105 lines
4.1 KiB
C++
105 lines
4.1 KiB
C++
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2026 Amy Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include "olcUTIL_Geometry2D.h"
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#include <variant>
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#include"Buff.h"
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#include"HurtDamageInfo.h"
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#include"FriendlyType.h"
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#include"DEFINES.h"
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#include"State.h"
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class Player;
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class Monster;
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//A helper class to connect multiple entity types based on their commonalities without using inheritance shenanigans.
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class Entity{
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friend struct std::hash<Entity>;
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friend bool operator==(const Entity&lhs,const Entity&rhs);
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friend class AiL;
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public:
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Entity(Player*player);
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Entity(Monster*monster);
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Entity(const std::variant<Monster*,Player*>ent);
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void ForPlayer(std::function<void(Player&p)>);
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void ForMonster(std::function<void(Monster&p)>);
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Player*const ToPlayer()const;
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Monster*const ToMonster()const;
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const vf2d GetPos()const;
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void SetIframeTime(const float iframeTime);
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Buff&GetOrAddBuff(BuffType buffType,std::pair<BuffDuration,BuffIntensity>newBuff);
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const std::optional<Buff>GetBuff(BuffType buff)const;
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const float GetDistanceFrom(vf2d target)const;
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bool Hurt(int damage,bool onUpperLevel,float z,HurtFlag::HurtFlag hurtFlags=HurtFlag::NONE);
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std::optional<Buff>EditBuff(BuffType buff);
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const bool IsSkeletonMage()const;
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const bool IsBoss()const;
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const std::vector<Buff>GetBuffs(BuffType buff)const;
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const bool OnUpperLevel()const;
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const float GetMoveSpdMult()const;
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const float GetSizeMult()const;
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const int GetAttack()const;
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const float GetZ()const;
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const FriendlyType IsFriendly()const;
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const State::State GetState()const;
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const bool CanMove()const;
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const bool HasEnchant(const std::string&enchant)const;
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float&GetBlockTimer()const;
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Buff&AddBuff(BuffType type,float duration,float intensity);
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Buff&AddBuff(BuffType type,float duration,float intensity,std::set<std::string>attr);
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void Spin(float duration,float spinSpd);
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void Knockback(vf2d vel);
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private:
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mutableconst std::variant<Monster*,Player*>entity;
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inline bool operator==(const Entity&rhs){return entity==rhs.entity;}
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};
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inline bool operator==(const Entity&lhs,const Entity&rhs){return lhs.entity==rhs.entity;}
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template <>
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struct std::hash<Entity>
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{
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std::size_t operator()(const Entity&entity)const{
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if(std::holds_alternative<Player*>(entity.entity))return std::hash<intptr_t>()(intptr_t(std::get<Player*>(entity.entity)));
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if(std::holds_alternative<Monster*>(entity.entity))return std::hash<intptr_t>()(intptr_t(std::get<Monster*>(entity.entity)));
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ERR("Entity is not a valid type! THIS SHOULD NOT BE HAPPENING!");
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}
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};
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