catapult.cpp 3.4 KB

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  1. #include "catapult.h"
  2. #include "../core/component.h"
  3. #include "../core/event_manager.h"
  4. #include "../core/world.h"
  5. #include "../systems/troop_profile_service.h"
  6. #include "units/troop_type.h"
  7. #include "units/unit.h"
  8. #include <memory>
  9. #include <qvectornd.h>
  10. static inline auto team_color(int owner_id) -> QVector3D {
  11. switch (owner_id) {
  12. case 1:
  13. return {0.20F, 0.55F, 1.00F};
  14. case 2:
  15. return {1.00F, 0.30F, 0.30F};
  16. case 3:
  17. return {0.20F, 0.80F, 0.40F};
  18. case 4:
  19. return {1.00F, 0.80F, 0.20F};
  20. default:
  21. return {0.8F, 0.9F, 1.0F};
  22. }
  23. }
  24. namespace Game::Units {
  25. Catapult::Catapult(Engine::Core::World &world)
  26. : Unit(world, TroopType::Catapult) {}
  27. auto Catapult::Create(Engine::Core::World &world,
  28. const SpawnParams &params) -> std::unique_ptr<Catapult> {
  29. auto unit = std::unique_ptr<Catapult>(new Catapult(world));
  30. unit->init(params);
  31. return unit;
  32. }
  33. void Catapult::init(const SpawnParams &params) {
  34. auto *e = m_world->create_entity();
  35. m_id = e->get_id();
  36. const auto nation_id = resolve_nation_id(params);
  37. auto profile = Game::Systems::TroopProfileService::instance().get_profile(
  38. nation_id, TroopType::Catapult);
  39. m_t = e->add_component<Engine::Core::TransformComponent>();
  40. m_t->position = {params.position.x(), params.position.y(),
  41. params.position.z()};
  42. float const scale = profile.visuals.render_scale;
  43. m_t->scale = {scale, scale, scale};
  44. m_r = e->add_component<Engine::Core::RenderableComponent>("", "");
  45. m_r->visible = true;
  46. m_r->renderer_id = profile.visuals.renderer_id;
  47. m_u = e->add_component<Engine::Core::UnitComponent>();
  48. m_u->spawn_type = params.spawn_type;
  49. m_u->health = profile.combat.health;
  50. m_u->max_health = profile.combat.max_health;
  51. m_u->speed = profile.combat.speed;
  52. m_u->owner_id = params.player_id;
  53. m_u->vision_range = profile.combat.vision_range;
  54. m_u->nation_id = nation_id;
  55. if (params.ai_controlled) {
  56. e->add_component<Engine::Core::AIControlledComponent>();
  57. }
  58. QVector3D const tc = team_color(m_u->owner_id);
  59. m_r->color[0] = tc.x();
  60. m_r->color[1] = tc.y();
  61. m_r->color[2] = tc.z();
  62. m_mv = e->add_component<Engine::Core::MovementComponent>();
  63. if (m_mv != nullptr) {
  64. m_mv->goal_x = params.position.x();
  65. m_mv->goal_y = params.position.z();
  66. m_mv->target_x = params.position.x();
  67. m_mv->target_y = params.position.z();
  68. }
  69. m_atk = e->add_component<Engine::Core::AttackComponent>();
  70. m_atk->range = profile.combat.ranged_range;
  71. m_atk->damage = profile.combat.ranged_damage;
  72. m_atk->cooldown = profile.combat.ranged_cooldown;
  73. m_atk->melee_range = profile.combat.melee_range;
  74. m_atk->melee_damage = profile.combat.melee_damage;
  75. m_atk->melee_cooldown = profile.combat.melee_cooldown;
  76. m_atk->preferred_mode =
  77. profile.combat.can_ranged
  78. ? Engine::Core::AttackComponent::CombatMode::Ranged
  79. : Engine::Core::AttackComponent::CombatMode::Melee;
  80. m_atk->current_mode = profile.combat.can_ranged
  81. ? Engine::Core::AttackComponent::CombatMode::Ranged
  82. : Engine::Core::AttackComponent::CombatMode::Melee;
  83. m_atk->can_ranged = profile.combat.can_ranged;
  84. m_atk->can_melee = profile.combat.can_melee;
  85. m_atk->max_height_difference = 5.0F;
  86. Engine::Core::EventManager::instance().publish(Engine::Core::UnitSpawnedEvent(
  87. m_id, m_u->owner_id, m_u->spawn_type, params.is_initial_spawn));
  88. }
  89. } // namespace Game::Units