Browse Source

Merge branch 'dev' of Gi1dor/game-client into master

Архипов Иван 6 years ago
parent
commit
f9775900d6
100 changed files with 296 additions and 74 deletions
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      LICENSE
  2. 1 2
      README.md
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      assets/common/Scroll.png
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      assets/units/Archer/include/Archer.h
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      assets/units/Mage/source/Mage.cpp
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      assets/units/Rider/include/Rider.h
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      assets/units/Rider/source/Rider.cpp
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      assets/units/Rogue/include/Rogue.h
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      assets/units/Warrior/include/Warrior.h
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+ 0 - 72
LICENSE

@@ -1,72 +0,0 @@
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-http://www.apache.org/licenses/
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+ 1 - 2
README.md

@@ -1,2 +1 @@
-# game
-
+## Client for game

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assets/common/pergam.png


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assets/common/strelka.png


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assets/common/unit_icon_active.png


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assets/common/unit_icon_default.png


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assets/pvp_intro/pre-battle1.jpg


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assets/recruitscene/divider.png


+ 16 - 0
assets/units/Archer/include/Archer.h

@@ -0,0 +1,16 @@
+#pragma once
+#include <iostream>
+#include <cassert>
+#include "unit.h"
+
+class Archer : public Unit {
+	Archer() = delete;
+	Archer(std::string id);
+	~Archer();
+
+	bool canAttackForDistance(int distance);
+
+	bool canAttackToCell(Cell* destination);
+
+	bool canAttackUnit(Unit* target);
+};

+ 25 - 0
assets/units/Archer/source/Archer.cpp

@@ -0,0 +1,25 @@
+#pragma once
+#include <iostream>
+#include <random>
+#include <ctime>
+#include "unit.h"
+#include "Archer.h"
+
+Archer::Archer(std::string id) {
+}
+
+Archer::~Archer() {}
+
+bool Archer::canAttackForDistance(int distance) { 
+	//this is a dummy
+	srand(time(0));
+	return rand() % 2;
+}
+
+bool Archer::canAttackToCell(Cell * destination) {
+	return canAttackForDistance(lenOfActualPath(destination) + getAttackCost() * getMovementSpeed());
+}
+
+bool Archer::canAttackUnit(Unit * target) {
+	return canAttackToCell(target->getLocation());
+}

+ 17 - 0
assets/units/Mage/include/Mage.h

@@ -0,0 +1,17 @@
+#pragma once
+#pragma once
+#include <iostream>
+#include <cassert>
+#include "unit.h"
+
+class Mage : public Unit {
+	Mage() = delete;
+	Mage(std::string id);
+	~Mage();
+
+	bool canAttackForDistance(int distance);
+
+	bool canAttackToCell(Cell* destination);
+
+	bool canAttackUnit(Unit* target);
+};

+ 24 - 0
assets/units/Mage/source/Mage.cpp

@@ -0,0 +1,24 @@
+#pragma once
+#include <iostream>
+#include <random>
+#include <ctime>
+#include "unit.h"
+#include "Mage.h"
+
+Mage::Mage(std::string id){
+}
+
+Mage::~Mage(){}
+
+bool Mage::canAttackForDistance(int distance){ //this is a dummy
+	srand(time(0));
+	return rand() % 2;
+}
+
+bool Mage::canAttackToCell(Cell * destination){
+	return canAttackForDistance(lenOfActualPath(destination) + getAttackCost() * getMovementSpeed());
+}
+
+bool Mage::canAttackUnit(Unit * target){
+	return canAttackToCell(target->getLocation());
+}

+ 18 - 0
assets/units/Rider/include/Rider.h

@@ -0,0 +1,18 @@
+#pragma once
+#include <iostream>
+#include <cassert>
+#include "unit.h"
+
+class Rider : public Unit {
+	Rider() = delete;
+	Rider(std::string id);
+	~Rider();
+
+	//increase dmg with len of movement path
+
+	bool canAttackForDistance(int distance);
+
+	bool canAttackToCell(Cell* destination);
+
+	bool canAttackUnit(Unit* target);
+};

