refactor: format code
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@@ -9,7 +9,7 @@
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namespace td {
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namespace game {
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enum class EffectType : std::uint8_t{
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enum class EffectType : std::uint8_t {
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Slowness = 0,
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Stun,
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Fire,
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@@ -17,7 +17,7 @@ enum class EffectType : std::uint8_t{
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Heal,
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};
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enum class MobType : std::uint8_t{
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enum class MobType : std::uint8_t {
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Zombie = 0,
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Spider,
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Skeleton,
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@@ -36,7 +36,7 @@ typedef std::uint8_t MobLevel;
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typedef std::vector<TowerType> TowerImmunities;
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typedef std::vector<EffectType> EffectImmunities;
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class MobStats{
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class MobStats {
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private:
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float m_Damage;
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float m_Speed;
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@@ -47,24 +47,24 @@ private:
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public:
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MobStats(float damage, float speed, std::uint16_t moneyCost,
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std::uint16_t expCost, std::uint16_t maxLife,
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std::uint16_t expReward): m_Damage(damage), m_Speed(speed),
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std::uint16_t expReward) : m_Damage(damage), m_Speed(speed),
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m_MoneyCost(moneyCost), m_ExpCost(expCost), m_MaxLife(maxLife),
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m_ExpReward(expReward){
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m_ExpReward(expReward) {
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}
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float getDamage() const{ return m_Damage; }
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float getMovementSpeed() const{ return m_Speed; }
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std::uint16_t getMoneyCost() const{ return m_MoneyCost; }
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std::uint16_t getExpCost() const{ return m_ExpCost; }
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std::uint16_t getExpReward() const{ return m_ExpReward; }
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std::uint16_t getMaxLife() const{ return m_MaxLife; }
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float getDamage() const { return m_Damage; }
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float getMovementSpeed() const { return m_Speed; }
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std::uint16_t getMoneyCost() const { return m_MoneyCost; }
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std::uint16_t getExpCost() const { return m_ExpCost; }
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std::uint16_t getExpReward() const { return m_ExpReward; }
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std::uint16_t getMaxLife() const { return m_MaxLife; }
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};
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const MobStats* getMobStats(MobType type, std::uint8_t level);
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const TowerImmunities& getMobTowerImmunities(MobType type, std::uint8_t level);
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const EffectImmunities& getMobEffectImmunities(MobType type, std::uint8_t level);
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class Mob{
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class Mob {
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protected:
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float m_Health;
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private:
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@@ -75,54 +75,54 @@ private:
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float m_X = 0, m_Y = 0;
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public:
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Mob(MobID id, MobLevel level, PlayerID sender): m_Sender(sender), m_Level(level){
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Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level) {
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}
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virtual MobType getType() const = 0;
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virtual void tick(std::uint64_t delta){}
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virtual void tick(std::uint64_t delta) {}
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const TowerImmunities& getTowerImmunities() const{ return getMobTowerImmunities(getType(), m_Level); }
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const EffectImmunities& getEffectImmunities() const{ return getMobEffectImmunities(getType(), m_Level); }
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PlayerID getSender() const{ return m_Sender; }
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MobLevel getLevel() const{ return m_Level; }
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const MobStats* getStats() const{ return getMobStats(getType(), m_Level); }
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float getHealth() const{ return m_Health; }
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bool isAlive() const{ return m_Health > 0; }
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const TowerImmunities& getTowerImmunities() const { return getMobTowerImmunities(getType(), m_Level); }
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const EffectImmunities& getEffectImmunities() const { return getMobEffectImmunities(getType(), m_Level); }
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PlayerID getSender() const { return m_Sender; }
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MobLevel getLevel() const { return m_Level; }
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const MobStats* getStats() const { return getMobStats(getType(), m_Level); }
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float getHealth() const { return m_Health; }
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bool isAlive() const { return m_Health > 0; }
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void damage(float dmg){ m_Health -= dmg; }
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void heal(float heal){ m_Health = std::min((float)getStats()->getMaxLife(), m_Health + heal); }
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void damage(float dmg) { m_Health -= dmg; }
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void heal(float heal) { m_Health = std::min((float)getStats()->getMaxLife(), m_Health + heal); }
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float getX() const{ return m_X; }
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void setX(float x){ m_X = x; }
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float getX() const { return m_X; }
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void setX(float x) { m_X = x; }
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float getY() const{ return m_Y; }
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void setY(float y){ m_Y = y; }
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float getY() const { return m_Y; }
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void setY(float y) { m_Y = y; }
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Direction getDirection() const{ return m_Direction; }
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void setDirection(Direction dir){ m_Direction = dir; }
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Direction getDirection() const { return m_Direction; }
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void setDirection(Direction dir) { m_Direction = dir; }
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protected:
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void initHealth(){m_Health = (float)getStats()->getMaxLife();}
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void initHealth() { m_Health = (float)getStats()->getMaxLife(); }
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};
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typedef std::shared_ptr<Mob> MobPtr;
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class Zombie : public Mob{
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class Zombie : public Mob {
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public:
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Zombie(MobID id, std::uint8_t level, PlayerID sender): Mob(id, level, sender){initHealth();}
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Zombie(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
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virtual MobType getType() const{ return MobType::Zombie; }
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virtual MobType getType() const { return MobType::Zombie; }
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};
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class Spider : public Mob{
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class Spider : public Mob {
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public:
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Spider(MobID id, std::uint8_t level, PlayerID sender): Mob(id, level, sender){initHealth();}
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Spider(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
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virtual MobType getType() const{ return MobType::Spider; }
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virtual MobType getType() const { return MobType::Spider; }
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};
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namespace MobFactory{
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namespace MobFactory {
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MobPtr createMob(MobID id, MobType type, std::uint8_t level, PlayerID sender);
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}
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