refactor: mob move lock (Castle)
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@@ -76,7 +76,7 @@ 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 : public utils::shape::Rectangle{
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class Mob : public utils::shape::Rectangle {
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protected:
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float m_Health;
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private:
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@@ -86,6 +86,7 @@ private:
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Direction m_Direction;
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std::vector<EffectDuration> m_Effects;
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const Tower* m_LastDamage; // the last tower that damaged the mob
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bool m_HasReachedCastle; // if true, no need to walk anymore
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utils::Timer m_EffectFireTimer;
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utils::Timer m_EffectPoisonTimer;
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@@ -93,7 +94,8 @@ private:
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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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m_EffectFireTimer(1000), m_EffectPoisonTimer(1000), m_EffectHealTimer(1000) {
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m_HasReachedCastle(false), m_EffectFireTimer(1000), m_EffectPoisonTimer(1000),
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m_EffectHealTimer(1000) {
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}
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@@ -112,9 +114,11 @@ public:
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bool isDead() const { return m_Health <= 0; }
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bool isAlive() const { return m_Health > 0; }
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const Tower* getLastDamageTower() { return m_LastDamage; }
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bool hasReachedEnemyCastle() { return m_HasReachedCastle; }
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void damage(float dmg, const Tower* damager) { m_Health = std::max(0.0f, m_Health - dmg); m_LastDamage = damager; }
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void heal(float heal) { m_Health = std::min(static_cast<float>(getStats()->getMaxLife()), m_Health + heal); }
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void setMobReachedCastle() { m_HasReachedCastle = true; } // used when mob is in front of the castle
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bool isImmuneTo(TowerType type);
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@@ -137,6 +137,8 @@ void World::moveMobs(std::uint64_t delta) {
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mob->setDirection(walkTile->direction);
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}
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if (mob->hasReachedEnemyCastle()) continue;
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moveMob(mob, delta);
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TeamColor mobTeam = m_Game->getPlayerById(mob->getSender()).getTeamColor();
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@@ -151,6 +153,7 @@ void World::moveMobs(std::uint64_t delta) {
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if (isMobTouchingCastle(mob, *enemyCastle)) {
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moveBackMob(mob, *enemyCastle);
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mob->setMobReachedCastle();
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}
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}
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}
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