+ 24 - 0
assets/units/Rider/source/Rider.cpp

@@ -0,0 +1,24 @@
+#pragma once
+#include <iostream>
+#include <random>
+#include <ctime>
+#include "unit.h"
+#include "Rider.h"
+
+Rider::Rider(std::string id) {
+}
+
+Rider::~Rider(){}
+
+bool Rider::canAttackForDistance(int distance) {
+	return (canMoveForDistance(attack_cost_ * getMovementSpeed() + distance - attack_range_));
+}
+
+bool Rider::canAttackToCell(Cell * destination) {
+	return lenOfActualPath(destination) != 0 &&
+		canAttackForDistance(lenOfActualPath(destination));
+}
+
+bool Rider::canAttackUnit(Unit * target) {
+	return canAttackToCell(target->getLocation());
+}

+ 18 - 0
assets/units/Rogue/include/Rogue.h

@@ -0,0 +1,18 @@
+#pragma once
+#include <iostream>
+#include <cassert>
+#include "unit.h"
+
+class Rogue : public Unit {
+	Rogue() = delete;
+	Rogue(std::string id);
+	~Rogue();
+
+	//backstab
+
+	bool canAttackForDistance(int distance);
+
+	bool canAttackToCell(Cell* destination);
+
+	bool canAttackUnit(Unit* target);
+};

+ 24 - 0
assets/units/Rogue/source/Rogue.cpp

@@ -0,0 +1,24 @@
+#pragma once
+#include <iostream>
+#include <random>
+#include <ctime>
+#include "unit.h"
+#include "Rogue.h"
+
+Rogue::Rogue(std::string id) {
+}
+
+Rogue::~Rogue() {}
+
+bool Rogue::canAttackForDistance(int distance) {
+	return (canMoveForDistance(attack_cost_ * getMovementSpeed() + distance - attack_range_));
+}
+
+bool Rogue::canAttackToCell(Cell * destination) {
+	return lenOfActualPath(destination) != 0 &&
+		canAttackForDistance(lenOfActualPath(destination));
+}
+
+bool Rogue::canAttackUnit(Unit * target) {
+	return canAttackToCell(target->getLocation());
+}

+ 18 - 0
assets/units/Warrior/include/Warrior.h

@@ -0,0 +1,18 @@
+#pragma once
+#include <iostream>
+#include <cassert>
+#include "unit.h"
+
+class Warrior : public Unit {
+	Warrior() = delete;
+	Warrior(std::string id);
+	~Warrior();
+
+	double reduceIncomingDamage(std::string damageType, int damage);
+
+	bool canAttackForDistance(int distance);
+
+	bool canAttackToCell(Cell* destination);
+
+	bool canAttackUnit(Unit* target);
+};

+ 42 - 0
assets/units/Warrior/source/Warrior.cpp

@@ -0,0 +1,42 @@
+#pragma once
+#include <iostream>
+#include <random>
+#include <ctime>
+#include "unit.h"
+#include "Warrior.h"
+
+Warrior::Warrior(std::string id){
+}
+
+Warrior::~Warrior(){}
+
+double Warrior::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') {
+		srand(time(0));
+		double reduced = (1 - 2.5 * physic_defence_ / 100) * damage;
+		if (rand() % 10 == 0) {
+			reduced = reduced / 2.0;
+		}
+		return reduced;
+	}
+	else if (damageType[0] == 'm' || damageType[0] == 'M') {
+		return (1 - 2.5 * magic_defence_ / 100) * damage;
+	}
+}
+
+bool Warrior::canAttackForDistance(int distance){
+	return (canMoveForDistance(attack_cost_ * getMovementSpeed() + distance - attack_range_));
+}
+
+bool Warrior::canAttackToCell(Cell * destination){
+	return lenOfActualPath(destination) != 0 && 
+				canAttackForDistance(lenOfActualPath(destination));
+}
+
+bool Warrior::canAttackUnit(Unit * target){
+	return canAttackToCell(target->getLocation());
+}

