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#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
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