refactor towers
This commit is contained in:
@@ -1,12 +1,16 @@
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#pragma once
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#include <string>
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#include <memory>
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#include <string>
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#include <td/misc/Shapes.h>
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#include <td/Types.h>
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#include <sp/common/GenericHandler.h>
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#include <sp/protocol/ConcreteMessage.h>
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#include <sp/protocol/MessageFactory.h>
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namespace td {
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namespace game {
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@@ -15,69 +19,66 @@ class Mob;
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typedef std::shared_ptr<Mob> MobPtr;
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enum class TowerType : std::uint8_t {
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Archer = 0,
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Ice,
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Sorcerer,
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Zeus,
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Mage,
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Artillery,
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Quake,
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Poison,
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Leach,
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Turret,
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Necromancer,
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TowerCount
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};
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enum class TowerSize : std::uint8_t {
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Little = 3, // 3x3
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Big = 5, // 5x5
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Little = 3, // 3x3
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Big = 5, // 5x5
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};
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enum class TowerPath : std::uint8_t {
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Top = 0,
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Base, // Base Path
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Base, // Base Path
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Bottom
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};
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class TowerStats {
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private:
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private:
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float m_Rate;
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float m_Damage;
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std::uint8_t m_Range;
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public:
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TowerStats(float rate, float damage, std::uint8_t range) : m_Rate(rate), m_Damage(damage),
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m_Range(range) {
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}
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float GetDamageRate() const { return m_Rate; }
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float GetDamage() const { return m_Damage; }
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std::uint8_t GetRange() const { return m_Range; }
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public:
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TowerStats(float rate, float damage, std::uint8_t range) : m_Rate(rate), m_Damage(damage), m_Range(range) {}
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float GetDamageRate() const {
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return m_Rate;
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}
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float GetDamage() const {
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return m_Damage;
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}
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std::uint8_t GetRange() const {
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return m_Range;
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}
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};
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class TowerLevel {
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private:
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private:
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// 1, 2, 3, 4
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std::uint8_t m_Level : 3;
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// 0 : base path 1 : top path (if there is bottom path) 2 : bottom path (if there is top path)
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TowerPath m_Path : 2;
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public:
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public:
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TowerLevel() : m_Level(1), m_Path(TowerPath::Base) {}
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TowerLevel(std::uint8_t level, TowerPath path) : m_Level(level), m_Path(path) {}
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std::uint8_t GetLevel() const { return m_Level; }
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TowerPath GetPath() const { return m_Path; }
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std::uint8_t GetLevel() const {
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return m_Level;
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}
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TowerPath GetPath() const {
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return m_Path;
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}
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void SetLevel(std::uint8_t level) { m_Level = level; }
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void SetPath(TowerPath path) { m_Path = path; }
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void SetLevel(std::uint8_t level) {
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m_Level = level;
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}
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void SetPath(TowerPath path) {
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m_Path = path;
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}
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// operator to sort maps
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friend bool operator<(const TowerLevel& level, const TowerLevel& other) {
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return level.GetLevel() + static_cast<std::uint8_t>(level.GetPath()) * 4 <
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other.GetLevel() + static_cast<std::uint8_t>(other.GetPath()) * 4;
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other.GetLevel() + static_cast<std::uint8_t>(other.GetPath()) * 4;
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}
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};
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@@ -85,182 +86,64 @@ const TowerStats* GetTowerStats(TowerType type, TowerLevel level);
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typedef std::uint16_t TowerID;
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class Tower : public utils::shape::Circle {
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private:
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class TowerHandler;
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class Tower : public utils::shape::Circle, public sp::MessageBase<TowerType, TowerHandler> {
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public:
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TowerID m_ID;
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TowerType m_Type;
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TowerLevel m_Level{};
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PlayerID m_Builder;
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protected:
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// utils::CooldownTimer m_Timer;
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public:
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Tower(TowerID id, TowerType type, std::int32_t x, std::int32_t y, PlayerID builder) : utils::shape::Circle(x + 0.5f, y + 0.5f, 0), m_ID(id), m_Type(type), m_Builder(builder)
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// m_Timer(GetStats()->GetDamageRate() * 1000)
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{ // converting seconds to millis
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SetRadius(GetStats()->GetRange());
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}
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public:
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Tower() : m_ID(0), m_Level({}), m_Builder(0) {}
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virtual TowerType GetType() const = 0;
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virtual TowerSize GetSize() const = 0;
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virtual void Tick(std::uint64_t delta, World* world) = 0;
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};
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void Upgrade(std::uint8_t level, TowerPath path) {
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m_Level.SetLevel(level);
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m_Level.SetPath(path);
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// m_Timer.SetCooldown(GetStats()->GetDamageRate() * 1000); // converting seconds to millis
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// m_Timer.Reset();
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SetRadius(GetStats()->GetRange());
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struct TowerData {};
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template <TowerType Type, TowerSize Size>
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class ConcreteTower : public sp::ConcreteMessage<TowerData, Tower, Type, false> {
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public:
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using HandlerType = typename sp::ConcreteMessage<TowerData, Tower, Type, false>::HandlerType;
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virtual TowerSize GetSize() const {
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return Size;
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}
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std::uint16_t GetID() const { return m_ID; }
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const TowerLevel& GetLevel() const { return m_Level; }
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const TowerStats* GetStats() const { return GetTowerStats(m_Type, m_Level); }
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PlayerID GetBuilder() const { return m_Builder; }