+ 1 - 0
assets/units/human/atraty-rider/baseclass.txt

@@ -0,0 +1 @@
+Rider

+ 1 - 0
assets/units/human/atraty-rider/descr.txt

@@ -0,0 +1 @@
+Несколько вольных племён объединились под единым руководством верховного вождя. Этот стан получил название Атратия. Всадники, находящиеся под руководством верховного вождя используют серповидное оружие, чтобы на большой скорости ранить множество противников, ослабляя их обильными кровотечениями.

BIN
assets/units/human/atraty-rider/icon.png


+ 1 - 0
assets/units/human/atraty-rider/nextgrades.txt

@@ -0,0 +1 @@
+human-warlord

+ 1 - 0
assets/units/human/atraty-rider/prevgrades.txt

@@ -0,0 +1 @@
+human-wild-rider

+ 1 - 0
assets/units/human/atraty-rider/skills.txt

@@ -0,0 +1 @@
+This unit can nothing :(

+ 1 - 0
assets/units/human/atraty-rider/traits.txt

@@ -0,0 +1 @@
+This class is empty like ur soul!

+ 1 - 0
assets/units/human/atraty-rider/unitname.txt

@@ -0,0 +1 @@
+Всадник Атратии

+ 1 - 0
assets/units/human/descr.txt

@@ -0,0 +1 @@
+Люди – одна из самых молодых рас в этом мире. Но на их долю уже выпало немало испытаний, и они выдержали их с честью. В течение многих поколений племена людей жили разрозненно, и только угроза со стороны набирающих силу империй других рас заставила их объединиться.

+ 1 - 0
assets/units/human/holy-spirit/baseclass.txt

@@ -0,0 +1 @@
+Mage

+ 1 - 0
assets/units/human/holy-spirit/descr.txt

@@ -0,0 +1 @@
+Жрецы, чья душа оказалась сильна и чиста, удостоились чести слиться с магией Света воедино. Святые души обладают способностью полностью сосредотачивать магию Света на определенном союзнике, исцеляя его раны или, что удивительно, возвращать его к жизни.

BIN
assets/units/human/holy-spirit/icon.png


+ 0 - 0
assets/units/human/holy-spirit/nextgrades.txt


+ 1 - 0
assets/units/human/holy-spirit/prevgrades.txt

@@ -0,0 +1 @@
+human-priest

+ 1 - 0
assets/units/human/holy-spirit/skills.txt

@@ -0,0 +1 @@
+This unit can nothing :(

+ 1 - 0
assets/units/human/holy-spirit/traits.txt

@@ -0,0 +1 @@
+This class is empty like ur soul!

+ 1 - 0
assets/units/human/holy-spirit/unitname.txt

@@ -0,0 +1 @@
+�ג�עא� הףרא

+ 1 - 0
assets/units/human/human-adept-of-subtetly/baseclass.txt

@@ -0,0 +1 @@
+Rogue

+ 1 - 0
assets/units/human/human-adept-of-subtetly/descr.txt

@@ -0,0 +1 @@
+Дом Теней - древняя межрасовая организация, занимающаяся установлением справедливости в мире своими "особыми" радикальными методами. Однако же после столетней войны Дом Теней распался на расовые организации, целью каждой из которых стало установление всеобщей справедливости внутри своей фракции.

BIN
assets/units/human/human-adept-of-subtetly/icon.png


+ 2 - 0
assets/units/human/human-adept-of-subtetly/nextgrades.txt

@@ -0,0 +1,2 @@
+human-master-of-subtetly
+human-dancer-with-shadows

+ 1 - 0
assets/units/human/human-adept-of-subtetly/prevgrades.txt

@@ -0,0 +1 @@
+human-slayer

+ 1 - 0
assets/units/human/human-adept-of-subtetly/skills.txt

@@ -0,0 +1 @@
+This unit can nothing :(

+ 1 - 0
assets/units/human/human-adept-of-subtetly/traits.txt

@@ -0,0 +1 @@
+This class is empty like ur soul!

