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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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 = 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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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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@ -19,6 +19,10 @@ enum class GameEvent {
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BUILD_DONE, BUILD_FAILED, HIT
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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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@ -33,6 +37,8 @@ class GameEngine : DeadSimpleFSM<GameState, GameEvent> {
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int hits_taken = 0;
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int rounds = 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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@ -82,4 +88,6 @@ class GameEngine : DeadSimpleFSM<GameState, GameEvent> {
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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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@ -36,7 +36,44 @@ TEST_CASE("game engine death cycle", "[game_engine]") {
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}
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TEST_CASE("game can do success build", "[game_engine]") {
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GameEngine game{10};
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// test fails on purpose right now
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GameEngine game{100};
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for(int i = 0; i < 10; i++) {
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game.event(GameEvent::BUILD_START);
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game.event(GameEvent::BUILD_SUCCESS);
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REQUIRE(game.hits_taken == 0);
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REQUIRE(game.hit_points == game.starting_hp);
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// confirm streaks, hit_taken, rounds are maintained
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REQUIRE(game.streak == i);
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REQUIRE(game.rounds == i);
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REQUIRE(game.is_dead() == false);
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game.event(GameEvent::BUILD_DONE);
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}
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// if you hit a streak of 10 then you get one of two bonuses
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// 1. 10% more hp
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// 2. 1 free death
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game.add_bonus(GameBonus::MORE_HP);
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REQUIRE(game.max_hp() > game.starting_hp);
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REQUIRE(game.hit_points == game.starting_hp * game.hp_bonus);
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REQUIRE(game.hit_points == game.max_hp());
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game.add_bonus(GameBonus::FREE_DEATH);
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REQUIRE(game.free_death == true);
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game.event(GameEvent::BUILD_START);
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game.event(GameEvent::HIT, "error");
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game.event(GameEvent::HIT, "error");
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game.event(GameEvent::HIT, "error");
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REQUIRE(game.is_dead() == false);
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REQUIRE(game.streak == 10);
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game.event(GameEvent::BUILD_FAILED);
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game.event(GameEvent::BUILD_DONE);
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REQUIRE(game.streak == 10);
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REQUIRE(game.free_death == false);
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REQUIRE(game.hit_points == int(game.max_hp() * 0.5f));
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}
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