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#include "Monster.h"
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extern std::map<AnimationState,Animate2D::FrameSequence>ANIMATION_DATA;
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MonsterData::MonsterData(){}
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MonsterData::MonsterData(int hp,int atk,std::vector<AnimationState>animations,float moveSpd,float size,MonsterStrategy strategy):
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hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations){
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}
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int MonsterData::GetHealth(){
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return hp;
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}
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int MonsterData::GetAttack(){
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return atk;
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}
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float MonsterData::GetMoveSpdMult(){
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return moveSpd;
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}
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float MonsterData::GetSizeMult(){
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return size;
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}
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MonsterStrategy MonsterData::GetAIStrategy(){
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return strategy;
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}
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Monster::Monster(){}
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Monster::Monster(vf2d pos,MonsterData data):
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pos(pos),hp(data.GetHealth()),maxhp(data.GetHealth()),atk(data.GetAttack()),moveSpd(data.GetMoveSpdMult()),size(data.GetSizeMult()),strategy(data.GetAIStrategy()){
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bool firstAnimation=true;
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for(AnimationState&anim:data.GetAnimations()){
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animation.AddState(anim,ANIMATION_DATA[anim]);
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if(firstAnimation){
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animation.ChangeState(internal_animState,anim);
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firstAnimation=false;
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}
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}
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}
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vf2d&Monster::GetPos(){
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return pos;
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}
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int Monster::GetHealth(){
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return hp;
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}
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int Monster::GetAttack(){
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return atk;
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}
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float Monster::GetMoveSpdMult(){
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return moveSpd;
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}
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float Monster::GetSizeMult(){
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return size;
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}
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void Monster::UpdateAnimation(AnimationState state){
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animation.ChangeState(internal_animState,state);
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}
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void Monster::Update(float fElapsedTime){
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switch(strategy){
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RUN_TOWARDS:{
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}break;
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SHOOT_AFAR:{
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}break;
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}
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animation.UpdateState(internal_animState,fElapsedTime);
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}
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MonsterSpawner::MonsterSpawner(){}
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MonsterSpawner::MonsterSpawner(vf2d pos,int range,std::vector<std::pair<MonsterData,vf2d>>monsters):
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pos(pos),range(range),monsters(monsters){
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}
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bool MonsterSpawner::SpawnTriggered(){
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return triggered;
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}
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int MonsterSpawner::GetRange(){
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return range;
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}
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vf2d MonsterSpawner::GetPos(){
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return pos;
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}
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void MonsterSpawner::SetTriggered(bool trigger){
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triggered=trigger;
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}
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