Merge branch 'paul' of peisongxiao.com:~/cs246/a5 into paul

This commit is contained in:
2024-07-11 17:02:13 -04:00
15 changed files with 165 additions and 46 deletions

View File

@ -33,7 +33,7 @@ int character::get_gold() const {
}
float character::get_hitrate() const {
return base_hitrate;
return base_hit_rate;
}
bool character::is_hostile() const {
@ -61,7 +61,7 @@ void character::set_gold(const int ngold) {
}
void character::set_hitrate(const float nhitrate) {
base_hitrate = nhitrate;
base_hit_rate = nhitrate;
}
void character::set_hostile(const bool is_hostile) {
@ -174,3 +174,9 @@ result character::move_or_attack(const direction dir,
return this->attack(dir, chlist);
}
int calc_dmg(const int ATK, const int DEF) {
return ceil((100 / (100 + DEF)) * ATK);
}

View File

@ -9,28 +9,21 @@
#include <vector>
#include <string>
#include <memory>
#include <math.h>
#include "constants.h"
#include "position.h"
#include "layer.h"
#include "objects.h"
#include "rng.h"
// #include "inventory.h" // Reserved for later
class character; // forward declaration
extern RNG rng;
// Note: player should not be in the character list
class character_list final: public layer {
private:
std::vector<std::unique_ptr<character>> characters;
public:
character_list();
void print() const;
void print(display &display) const;
std::vector<std::unique_ptr<character>>::const_iterator begin() const;
std::vector<std::unique_ptr<character>>::const_iterator end() const;
};
typedef std::vector<character> character_list;
class character {
public:
@ -45,7 +38,7 @@ public:
virtual result move(const direction dir,
const position_list &available_positions);
virtual result attack(const direction dir,
const character_list &chlist) = 0;
character_list &chlist) = 0;
virtual result move_or_attack(const direction dir,
const position_list &available_positions,
const character_list &chlist);
@ -87,7 +80,7 @@ protected:
int gold; // characters spawn with gold
// inventory inventory; // Reserved
float base_hitrate; // requires: between [0,1]
float base_hit_rate; // requires: between [0,1]
bool hostile;
};
@ -96,4 +89,7 @@ protected:
position_list remove_from_list(const position_list &sorted_positions,
position_list excluded);
int calc_dmg(const int ATK, const int DEF);
#endif

View File

@ -4,12 +4,12 @@
#include <ncurses.h>
#include "position.h"
// IMPORTANT: panic is reserved for invalid results
const int INF = 0x3F3F3F3F;
enum error {none};
// TODO: update result to include subject
enum result {fine, died, go_down, hit, moved};
enum result {fine, died, go_down, hit, moved, miss};
enum game_status {terminated, main_menu, in_game, options};
@ -34,16 +34,18 @@ enum stat_name {HP, ATK, DEF, hostile};
const int LAYER_CNT = 4; // TODO: update as you go
enum layer_num {map = 0, objects, characters, shop};
const int RACE_CNT = 2; // TODO: update as you go
const int RACE_CNT = 4; // TODO: update as you go
enum race {unknown = 0, rshade /* TODO: fill out the other races (including enemies) */};
enum race {unknown = 0, rshade, rvampire, goblin /* TODO: fill out the other races (including enemies) */};
// TODO: fill out the other races (including enemies)
const int MAX_HP[RACE_CNT] = {0, 125};
const int STARTING_HP[RACE_CNT] = {0, 125};
const int STARTING_ATK[RACE_CNT] = {0, 25};
const int STARTING_DEF[RACE_CNT] = {0, 25};
const char CHARACTER_REP[RACE_CNT] = {'@', 'S'};
const int MAX_HP[RACE_CNT] = {0, 125, INF, 110};
const int STARTING_HP[RACE_CNT] = {0, 125, 50, 110};
const int STARTING_ATK[RACE_CNT] = {0, 25, 25, 15};
const int STARTING_DEF[RACE_CNT] = {0, 25, 25, 20};
const char CHARACTER_REP[RACE_CNT] = {'@', 'S', 'V', 'G'};
const int DIRECTION_CNT = 8;
// IMPORTANT: east is positive for x and SOUTH is positive for y

30
src/goblin.cc Normal file
View File

@ -0,0 +1,30 @@
#include "goblin.h"
#include <algorithm>
#include <math.h>
result goblin::attack(const direction dir, const character_list &chlist) {
position tmp{pos + MOVE[dir]};
for (auto &ch : chlist)
if (tmp == ch->get_position()) {
auto res = ch->get_hit(race, ATK, base_hit_rate);
if (res == result::died) {
gold += GAIN_GOLD;
}
return res;
}
return result::fine;
}
result goblin::get_hit(const enum race &race, const int atk,
const float hitrate) {
if (rng.rand_num() <= hitrate * (float)RAND_MAX)
HP = std::max(HP - calc_dmg(atk, DEF), 0);
if (HP == 0)
return result::died;
return result::hit;
}

