Auto targeting for enemies and proper healing fixes for bit restorers.

CorrectiveAction
sigonasr2 1 year ago
parent 964b02d256
commit d4c87fd755
  1. 2
      olcCodeJam2023Entry/DeathAnimations.cpp
  2. 69
      olcCodeJam2023Entry/Unit.cpp
  3. 11
      olcCodeJam2023Entry/Unit.h
  4. 9
      olcCodeJam2023Entry/VirusAttack.cpp
  5. 2
      olcCodeJam2023Entry/VirusAttack.h

@ -17,7 +17,7 @@ void DeathAnimation::Draw(TileTransformedView&game,PixelGameEngine*pge){
for(int y=0;y<img.Sprite()->height;y++){
for(int x=0;x<img.Sprite()->width;x++){
Pixel col=originalImg.Sprite()->GetPixel(x,y);
if(col.a==255&&col.r<=(CONSTANT::DEATH_FADE_TIME-fadeTimer)*255){
if(col.a==255&&col.r<=(fadeTimer/CONSTANT::DEATH_FADE_TIME)*255){
pge->Draw(x,y,matrixImg.Sprite()->GetPixel(x+randomOffset.x,y+randomOffset.y));
} else {
pge->Draw(x,y,originalImg.Sprite()->GetPixel(x+randomOffset.x,y+randomOffset.y));

@ -85,7 +85,7 @@ void BitRestorer::Attack(Unit&victim,std::vector<std::shared_ptr<Unit>>&otherUni
void BitRestorer::AttemptToHealOtherAllies(std::vector<std::shared_ptr<Unit>>&otherUnits){
std::vector<int>emptyMemoryPositions;
for(auto&u:otherUnits){
if(u->IsFriendly()&&InRange(u)){
if(u.get()!=this&&u->IsFriendly()&&InRange(u)){
for(int i=0;i<u->GetMemorySize();i++){
if(!u->memory[i]){
emptyMemoryPositions.emplace_back(i);
@ -324,6 +324,12 @@ int Unit::GetMemorySize(){
return memory.size();
}
void Unit::RunAI(PixelGameEngine*pge){}
void Unit::_RunAI(PixelGameEngine*pge){
RunAI(pge);
}
void Unit::_Update(PixelGameEngine*pge){
if(!target.expired()){
auto ptrTarget=target.lock();
@ -339,25 +345,7 @@ void Unit::_Update(PixelGameEngine*pge){
}
if(!IsFriendly()){
if(changeDirTimer==0){
changeDirTimer=rand()%30;
switch(rand()%4){
case 0:{
movementVel={16,0};
}break;
case 1:{
movementVel={0,16};
}break;
case 2:{
movementVel={-16,0};
}break;
case 3:{
movementVel={0,-16};
}break;
}
}
SetPos(GetPos()+movementVel*pge->GetElapsedTime());
changeDirTimer=std::max(0.f,changeDirTimer-pge->GetElapsedTime());
_RunAI(pge);
}
if(!GhostInFogOfWar()&&InFogOfWar()){
@ -449,30 +437,47 @@ void Unit::SetPos(vf2d newPos){
}
}
void Unit::AttemptAttack(Unit*unit,std::vector<std::shared_ptr<Unit>>&otherUnits){
void Unit::AttemptAttack(std::weak_ptr<Unit>attacker,std::weak_ptr<Unit>unit,std::vector<std::shared_ptr<Unit>>&otherUnits){
if(reloadTimer>0)return;
Unit*finalTarget=nullptr;
if(unit!=nullptr){
std::weak_ptr<Unit>finalTarget;
if(!unit.expired()){
finalTarget=unit;
if(!target.expired()){
auto ptrTarget=target.lock();
if(InRange(ptrTarget)){
finalTarget=ptrTarget.get();
finalTarget=ptrTarget;
}
}
}
if(finalTarget!=nullptr){
if(InRange(finalTarget)){
_Attack(finalTarget,otherUnits); //Call the parent function first, followed by the child.
if(!finalTarget.expired()){
if(InRange(finalTarget.lock())){
_Attack(attacker,finalTarget,otherUnits); //Call the parent function first, followed by the child.
}
}
}
void Unit::Update(PixelGameEngine*pge){}
void Unit::_Attack(Unit*finalTarget,std::vector<std::shared_ptr<Unit>>&otherUnits){
Attack(*finalTarget,otherUnits);
reloadTimer=1.f/(GetAtkSpd()/2.f);
void Unit::Attacked(std::weak_ptr<Unit>attacker){}
void Unit::_Attacked(std::weak_ptr<Unit>attacker){
Attacked(attacker);
if(attacker.lock()->IsFriendly()!=IsFriendly()&&CanInteractWithEnemies()){
SetTargetUnit(attacker);
}
}
void Unit::_Attack(std::weak_ptr<Unit>attacker,std::weak_ptr<Unit>finalTarget,std::vector<std::shared_ptr<Unit>>&otherUnits){
if(GetAtkSpd()>0){
Attack(*finalTarget.lock(),otherUnits);
finalTarget.lock()->_Attacked(attacker);
reloadTimer=1.f/(GetAtkSpd()/2.f);
if(GetCurrentTarget().expired()&&!IsFriendly()){
if(finalTarget.lock()->IsFriendly()!=IsFriendly()&&CanInteractWithEnemies()){
SetTargetUnit(finalTarget);
}
}
}
}
bool Unit::InFogOfWar(){
@ -505,4 +510,8 @@ bool Unit::CanInteractWithEnemies(){
Renderable&Unit::GetImage(){
return img;
}
std::weak_ptr<Unit>Unit::GetCurrentTarget(){
return target;
}

