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Spawner.h
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#pragma once
#include <vector>
#include "Map.h"
#include "Spawnable.h"
#include "Actor.h"
#include "Vec2i.h"
#include "Character.h"
#include "Const.h"
#include "Item.h"
class Spawner : public Actor
{
public:
Spawner(Vec2i coords, char symbol, int cooldown) :
Actor(coords, symbol),
_cooldown(cooldown),
_curCooldown(0)
{
}
void act(Map *map) override;
virtual void spawn(Map *map) = 0;
bool isReady() { return _curCooldown >= _cooldown; }
void collide(Map *map, Magic *target) override;
protected:
int _cooldown;
int _curCooldown;
Vec2i findEmptyCell(Map *map);
};
class Graveyard : public Spawner
{
public:
Graveyard(Vec2i coords, char symbol, int cooldown) :
Spawner(coords, symbol, cooldown)
{
}
void spawn(Map *map) override;
};
class DragonNest : public Spawner
{
public:
DragonNest(Vec2i coords, char symbol, int cooldown) :
Spawner(coords, symbol, cooldown)
{
}
void spawn(Map *map) override;
};
class RemoteSpawner
{
public:
RemoteSpawner(int cooldown) :
_cooldown(cooldown),
_curCooldown(0)
{
}
virtual ~RemoteSpawner() {}
virtual void act(Map *map) = 0;
bool isReady(){ return _curCooldown >= _cooldown; }
protected:
int _cooldown;
int _curCooldown;
std::vector<Vec2i> _spawned;
void spawn(Map *map);
void checkSpawned(Map *map);
};
class MedkitSpawner : public RemoteSpawner
{
public:
MedkitSpawner(int cooldown) :
RemoteSpawner(cooldown),
_isRefreshing(0)
{
}
void act(Map *map) override;
protected:
bool _isRefreshing;
void spawn(Map *map);
void checkSpawned(Map *map);
};