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Units.cpp
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Units.cpp
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#include "Units.hpp"
int UNIT::Id = 0;
void UNIT::Set(float X, float Y)
{
Pos.x = X;
Pos.y = Y;
Right = Pos.x + (25 * scale);
Bottom = Pos.y + (50 * scale);
RB.x = Right;
RB.y = Bottom;
Sprite.SetPosition(Pos);
}
inline void UNIT::Die()
{
Alive = false;
Selected = false;
Id--;
//std::cout << "Unit " << ID << " Has Died\n";
}
void UNIT::Update()
{
switch(Mode)
{
case WAIT: //If Unit Is Waiting Then Return To Normal Mode
Mode = NORMAL;
return;
case CHASE: //If Unit Is In CHASE Mode They Will Not Choose A New Destination
Move();
break;
case NORMAL:
Move();
break;
default:
break;
}
if((Pos.x == Dest.x) && (Pos.y == Dest.y))
{
NewDest();
}
return;
}
inline void UNIT::NewDest()
{
Dest.x = rand() % WIDTH;
Dest.y = rand() % HEIGHT;
}
void UNIT::Move()
{
if(!Alive)
{
return;
}
if(Dest.x > Pos.x)
{
Pos.x += Speed;
}
if(Dest.x < Pos.x)
{
Pos.x -= Speed;
}
if(Dest.y > Pos.y)
{
Pos.y += Speed;
}
if(Dest.y < Pos.y)
{
Pos.y -= Speed;
}
if(Pos.x < 0)
{
Pos.x += Speed;
Dest.x = WIDTH;
}
if(Right > WIDTH)
{
Pos.x -= Speed;
Dest.x = 0;
}
if(Pos.y < 0)
{
Pos.y += Speed;
Dest.y = HEIGHT;
}
if(Bottom > HEIGHT)
{
Pos.y -= Speed;
Dest.y = 0;
}
Right = Pos.x + (25 * scale);
Bottom = Pos.y + (50 * scale);
RB.x = Right;
RB.y = Bottom;
Sprite.SetPosition(Pos);
return;
}
inline void UNIT::Zombify(sf::Image* zimg)
{
}
void UNIT::Click(float X, float Y, bool Shift)
{
if(X >= Pos.x && X <= Right && Y >= Pos.y && Y <= Bottom)
{
//std::cout << LID << std::endl;
Selected = true;
}
else
{
if(!Shift)
{
Selected = false;
}
}
return;
}
inline bool UNIT::RightClick(float X, float Y)
{
}
inline void UNIT::Go(float X, float Y)
{
}
inline void UNIT::Hit()
{
}
bool UNIT::Chase(UNIT* Unit)
{
if(Unit->Type == Type) //If Units Are Of The Same Type Return False
{
return false;
}
if(!Unit->Alive) //If Target Is Dead Return False
{
Target = -1;
Mode = NORMAL;
return false;
}
Dest = Unit->Pos;
Mode = CHASE; //Unit Is Chasing
return true;
}
void UNIT::MoveAway(UNIT* Unit)
{
float NewRange = fabs(sqrt(pow(Unit->Pos.y, 2) + pow(Unit->Pos.x, 2)) - sqrt(pow(Pos.x, 2) + pow(Pos.y, 2)));
//std::cout << PID << " Move Away From " << Unit->PID << std::endl;
if(Test(Pos, Unit->Pos, RB, Unit->RB))
{
if(Pos.x > Unit->Pos.x)
{
Dest.x = Pos.x + Speed;
}
if(Right < Unit->Right)
{
Dest.x = Pos.x - Speed;
}
if(Pos.y > Unit->Pos.y)
{
Dest.y = Pos.y + Speed;
}
if(Bottom < Unit->Bottom)
{
Dest.y = Pos.y + Speed;
}
}
Right = Pos.x + (25 * scale);
Bottom = Pos.y + (50 * scale);
RB.x = Right;
RB.y = Bottom;
}
int UNIT::Attack(UNIT* Unit) {std::cout << "Do Nothing" << std::endl;}
/*{
if(!Alive)
{
return 0;
}
/*if(!Unit->Alive)
{
return 0;
}
float XRange = fabs(Pos.x - Unit->Pos.x);
float YRange = fabs(Pos.y - Unit->Pos.y);
if(Target == -1)
{
Target = Unit->PID;
}
/*if(Unit->PID == Target)
{
if(!Unit->Alive)
{
Target = -1;
}
if(Target == Unit->PID) //Chase Target
{
Dest = Unit->Pos;
}
}
if(Test(Pos, Unit->Pos, RB, Unit->RB)) //Test(...) Inherited From BASE Struct
{
if(Type == Unit->Type)
{
MoveAway(Unit);
return 0;
}
//std::cout << ID << " Hit " << Unit->ID << "\n";
int Roll = rand() % 3;
switch(Roll)
{
case 1:
Unit->Die();
Kills++;
std::cout << "\nHuman Killed: " << Unit->PID << "\n";
Target = -1;
return 1;
case 2:
std::cout << "\nZombifying " << PID << "\n";
Target = -1;
return 3;
default:
std::cout << Unit->PID << " Got Away From " << PID << std::endl;
break;
}
return 1;
}
return 0;
}*/