#include "abstractfactory.h" #include "units/unit.h" #include "cell.h" #include "effects/effect.h" #include #include #include #include #include #include #include Unit::Unit(QString parameters) { QStringList params = parameters.split("|"); assert(params.size() >= 2); race_id_ = params[0]; unit_id_ = params[1]; QString unit_folder = ":/assets/units/" + race_id_ + "/" + unit_id_ + "/"; loadUnitName(unit_folder); loadUnitDescr(unit_folder); loadUnitBaseClass(unit_folder); loadUnitTraits(unit_folder); loadUnitIcon(unit_folder); loadUnitPrevSpecs(unit_folder); loadUnitUpgradeSpecs(unit_folder); } void Unit::loadUnitName(QString unit_folder) { QFile file(unit_folder + "unitname.txt"); file.open(QIODevice::ReadOnly); QTextStream in(&file); in.setCodec("UTF-8"); unit_name_ = in.readLine(); } void Unit::loadUnitDescr(QString unit_folder) { QFile file(unit_folder + "descr.txt"); file.open(QIODevice::ReadOnly); QTextStream in(&file); in.setCodec("UTF-8"); unit_descr_ = in.readAll(); } void Unit::loadUnitBaseClass(QString unit_folder) { QFile file(unit_folder + "baseclass.txt"); file.open(QIODevice::ReadOnly); QTextStream in(&file); in.setCodec("UTF-8"); base_class_id_ = in.readLine(); } void Unit::loadUnitTraits(QString unit_folder) { // TO BE DONE!!! health_points_ = rand(); activity_points_ = rand(); attack_cost_ = rand(); attack_range_ = rand(); cost_ = rand() % 300; } void Unit::loadUnitIcon(QString unit_folder) { unit_icon_.load(unit_folder + "icon.png"); } void Unit::loadUnitPrevSpecs(QString unit_folder) { QFile file(unit_folder + "prevgrades.txt"); file.open(QIODevice::ReadOnly); QTextStream in(&file); in.setCodec("UTF-8"); QString line = in.readLine(); while (!in.atEnd()) { parent_specs_.push_back(line); line = in.readLine(); } parent_specs_.push_back(line); line = in.readLine(); } void Unit::loadUnitUpgradeSpecs(QString unit_folder) { QFile file(unit_folder + "nextgrades.txt"); file.open(QIODevice::ReadOnly); QTextStream in(&file); in.setCodec("UTF-8"); QString line = in.readLine(); while (!in.atEnd()) { upgrade_specs_.push_back(line); line = in.readLine(); } upgrade_specs_.push_back(line); line = in.readLine(); } int Unit::getCost(){ return cost_; } std::vector Unit::getParentSpecs(){ return parent_specs_; } std::vector Unit::getUpgradeSpecs(){ return upgrade_specs_; } double Unit::getExperience() { return experience_; } int Unit::getLevel() { return level_; } int Unit::getHealthPoints() { return health_points_; } int Unit::getAttackRange() { return attack_range_; } int Unit::getActivityPoints(){ return activity_points_; } void Unit::setHealthPoints(int health){ health_points_ = std::min(40, health); } int Unit::getStartingActivityPoints() { return starting_activity_points_; } Cell* Unit::getLocation() { return location_; } void Unit::setLocation(Cell* to) { location_ = to; } int Unit::getMovementSpeed() { return movement_speed_; } int Unit::getAttackCost(){ return attack_cost_; } int Unit::getInitiative() { return initiative_; } int Unit::getIntelligence() { return intelligence_; } int Unit::getStrength() { return strength_; } int Unit::getAgility() { return agility_; } int Unit::getAttackPoints(){ return attack_cost_; } int Unit::getMagicDefence() { return magic_defence_; } int Unit::getPhysicDefence() { return physic_defence_; } double Unit::getRealX() { return real_x_; } void Unit::setRealX(double x) { real_x_ = x; } double Unit::getRealY() { return real_y_; } void Unit::setRealY(double y) { real_y_ = y; } bool Unit::isCharacter(){ return true; } int Unit::theSameNear(){ short near_qnt = 0; if (this->location_->getleftUp()->getCharacter()->base_class_id_ == this->base_class_id_){ near_qnt++; } if (this->location_->getleft()->getCharacter()->base_class_id_ == this->base_class_id_){ near_qnt++; } if (this->location_->getleftDown()->getCharacter()->base_class_id_ == this->base_class_id_){ near_qnt++; } if (this->location_->getrightUp()->getCharacter()->base_class_id_ == this->base_class_id_){ near_qnt++; } if (this->location_->getright()->getCharacter()->base_class_id_ == this->base_class_id_){ near_qnt++; } if (this->location_->getrightDown()->getCharacter()->base_class_id_ == this->base_class_id_){ near_qnt++; } return near_qnt; } int Unit::reduceIncomingDamage(std::string damageType, int damage) { //returns damage after reducing by defence assert("Incorrect damage type in call reduceIncomingDamage(), expected" && (damageType[0] == 'p' || damageType[0] == 'P' || damageType[0] == 'm' || damageType[0] == 'M')); assert("Magic defence of unit is incorrectly high (>40), but must be" && magic_defence_ <= 40); assert("Physic defence of unit is incorrectly high (>40), but must be" && physic_defence_ <= 40); if (damageType[0] == 'p' || damageType[0] == 'P') { return (damage - 2.5 * double(damage) * double(physic_defence_) / 100.0); } else if (damageType[0] == 'm' || damageType[0] == 'M') { return (damage - 2.5 * double(damage) * double(magic_defence_) / 100.0); } return damage; } int Unit::lenOfActualPath(Cell* destination) { return getLocation()->actualPath(destination).size() - 1; } bool Unit::canMoveForDistance(int distance) { return (activity_points_ * movement_speed_ >= distance); } bool Unit::canMoveToCell(Cell* destination) { return (destination->isEmpty() && lenOfActualPath(destination) > 0 && canMoveForDistance(lenOfActualPath(destination))); } void Unit::moveToCell(Cell* destination) { if (!canMoveToCell(destination)) return; //here could be a gui-message about failed move (x-mark, for example) else { activity_points_ -= lenOfActualPath(destination)/movement_speed_; if (lenOfActualPath(destination) % movement_speed_) activity_points_ -= 1; setLocation(destination); } } QString Unit::getUnitId() const { return unit_id_; } QString Unit::getUnitName() const { return unit_name_; } QString Unit::getUnitDescr() const { return unit_descr_; } QString Unit::getUnitBaseClassId() const { return base_class_id_; } std::vector Unit::getUnitTraits() const { return { QString::number(health_points_), QString::number(attack_range_), QString::number(activity_points_), QString::number(initiative_) }; } QImage Unit::getUnitIcon() const { return unit_icon_; } void Unit::operateEffectList(){ for(std::vector::iterator it = beginIteratorEffectsList(); it != endIteratorEffectsList(); ++it){ (*it)->OperateOnUnit(this); } } void Unit::add(Effect* effect){ if(effect == nullptr) throw new std::string("Try to add undefined effect to unit"); effects_.push_back(effect); } void Unit::remove(std::vector::iterator it){ if(beginIteratorEffectsList() <= it && it < endIteratorEffectsList()){ effects_.erase(it); } } void Unit::remove(Effect* effect){ for(std::vector::iterator it = beginIteratorEffectsList(); it != endIteratorEffectsList(); ++it){ if((*it) == effect){ remove(it); return; } } } std::vector::iterator Unit::beginIteratorEffectsList(){ return effects_.begin(); } std::vector::iterator Unit::endIteratorEffectsList(){ return effects_.end(); }