#pragma once #include #include #include #include #include "fsm.hpp" #include using std::string; enum class GameState { START, IDLE, IN_ROUND, DEAD, SUCCESS, FAILURE }; enum class GameEvent { BUILD_START, BUILD_SUCCESS, BUILD_DONE, BUILD_FAILED, HIT }; class GameEngine : DeadSimpleFSM { std::map damage_types{ {"error", 4}, {"warning", 1}, {"note", 0}, }; public: int starting_hp = 0; int hit_points = 0; int hits_taken = 0; int rounds = 0; int streak = 0; GameEngine(int hp); // FOUND BUG: I was accidentally copying this and shouldn't have been GameEngine(GameEngine &g) = delete; int determine_damage(string &type); bool is_dead(); void event(GameEvent ev, string &hit_type) { switch(_state) { case GameState::IN_ROUND: in_round(ev, hit_type); break; default: event(ev); } } void event(GameEvent ev, const char *hit_type) { string ht{hit_type}; event(ev, ht); } void event(GameEvent ev) { switch(_state) { FSM_STATE_LOG(GameState, START, start, ev); FSM_STATE_LOG(GameState, IDLE, idle, ev); FSM_STATE_LOG(GameState, DEAD, dead, ev); FSM_STATE_LOG(GameState, SUCCESS, success, ev); FSM_STATE_LOG(GameState, FAILURE, failure, ev); case GameState::IN_ROUND: { string hit_type = ""; in_round(ev, hit_type); } break; } } void start(GameEvent ev); void idle(GameEvent ev); void in_round(GameEvent ev, string &hit_type); void dead(GameEvent ev); void success(GameEvent ev); void failure(GameEvent ev); void heal(); bool hit(string &type); void reset(); };