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#include "olcPixelGameEngine.h"
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#include "Animation.h"
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#include "olcUTIL_Animate2D.h"
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enum MonsterStrategy{
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RUN_TOWARDS,
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SHOOT_AFAR
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};
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struct MonsterData{
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private:
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int hp;
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int atk;
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float moveSpd;//1.0=100%
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float size;
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std::vector<AnimationState> animations;
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MonsterStrategy strategy;
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public:
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MonsterData();
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//When specifying animations, the first one will become the default animation.
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MonsterData(int hp,int atk,std::vector<AnimationState>animations,float moveSpd=1.0f,float size=1.0f,MonsterStrategy strategy=RUN_TOWARDS);
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int GetHealth();
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int GetAttack();
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float GetMoveSpdMult();
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float GetSizeMult();
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MonsterStrategy GetAIStrategy();
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std::vector<AnimationState>GetAnimations(){
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return animations;
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}
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};
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enum MonsterName{
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SLIME_GREEN,
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SLIME_BLUE,
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SLIME_RED,
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SLIME_YELLOW,
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};
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struct Monster{
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private:
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vf2d pos;
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int hp,maxhp;
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int atk;
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float moveSpd;
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float size;
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MonsterStrategy strategy;
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Animate2D::Animation<AnimationState>animation;
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Animate2D::AnimationState internal_animState;
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public:
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Monster();
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Monster(vf2d pos,MonsterData data);
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vf2d&GetPos();
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int GetHealth();
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int GetAttack();
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float GetMoveSpdMult();
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float GetSizeMult();
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void UpdateAnimation(AnimationState state);
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void Update(float fElapsedTime);
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};
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struct MonsterSpawner{
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private:
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vf2d pos;
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int range;
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std::vector<std::pair<MonsterData,vf2d>>monsters;
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bool triggered;
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public:
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MonsterSpawner();
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MonsterSpawner(vf2d pos,int range,std::vector<std::pair<MonsterData,vf2d>>monsters);
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bool SpawnTriggered();
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int GetRange();
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vf2d GetPos();
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void SetTriggered(bool trigger);
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};
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