refactor: moved mob functions
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@@ -1,4 +1,6 @@
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#include "game/Mobs.h"
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#include "game/Player.h"
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#include "game/World.h"
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#include <map>
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#include <algorithm>
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@@ -30,8 +32,171 @@ void Mob::addEffect(EffectType effectType, float durationSec, const Tower* tower
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}
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}
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void Mob::tick(std::uint64_t delta) {
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void Mob::attackCastle(std::uint64_t delta, World* world) {
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if (m_AttackTimer.update(delta)) {
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world->getMobNotifier().notifyListeners(&MobListener::OnMobCastleDamage, this, m_CastleTarget, getStats()->getDamage());
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m_AttackTimer.applyCooldown();
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}
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}
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void Mob::walk(std::uint64_t delta, World* world) {
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float mobWalkSpeed = getStats()->getMovementSpeed();
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float walkAmount = mobWalkSpeed * ((float)delta / 1000.0f);
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if (hasEffect(EffectType::Slowness))
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walkAmount *= 0.70; // walk 30% slower
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switch (getDirection()) {
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case Direction::NegativeX: {
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setCenterX(getCenterX() - walkAmount);
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break;
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}
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case Direction::PositiveX: {
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setCenterX(getCenterX() + walkAmount);
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break;
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}
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case Direction::NegativeY: {
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setCenterY(getCenterY() - walkAmount);
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break;
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}
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case Direction::PositiveY: {
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setCenterY(getCenterY() + walkAmount);
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break;
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}
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}
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}
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void Mob::move(std::uint64_t delta, World* world) {
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TilePtr tile = world->getTile(getCenter().getX(), getCenter().getY());
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if (tile != nullptr && tile->getType() == TileType::Walk) {
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WalkableTilePtr walkTile = std::static_pointer_cast<WalkableTile>(tile);
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changeDirection(*walkTile, world);
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}
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if (hasReachedEnemyCastle()) return;
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walk(delta, world);
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TeamColor mobTeam = world->getPlayerById(getSender())->getTeamColor();
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TeamCastle* enemyCastle = nullptr;
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if (mobTeam == TeamColor::Red) {
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enemyCastle = &world->getBlueTeam().getCastle();
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} else if (mobTeam == TeamColor::Blue) {
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enemyCastle = &world->getRedTeam().getCastle();
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}
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if (isTouchingCastle(*enemyCastle)) {
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moveBack(*enemyCastle, world);
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setMobReachedCastle(enemyCastle);
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world->getMobNotifier().notifyListeners(&MobListener::OnMobTouchCastle, this, enemyCastle);
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}
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}
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void Mob::moveBack(const TeamCastle& enemyCastle, World* world) {
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switch (getDirection()) {
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case Direction::NegativeX: {
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setCenterX(enemyCastle.getBottomRight().getX() + getWidth() / 2.0f);
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break;
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}
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case Direction::PositiveX: {
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setCenterX(enemyCastle.getTopLeft().getX() - getWidth() / 2.0f);
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break;
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}
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case Direction::NegativeY: {
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setCenterY(enemyCastle.getBottomRight().getY() + getHeight() / 2.0f);
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break;
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}
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case Direction::PositiveY: {
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setCenterY(enemyCastle.getTopLeft().getY() - getHeight() / 2.0f);
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break;
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}
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}
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}
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void Mob::changeDirection(const WalkableTile& tile, World* world) {
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if (getDirection() == tile.direction) return;
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float tileX = static_cast<float>(static_cast<std::int32_t>(getCenterX()));
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float tileY = static_cast<float>(static_cast<std::int32_t>(getCenterY()));
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switch (getDirection()) {
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case Direction::PositiveY: {
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if (tile.direction == Direction::NegativeX) {
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if (getTileY() > getTileX()) {
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setCenterY(tileY + getTileX());
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setDirection(tile.direction);
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}
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} else { // tile->direction = Direction::PositiveX
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if (getTileY() > 1 - getTileX()) {
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setCenterY(tileY + (1 - getTileX()));
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setDirection(tile.direction);
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}
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}
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return;
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}
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case Direction::NegativeY: {
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if (tile.direction == Direction::PositiveX) {
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if (getTileY() < getTileX()) {
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setCenterY(tileY + getTileX());
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setDirection(tile.direction);
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}
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} else { // tile.direction = Direction::NegativeX
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if (getTileY() < 1 - getTileX()) {
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setCenterY(tileY + (1 - getTileX()));
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setDirection(tile.direction);
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}
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}
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return;
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}
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case Direction::PositiveX: {
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if (tile.direction == Direction::NegativeY) {
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if (getTileX() > getTileY()) {
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setCenterX(tileX + getTileY());
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setDirection(tile.direction);
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}
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} else { // tile.direction = Direction::PositiveY
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if (getTileX() > 1 - getTileY()) {
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setCenterX(tileX + (1 - getTileY()));
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setDirection(tile.direction);
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}
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}
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return;
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}
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case Direction::NegativeX: {
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if (tile.direction == Direction::PositiveY) {
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if (getTileX() < getTileY()) {
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setCenterX(tileX + getTileY());
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setDirection(tile.direction);
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}
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} else { // tile.direction = Direction::NegativeY
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if (getTileX() < 1 - getTileY()) {
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setCenterX(tileX + (1 - getTileY()));
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setDirection(tile.direction);
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}
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}
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return;
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}
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}
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}
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bool Mob::isTouchingCastle(const TeamCastle& enemyCastle) const {
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return enemyCastle.collidesWith(*this);
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}
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void Mob::tick(std::uint64_t delta, World* world) {
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updateEffects(delta);
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move(delta, world);
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attackCastle(delta, world);
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}
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void Mob::updateEffects(std::uint64_t delta) {
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