2024-01-22 00:45:08 +01:00
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#include "glm.hpp"
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#include "ext.hpp"
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#include "src/Render_Utils.h"
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#include "Bullet.h"
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#include "Spaceship.h"
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#pragma once
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class Enemy
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{
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private:
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std::list<Bullet*> bullets;
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float lastShootTime = 0.f;
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float shootInterval = 0.3f;
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public:
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glm::mat4 modelMatrix;
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int hp;
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2024-02-01 15:11:52 +01:00
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int initialHp;
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2024-01-22 00:45:08 +01:00
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int dmg;
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float aggroRange;
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2024-02-01 15:11:52 +01:00
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Enemy(int currHp,int initialHp, glm::mat4 initialModelMatrix, int initialDmg, float initialAggroRange)
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: hp(currHp), initialHp(initialHp), modelMatrix(initialModelMatrix), dmg(initialDmg), aggroRange(initialAggroRange)
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2024-01-22 00:45:08 +01:00
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{}
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virtual ~Enemy() = default;
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virtual void attack(const glm::vec3& shipPos, float time) {
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if (isInAggroRange(shipPos)) {
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requestShoot(time);
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}
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}
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virtual bool isAlive() const {
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if (this->hp < 0) {
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return false;
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}
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return true;
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}
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virtual bool isInAggroRange(const glm::vec3& shipPos) const {
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float distanceFromShip = glm::length(shipPos - glm::vec3(this->modelMatrix[3]));
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if (distanceFromShip > this->aggroRange) {
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return false;
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}
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return true;
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}
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void renderBullets(float time, GLuint program) {
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for (auto it = bullets.begin(); it != bullets.end();) {
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Bullet* bullet = *it;
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if (bullet->shouldBeDestroyed(time, program)) {
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delete bullet;
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it = bullets.erase(it);
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}
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else {
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it++;
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}
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}
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}
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private:
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void requestShoot(float time) {
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if (canShoot(time)) {
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shoot(time);
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}
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}
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bool canShoot(float time) {
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return this->lastShootTime == 0 || time - this->lastShootTime > this->shootInterval;
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}
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void shoot(float time) {
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2024-01-24 00:35:11 +01:00
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Spaceship* spaceship = Spaceship::getInstance();
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glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3]));
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this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time));
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2024-01-22 00:45:08 +01:00
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this->lastShootTime = time;
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}
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};
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