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authorErik Schilling <ablu.erikschilling@googlemail.com>2013-03-30 09:29:08 +0100
committerErik Schilling <ablu.erikschilling@googlemail.com>2013-04-02 13:19:11 +0200
commit585a33e221a7ee392791f4fd5a5ec9214b8fe868 (patch)
tree3aa60a57ff7cdd8f57761d620352fd2ad4d0dd6f /src/game-server/monstercombatcomponent.h
parent4dfc82415691fe298f21bb2f81fed5c168ee14e5 (diff)
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Moved fighting code into a component
All damage dealing is now handeled via CombatComponent. Monsters use a derived MonsterCombatComponent since they can have a damage mutation and have a seperate script callback. The wirering with Being is still not optional since most of the stuff does not exist as components. Things done: - Seperated the fighting code from Being and only let Characters and Monsters add the Component (less overhead for npcs) - Added a getter for Attribute values to prevent searching it all the time in non Being members - Fixed the type if the damage mutation to double (no idea why it was int) I did not want to copy it over incorrectly - Removed the addAttack/removeAttack overrides in Character and made the knuckleAttack being added based on newly added signals Future TODOS: - Remove depedency on Being as soon all needed dependencies are available as components of Entity - Move the monster script callback into the general combatcomponent and make it usuable for characters too
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+/*
+ * The Mana Server
+ * Copyright (C) 2013 The Mana Developers
+ *
+ * This file is part of The Mana Server.
+ *
+ * The Mana Server is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * any later version.
+ *
+ * The Mana Server is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with The Mana Server. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+#ifndef MONSTERCOMBATCOMPONENT_H
+#define MONSTERCOMBATCOMPONENT_H
+
+#include "game-server/combatcomponent.h"
+
+#include "game-server/attack.h"
+#include "game-server/being.h"
+
+class Monster;
+
+class MonsterCombatComponent: public CombatComponent
+{
+public:
+ MonsterCombatComponent(Monster &monster);
+
+ void processAttack(Being *source, Attack &attack);
+ int damage(Being &target, Being *source, const Damage &damage);
+
+ void setDamageMutation(double mutation);
+
+private:
+ double mDamageMutation;
+};
+
+/**
+ * Sets the mutation of the damage compared to the default damage of the specy
+ * @param mutation
+ */
+inline void MonsterCombatComponent::setDamageMutation(double mutation)
+{
+ mDamageMutation = mutation;
+}
+
+#endif /* MONSTERCOMBATCOMPONENT_H */