@ -48,7 +48,7 @@ public:
void SetTargetUnit(std::weak_ptr<Unit>target);
void SetTargetLocation(vf2d targetLoc);
void SetPos(vf2d newPos);
void AttemptAttack(Unit*unit,std::vector<std::shared_ptr<Unit>>&otherUnits);
void AttemptAttack(std::weak_ptr<Unit>attacker,std::weak_ptr<Unit>unit,std::vector<std::shared_ptr<Unit>>&otherUnits);
bool InFogOfWar();
bool GhostInFogOfWar();
void HideGhost();
@ -59,6 +59,11 @@ public:
bool CanInteractWithEnemies();
bool CanInteractWithAllies();
Renderable&GetImage();
virtual void RunAI(PixelGameEngine*pge);
void _RunAI(PixelGameEngine*pge);
virtual void Attacked(std::weak_ptr<Unit>attacker);
void _Attacked(std::weak_ptr<Unit>attacker);
std::weak_ptr<Unit>GetCurrentTarget();
std::vector<bool>& operator <<=(const int n){
for(int i=0;i<GetMemorySize()-1;i++){
@ -102,9 +107,7 @@ private:
bool selected=false;
bool dead=false;
float reloadTimer=0;
void _Attack(Unit*finalTarget,std::vector<std::shared_ptr<Unit>>&otherUnits);
vf2d movementVel={0,0};
float changeDirTimer=0;
void _Attack(std::weak_ptr<Unit>attacker,std::weak_ptr<Unit>finalTarget,std::vector<std::shared_ptr<Unit>>&otherUnits);
bool moveable=true;
bool friendlyInteractable=false;
bool enemyInteractable=true;

@ -153,7 +153,8 @@ void VirusAttack::CollisionChecking(std::shared_ptr<Unit>u,std::shared_ptr<Unit>
}
}
void VirusAttack::IdentifyClosestTarget(Unit*&closestUnit,float&closestDist,std::shared_ptr<Unit>u,std::shared_ptr<Unit>u2){
void VirusAttack::IdentifyClosestTarget(std::weak_ptr<Unit>&closestUnit,float&closestDist,std::shared_ptr<Unit>u,std::shared_ptr<Unit>u2){
if(u==u2)return;
bool canInteract;
canInteract=
(u->IsFriendly()&&u->CanInteractWithEnemies()&&!u2->IsFriendly())||
@ -163,7 +164,7 @@ void VirusAttack::IdentifyClosestTarget(Unit*&closestUnit,float&closestDist,std:
if(canInteract){
geom2d::line<float>unitLine(u->GetPos(),u2->GetPos());
if(unitLine.length()<closestDist){
closestUnit=u2.get();
closestUnit=u2;
closestDist=unitLine.length();
}
}
@ -313,7 +314,7 @@ bool VirusAttack::OnUserUpdate(float fElapsedTime){
std::erase_if(TileManager::visibleTiles,[](std::pair<vf2d,float> key){return key.second<=0;});
for(auto&u:units){
Unit*closestUnit=nullptr;
std::weak_ptr<Unit>closestUnit;
float closestDist=999999;
for(auto&u2:units){
IdentifyClosestTarget(closestUnit,closestDist,u,u2);
@ -326,7 +327,7 @@ bool VirusAttack::OnUserUpdate(float fElapsedTime){
}
}
}
u->AttemptAttack(closestUnit,units);
u->AttemptAttack(u,closestUnit,units);
u->_Update(this);
}

@ -44,7 +44,7 @@ private:
void DrawSelectionRectangle();
void HandleRightClickMove();
void CollisionChecking(std::shared_ptr<Unit>u,std::shared_ptr<Unit>u2);
void IdentifyClosestTarget(Unit*&closestUnit,float&closestDist,std::shared_ptr<Unit>u,std::shared_ptr<Unit>u2);
void IdentifyClosestTarget(std::weak_ptr<Unit>&closestUnit,float&closestDist,std::shared_ptr<Unit>u,std::shared_ptr<Unit>u2);
vf2d GetWorldMousePos();
void HandlePanAndZoom(float fElapsedTime);
void DrawMinimap();

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