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#include <map>
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#include <string>
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#include <iostream>
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#include <fmt/core.h>
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#include <fmt/color.h>
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#define FSM_DEBUG 1
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#include "game_engine.hpp"
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#include <cassert>
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#include "dbc.hpp"
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const auto ERROR = fmt::emphasis::bold | fg(fmt::color::red);
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using namespace fmt;
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using namespace std;
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GameEngine::GameEngine(int hp) : starting_hp(hp) {
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hit_points = max_hp();
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}
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int GameEngine::determine_damage(string &type) {
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try {
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return damage_types.at(type);
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} catch(std::out_of_range &err) {
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print(ERROR, "BAD DAMAGE TYPE {}\n", type);
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return 0;
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}
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}
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void GameEngine::reset() {
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println("!!!!!!! RESET hit_points={}, max={}", hit_points, max_hp());
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if(free_death) {
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hit_points = max_hp() * 0.5f;
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} else {
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streak = 0;
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hit_points = max_hp();
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}
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println("!!!!!!!! AFTER RESET hit_points={}, max={}", hit_points, max_hp());
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free_death = false;
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}
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bool GameEngine::hit(string &type) {
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int damage = determine_damage(type);
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hit_points -= damage;
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++hits_taken;
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return is_dead();
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}
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void GameEngine::heal() {
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hit_points = hit_points * 1.10f;
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if(hit_points > max_hp()) hit_points = max_hp();
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}
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bool GameEngine::is_dead() {
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return free_death ? false : hit_points <= 0;
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}
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void GameEngine::START(GameEvent ev) {
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state(GameState::IDLE);
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IDLE(ev);
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}
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void GameEngine::IDLE(GameEvent ev) {
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if(ev == GameEvent::BUILD_START) {
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hits_taken = 0;
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state(GameState::IN_ROUND);
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} else {
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state(GameState::IDLE);
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}
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}
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void GameEngine::IN_ROUND(GameEvent ev, string &hit_type) {
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switch(ev) {
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case GameEvent::HIT:
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hit(hit_type);
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// NOTE: don't use is_dead to avoid free_death
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if(hit_points <= 0) {
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state(GameState::DEAD);
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} else {
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state(GameState::IN_ROUND);
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}
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break;
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case GameEvent::BUILD_SUCCESS:
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state(GameState::SUCCESS);
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break;
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case GameEvent::BUILD_FAILED:
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state(GameState::FAILURE);
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break;
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case GameEvent::TASK_DONE:
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dbc::log("TASK_DONE received in IDLE");
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break;
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case GameEvent::TIMER_EXPIRED:
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dbc::log("TIMER_EXPIRED received in IDLE");
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break;
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default:
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state(GameState::IN_ROUND);
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}
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}
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void GameEngine::DEAD(GameEvent ev) {
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if(ev == GameEvent::BUILD_DONE) {
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deaths++;
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reset();
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state(GameState::FAILURE);
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FAILURE(ev);
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} else if(ev == GameEvent::HIT) {
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++hits_taken;
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} else {
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state(GameState::DEAD);
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}
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}
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void GameEngine::SUCCESS(GameEvent ev) {
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assert(ev == GameEvent::BUILD_DONE && "success state expected BUILD_DONE");
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++rounds;
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++streak;
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heal();
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state(GameState::IDLE);
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}
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void GameEngine::FAILURE(GameEvent ev) {
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assert(ev == GameEvent::BUILD_DONE && "failure state expected BUILD_DONE");
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++rounds;
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// streak is handled by reset()
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state(GameState::IDLE);
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}
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int GameEngine::max_hp() {
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return starting_hp * hp_bonus;
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}
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void GameEngine::add_bonus(GameBonus bonus) {
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switch(bonus) {
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case GameBonus::MORE_HP:
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hp_bonus += 0.10f;
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hit_points = max_hp();
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break;
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case GameBonus::FREE_DEATH:
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free_death = true;
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break;
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}
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}
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