|
|
|
#include <map>
|
|
|
|
#include <string>
|
|
|
|
#include <iostream>
|
|
|
|
#include <fmt/core.h>
|
|
|
|
#include <fmt/color.h>
|
|
|
|
#include "game_engine.hpp"
|
|
|
|
|
|
|
|
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::start_round() {
|
|
|
|
hits_taken = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GameEngine::end_round() {
|
|
|
|
++rounds;
|
|
|
|
if(hits_taken == 0) {
|
|
|
|
++streak;
|
|
|
|
heal();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GameEngine::reset() {
|
|
|
|
rounds = 0;
|
|
|
|
streak = 0;
|
|
|
|
hit_points = starting_hp;
|
|
|
|
hits_taken = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool GameEngine::hit(string &type) {
|
|
|
|
int damage = determine_damage(type);
|
|
|
|
hit_points -= damage;
|
|
|
|
++hits_taken;
|
|
|
|
streak = 0;
|
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GameEngine::idle(GameEvent ev) {
|
|
|
|
state(GameState::IDLE);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GameEngine::in_round(GameEvent ev) {
|
|
|
|
state(GameState::IN_ROUND);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GameEngine::dead(GameEvent ev) {
|
|
|
|
state(GameState::DEAD);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GameEngine::alive(GameEvent ev) {
|
|
|
|
state(GameState::ALIVE);
|
|
|
|
}
|