A weird game.
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turings-tarpit/game_engine.cpp

109 lines
2.2 KiB

#include <map>
#include <string>
#include <iostream>
#include <fmt/core.h>
#include <fmt/color.h>
#include "game_engine.hpp"
#include <cassert>
const auto ERROR = fmt::emphasis::bold | fg(fmt::color::red);
using namespace fmt;
using namespace std;
GameEngine::GameEngine(int hp) : starting_hp(hp) {
hit_points = starting_hp;
};
int GameEngine::determine_damage(string &type) {
try {
return damage_types.at(type);
} catch(std::out_of_range &err) {
print(ERROR, "BAD DAMAGE TYPE {}\n", type);
return 0;
}
}
void GameEngine::reset() {
streak = 0;
hit_points = starting_hp;
}
bool GameEngine::hit(string &type) {
int damage = determine_damage(type);
hit_points -= damage;
++hits_taken;
return is_dead();
}
void GameEngine::heal() {
hit_points = hit_points * 1.10;
if(hit_points > 100) hit_points = 100;
}
bool GameEngine::is_dead() {
return hit_points <= 0;
}
void GameEngine::start(GameEvent ev) {
state(GameState::IDLE);
idle(ev);
}
void GameEngine::idle(GameEvent ev) {
if(ev == GameEvent::BUILD_START) {
hits_taken = 0;
state(GameState::IN_ROUND);
} else {
state(GameState::IDLE);
}
}
void GameEngine::in_round(GameEvent ev, string &hit_type) {
switch(ev) {
case GameEvent::HIT:
hit(hit_type);
if(is_dead()) {
state(GameState::DEAD);
} else {
state(GameState::IN_ROUND);
}
break;
case GameEvent::BUILD_SUCCESS:
state(GameState::SUCCESS);
break;
case GameEvent::BUILD_FAILED:
state(GameState::FAILURE);
break;
default:
state(GameState::IN_ROUND);
}
}
void GameEngine::dead(GameEvent ev) {
if(ev == GameEvent::BUILD_DONE) {
reset();
state(GameState::FAILURE);
failure(ev);
} else if(ev == GameEvent::HIT) {
++hits_taken;
} else {
state(GameState::DEAD);
}
}
void GameEngine::success(GameEvent ev) {
assert(ev == GameEvent::BUILD_DONE && "success state expected BUILD_DONE");
++rounds;
++streak;
heal();
state(GameState::IDLE);
}
void GameEngine::failure(GameEvent ev) {
assert(ev == GameEvent::BUILD_DONE && "failure state expected BUILD_DONE");
++rounds;
streak = 0;
state(GameState::IDLE);
}