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@ -12,7 +12,7 @@ using namespace fmt; |
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using namespace std; |
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using namespace std; |
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GameEngine::GameEngine(int hp) : starting_hp(hp) { |
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GameEngine::GameEngine(int hp) : starting_hp(hp) { |
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hit_points = starting_hp; |
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hit_points = max_hp(); |
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}; |
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}; |
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int GameEngine::determine_damage(string &type) { |
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int GameEngine::determine_damage(string &type) { |
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@ -25,8 +25,17 @@ int GameEngine::determine_damage(string &type) { |
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} |
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} |
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void GameEngine::reset() { |
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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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streak = 0; |
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hit_points = starting_hp; |
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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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} |
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bool GameEngine::hit(string &type) { |
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bool GameEngine::hit(string &type) { |
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@ -37,12 +46,12 @@ bool GameEngine::hit(string &type) { |
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} |
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} |
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void GameEngine::heal() { |
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void GameEngine::heal() { |
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hit_points = hit_points * 1.10; |
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hit_points = hit_points * 1.10f; |
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if(hit_points > 100) hit_points = 100; |
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if(hit_points > max_hp()) hit_points = max_hp(); |
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} |
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} |
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bool GameEngine::is_dead() { |
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bool GameEngine::is_dead() { |
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return hit_points <= 0; |
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return free_death ? false : hit_points <= 0; |
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} |
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} |
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void GameEngine::start(GameEvent ev) { |
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void GameEngine::start(GameEvent ev) { |
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@ -63,7 +72,9 @@ void GameEngine::in_round(GameEvent ev, string &hit_type) { |
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switch(ev) { |
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switch(ev) { |
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case GameEvent::HIT: |
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case GameEvent::HIT: |
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hit(hit_type); |
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hit(hit_type); |
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if(is_dead()) { |
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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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state(GameState::DEAD); |
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} else { |
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} else { |
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state(GameState::IN_ROUND); |
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state(GameState::IN_ROUND); |
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@ -103,6 +114,22 @@ void GameEngine::success(GameEvent ev) { |
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void GameEngine::failure(GameEvent ev) { |
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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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assert(ev == GameEvent::BUILD_DONE && "failure state expected BUILD_DONE"); |
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++rounds; |
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++rounds; |
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streak = 0; |
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// streak is handled by reset()
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state(GameState::IDLE); |
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state(GameState::IDLE); |
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} |
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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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