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110 lines
2.3 KiB
110 lines
2.3 KiB
#pragma once
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#include "olcPixelGameEngine.h"
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#include "olcPGEX_TransformedView.h"
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#include "Constant.h"
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#include "Image.h"
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struct Marker{
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size_t index;
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size_t size;
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};
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enum MemoryType{
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HEALTH,
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RANGE,
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ATKSPD,
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MOVESPD,
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PROCEDURE
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};
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struct Memory{
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MemoryType type;
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int size;
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};
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struct Unit{
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public:
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Unit(std::vector<Memory>memory,vf2d pos,Renderable&img,bool friendly=false);
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int GetHealth();
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int GetRange();
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int GetAtkSpd();
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int GetMoveSpd();
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int GetProcedure();
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int GetMemorySize();
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std::vector<bool>memory;
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std::vector<bool>ghostMemory;
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void Update(float fElapsedTime);
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virtual void Attack(Unit&victim)=0;
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virtual void Draw(TileTransformedView&game,std::map<Image,std::unique_ptr<Renderable>>&IMAGES);
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virtual void DrawHud(TileTransformedView&game,std::map<Image,std::unique_ptr<Renderable>>&IMAGES);
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bool IsFriendly();
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bool IsSelected();
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void Select();
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void Deselect();
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vf2d GetPos();
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bool IsDead();
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vf2d GetUnitSize();
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void SetTargetUnit(std::weak_ptr<Unit>target);
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void SetTargetLocation(vf2d targetLoc);
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void SetPos(vf2d newPos);
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void AttemptAttack(Unit*unit);
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bool InFogOfWar();
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bool GhostInFogOfWar();
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void HideGhost();
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vf2d GetGhostPos();
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std::vector<bool>& operator <<=(const int n){
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for(int i=0;i<GetMemorySize()-1;i++){
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memory[i]=memory[i+1];
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}
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memory[GetMemorySize()-1]=0;
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if(!InFogOfWar()){
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ghostMemory=memory;
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}
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return memory;
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}
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std::vector<bool>& operator >>=(const int n){
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for(int i=GetMemorySize()-1;i>0;i--){
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memory[i]=memory[i-1];
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}
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memory[0]=0;
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if(!InFogOfWar()){
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ghostMemory=memory;
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}
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return memory;
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}
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protected:
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bool friendly;
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Renderable&img;
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Marker health;
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Marker range;
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Marker atkSpd;
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Marker moveSpd;
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Marker procedure;
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std::weak_ptr<Unit>target;
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vf2d targetLoc=CONSTANT::UNSELECTED;
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private:
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vf2d pos;
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vf2d ghostPos;
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int GetBits(Marker&m);
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bool selected=false;
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bool dead=false;
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bool InRange(std::shared_ptr<Unit>target);
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bool InRange(vf2d pos);
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float reloadTimer=0;
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void _Attack(Unit*finalTarget);
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vf2d movementVel={0,0};
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float changeDirTimer=0;
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};
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struct BasicUnit:Unit{
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BasicUnit(vf2d pos,Renderable&img,bool friendly=false);
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void Attack(Unit&victim)override;
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};
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struct BasicUnit2:Unit{
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BasicUnit2(vf2d pos,Renderable&img,bool friendly=false);
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void Attack(Unit&victim)override;
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}; |