Files
Tower-Defense/include/game/Mobs.h
2021-11-06 16:20:12 +01:00

218 lines
6.1 KiB
C++

#pragma once
#include "Towers.h"
#include "Types.h"
#include <vector>
#include <memory>
namespace td {
namespace game {
enum class EffectType : std::uint8_t {
Slowness = 0,
Stun,
Fire,
Poison,
Heal,
};
enum class MobType : std::uint8_t {
Zombie = 0,
Spider,
Skeleton,
Pigman,
Creeper,
Silverfish,
Blaze,
Witch,
Slime,
Giant,
MOB_COUNT
};
typedef std::uint32_t MobID;
typedef std::uint8_t MobLevel;
typedef std::vector<TowerType> TowerImmunities;
typedef std::vector<EffectType> EffectImmunities;
class MobStats {
private:
float m_Damage;
float m_Speed;
std::uint16_t m_MoneyCost;
std::uint16_t m_ExpCost;
std::uint16_t m_MaxLife;
std::uint16_t m_ExpReward;
public:
MobStats(float damage, float speed, std::uint16_t moneyCost,
std::uint16_t expCost, std::uint16_t expReward,
std::uint16_t maxLife) : m_Damage(damage), m_Speed(speed),
m_MoneyCost(moneyCost), m_ExpCost(expCost), m_MaxLife(maxLife),
m_ExpReward(expReward) {
}
float getDamage() const { return m_Damage; }
float getMovementSpeed() const { return m_Speed; }
std::uint16_t getMoneyCost() const { return m_MoneyCost; }
std::uint16_t getExpCost() const { return m_ExpCost; }
std::uint16_t getExpReward() const { return m_ExpReward; }
std::uint16_t getMaxLife() const { return m_MaxLife; }
};
struct EffectDuration{
EffectType type;
float duration; // in seconds
const Tower* tower; // the tower that gived the effect
};
const MobStats* getMobStats(MobType type, std::uint8_t level);
const TowerImmunities& getMobTowerImmunities(MobType type, std::uint8_t level);
const EffectImmunities& getMobEffectImmunities(MobType type, std::uint8_t level);
class Mob {
protected:
float m_Health;
private:
MobID m_ID;
PlayerID m_Sender;
MobLevel m_Level;
Direction m_Direction;
std::vector<EffectDuration> m_Effects;
const Tower* m_LastDamage; // the tower that damaged the mob
utils::Timer m_EffectFireTimer;
utils::Timer m_EffectPoisonTimer;
utils::Timer m_EffectHealTimer;
float m_X = 0, m_Y = 0;
public:
Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level),
m_EffectFireTimer(1000), m_EffectPoisonTimer(1000), m_EffectHealTimer(1000) {
}
virtual MobType getType() const = 0;
virtual void tick(std::uint64_t delta);
virtual void OnDeath(World* world){}
const TowerImmunities& getTowerImmunities() const { return getMobTowerImmunities(getType(), m_Level); }
const EffectImmunities& getEffectImmunities() const { return getMobEffectImmunities(getType(), m_Level); }
PlayerID getSender() const { return m_Sender; }
MobLevel getLevel() const { return m_Level; }
const MobStats* getStats() const { return getMobStats(getType(), m_Level); }
float getHealth() const { return m_Health; }
bool isDead() const { return m_Health <= 0; }
bool isAlive() const { return m_Health > 0; }
const Tower* getLastDamageTower() { return m_LastDamage; }
void damage(float dmg, const Tower* damager) { m_Health -= dmg; m_LastDamage = damager; }
void heal(float heal) { m_Health = std::min((float)getStats()->getMaxLife(), m_Health + heal); }
float getX() const { return m_X; }
void setX(float x) { m_X = x; }
float getY() const { return m_Y; }
void setY(float y) { m_Y = y; }
bool isImmuneTo(TowerType type);
bool isImmuneTo(EffectType type);
void addEffect(EffectType type, float durationSec, const Tower* tower);
bool hasEffect(EffectType type);
Direction getDirection() const { return m_Direction; }
void setDirection(Direction dir) { m_Direction = dir; }
protected:
void initHealth() { m_Health = (float)getStats()->getMaxLife(); }
private:
void updateEffects(std::uint64_t delta);
EffectDuration& getEffect(EffectType type);
};
typedef std::shared_ptr<Mob> MobPtr;
class Zombie : public Mob {
public:
Zombie(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
virtual MobType getType() const { return MobType::Zombie; }
};
class Spider : public Mob {
public:
Spider(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
virtual MobType getType() const { return MobType::Spider; }
};
class Skeleton : public Mob {
public:
Skeleton(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
virtual MobType getType() const { return MobType::Skeleton; }
};
class PigMan : public Mob {
public:
PigMan(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
virtual MobType getType() const { return MobType::Pigman; }
};
class Creeper : public Mob {
public:
Creeper(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
virtual MobType getType() const { return MobType::Creeper; }
};
class Silverfish : public Mob {
public:
Silverfish(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
virtual MobType getType() const { return MobType::Silverfish; }
};
class Blaze : public Mob {
public:
Blaze(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
virtual MobType getType() const { return MobType::Blaze; }
};
class Witch : public Mob {
public:
Witch(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
virtual MobType getType() const { return MobType::Witch; }
};
class Slime : public Mob {
public:
Slime(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
virtual MobType getType() const { return MobType::Slime; }
};
class Giant : public Mob {
public:
Giant(MobID id, std::uint8_t level, PlayerID sender) : Mob(id, level, sender) { initHealth(); }
virtual MobType getType() const { return MobType::Giant; }
};
namespace MobFactory {
MobPtr createMob(MobID id, MobType type, std::uint8_t level, PlayerID sender);
std::string getMobName(MobType type);
}
} // namespace game
} // namespace td