1 #include "damagedealer.h"
2 #include <msp/game/stage.h>
8 DamageDealer::DamageDealer(Game::Stage &s):
10 observer(stage.get_event_bus())
12 declare_dependency<HitPoints>(UPDATE);
13 declare_dependency<DamageSource>(READ_OLD);
15 observer.observe<Events::Collision>([this](auto &e){ collision(e); });
18 void DamageDealer::tick(Time::TimeDelta)
20 for(DamagingCollision &c: collisions)
22 Game::Handle<HitPoints> hits1 = c.entity1->get_hitpoints();
23 Game::Handle<DamageSource> damage1 = c.entity1->get_damage();
24 Game::Handle<HitPoints> hits2 = c.entity2->get_hitpoints();
25 Game::Handle<DamageSource> damage2 = c.entity2->get_damage();
27 hits2->take_damage(damage1->get_amount(), damage1->get_type());
29 hits1->take_damage(damage2->get_amount(), damage2->get_type());
34 void DamageDealer::collision(const Events::Collision &e)
36 Game::Handle<Hittable> hittable1 = dynamic_handle_cast<Hittable>(e.collider1->get_entity());
37 Game::Handle<Hittable> hittable2 = dynamic_handle_cast<Hittable>(e.collider2->get_entity());
38 if(hittable1 && hittable2)
39 collisions.emplace_back(hittable1, hittable2);