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Tower-Defense/src/game/Towers.cpp

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C++

#include "game/Towers.h"
#include "game/World.h"
#include <map>
namespace td {
namespace game {
bool Tower::isMobInRange(MobPtr mob) {
if (!mob->isAlive())
return false;
return (m_X - mob->getX()) * (m_X - mob->getX()) + (m_Y - mob->getY()) * (m_Y - mob->getY()) < (getStats()->getRange() * getStats()->getRange());
}
const std::map<std::pair<TowerType, TowerLevel>, TowerStats> TowerConstants = {
// // rate damage range
{{TowerType::Archer, {1, TowerPath::Top}}, {2, 5, 10}},
{{TowerType::Archer, {2, TowerPath::Top}}, {1, 0, 12}},
{{TowerType::Archer, {3, TowerPath::Top}}, {1, 0, 13}},
{{TowerType::Archer, {4, TowerPath::Top}}, {0.8, 0, 15}},
{{TowerType::Archer, {2, TowerPath::Bottom}}, {2, 10, 12}},
{{TowerType::Archer, {3, TowerPath::Bottom}}, {2, 0, 13}},
{{TowerType::Archer, {4, TowerPath::Bottom}}, {2, 0, 15}},
//-----------------------------------------------------------------
{{TowerType::Ice, {1, TowerPath::Top}}, {1, 0, 10}},
{{TowerType::Ice, {2, TowerPath::Top}}, {1, 0, 12}},
{{TowerType::Ice, {3, TowerPath::Top}}, {1, 0, 13}},
{{TowerType::Ice, {4, TowerPath::Top}}, {1, 4, 15}},
//-----------------------------------------------------------------
{{TowerType::Sorcerer, {1, TowerPath::Top}}, {5, 0, 10}},
{{TowerType::Sorcerer, {2, TowerPath::Top}}, {4, 0, 12}},
{{TowerType::Sorcerer, {3, TowerPath::Top}}, {4, 0, 14}},
{{TowerType::Sorcerer, {4, TowerPath::Top}}, {4, 0, 15}},
{{TowerType::Sorcerer, {3, TowerPath::Bottom}}, {4, 0, 14}},
{{TowerType::Sorcerer, {4, TowerPath::Bottom}}, {4, 0, 15}},
//-----------------------------------------------------------------
{{TowerType::Zeus, {1, TowerPath::Top}}, {5, 0, 10}},
{{TowerType::Zeus, {2, TowerPath::Top}}, {4, 0, 12}},
{{TowerType::Zeus, {3, TowerPath::Top}}, {0, 0, 0}},
{{TowerType::Zeus, {4, TowerPath::Top}}, {0, 0, 0}},
{{TowerType::Zeus, {3, TowerPath::Bottom}}, {1.2, 0, 14}},
{{TowerType::Zeus, {4, TowerPath::Bottom}}, {0.8, 0, 15}},
//-----------------------------------------------------------------
{{TowerType::Mage, {1, TowerPath::Top}}, {5, 0, 10}},
{{TowerType::Mage, {2, TowerPath::Top}}, {4, 0, 12}},
{{TowerType::Mage, {3, TowerPath::Top}}, {3, 0, 13}},
{{TowerType::Mage, {4, TowerPath::Top}}, {1, 30, 15}},
//-----------------------------------------------------------------
{{TowerType::Artillery, {1, TowerPath::Top}}, {7, 0, 10}},
{{TowerType::Artillery, {2, TowerPath::Top}}, {7, 0, 12}},
{{TowerType::Artillery, {3, TowerPath::Top}}, {7, 0, 13}},
{{TowerType::Artillery, {4, TowerPath::Top}}, {7, 0, 15}},
{{TowerType::Artillery, {3, TowerPath::Bottom}}, {5, 0, 13}},
{{TowerType::Artillery, {4, TowerPath::Bottom}}, {4, 0, 15}},
//-----------------------------------------------------------------
{{TowerType::Quake, {1, TowerPath::Top}}, {5, 5, 10}},
{{TowerType::Quake, {2, TowerPath::Top}}, {4, 7, 12}},
{{TowerType::Quake, {3, TowerPath::Top}}, {3, 9, 13}},
{{TowerType::Quake, {4, TowerPath::Top}}, {2, 11, 15}},
//-----------------------------------------------------------------
{{TowerType::Poison, {1, TowerPath::Top}}, {5, 0, 10}},
{{TowerType::Poison, {2, TowerPath::Top}}, {5, 0, 12}},
{{TowerType::Poison, {3, TowerPath::Top}}, {6, 0, 13}},
{{TowerType::Poison, {4, TowerPath::Top}}, {5, 0, 15}},
{{TowerType::Poison, {3, TowerPath::Bottom}}, {5, 0, 13}},
{{TowerType::Poison, {4, TowerPath::Bottom}}, {6, 0, 15}},
//-----------------------------------------------------------------
{{TowerType::Leach, {1, TowerPath::Top}}, {0, 0, 0}},
{{TowerType::Leach, {2, TowerPath::Top}}, {0, 0, 0}},
{{TowerType::Leach, {3, TowerPath::Top}}, {0, 0, 0}},
//-----------------------------------------------------------------
{{TowerType::Turret, {1, TowerPath::Top}}, {0.5, 0, 0}},
{{TowerType::Turret, {2, TowerPath::Top}}, {0, 0, 0}},
{{TowerType::Turret, {3, TowerPath::Top}}, {0, 0, 0}},
{{TowerType::Turret, {2, TowerPath::Bottom}}, {0, 0, 0}},
{{TowerType::Turret, {3, TowerPath::Bottom}}, {0, 0, 0}},
//-----------------------------------------------------------------
{{TowerType::Necromancer, {1, TowerPath::Top}}, {2, 0, 11}},
{{TowerType::Necromancer, {2, TowerPath::Top}}, {1, 0, 14}},
{{TowerType::Necromancer, {3, TowerPath::Top}}, {1, 0, 15}},
{{TowerType::Necromancer, {3, TowerPath::Bottom}}, {0, 30, 0}},
