diff options
author | jacopograndi <jacopo.grandi@outlook.it> | 2022-01-04 13:35:02 +0100 |
---|---|---|
committer | jacopograndi <jacopo.grandi@outlook.it> | 2022-01-04 13:35:02 +0100 |
commit | bb16c32bde58cba70e4877aa2d3ebd04332eb575 (patch) | |
tree | de3d82cca043c26cbaa64837a3b2c18efc6ddb64 /game/gst.h | |
parent | 411d2f6d6a6e5370d33f0f54b2f2de7147a9d977 (diff) |
linux compile and imgs
Diffstat (limited to 'game/gst.h')
-rw-r--r-- | game/gst.h | 248 |
1 files changed, 124 insertions, 124 deletions
@@ -1,125 +1,125 @@ -#ifndef GST_H -#define GST_H - -#include <iostream> -#include <algorithm> -#include <string> -#include <vector> -#include <functional> - -#include <random> // just for picking market trains - -#include "ground.h" -#include "entity.h" -#include "tile.h" -#include "player.h" -#include "tech.h" - -class Ability { - public: - Ability(std::string name) : name(name) {} - std::string name; -}; - -class Bonus { - public: - Bonus(float amt, int id, bool atk) : amt(amt), id(id), atk(atk) {} - float amt; int id; bool atk; - enum Id { ground, type, ability, tech, veteran, on_bld, adjacency }; - std::string id_string () { - switch (id) { - case ground: return "Ground"; - case type: return "Class"; - case ability: return "Ability"; - case tech: return "Tech"; - case veteran: return "Veteran"; - case on_bld: return "On Building"; - case adjacency: return "Adjacency"; - } - } -}; - -class BattleResult { - public: - BattleResult(float atk_hp, float def_hp) - : atk_hp(atk_hp), def_hp(def_hp) {} - float atk_hp, def_hp; -}; - -class Inv { - public: - Inv () {} - - std::vector<Tech> techs; - std::vector<Ability> abilities; - std::vector<EntityInfo> infos; - std::vector<Tile> tiles; - Ground ground; - - Tech* get_tech (int id); - EntityInfo* get_info (std::string name); - EntityInfo* get_info (int id); - bool info_has_ability (EntityInfo* info, std::string name); - - std::default_random_engine engine = std::default_random_engine{}; -}; - -class Gst { - public: - Gst(Inv *inv) : inv(inv) { } - - // copy constructor - Gst (const Gst& rhs) { - inv = rhs.inv; entities = rhs.entities; players = rhs.players; - turn = rhs.turn; day = rhs.day; - } - Gst& operator=(const Gst& rhs) { - inv = rhs.inv; entities = rhs.entities; players = rhs.players; - turn = rhs.turn; day = rhs.day; - }; - - Inv *inv; - - std::vector<Entity> entities; - std::vector<Player> players; - int turn { 0 }; - int day { 0 }; - - Player& get_player (int id); - - Entity& get_at (int x, int y); - std::vector<float> get_cost (EntityInfo *info, Player &player); - float get_trade_rate (Player &player); - - int get_vet_level (Entity &ent); - float get_type_bonus (Entity &atk, Entity &def); - std::vector<Bonus> get_bonuses (Entity &atk, Entity &def); - float get_damage (Entity &atk, Entity &def); - float get_damage (Entity &atk, Entity &def, float atk_hp); - bool get_first_strike (Entity &atk, Entity &def); - BattleResult battle_res (Entity &atk, Entity &def); - void clear_dead(); - int get_range(Entity &ent); - - void battle (Entity &atk, Entity &def); - - void heal (Entity &atk, Entity &def); - void convert (Entity &atk, Entity &def); - - int get_nearest_enemy (Entity &ent, int &mindist); - - std::vector<int> get_possible_trains (Entity &ent); - std::vector<int> get_possible_builds (Entity &ent); - - bool check_req_build (Entity &ent, EntityInfo *info); - bool check_req_tech (Tech *tech, Player &player); - bool check_req_level (Player &player); - bool check_obstructed (Entity &ent); - - void end_day (); - void level_upgrade (Player &player); - - void update_tech_lookup (Player &player); -}; - +#ifndef GST_H
