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Copy pathHealthSystem.hpp
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76 lines (64 loc) · 1.62 KB
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#pragma once
#include <Ogre.h>
#include <cstdlib>
#include "System.hpp"
#include "EntitySystem.hpp"
#include "Components.hpp"
#include "HealthHelper.hpp"
/**
* System that manages the regeneration and health of entities
* on each frame.
*/
class HealthSystem : public System
{
public:
/**
* Constructor.
* Param: Reference to the game's entity system.
*/
HealthSystem(EntitySystem&);
/**
* Destructor.
*/
~HealthSystem() override {}
/**
* Brief: Updates a the system by checking every valid entity's health (or death) status
* and applying health regeneration if necessary.
* Param: Time since the last frame.
*/
void update(Ogre::Real) override;
/**
* Brief: Adds one to the regeneration timer, simulating continuous regeration, should
* be called once per frame before the update method.
* Param: Time since the last frame.
*/
void update_regen(Ogre::Real);
/**
* Brief: Sets the amount of time it takes for one regeneration
* tick to happen (in seconds).
* Param: The new regen period.
*/
void set_regen_period(Ogre::Real);
/**
* Brief: Returns the amount of time it takes for one regeneration
* tick to happen (in seconds).
*/
Ogre::Real get_regen_period() const;
public:
/**
* Reference to the game's entity system.
*/
EntitySystem& entities_;
/**
* Amount of frames since the last regeneration tick.
*/
Ogre::Real regen_timer_;
/**
* Amount of frames per regeneration period.
*/
Ogre::Real regen_period_;
/**
* True if this frame's update should renerate health.
*/
bool regen_;
};