#pragma once #include #include #include #include "misc/Time.h" #include "game/Types.h" namespace td { namespace game { class World; class Mob; typedef std::shared_ptr MobPtr; enum class TowerType : std::uint8_t { Archer = 0, Ice, Sorcerer, Zeus, Mage, Artillery, Quake, Poison, Leach, Turret, Necromancer, TowerCount }; enum class TowerSize : std::uint8_t { Little = 3, // 3x3 Big = 5, // 5x5 }; enum class TowerPath : std::uint8_t { Top = 0, Base, // Base Path Bottom }; class TowerStats { private: float m_Rate; float m_Damage; std::uint8_t m_Range; public: TowerStats(float rate, float damage, std::uint8_t range) : m_Rate(rate), m_Damage(damage), m_Range(range) { } float getDamageRate() const { return m_Rate; } float getDamage() const { return m_Damage; } std::uint8_t getRange() const { return m_Range; } }; class TowerLevel { private: // 1, 2, 3, 4 std::uint8_t m_Level : 3; // 0 : base path 1 : top path (if there is bottom path) 2 : bottom path (if there is top path) TowerPath m_Path : 2; public: TowerLevel() : m_Level(1), m_Path(TowerPath::Base) {} TowerLevel(std::uint8_t level, TowerPath path) : m_Level(level), m_Path(path) {} std::uint8_t getLevel() const { return m_Level; } TowerPath getPath() const { return m_Path; } void setLevel(std::uint8_t level) { m_Level = level; } void setPath(TowerPath path) { m_Path = path; } // operator to sort maps friend bool operator<(const TowerLevel& level, const TowerLevel& other) { return level.getLevel() + static_cast(level.getPath()) * 4 < other.getLevel() + static_cast(other.getPath()) * 4; } }; const TowerStats* getTowerStats(TowerType type, TowerLevel level); typedef std::uint16_t TowerID; class Tower { private: TowerID m_ID; TowerType m_Type; std::uint16_t m_X, m_Y; TowerLevel m_Level{}; PlayerID m_Builder; protected: utils::CooldownTimer m_Timer; public: 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), m_Timer(getStats()->getDamageRate() * 1000) { // converting seconds to millis } virtual TowerType getType() const = 0; virtual TowerSize getSize() const = 0; virtual void tick(std::uint64_t delta, World* world) = 0; void upgrade(std::uint8_t level, TowerPath path) { m_Level.setLevel(level); m_Level.setPath(path); m_Timer.setCooldown(getStats()->getDamageRate() * 1000); // converting seconds to millis m_Timer.reset(); } std::uint16_t getID() const { return m_ID; } std::uint16_t getX() const { return m_X; } std::uint16_t getY() const { return m_Y; } const TowerLevel& getLevel() const { return m_Level; } const TowerStats* getStats() const { return getTowerStats(m_Type, m_Level); } PlayerID getBuilder() const { return m_Builder; } bool isMobInRange(MobPtr mob); }; typedef std::shared_ptr TowerPtr; namespace TowerFactory { TowerPtr createTower(TowerType type, TowerID id, std::int32_t x, std::int32_t y, PlayerID builder); std::string getTowerName(TowerType type); } // namespace TowerFactory class TowerInfo { private: std::string m_Name, m_Description; bool m_IsBigTower; public: TowerInfo(std::string&& name, std::string&& description, bool big) : m_Name(std::move(name)), m_Description(std::move(description)), m_IsBigTower(big) {} const std::string& getName() const { return m_Name; } const std::string& getDescription() const { return m_Description; } bool isBigTower() const { return m_IsBigTower; } }; const TowerInfo& getTowerInfo(TowerType type); // ---------- Little Towers ---------- class LittleTower : public Tower { public: LittleTower(TowerID id, TowerType type, std::uint16_t x, std::uint16_t y, PlayerID builder) : Tower(id, type, x, y, builder) {} virtual TowerSize getSize() const { return TowerSize::Little; } virtual TowerType getType() const = 0; virtual void tick(std::uint64_t delta, World* world) = 0; }; class ArcherTower : public LittleTower { public: ArcherTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Archer; } virtual void tick(std::uint64_t delta, World* world); }; class IceTower : public LittleTower { public: IceTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Ice; } virtual void tick(std::uint64_t delta, World* world); }; class MageTower : public LittleTower { public: MageTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Mage; } virtual void tick(std::uint64_t delta, World* world); }; class PoisonTower : public LittleTower { public: PoisonTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Poison; } virtual void tick(std::uint64_t delta, World* world); }; class QuakeTower : public LittleTower { public: QuakeTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Quake; } virtual void tick(std::uint64_t delta, World* world); }; class ArtilleryTower : public LittleTower { public: ArtilleryTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Artillery; } virtual void tick(std::uint64_t delta, World* world); }; class SorcererTower : public LittleTower { public: SorcererTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Sorcerer; } virtual void tick(std::uint64_t delta, World* world); }; class ZeusTower : public LittleTower { public: ZeusTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Zeus; } virtual void tick(std::uint64_t delta, World* world); }; // ---------- Big Towers ---------- class BigTower : public Tower { public: BigTower(TowerID id, TowerType type, std::uint16_t x, std::uint16_t y, PlayerID builder) : Tower(id, type, x, y, builder) {} virtual TowerSize getSize() const { return TowerSize::Big; } virtual TowerType getType() const = 0; virtual void tick(std::uint64_t delta, World* world) = 0; }; class TurretTower : public BigTower { public: TurretTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : BigTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Turret; } virtual void tick(std::uint64_t delta, World* world); }; class NecromancerTower : public BigTower { public: NecromancerTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : BigTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Necromancer; } virtual void tick(std::uint64_t delta, World* world); }; class LeachTower : public BigTower { public: LeachTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : BigTower(id, getType(), x, y, builder) {} virtual TowerType getType() const { return TowerType::Leach; } virtual void tick(std::uint64_t delta, World* world); }; } // namespace game } // namespace td