feat: add archer tower aoe
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@@ -114,7 +114,19 @@ typedef std::array<Color, 2> SpawnColorPalette;
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typedef std::vector<TowerPtr> TowerList;
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class World {
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class WorldListener {
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public:
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WorldListener(){}
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virtual void OnArcherTowerShot(MobPtr target, ArcherTower* shooter){}
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virtual void OnArrowShot(MobPtr target, Tower* shooter){}
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virtual void OnExplosion(utils::shape::Circle explosion, float centerDamage, Tower* shooter){}
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virtual void OnMobDamage(MobPtr target, float damage){}
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};
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class World : public WorldListener{
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protected:
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TowerTileColorPalette m_TowerPlacePalette;
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Color m_WalkablePalette;
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@@ -189,8 +201,14 @@ public:
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const TowerList& getTowers() const { return m_Towers; };
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TowerPtr getTowerById(TowerID tower);
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// Archer Tower
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virtual void OnArrowShot(MobPtr target, Tower* shooter);
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// WorldListener
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virtual void OnArcherTowerShot(MobPtr target, ArcherTower* shooter){}
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virtual void OnArrowShot(MobPtr target, Tower* shooter){}
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virtual void OnExplosion(utils::shape::Circle explosion, float centerDamage, Tower* shooter){}
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virtual void OnMobDamage(MobPtr target, float damage, Tower* source){}
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private:
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void moveMobs(std::uint64_t delta);
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void moveMob(MobPtr mob, std::uint64_t delta);
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@@ -213,11 +213,11 @@ void ArcherTower::tick(std::uint64_t delta, World* world) {
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std::uint8_t arrows = explosiveArrows ? 2 : getLevel().getLevel();
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for (MobPtr mob : world->getMobList()) {
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if (isMobInRange(mob)) {
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world->OnArrowShot(mob, this);
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world->OnArcherTowerShot(mob, this);
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m_Timer.applyCooldown();
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arrowsShot++;
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if (arrowsShot >= arrows)
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break;
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m_Timer.applyCooldown();
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}
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}
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}
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@@ -398,15 +398,34 @@ TowerPtr World::getTowerById(TowerID towerID) {
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return *it;
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}
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void World::OnArrowShot(MobPtr target, Tower* shooter) {
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void World::OnArcherTowerShot(MobPtr target, ArcherTower* shooter) {
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bool explosiveArrows = shooter->getLevel().getPath() == TowerPath::Bottom;
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if (explosiveArrows) {
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// aoe damage
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OnArrowShot(target, shooter);
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OnExplosion({ target->getCenterX(), target->getCenterY(), 1.0f }, 10.0f, shooter);
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} else {
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target->damage(shooter->getStats()->getDamage(), shooter);
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OnArrowShot(target, shooter);
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}
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}
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void World::OnArrowShot(MobPtr target, Tower* shooter) {
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OnMobDamage(target, shooter->getStats()->getDamage(), shooter);
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}
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void World::OnExplosion(utils::shape::Circle explosion, float centerDamage, Tower* shooter) {
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for (MobPtr mob : m_Mobs) {
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if (mob->collidesWith(explosion)) {
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// linear distance damage reduction
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float explosionDamage = mob->distance(explosion) / explosion.getRadius() * centerDamage;
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OnMobDamage(mob, explosionDamage, shooter);
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}
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}
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}
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void World::OnMobDamage(MobPtr target, float damage, Tower* source){
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target->damage(damage, source);
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}
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Team& World::getRedTeam() {
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return m_Game->getRedTeam();
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}
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