feat: add basic tower mecanic
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@@ -6,6 +6,12 @@
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namespace td {
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namespace game {
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bool Tower::isMobInRange(MobPtr mob) {
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if(!mob->isAlive())
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return false;
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return (m_X - mob->getX()) * (m_X - mob->getX()) + (m_Y - mob->getY()) * (m_Y - mob->getY()) < (getStats()->getRange() * getStats()->getRange());
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}
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const std::map<std::pair<TowerType, TowerLevel>, TowerStats> TowerConstants = {
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// // rate damage range
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{{TowerType::Archer, {1, TowerPath::Top}}, {2, 5, 10}},
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@@ -161,7 +167,28 @@ TowerPtr createTower(TowerType type, TowerID id, std::int32_t x, std::int32_t y,
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void ArcherTower::tick(std::uint64_t delta, World* world) {
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if (m_Timer.update(delta)) {
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std::uint8_t arrowsShot = 0;
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bool explosiveArrows = getLevel().getPath() == TowerPath::Bottom;
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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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shootArrow(mob);
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arrowsShot++;
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if(arrowsShot >= arrows)
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break;
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}
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}
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}
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}
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void ArcherTower::shootArrow(MobPtr target){
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bool explosiveArrows = getLevel().getPath() == TowerPath::Bottom;
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if(explosiveArrows){
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}else{
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target->damage(getStats()->getDamage());
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}
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}
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void IceTower::tick(std::uint64_t delta, World* world) {
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