491130000; y += 5000) {
world.create<Plant>(foliage, Location {geoData->positionAt({{x, y}})});
}
}
}
auto t_start = std::chrono::high_resolution_clock::now();
while (isRunning) {
processInputs(windows);
const auto t_end = std::chrono::high_resolution_clock::now();
const auto t_passed = std::chrono::duration_cast<TickDuration>(t_end - t_start);
world.apply(&WorldObject::tick, t_passed);
windows.apply(&Window::tick, t_passed);
windows.apply(&Window::refresh);
t_start = t_end;
}
world.objects.clear();
return 0;
}
private:
void
processInputs(const Windows & windows)
{
for (SDL_Event e; SDL_PollEvent(&e);) {
if (e.type == SDL_QUIT) {
isRunning = false;
return;
}
windows.applyOne(&Window::handleInput, e);
}
}
bool isRunning {true};
};
int
main(int, char **)
{
return std::make_shared<MainApplication>()->run();
}
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