Game now keeps track of deaths, rounds, streaks and other fun stuff. You can also die finally.
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parent
a13704fe33
commit
9a012813ae
5 changed files with 100 additions and 68 deletions
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@ -10,6 +10,58 @@ const auto ERROR = fmt::emphasis::bold | fg(fmt::color::red);
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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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};
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int GameEngine::determine_damage(string &type) {
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try {
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return damage_types.at(type);
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} catch(std::out_of_range &err) {
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print(ERROR, "BAD DAMAGE TYPE {}\n", type);
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return 1000;
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}
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}
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void GameEngine::start_round() {
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hits_taken = 0;
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}
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void GameEngine::end_round() {
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++rounds;
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if(hits_taken == 0) {
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++streak;
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heal();
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}
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}
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void GameEngine::reset() {
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rounds = 0;
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streak = 0;
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hit_points = starting_hp;
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hits_taken = 0;
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}
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bool GameEngine::hit(string &type) {
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int damage = determine_damage(type);
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hit_points -= damage;
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++hits_taken;
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streak = 0;
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return is_dead();
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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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}
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bool GameEngine::is_dead() {
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return hit_points <= 0;
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}
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Brainfucker::Brainfucker() {
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}
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@ -124,42 +176,3 @@ void Brainfucker::reset() {
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string Brainfucker::to_string() {
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return out.str();
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}
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GameEngine::GameEngine(int hp) : hit_points(hp) {};
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int GameEngine::determine_damage(string &type) {
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try {
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return damage_types.at(type);
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} catch(std::out_of_range &err) {
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print(ERROR, "BAD DAMAGE TYPE {}\n", type);
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return 1000;
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}
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}
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void GameEngine::start_round() {
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hits_taken = 0;
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}
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void GameEngine::end_round() {
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if(hits_taken == 0) {
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heal();
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}
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}
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bool GameEngine::hit(string &type) {
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int damage = determine_damage(type);
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hit_points -= damage;
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++hits_taken;
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// super dumb but I'll clean it up later
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return is_dead();
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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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}
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bool GameEngine::is_dead() {
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return hit_points <= 0;
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}
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