+ 1 - 0
assets/units/human/human-adept-of-subtetly/unitname.txt

@@ -0,0 +1 @@
+�لمُْ ّيِ�ٍَّْْو

+ 1 - 0
assets/units/human/human-aerotheurger/baseclass.txt

@@ -0,0 +1 @@
+Mage

+ 1 - 0
assets/units/human/human-aerotheurger/descr.txt

@@ -0,0 +1 @@
+Аэротургия даёт магу возможность сгущать и рассеивать воздух, а так же управлять его потоками.

BIN
assets/units/human/human-aerotheurger/icon.png


+ 2 - 0
assets/units/human/human-aerotheurger/nextgrades.txt

@@ -0,0 +1,2 @@
+human-lightning-mage
+human-frost-mage

+ 1 - 0
assets/units/human/human-aerotheurger/prevgrades.txt

@@ -0,0 +1 @@
+human-battle-mage

+ 1 - 0
assets/units/human/human-aerotheurger/skills.txt

@@ -0,0 +1 @@
+This unit can nothing :(

+ 1 - 0
assets/units/human/human-aerotheurger/traits.txt

@@ -0,0 +1 @@
+This class is empty like ur soul!

+ 1 - 0
assets/units/human/human-aerotheurger/unitname.txt

@@ -0,0 +1 @@
+ラ褄魵裲-����

+ 1 - 0
assets/units/human/human-alchemist/baseclass.txt

@@ -0,0 +1 @@
+Mage

+ 1 - 0
assets/units/human/human-alchemist/descr.txt

@@ -0,0 +1 @@
+Добавляя в свои отвары частицы магии, алхимики начали получать гораздо более эффективные смеси - зелья, способные как помочь союзникам, так и навредить врагам.

BIN
assets/units/human/human-alchemist/icon.png


+ 0 - 0
assets/units/human/human-alchemist/nextgrades.txt


+ 1 - 0
assets/units/human/human-alchemist/prevgrades.txt

@@ -0,0 +1 @@
+human-witch-doctor

+ 1 - 0
assets/units/human/human-alchemist/skills.txt

@@ -0,0 +1 @@
+This unit can nothing :(

+ 1 - 0
assets/units/human/human-alchemist/traits.txt

@@ -0,0 +1 @@
+This class is empty like ur soul!

+ 1 - 0
assets/units/human/human-alchemist/unitname.txt

@@ -0,0 +1 @@
+ラ褄魵裲-琿���

+ 1 - 0
assets/units/human/human-archer/baseclass.txt

@@ -0,0 +1 @@
+Archer

+ 1 - 0
assets/units/human/human-archer/descr.txt

@@ -0,0 +1 @@
+Для того, чтобы стать стрелком, нужна невероятная концентрация. Именно поэтому хорошие стрелки ценятся в войске не меньше магов или любых других бойцов.

BIN
assets/units/human/human-archer/icon.png


+ 2 - 0
assets/units/human/human-archer/nextgrades.txt

@@ -0,0 +1,2 @@
+human-hunter
+human-army-bowman

+ 0 - 0
assets/units/human/human-archer/prevgrades.txt


+ 1 - 0
assets/units/human/human-archer/skills.txt

@@ -0,0 +1 @@
+This unit can nothing :(

+ 1 - 0
assets/units/human/human-archer/traits.txt

@@ -0,0 +1 @@
+This class is empty like ur soul!

+ 1 - 0
assets/units/human/human-archer/unitname.txt

@@ -0,0 +1 @@
+طمًَقمي-ً��ٍوي

+ 1 - 0
assets/units/human/human-army-bowman/baseclass.txt

@@ -0,0 +1 @@
+Archer

+ 1 - 0
assets/units/human/human-army-bowman/descr.txt

@@ -0,0 +1 @@
+Армейские застрельщики отлично подходят для атаки из ровного строя, исключающее необходимость много передвигаться.

