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#pragma once
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#include <string>
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#include <map>
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#include <array>
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#include <sstream>
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#include "fsm.hpp"
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#include <fmt/core.h>
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using std::string;
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enum class GameState {
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START, IDLE, IN_ROUND, DEAD, SUCCESS, FAILURE
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};
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enum class GameEvent {
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BUILD_START, BUILD_SUCCESS,
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BUILD_DONE, BUILD_FAILED, HIT,
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TASK_DONE, TIMER_EXPIRED
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};
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enum class GameBonus {
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MORE_HP, FREE_DEATH
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};
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class GameEngine : DeadSimpleFSM<GameState, GameEvent> {
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std::map<string, int> damage_types{
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{"error", 4},
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{"warning", 1},
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{"note", 0},
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};
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public:
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int starting_hp = 0;
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int hit_points = 0;
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int hits_taken = 0;
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int rounds = 0;
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int deaths = 0;
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int streak = 0;
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float hp_bonus = 1.0f;
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bool free_death = false;
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GameEngine(int hp);
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// FOUND BUG: I was accidentally copying this and shouldn't have been
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GameEngine(GameEngine &g) = delete;
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int determine_damage(string &type);
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bool is_dead();
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void event(GameEvent ev, string hit_type="") {
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switch(_state) {
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FSM_STATE(GameState, START, ev);
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FSM_STATE(GameState, IDLE, ev);
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FSM_STATE(GameState, DEAD, ev);
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FSM_STATE(GameState, SUCCESS, ev);
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FSM_STATE(GameState, FAILURE, ev);
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FSM_STATE(GameState, IN_ROUND, ev, hit_type);
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}
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}
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void START(GameEvent ev);
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void IDLE(GameEvent ev);
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void IN_ROUND(GameEvent ev, string &hit_type);
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void DEAD(GameEvent ev);
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void SUCCESS(GameEvent ev);
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void FAILURE(GameEvent ev);
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void heal();
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bool hit(string &type);
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void reset();
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void add_bonus(GameBonus bonus);
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int max_hp();
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};
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