16
src/goblin.h Normal file
View File

@ -0,0 +1,16 @@
#ifndef __GOBLIN_H__
#define __GOBLIN_H__
#include "characters.h"
const int GAIN_GOLD = 5;
class goblin final: public character {
public:
goblin(const position_list &available_positions); // spawn at a random place
virtual result attack(const direction dir,
const character_list &chlist) override;
virtual result get_hit(const enum race &race, const int atk,
const float hit_rate) override;
};
#endif

10
src/inventory.h Normal file
View File

@ -0,0 +1,10 @@
#ifndef __INVENTORY_H__
#define __INVENTORY_H__
class inventory final {
private:
object_list objects;
};
#endif

View File

@ -18,6 +18,11 @@ public:
void print(display &display) {}
};
class object_list final: public layer {
private:
};
// TODO: throw potion into another header
class potion final: public object {

View File

@ -6,20 +6,9 @@
#ifndef __RACES_H__
#define __RACES_H__
#include "characters.h"
// IMPORTANT: assumes all available positions have excluded chlist
class shade final: public character {
public:
shade(const position_list &available_positions); // spawn at a random place
virtual result attack(const direction dir,
const character_list &chlist) override;
virtual result get_hit(const enum race &race, const int atk,
const float hitrate) override;
};
// TODO: fill out the other races
// TODO: implement enemie movement
#include "shade.h"
#include "goblin.h"
#include "vampire.h"
#endif

1
src/room.cc Normal file
View File

@ -0,0 +1 @@
#include "room.h"

6
src/room.h Normal file
View File

@ -0,0 +1,6 @@
#ifndef __ROOM_H__
#define __ROOM_H__
#endif

View File

@ -1,4 +1,4 @@
#include "races.h"
#include "shade.h"
#include <algorithm>
#include <math.h>
@ -10,21 +10,17 @@ shade::shade(const position_list &available_positions):
hostile = true;
}
result shade::attack(const direction dir, const character_list &chlist) {
result shade::attack(const direction dir, character_list &chlist) {
position tmp{pos + MOVE[dir]};
for (auto &ch : chlist)
if (tmp == ch->get_position()) {
return ch->get_hit(race, ATK, base_hitrate);
if (tmp == ch.get_position()) {
return ch.get_hit(race, ATK, base_hit_rate);
}
return result::fine;
}
int calc_dmg(const int ATK, const int DEF) {
return ceil((100 / (100 + DEF)) * ATK);
}
result shade::get_hit(const enum race &race, const int atk,
const float hitrate) {
if (rng.rand_num() <= hitrate * (float)RAND_MAX) // This is a hit!
@ -35,3 +31,4 @@ result shade::get_hit(const enum race &race, const int atk,
return result::hit;
}

15
src/shade.h Normal file
View File

@ -0,0 +1,15 @@
#ifndef __SHADE_H__
#define __SHADE_H__
#include "characters.h"
class shade final: public character {
public:
shade(const position_list &available_positions); // spawn at a random place
virtual result attack(const direction dir,
character_list &chlist) override;
virtual result get_hit(const enum race &race, const int atk,
const float hit_rate) override;
};
#endif

30
src/vampire.cc Normal file
View File

@ -0,0 +1,30 @@
#include "vampire.h"
#include <algorithm>
#include <math.h>
result vampire::attack(const direction dir, const character_list &chlist) {
position tmp{pos + MOVE[dir]};
for (auto &ch : chlist)
if (tmp == ch->get_position()) {
auto res = ch->get_hit(race, ATK, base_hit_rate);
if (res != result::miss) {
HP += GAIN_HP;
}
return res;
}
return result::fine;
}
result vampire::get_hit(const enum race &race, const int atk,
const float hitrate) {
if (rng.rand_num() <= hitrate * (float)RAND_MAX)
HP = std::max(HP - calc_dmg(atk, DEF), 0);
if (HP == 0)
return result::died;
return result::hit;
}

16
src/vampire.h Normal file
View File

@ -0,0 +1,16 @@
#ifndef __VAMPIRE_H__
#define __VAMPIRE_H__
#include "characters.h"
const int GAIN_HP = 5;
class vampire final: public character {
public:
vampire(const position_list &available_positions); // spawn at a random place
virtual result attack(const direction dir,
const character_list &chlist) override;
virtual result get_hit(const enum race &race, const int atk,
const float hit_rate) override;
};
#endif

BIN
tools/astyle Executable file

Binary file not shown.