};
const TowerStats* getTowerStats(TowerType type, TowerLevel level) {
return &TowerConstants.at({ type, level });
}
static const std::map<TowerType, TowerInfo> TowerInfoConstants = {
{TowerType::Archer, {"Archer", "Shoot projectiles", false}},
{TowerType::Artillery, {"Artillery", "Explosion", false}},
{TowerType::Ice, {"Ice", "Slow down enemies", false}},
{TowerType::Leach, {"Leach", "Shoot projectiles", true}},
{TowerType::Mage, {"Mage", "Set enemies on fire", false}},
{TowerType::Necromancer, {"Necromancer", "Summon troops", true}},
{TowerType::Poison, {"Poison", "Poison enemies", false}},
{TowerType::Quake, {"Quake", "Shoot projectiles", false}},
{TowerType::Sorcerer, {"Sorcerer", "Summon friendly troops", false}},
{TowerType::Turret, {"Turret", "Shoot arrow very fast", true}},
{TowerType::Zeus, {"Zeus", "Strike lightning", false}},
};
const TowerInfo& getTowerInfo(TowerType type) {
return TowerInfoConstants.at(type);
}
namespace TowerFactory {
using TowerCreator = std::function<std::shared_ptr<Tower>(TowerID, std::int32_t, std::int32_t, PlayerID)>;
static const std::map<TowerType, TowerCreator> towerFactory = {
{TowerType::Archer, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<ArcherTower>(id, x, y , builder);} },
{TowerType::Artillery, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<ArtilleryTower>(id, x, y , builder);} },
{TowerType::Ice, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<IceTower>(id, x, y , builder);} },
{TowerType::Mage, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<MageTower>(id, x, y , builder);} },
{TowerType::Poison, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<PoisonTower>(id, x, y , builder);} },
{TowerType::Quake, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<QuakeTower>(id, x, y , builder);} },
{TowerType::Sorcerer, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<SorcererTower>(id, x, y , builder);} },
{TowerType::Zeus, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<ZeusTower>(id, x, y , builder);} },
{TowerType::Leach, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<LeachTower>(id, x, y , builder);} },
{TowerType::Necromancer, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<NecromancerTower>(id, x, y , builder);} },
{TowerType::Turret, [](TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) -> TowerPtr {return std::make_shared<TurretTower>(id, x, y , builder);} },
};
TowerPtr createTower(TowerType type, TowerID id, std::int32_t x, std::int32_t y, PlayerID builder) {
return towerFactory.at(type)(id, x, y, builder);
}
} // namespace TowerFactory
void ArcherTower::tick(std::uint64_t delta, World* world) {
if (m_Timer.update(delta)) {
bool wasTowerActive = false;
std::uint8_t arrowsShot = 0;
bool explosiveArrows = getLevel().getPath() == TowerPath::Bottom;
std::uint8_t arrows = explosiveArrows ? 2 : getLevel().getLevel();
for (MobPtr mob : world->getMobList()) {
if (isMobInRange(mob)) {
world->OnArrowShot(mob, this);
wasTowerActive = true;
arrowsShot++;
if (arrowsShot >= arrows)
break;
}
}
if (!wasTowerActive)
m_Timer.wait();
}
}
void IceTower::tick(std::uint64_t delta, World* world) {
if (m_Timer.update(delta)) {
float damage = getStats()->getDamage();
bool wasTowerActive = false;
for (MobPtr mob : world->getMobList()) {
if (isMobInRange(mob)) {
mob->addEffect(EffectType::Slowness, 1); // slowness for 1s every second
mob->damage(damage);
wasTowerActive = true;
}
}
if (!wasTowerActive)
m_Timer.wait();
}
}
void MageTower::tick(std::uint64_t delta, World* world) {
if (m_Timer.update(delta)) {
bool wasTowerActive = false;
for (MobPtr mob : world->getMobList()) {
if (isMobInRange(mob)) {
mob->addEffect(EffectType::Fire, getLevel().getLevel()); // slowness for 1s every second
wasTowerActive = true;
}
}
if (!wasTowerActive)
m_Timer.wait();
}
}
void PoisonTower::tick(std::uint64_t delta, World* world) {
}
void QuakeTower::tick(std::uint64_t delta, World* world) {
}
void ZeusTower::tick(std::uint64_t delta, World* world) {
}
void ArtilleryTower::tick(std::uint64_t delta, World* world) {
}
void SorcererTower::tick(std::uint64_t delta, World* world) {
}
void LeachTower::tick(std::uint64_t delta, World* world) {
}
void TurretTower::tick(std::uint64_t delta, World* world) {
}
void NecromancerTower::tick(std::uint64_t delta, World* world) {
}
} // namespace game
} // namespace td