A weird game.
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turings-tarpit/game_engine.cpp

147 lines
3.0 KiB

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