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226 lines (184 loc) · 7.48 KB
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#include "CombatSystem.hpp"
#include "Constants.hpp"
#include <cmath>
CombatSystem::CombatSystem(Player& player, std::vector<Enemy>& enemies, std::vector<Pickup>& pickups,
LootSystem& loot, std::mt19937& rng, const sf::Font& font, const bool& fontLoaded)
: player(player), enemies(enemies), pickups(pickups), loot(loot), rng(rng), font(font), fontLoaded(fontLoaded)
{
}
bool CombatSystem::canAttack() const {
return attackCooldown.getElapsedTime().asMilliseconds() > Constants::Gameplay::AttackCooldownMs;
}
void CombatSystem::setDropTable(std::vector<DropEntry> table) {
dropTable = std::move(table);
}
AttackResult CombatSystem::handlePlayerAttack() {
AttackResult result;
for (auto& enemy : enemies) {
sf::Vector2f playerCenter = player.getCenter();
sf::FloatRect enemyBounds = enemy.getBounds();
float left = enemyBounds.position.x;
float right = enemyBounds.position.x + enemyBounds.size.x;
float top = enemyBounds.position.y;
float bottom = enemyBounds.position.y + enemyBounds.size.y;
float closestX = std::clamp(playerCenter.x, left, right);
float closestY = std::clamp(playerCenter.y, top, bottom);
float dx = playerCenter.x - closestX;
float dy = playerCenter.y - closestY;
float distSq = dx * dx + dy * dy;
if (distSq <= Constants::Gameplay::AttackRadius * Constants::Gameplay::AttackRadius) {
float damage = rollDamage(35.f, 45.f);
if (player.damageBoost)
damage += player.damageBoost->value;
enemy.takeDamage(damage);
spawnDamageNumber(
enemy.getCenter(),
damage,
enemy.isBoss() ? sf::Color(255, 120, 120) : sf::Color::White
);
}
}
auto it = enemies.begin();
while (it != enemies.end()) {
if (it->isDead()) {
if (it->isBoss())
result.bossKilled = true;
auto drops = loot.rollDrops(it->rarity, it->getCenter());
std::uniform_real_distribution<float> angleDist(0.f, 2.f * 3.1415926f);
std::uniform_real_distribution<float> radiusDist(5.f, 18.f);
for (auto& p : drops) {
float angle = angleDist(rng);
float radius = radiusDist(rng);
sf::Vector2f offset(std::cos(angle) * radius, std::sin(angle) * radius);
pickups.emplace_back(it->getCenter() + offset, p.type, p.value, p.duration);
}
it = enemies.erase(it);
result.enemiesKilled++;
}
else {
++it;
}
}
attackCooldown.restart();
attackEffect.emplace(Constants::Gameplay::AttackRadius);
attackEffect->setFillColor(sf::Color(0, 255, 0, 100));
attackEffect->setOrigin(sf::Vector2f{ Constants::Gameplay::AttackRadius, Constants::Gameplay::AttackRadius });
attackEffect->setPosition(player.getCenter());
attackEffectTimer.restart();
return result;
}
void CombatSystem::handleEnemyAttacks(std::vector<Entity*>& blockers, float dt, int floorNumber) {
for (auto& enemy : enemies) {
enemy.update(player.getPosition(), blockers, dt);
enemy.updateCooldown();
sf::FloatRect playerBounds = player.getBounds();
sf::Vector2f enemyCenter = enemy.getCenter();
float left = playerBounds.position.x;
float right = playerBounds.position.x + playerBounds.size.x;
float top = playerBounds.position.y;
float bottom = playerBounds.position.y + playerBounds.size.y;
float closestX = std::clamp(enemyCenter.x, left, right);
float closestY = std::clamp(enemyCenter.y, top, bottom);
float dx = enemyCenter.x - closestX;
float dy = enemyCenter.y - closestY;
float distSq = dx * dx + dy * dy;
float rangeSq = Enemy::AttackRange * Enemy::AttackRange;
if (distSq <= rangeSq) {
if (enemy.canAttack())
enemy.startWindup();
if (enemy.isWindingUp() && enemy.windupTimer.getElapsedTime() >= Enemy::AttackWindupTime) {
float damage = rollDamage(Enemy::AttackDamageMax, Enemy::AttackDamageMin);
damage += (floorNumber - 1) * 2.f;
player.takeDamage(damage);
spawnDamageNumber(player.getCenter(), damage, sf::Color(255, 80, 80));
attackEffect.emplace(Enemy::AttackRange);
attackEffect->setOrigin(sf::Vector2f{ Enemy::AttackRange, Enemy::AttackRange });
attackEffect->setPosition(enemy.getCenter());
int alpha = static_cast<int>(std::clamp(damage * 10.f, 80.f, 160.f));
attackEffect->setFillColor(sf::Color(255, 80, 80, alpha));
attackEffectTimer.restart();
enemy.finishAttack();
}
}
else {
enemy.cancelWindup();
}
}
}
void CombatSystem::updatePickups() {
auto pit = pickups.begin();
while (pit != pickups.end()) {
sf::Vector2f delta = pit->position - player.getCenter();
float distSq = delta.x * delta.x + delta.y * delta.y;
if (distSq < Constants::Gameplay::PickupRadius * Constants::Gameplay::PickupRadius) {
switch (pit->type) {
case Pickup::Type::Heal:
player.setHealth(player.getHealth() + pit->value);
break;
case Pickup::Type::DamageBoost:
player.damageBoost = { pit->value, pit->duration };
break;
case Pickup::Type::SpeedBoost:
player.speedBoost = { pit->value, pit->duration };
break;
}
pit = pickups.erase(pit);
}
else {
++pit;
}
}
}
void CombatSystem::updateDamageNumbers(float dt) {
for (auto it = damageNumbers.begin(); it != damageNumbers.end(); ) {
float t = it->lifetime.getElapsedTime().asSeconds();
if (t > 0.6f) {
it = damageNumbers.erase(it);
continue;
}
it->text.move(it->velocity * dt);
sf::Color c = it->text.getFillColor();
c.a = static_cast<std::uint8_t>(255.f * (1.f - t / 0.6f));
it->text.setFillColor(c);
++it;
}
}
void CombatSystem::render(sf::RenderWindow& window) {
if (attackEffect && attackEffectTimer.getElapsedTime() < Constants::Gameplay::AttackEffectDuration) {
window.draw(*attackEffect);
}
else {
attackEffect.reset();
}
for (const auto& dn : damageNumbers) {
window.draw(dn.text);
}
}
void CombatSystem::clear() {
damageNumbers.clear();
attackEffect.reset();
}
float CombatSystem::rollDamage(float min, float max) {
std::uniform_real_distribution<float> dist(min, max);
return dist(rng);
}
void CombatSystem::spawnDamageNumber(const sf::Vector2f& worldPos, float value, const sf::Color& color) {
if (!fontLoaded) return;
damageNumbers.emplace_back(font, worldPos, static_cast<int>(value), color);
}
void CombatSystem::spawnPickup(const sf::Vector2f& pos) {
if (dropTable.empty()) return;
float totalWeight = 0.f;
for (const auto& e : dropTable)
totalWeight += e.chance;
std::uniform_real_distribution<float> dist(0.f, totalWeight);
float roll = dist(rng);
float accum = 0.f;
for (const auto& e : dropTable) {
accum += e.chance;
if (roll <= accum) {
pickups.emplace_back(pos, e.type, e.value, e.duration);
return;
}
}
}