#include "glm.hpp" #include "ext.hpp" #include "src/Render_Utils.h" #include "Bullet.h" #include "./GameEntity.h" #include "Spaceship.h" #pragma once class Enemy : public GameEntity { private: std::list bullets; float lastShootTime = 0.f; float shootInterval = 0.3f; glm::mat4 initialModelMatrix; public: glm::mat4 modelMatrix; float aggroRange; Enemy(float currHp,float initialHp, glm::mat4 initialModelMatrix, float initialDmg, float initialAggroRange) : aggroRange(initialAggroRange), modelMatrix(initialModelMatrix), initialModelMatrix(initialModelMatrix), GameEntity(currHp, initialHp, initialDmg) {} virtual ~Enemy() = default; virtual void attack(const glm::vec3& shipPos, float time) { if (isInAggroRange(shipPos)) { requestShoot(time); } } virtual bool isAlive() const { if (this->currentHP <= 0) { return false; } return true; } virtual bool isInAggroRange(const glm::vec3& shipPos) const { float distanceFromShip = glm::length(shipPos - glm::vec3(this->modelMatrix[3])); if (distanceFromShip > this->aggroRange) { return false; } return true; } void renderBullets(float time, GLuint program, std::vector& gameEntities) { for (auto it = bullets.begin(); it != bullets.end();) { Bullet* bullet = *it; if (bullet->shouldBeDestroyed(time, program, gameEntities, dmg)) { delete bullet; it = bullets.erase(it); } else { it++; } } } glm::vec3 getPosition() const override { return modelMatrix[3]; } glm::mat4 getModelMatrix() override { return modelMatrix; } void respawn() override { this->currentHP = this->maxHP; this->modelMatrix = this->initialModelMatrix; return; } private: void requestShoot(float time) { if (canShoot(time)) { shoot(time); } } bool canShoot(float time) { return this->lastShootTime == 0 || time - this->lastShootTime > this->shootInterval; } void shoot(float time) { Spaceship* spaceship = Spaceship::getInstance(); //glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3])); glm::vec3 bulletDirection = glm::normalize(glm::vec3(spaceship->getModelMatrix()[3]) - glm::vec3(modelMatrix[3])); //bulletDirection += glm::linearRand(glm::vec3(-0.01f), glm::vec3(0.1f)); // Modyfikacja kierunku o losowy szum this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time)); this->lastShootTime = time; } };