feat: add cooldown timer
This commit is contained in:
@@ -93,7 +93,7 @@ private:
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TowerLevel m_Level{};
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TowerLevel m_Level{};
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PlayerID m_Builder;
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PlayerID m_Builder;
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protected:
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protected:
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utils::Timer m_Timer;
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utils::CooldownTimer m_Timer;
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public:
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public:
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Tower(TowerID id, TowerType type, std::uint16_t x, std::uint16_t y, PlayerID builder) : m_ID(id), m_Type(type), m_X(x), m_Y(y), m_Builder(builder),
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Tower(TowerID id, TowerType type, std::uint16_t x, std::uint16_t y, PlayerID builder) : m_ID(id), m_Type(type), m_X(x), m_Y(y), m_Builder(builder),
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m_Timer(getStats()->getDamageRate() * 1000) { // converting seconds to millis
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m_Timer(getStats()->getDamageRate() * 1000) { // converting seconds to millis
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@@ -107,7 +107,7 @@ public:
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void upgrade(std::uint8_t level, TowerPath path) {
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void upgrade(std::uint8_t level, TowerPath path) {
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m_Level.setLevel(level);
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m_Level.setLevel(level);
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m_Level.setPath(path);
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m_Level.setPath(path);
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m_Timer.setInterval(getStats()->getDamageRate() * 1000); // converting seconds to millis
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m_Timer.setCooldown(getStats()->getDamageRate() * 1000); // converting seconds to millis
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m_Timer.reset();
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m_Timer.reset();
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}
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}
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@@ -41,21 +41,36 @@ class Timer {
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private:
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private:
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std::uint64_t m_Interval;
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std::uint64_t m_Interval;
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std::uint64_t m_InternalTime = 0;
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std::uint64_t m_InternalTime = 0;
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bool m_Waiting = true;
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public:
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public:
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Timer() : m_Interval(0) {}
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Timer() : m_Interval(0) {}
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Timer(std::uint64_t interval) : m_Interval(interval) {}
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Timer(std::uint64_t interval) : m_Interval(interval) {}
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bool update(std::uint64_t delta);
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bool update(std::uint64_t delta);
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void wait(); // let update return true on the next tick (if it was not used)
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void reset();
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void reset();
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void setInterval(std::uint64_t newInterval) { m_Interval = newInterval; }
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void setInterval(std::uint64_t newInterval) { m_Interval = newInterval; }
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std::uint64_t getInterval() const { return m_Interval; }
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std::uint64_t getInterval() const { return m_Interval; }
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};
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};
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// utililty class to call function at regular period of time with a cooldown (used for towers)
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class CooldownTimer {
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private:
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std::uint64_t m_Cooldown;
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std::uint64_t m_CooldownTime;
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public:
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CooldownTimer() : m_Cooldown(0), m_CooldownTime(0) {}
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CooldownTimer(std::uint64_t cooldown) : m_Cooldown(0), m_CooldownTime(cooldown) {}
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bool update(std::uint64_t delta);
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void applyCooldown();
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void reset();
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void setCooldown(std::uint64_t newCooldown) { m_CooldownTime = newCooldown; }
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std::uint64_t getCooldown() const { return m_CooldownTime; }
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};
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} // namespace utils
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} // namespace utils
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} // namespace td
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} // namespace td
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@@ -208,51 +208,42 @@ std::string getTowerName(TowerType type) {
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void ArcherTower::tick(std::uint64_t delta, World* world) {
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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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if (m_Timer.update(delta)) {
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bool wasTowerActive = false;
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std::uint8_t arrowsShot = 0;
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std::uint8_t arrowsShot = 0;
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bool explosiveArrows = getLevel().getPath() == TowerPath::Bottom;
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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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std::uint8_t arrows = explosiveArrows ? 2 : getLevel().getLevel();
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for (MobPtr mob : world->getMobList()) {
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for (MobPtr mob : world->getMobList()) {
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if (isMobInRange(mob)) {
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if (isMobInRange(mob)) {
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world->OnArrowShot(mob, this);
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world->OnArrowShot(mob, this);
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wasTowerActive = true;
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arrowsShot++;
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arrowsShot++;
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if (arrowsShot >= arrows)
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if (arrowsShot >= arrows)
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break;
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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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}
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if (!wasTowerActive)
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m_Timer.wait();
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}
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}
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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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void IceTower::tick(std::uint64_t delta, World* world) {
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if (m_Timer.update(delta)) {
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if (m_Timer.update(delta)) {
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float damage = getStats()->getDamage();
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float damage = getStats()->getDamage();
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bool wasTowerActive = false;
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for (MobPtr mob : world->getMobList()) {
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for (MobPtr mob : world->getMobList()) {
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if (isMobInRange(mob)) {
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if (isMobInRange(mob)) {
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mob->addEffect(EffectType::Slowness, 1, this); // slowness for 1s every second
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mob->addEffect(EffectType::Slowness, 1, this); // slowness for 1s every second
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mob->damage(damage, this);
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mob->damage(damage, this);
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wasTowerActive = true;
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m_Timer.applyCooldown();
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}
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}
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}
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}
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if (!wasTowerActive)
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m_Timer.wait();
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}
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}
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}
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}
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void MageTower::tick(std::uint64_t delta, World* world) {
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void MageTower::tick(std::uint64_t delta, World* world) {
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if (m_Timer.update(delta)) {
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if (m_Timer.update(delta)) {
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bool wasTowerActive = false;
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for (MobPtr mob : world->getMobList()) {
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for (MobPtr mob : world->getMobList()) {
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if (isMobInRange(mob)) {
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if (isMobInRange(mob)) {
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mob->addEffect(EffectType::Fire, getLevel().getLevel() * 3, this);
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mob->addEffect(EffectType::Fire, getLevel().getLevel() * 3, this);
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wasTowerActive = true;
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m_Timer.applyCooldown();
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}
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}
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}
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}
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if (!wasTowerActive)
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m_Timer.wait();
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}
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}
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}
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}
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@@ -30,11 +30,6 @@ void AutoTimer::reset() {
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}
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}
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bool Timer::update(std::uint64_t delta) {
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bool Timer::update(std::uint64_t delta) {
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if (m_Waiting) {
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m_InternalTime = 0;
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m_Waiting = false;
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return true;
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}
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m_InternalTime += delta;
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m_InternalTime += delta;
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if (m_InternalTime >= m_Interval) {
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if (m_InternalTime >= m_Interval) {
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m_InternalTime %= m_Interval;
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m_InternalTime %= m_Interval;
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@@ -43,13 +38,23 @@ bool Timer::update(std::uint64_t delta) {
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return false;
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return false;
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}
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}
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void Timer::wait() {
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m_Waiting = true;
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}
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void Timer::reset() {
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void Timer::reset() {
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m_InternalTime = 0; // let the timer active once at the beginning
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m_InternalTime = 0; // let the timer active once at the beginning
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m_Waiting = true;
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}
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bool CooldownTimer::update(std::uint64_t delta) {
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if (m_Cooldown > 0) {
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m_Cooldown = std::max(0L, static_cast<std::int64_t>(m_Cooldown - delta));
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}
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return m_Cooldown == 0;
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}
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void CooldownTimer::reset() {
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m_Cooldown = 0; // let the timer active once at the beginning
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}
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void CooldownTimer::applyCooldown(){
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m_Cooldown = m_CooldownTime;
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}
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}
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std::uint64_t getTime() {
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std::uint64_t getTime() {
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