+#define GST_H
+
+#include <iostream>
+#include <algorithm>
+#include <string>
+#include <vector>
+#include <functional>
+
+#include <random> // just for picking market trains
+
+#include "ground.h"
+#include "entity.h"
+#include "tile.h"
+#include "player.h"
+#include "tech.h"
+
+class Ability {
+ public:
+ Ability(std::string name) : name(name) {}
+ std::string name;
+};
+
+class Bonus {
+ public:
+ Bonus(float amt, int id, bool atk) : amt(amt), id(id), atk(atk) {}
+ float amt; int id; bool atk;
+ enum Id { ground, type, ability, tech, veteran, on_bld, adjacency };
+ std::string id_string () {
+ switch (id) {
+ case ground: return "Ground";
+ case type: return "Class";
+ case ability: return "Ability";
+ case tech: return "Tech";
+ case veteran: return "Veteran";
+ case on_bld: return "On Building";
+ case adjacency: return "Adjacency";
+ }
+ }
+};
+
+class BattleResult {
+ public:
+ BattleResult(float atk_hp, float def_hp)
+ : atk_hp(atk_hp), def_hp(def_hp) {}
+ float atk_hp, def_hp;
+};
+
+class Inv {
+ public:
+ Inv () {}
+
+ std::vector<Tech> techs;
+ std::vector<Ability> abilities;
+ std::vector<EntityInfo> infos;
+ std::vector<Tile> tiles;
+ Ground ground;
+
+ Tech* get_tech (int id);
+ EntityInfo* get_info (std::string name);
+ EntityInfo* get_info (int id);
+ bool info_has_ability (EntityInfo* info, std::string name);
+
+ std::default_random_engine engine = std::default_random_engine{};
+};
+
+class Gst {
+ public:
+ Gst(Inv *inv) : inv(inv) { }
+
+ // copy constructor
+ Gst (const Gst& rhs) {
+ inv = rhs.inv; entities = rhs.entities; players = rhs.players;
+ turn = rhs.turn; day = rhs.day;
+ }
+ Gst& operator=(const Gst& rhs) {
+ inv = rhs.inv; entities = rhs.entities; players = rhs.players;
+ turn = rhs.turn; day = rhs.day;
+ };
+
+ Inv *inv;
+
+ std::vector<Entity> entities;
+ std::vector<Player> players;
+ int turn { 0 };
+ int day { 0 };
+
+ Player& get_player (int id);
+
+ Entity& get_at (int x, int y);
+ std::vector<float> get_cost (EntityInfo *info, Player &player);
+ float get_trade_rate (Player &player);
+
+ int get_vet_level (Entity &ent);
+ float get_type_bonus (Entity &atk, Entity &def);
+ std::vector<Bonus> get_bonuses (Entity &atk, Entity &def);
+ float get_damage (Entity &atk, Entity &def);
+ float get_damage (Entity &atk, Entity &def, float atk_hp);
+ bool get_first_strike (Entity &atk, Entity &def);
+ BattleResult battle_res (Entity &atk, Entity &def);
+ void clear_dead();
+ int get_range(Entity &ent);
+
+ void battle (Entity &atk, Entity &def);
+
+ void heal (Entity &atk, Entity &def);
+ void convert (Entity &atk, Entity &def);
+
+ int get_nearest_enemy (Entity &ent, int &mindist);
+
+ std::vector<int> get_possible_trains (Entity &ent);
+ std::vector<int> get_possible_builds (Entity &ent);
+
+ bool check_req_build (Entity &ent, EntityInfo *info);
+ bool check_req_tech (Tech *tech, Player &player);
+ bool check_req_level (Player &player);
+ bool check_obstructed (Entity &ent);
+
+ void end_day ();
+ void level_upgrade (Player &player);
+
+ void update_tech_lookup (Player &player);
+};
+
#endif
\ No newline at end of file |