The game engine now has two bonuses for long build streaks. +10% max hp or 1 free death. I'll be adding more but that's enough to work on the real UI.
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07553400f5
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3 changed files with 81 additions and 9 deletions
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@ -12,7 +12,7 @@ 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 = starting_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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@ -25,8 +25,17 @@ int GameEngine::determine_damage(string &type) {
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}
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void GameEngine::reset() {
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streak = 0;
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hit_points = starting_hp;
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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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@ -37,12 +46,12 @@ bool GameEngine::hit(string &type) {
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}
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void GameEngine::heal() {
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hit_points = hit_points * 1.10;
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if(hit_points > 100) hit_points = 100;
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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 hit_points <= 0;
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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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@ -63,7 +72,9 @@ 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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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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} else {
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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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assert(ev == GameEvent::BUILD_DONE && "failure state expected BUILD_DONE");
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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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}
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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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