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218
Ship.cpp
218
Ship.cpp
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//
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// Created by benmo on 2/16/2020.
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//
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#include "Ship.h"
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Ship::Ship(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float maxVelocity, float direction, float turnSpeed, int maxFuel, int maxHull, int cargo, int passengers) : GameSprite(texture, scale, round(xPos), round(yPos), velocity, maxVelocity, direction) {
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turnRate = turnSpeed;
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fullScale = scale;
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fuelCap = maxFuel;
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fuel = maxFuel;
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hullCap = maxHull;
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hull = hullCap;
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cargoSpace = cargo;
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passengerSpace = passengers;
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target = nullptr;
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}
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void Ship::update() {
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for (Weapon *w : weapons) {
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w->recharge();
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}
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GameSprite::update();
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}
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void Ship::shoot(std::vector<Shootable*> &shots) {
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for (Weapon *w : weapons) {
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if (w->canShoot()) {
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shots.push_back(w->shoot(this));
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}
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}
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}
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float Ship::getTurnRate() const {
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return turnRate;
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}
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float Ship::getFullScale () const {
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return fullScale;
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}
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int Ship::getFuelCap() const {
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return fuelCap;
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}
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int Ship::getFuelRemaining() const {
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return fuel;
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}
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void Ship::useFuel() {
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fuel--;
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}
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void Ship::setFuel(int _fuel) {
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fuel = _fuel;
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}
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int Ship::getHullCap() const {
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return hullCap;
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}
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int Ship::getHullRemaining() const {
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return hull;
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}
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void Ship::setHull(int _hull) {
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hull = _hull;
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}
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int Ship::getCargoSpace() const {
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return cargoSpace;
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}
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int Ship::getUsedCargoSpace() const {
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return cargoUsed;
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}
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void Ship::setUsedCargoSpace(int _cargoUsed) {
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cargoUsed = _cargoUsed;
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}
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int Ship::getPassengerSpace() const {
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return passengerSpace;
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}
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int Ship::getPassengersAboard() const {
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return passengersOn;
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}
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void Ship::setPassengersAboard(int _passengersOn) {
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passengersOn = _passengersOn;
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}
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Ship * Ship::getTarget() const {
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return target;
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}
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void Ship::setTarget(Ship *_target) {
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target = _target;
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}
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void Ship::addWeapon(Weapon *w) {
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weapons.push_back(w);
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}
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//
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// Created by benmo on 2/16/2020.
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//
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#include "Ship.h"
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Ship::Ship(const sf::Texture &texture, float scale, float xPos, float yPos, float velocity, float maxVelocity, float direction, float turnSpeed, int maxFuel, int maxHull, int cargo, int passengers) : GameSprite(texture, scale, round(xPos), round(yPos), velocity, maxVelocity, direction) {
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turnRate = turnSpeed;
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fullScale = scale;
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fuelCap = maxFuel;
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fuel = maxFuel;
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hullCap = maxHull;
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hull = hullCap;
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cargoSpace = cargo;
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passengerSpace = passengers;
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target = nullptr;
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}
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void Ship::update() {
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for (Weapon *w : weapons) {
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w->recharge();
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}
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GameSprite::update();
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}
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void Ship::shoot(std::vector<Shootable*> &shots) {
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for (Weapon *w : weapons) {
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if (w->canShoot()) {
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shots.push_back(w->shoot(this));
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}
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}
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}
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float Ship::getTurnRate() const {
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return turnRate;
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}
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float Ship::getFullScale () const {
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return fullScale;
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}
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int Ship::getFuelCap() const {
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return fuelCap;
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}
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int Ship::getFuelRemaining() const {
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return fuel;
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}
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void Ship::useFuel() {
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fuel--;
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}
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void Ship::setFuel(int _fuel) {
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fuel = _fuel;
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}
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int Ship::getHullCap() const {
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return hullCap;
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}
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int Ship::getHullRemaining() const {
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return hull;
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}
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void Ship::setHull(int _hull) {
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hull = _hull;
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}
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int Ship::getCargoSpace() const {
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return cargoSpace;
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}
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int Ship::getUsedCargoSpace() const {
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return cargoUsed;
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}
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void Ship::setUsedCargoSpace(int _cargoUsed) {
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cargoUsed = _cargoUsed;
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}
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int Ship::getPassengerSpace() const {
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return passengerSpace;
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}
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int Ship::getPassengersAboard() const {
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return passengersOn;
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}
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void Ship::setPassengersAboard(int _passengersOn) {
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passengersOn = _passengersOn;
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}
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Ship * Ship::getTarget() const {
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return target;
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}
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void Ship::setTarget(Ship *_target) {
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target = _target;
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}
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void Ship::addWeapon(Weapon *w) {
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weapons.push_back(w);
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}
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