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bool IsMobInRange(MobPtr mob);
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};
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typedef std::shared_ptr<Tower> TowerPtr;
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namespace TowerFactory {
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TowerPtr CreateTower(TowerType type, TowerID id, std::int32_t x, std::int32_t y, PlayerID builder);
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std::string GetTowerName(TowerType type);
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} // namespace TowerFactory
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class TowerInfo {
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private:
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std::string m_Name, m_Description;
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bool m_IsBigTower;
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public:
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TowerInfo(std::string&& name, std::string&& description, bool big) : m_Name(std::move(name)),
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m_Description(std::move(description)), m_IsBigTower(big) {
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virtual TowerType GetType() const {
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return Type;
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}
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const std::string& GetName() const { return m_Name; }
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const std::string& GetDescription() const { return m_Description; }
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virtual void Tick(std::uint64_t delta, World* world) {}
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bool IsBigTower() const { return m_IsBigTower; }
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virtual void Dispatch(HandlerType& handler) const override {
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handler.Handle(*this);
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}
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};
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const TowerInfo& GetTowerInfo(TowerType type);
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using TowerPtr = std::shared_ptr<Tower>;
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// ---------- Little Towers ----------
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using ArcherTower = ConcreteTower<TowerType::Archer, TowerSize::Little>;
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using ArtilleryTower = ConcreteTower<TowerType::Artillery, TowerSize::Little>;
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using IceTower = ConcreteTower<TowerType::Ice, TowerSize::Little>;
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using LeachTower = ConcreteTower<TowerType::Leach, TowerSize::Big>;
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using MageTower = ConcreteTower<TowerType::Mage, TowerSize::Little>;
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using NecromancerTower = ConcreteTower<TowerType::Necromancer, TowerSize::Big>;
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using PoisonTower = ConcreteTower<TowerType::Poison, TowerSize::Little>;
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using QuakeTower = ConcreteTower<TowerType::Quake, TowerSize::Little>;
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using SorcererTower = ConcreteTower<TowerType::Sorcerer, TowerSize::Little>;
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using TurretTower = ConcreteTower<TowerType::Turret, TowerSize::Big>;
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using ZeusTower = ConcreteTower<TowerType::Zeus, TowerSize::Little>;
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class LittleTower : public Tower {
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public:
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LittleTower(TowerID id, TowerType type, std::uint16_t x, std::uint16_t y, PlayerID builder) : Tower(id, type, x, y, builder) {}
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using AllTowers = std::tuple<ArcherTower, ArtilleryTower, IceTower, LeachTower, MageTower, NecromancerTower, PoisonTower, QuakeTower,
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SorcererTower, TurretTower, ZeusTower>;
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virtual TowerSize GetSize() const { return TowerSize::Little; }
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using TowerFactory = sp::MessageFactory<Tower, AllTowers>;
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virtual TowerType GetType() const = 0;
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virtual void Tick(std::uint64_t delta, World* world) = 0;
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};
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class TowerHandler : public sp::GenericHandler<AllTowers> {};
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class ArcherTower : public LittleTower {
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public:
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ArcherTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
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constexpr static float ExplosionRadius = 1.5f;
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constexpr static float FireDurationSec = 10.0f;
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virtual TowerType GetType() const { return TowerType::Archer; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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class IceTower : public LittleTower {
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public:
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IceTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
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virtual TowerType GetType() const { return TowerType::Ice; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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class MageTower : public LittleTower {
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public:
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MageTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
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virtual TowerType GetType() const { return TowerType::Mage; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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class PoisonTower : public LittleTower {
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public:
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PoisonTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
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virtual TowerType GetType() const { return TowerType::Poison; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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class QuakeTower : public LittleTower {
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public:
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QuakeTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
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virtual TowerType GetType() const { return TowerType::Quake; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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class ArtilleryTower : public LittleTower {
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public:
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ArtilleryTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
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virtual TowerType GetType() const { return TowerType::Artillery; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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class SorcererTower : public LittleTower {
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public:
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SorcererTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
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virtual TowerType GetType() const { return TowerType::Sorcerer; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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class ZeusTower : public LittleTower {
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public:
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ZeusTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : LittleTower(id, GetType(), x, y, builder) {}
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virtual TowerType GetType() const { return TowerType::Zeus; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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// ---------- Big Towers ----------
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class BigTower : public Tower {
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public:
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BigTower(TowerID id, TowerType type, std::uint16_t x, std::uint16_t y, PlayerID builder) : Tower(id, type, x, y, builder) {}
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virtual TowerSize GetSize() const { return TowerSize::Big; }
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virtual TowerType GetType() const = 0;
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virtual void Tick(std::uint64_t delta, World* world) = 0;
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};
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class TurretTower : public BigTower {
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public:
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TurretTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : BigTower(id, GetType(), x, y, builder) {}
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virtual TowerType GetType() const { return TowerType::Turret; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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class NecromancerTower : public BigTower {
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public:
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NecromancerTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : BigTower(id, GetType(), x, y, builder) {}
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virtual TowerType GetType() const { return TowerType::Necromancer; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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class LeachTower : public BigTower {
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public:
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LeachTower(TowerID id, std::uint16_t x, std::uint16_t y, PlayerID builder) : BigTower(id, GetType(), x, y, builder) {}
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virtual TowerType GetType() const { return TowerType::Leach; }
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virtual void Tick(std::uint64_t delta, World* world);
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};
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} // namespace game
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} // namespace td
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} // namespace game
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} // namespace td
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