BIN
assets/units/human/human-army-bowman/icon.png


+ 3 - 0
assets/units/human/human-army-bowman/nextgrades.txt

@@ -0,0 +1,3 @@
+human-royal-archer
+human-marksman
+human-skirmisher

+ 1 - 0
assets/units/human/human-army-bowman/prevgrades.txt

@@ -0,0 +1 @@
+human-archer

+ 1 - 0
assets/units/human/human-army-bowman/skills.txt

@@ -0,0 +1 @@
+This unit can nothing :(

+ 1 - 0
assets/units/human/human-army-bowman/traits.txt

@@ -0,0 +1 @@
+This class is empty like ur soul!

+ 1 - 0
assets/units/human/human-army-bowman/unitname.txt

@@ -0,0 +1 @@
+タ�裨�韜 ��韭

+ 1 - 0
assets/units/human/human-arsonist/baseclass.txt

@@ -0,0 +1 @@
+Mage

+ 1 - 0
assets/units/human/human-arsonist/descr.txt

@@ -0,0 +1 @@
+Отточенный до совершенства контроль магии огня позволяет поджигателям использовать её так изощренно, как только пожелает их фантазия. Это даёт им возможность умело справляться с особо опасными противниками.

BIN
assets/units/human/human-arsonist/icon.png


+ 0 - 0
assets/units/human/human-arsonist/nextgrades.txt


+ 1 - 0
assets/units/human/human-arsonist/prevgrades.txt

@@ -0,0 +1 @@
+human-pyromante

+ 1 - 0
assets/units/human/human-arsonist/skills.txt

@@ -0,0 +1 @@
+This unit can nothing :(

+ 1 - 0
assets/units/human/human-arsonist/traits.txt

@@ -0,0 +1 @@
+This class is empty like ur soul!

+ 1 - 0
assets/units/human/human-arsonist/unitname.txt

@@ -0,0 +1 @@
+Человек-поджигатель

+ 1 - 0
assets/units/human/human-assassin/baseclass.txt

@@ -0,0 +1 @@
+Rogue

+ 1 - 0
assets/units/human/human-assassin/descr.txt

@@ -0,0 +1 @@
+Асасины - убийцы, предлагающие свои услуги людям с толстым кошелём. Честно будет заметить, что даже верховная власть королевства нередко обращается к асасинам, что безусловно свидетельствует об их профессионализме.

BIN
assets/units/human/human-assassin/icon.png


+ 2 - 0
assets/units/human/human-assassin/nextgrades.txt

@@ -0,0 +1,2 @@
+human-poisoner
+human-liquidator

+ 1 - 0
assets/units/human/human-assassin/prevgrades.txt

@@ -0,0 +1 @@
+human-slayer

+ 1 - 0
assets/units/human/human-assassin/skills.txt

@@ -0,0 +1 @@
+This unit can nothing :(

+ 1 - 0
assets/units/human/human-assassin/traits.txt

@@ -0,0 +1 @@
+This class is empty like ur soul!

+ 1 - 0
assets/units/human/human-assassin/unitname.txt

@@ -0,0 +1 @@
+�א¸לם�י ףבטיצא

+ 1 - 0
assets/units/human/human-avenger/baseclass.txt

@@ -0,0 +1 @@
+Warrior

+ 1 - 0
assets/units/human/human-avenger/descr.txt

@@ -0,0 +1 @@
+Мстители в совершенстве овладели искусством контратаки, в следствие чего получили возможность быть опасной боевой единицей на поле брани независимо от их возможности атаковать.

BIN
assets/units/human/human-avenger/icon.png


+ 0 - 0
assets/units/human/human-avenger/nextgrades.txt


+ 1 - 0
assets/units/human/human-avenger/prevgrades.txt

@@ -0,0 +1 @@
+human-defender

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