Files
Tower-Defense/include/game/Towers.h

261 lines
7.8 KiB
C++

#pragma once
#include <cstdint>
#include <string>
#include <memory>
#include "misc/Time.h"
#include "game/Types.h"
namespace td {
namespace game {
class World;
class Mob;
typedef std::shared_ptr<Mob> 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 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 : 1;
public:
TowerLevel() : m_Level(1), m_Path(TowerPath::Top) {}
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<std::uint8_t>(level.getPath()) <
other.getLevel() * static_cast<std::uint8_t>(other.getPath());
}
};
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::Timer 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.setInterval(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); }
bool isMobInRange(MobPtr mob);
};
typedef std::shared_ptr<Tower> TowerPtr;
namespace TowerFactory {
TowerPtr createTower(TowerType type, TowerID id, std::int32_t x, std::int32_t y, PlayerID builder);
} // 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