moved move and move_or_attack implementation into characters.cc
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@ -151,3 +151,26 @@ position_list remove_from_list(const position_list &sorted_positions,
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return result;
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}
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// IMPORTANT: remember to check if player is on the stairs
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result character::move(const direction dir,
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const position_list &available_positions) {
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if (find(available_positions, pos + MOVE[dir])
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!= available_positions.size()) {
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pos += MOVE[dir];
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return result::moved;
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}
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return result::fine;
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}
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result character::move_or_attack(const direction dir,
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const position_list &available_positions,
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const character_list &chlist) {
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auto res = this->move(dir,available_positions);
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if(res != result::fine)
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return res;
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return this->attack(dir,chlist);
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}
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@ -43,12 +43,12 @@ public:
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// IMPORTANT: available_positions do NOT have characters in them
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direction_list moveable(const position_list &available_positions) const;
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virtual result move(const direction dir,
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const position_list &available_positions) = 0;
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const position_list &available_positions);
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virtual result attack(const direction dir,
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const character_list &chlist) = 0;
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virtual result move_or_attack(const direction dir,
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const position_list &available_positions,
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const character_list &chlist) = 0;
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const character_list &chlist);
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virtual result apply(direction &dir,
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const potion_list &potions);
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virtual result get_hit(const enum race &race, const int atk,
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32
src/races.cc
32
src/races.cc
@ -10,19 +10,6 @@ shade::shade(const position_list &available_positions):
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hostile = true;
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}
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// TODO: this shouldn't be a pure virtual functions
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// IMPORTANT: remember to check if player is on the stairs
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result shade::move(const direction dir,
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const position_list &available_positions) {
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if (find(available_positions, pos + MOVE[dir])
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!= available_positions.size()) {
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pos += MOVE[dir];
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return result::moved;
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}
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return result::fine;
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}
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result shade::attack(const direction dir, const character_list &chlist) {
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position tmp{pos + MOVE[dir]};
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@ -34,25 +21,6 @@ result shade::attack(const direction dir, const character_list &chlist) {
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return result::fine;
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}
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result shade::move_or_attack(const direction dir,
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const position_list &available_positions,
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const character_list &chlist) {
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position tmp{pos + MOVE[dir]};
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if (find(available_positions, tmp)
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!= available_positions.size()) {
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pos = tmp;
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return result::moved;
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}
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for (auto &ch : chlist)
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if (tmp == ch->get_position()) {
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return ch->get_hit(race, ATK, base_hitrate);
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}
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return result::fine;
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}
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int calc_dmg(const int ATK, const int DEF) {
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return ceil((100 / (100 + DEF)) * ATK);
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}
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@ -13,13 +13,8 @@
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class shade final: public character {
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public:
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shade(const position_list &available_positions); // spawn at a random place
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virtual result move(const direction dir,
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const position_list &available_positions) override;
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virtual result attack(const direction dir,
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const character_list &chlist) override;
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virtual result move_or_attack(const direction dir,
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const position_list &available_positions,
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const character_list &chlist) override;
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virtual result get_hit(const enum race &race, const int atk,
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const float hitrate) override;
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};
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