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#include "olcPixelGameEngine.h"
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#include "Monster.h"
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#include "Animation.h"
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#include "config.h"
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#include "DEFINES.h"
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#include "safemap.h"
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INCLUDE_DATA
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INCLUDE_STRATEGY_DATA
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INCLUDE_ANIMATION_DATA
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std::map<int,MonsterData>MONSTER_DATA;
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safemap<std::string,MonsterData*>MONSTER_NAME_DATA;
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MonsterData::MonsterData()
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:atk(0),collisionDmg(0),hp(0),id(0),moveSpd(0),size(0),strategy(0){}
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MonsterData::MonsterData(int id,std::string name,int hp,int atk,std::vector<std::string>animations,float moveSpd,float size,int strategy,int collisionDmg):
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id(id),name(name),hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations),collisionDmg(collisionDmg){}
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void MonsterData::InitializeMonsterData(){
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int id=0;
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while(DATA["Monsters"].HasProperty(std::to_string(id))){
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std::string MonsterName=DATA["Monsters"][std::to_string(id)]["DisplayName"].GetString();
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std::vector<std::string>animations{
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MonsterName+"_IDLE",
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MonsterName+"_JUMP",
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MonsterName+"_SPIT",
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MonsterName+"_DIE",
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};
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MonsterData::imgs[id]=new Renderable();
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MonsterData::imgs[id]->Load("assets/monsters/"+MonsterName+".png");
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for(int i=0;i<animations.size();i++){
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std::string animationConfigName="";
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std::string imgName="";
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switch(i){
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case 0:{
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animationConfigName="Idle";
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imgName="_IDLE";
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}break;
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case 1:{
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animationConfigName="Jump";
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imgName="_JUMP";
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}break;
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case 2:{
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animationConfigName="Shoot";
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imgName="_SPIT";
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}break;
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case 3:{
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animationConfigName="Death";
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imgName="_DIE";
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}break;
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}
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Animate2D::Style style=Animate2D::Style::Repeat;
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if(DATA["Monsters"][std::to_string(id)][animationConfigName+"Animation"].GetString(2)=="Repeat"){
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style=Animate2D::Style::Repeat;
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} else
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if(DATA["Monsters"][std::to_string(id)][animationConfigName+"Animation"].GetString(2)=="OneShot"){
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style=Animate2D::Style::OneShot;
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} else
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if(DATA["Monsters"][std::to_string(id)][animationConfigName+"Animation"].GetString(2)=="PingPong"){
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style=Animate2D::Style::PingPong;
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} else
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if(DATA["Monsters"][std::to_string(id)][animationConfigName+"Animation"].GetString(2)=="Reverse"){
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style=Animate2D::Style::Reverse;
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}
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auto CreateHorizontalAnimationSequence=[&](Renderable&img,int frameCount,vf2d size,std::string state,int row,AnimationData data={}){
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Animate2D::FrameSequence anim(data.frameDuration,data.style);
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for(int i=0;i<frameCount;i++){
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anim.AddFrame({&img,{{int(i*size.x),int(row*size.y)},size}});
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}
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ANIMATION_DATA[state]=anim;
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};
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int frameCount = DATA["Monsters"][std::to_string(id)][animationConfigName+"Animation"].GetInt(0);
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vf2d frameSize = vf2d{float(DATA["Monsters"][std::to_string(id)]["SheetFrameSize"].GetInt(0)),float(DATA["Monsters"][std::to_string(id)]["SheetFrameSize"].GetInt(1))};
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CreateHorizontalAnimationSequence(*MonsterData::imgs[id],frameCount,frameSize,MonsterName+imgName,i,AnimationData{float(DATA["Monsters"][std::to_string(id)][animationConfigName+"Animation"].GetReal(1)),style});
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}
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//Add additional custom animations defined in the config.
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int animationCounter=0;
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while(DATA["Monsters"][std::to_string(id)].HasProperty("ANIMATION["+std::to_string(animationCounter)+"]")){
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animations.push_back(DATA["Monsters"][std::to_string(id)]["ANIMATION["+std::to_string(animationCounter)+"]"].GetString());
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animationCounter++;
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}
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MonsterData monster(
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id,
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MonsterName,
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DATA["Monsters"][std::to_string(id)]["Health"].GetInt(),
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DATA["Monsters"][std::to_string(id)]["Attack"].GetInt(),
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animations,
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DATA["Monsters"][std::to_string(id)]["MoveSpd"].GetReal()/100,
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DATA["Monsters"][std::to_string(id)]["Size"].GetReal()/100,
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STRATEGY_DATA[DATA["Monsters"][std::to_string(id)]["Strategy"].GetString()],
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DATA["Monsters"][std::to_string(id)]["CollisionDmg"].GetInt()
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);
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MONSTER_DATA[id]=monster;
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MONSTER_NAME_DATA[MonsterName]=&MONSTER_DATA[id];
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id++;
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}
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MONSTER_NAME_DATA.SetInitialized();
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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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int MonsterData::GetCollisionDmg(){
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return collisionDmg;
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}
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int MonsterData::GetID(){
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return id;
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}
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int MonsterData::GetAIStrategy(){
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return strategy;
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}
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std::string MonsterData::GetIdleAnimation(){
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return animations[IDLE];
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}
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std::string MonsterData::GetJumpAnimation(){
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return animations[JUMP];
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}
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std::string MonsterData::GetShootAnimation(){
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return animations[SHOOT];
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}
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std::string MonsterData::GetDeathAnimation(){
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return animations[DEATH];
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}
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