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#ifndef GST_H
#define GST_H
#include <iostream>
#include <algorithm>
#include <string>
#include <vector>
#include <functional>
#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 };
};
class Gst {
public:
Gst(int sx, int sy) : ground(sx, sy) {}
std::vector<Tech> techs;
std::vector<Ability> abilities;
std::vector<EntityInfo> infos;
std::vector<Tile> tiles;
std::vector<Entity> entities;
Ground ground;
std::vector<Player> players;
EntityInfo* get_info (std::string name);
EntityInfo* get_info (int id);
bool info_has_ability (EntityInfo* info, std::string name);
Entity& get_at (int x, int y);
float get_type_bonus (Entity &atk, Entity &def);
std::vector<Bonus> get_bonuses (Entity &atk, Entity &def);
float get_damage (Entity &atk, Entity &def);
bool get_first_strike (Entity &atk, Entity &def);
void battle (Entity &atk, Entity &def);
void clear_dead();
std::vector<int> get_possible_builds (Entity &ent);
bool check_req_build(Entity &ent, EntityInfo *info);
bool check_obstructed (Entity &ent);
int turn { 0 };
int day { 0 };
void end_day ();
};
#endif
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