- impl goblin character class
This commit is contained in:
@ -33,7 +33,7 @@ int character::get_gold() const {
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}
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}
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float character::get_hitrate() const {
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float character::get_hitrate() const {
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return base_hitrate;
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return base_hit_rate;
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}
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}
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bool character::is_hostile() const {
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bool character::is_hostile() const {
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@ -61,7 +61,7 @@ void character::set_gold(const int ngold) {
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}
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}
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void character::set_hitrate(const float nhitrate) {
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void character::set_hitrate(const float nhitrate) {
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base_hitrate = nhitrate;
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base_hit_rate = nhitrate;
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}
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}
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void character::set_hostile(const bool is_hostile) {
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void character::set_hostile(const bool is_hostile) {
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@ -90,7 +90,7 @@ protected:
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int gold; // characters spawn with gold
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int gold; // characters spawn with gold
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// inventory inventory; // Reserved
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// inventory inventory; // Reserved
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float base_hitrate; // requires: between [0,1]
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float base_hit_rate; // requires: between [0,1]
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bool hostile;
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bool hostile;
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};
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};
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@ -8,7 +8,7 @@
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const int INF = 0x3F3F3F3F;
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const int INF = 0x3F3F3F3F;
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enum error {none};
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enum error {none};
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// TODO: update result to include subject
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// TODO: update result to include subject
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enum result {fine, died, go_down, hit, moved, miss};
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enum result {fine, died, go_down, hit, moved, miss};
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@ -18,16 +18,16 @@ enum stat_name {HP, ATK, DEF, hostile};
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const int LAYER_CNT = 4; // TODO: update as you go
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const int LAYER_CNT = 4; // TODO: update as you go
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enum layer_num {map = 0, objects, characters, shop};
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enum layer_num {map = 0, objects, characters, shop};
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const int RACE_CNT = 3; // TODO: update as you go
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const int RACE_CNT = 4; // TODO: update as you go
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enum race {unknown = 0, rshade , rvampire /* TODO: fill out the other races (including enemies) */};
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enum race {unknown = 0, rshade , rvampire, goblin /* TODO: fill out the other races (including enemies) */};
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// TODO: fill out the other races (including enemies)
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// TODO: fill out the other races (including enemies)
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const int MAX_HP[RACE_CNT] = {0, 125, INF};
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const int MAX_HP[RACE_CNT] = {0, 125, INF, 110};
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const int STARTING_HP[RACE_CNT] = {0, 125, 50};
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const int STARTING_HP[RACE_CNT] = {0, 125, 50, 110};
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const int STARTING_ATK[RACE_CNT] = {0, 25, 25};
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const int STARTING_ATK[RACE_CNT] = {0, 25, 25, 15};
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const int STARTING_DEF[RACE_CNT] = {0, 25, 25};
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const int STARTING_DEF[RACE_CNT] = {0, 25, 25, 20};
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const char CHARACTER_REP[RACE_CNT] = {'@', 'S'};
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const char CHARACTER_REP[RACE_CNT] = {'@', 'S', 'V', 'G'};
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30
src/goblin.cc
Normal file
30
src/goblin.cc
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@ -0,0 +1,30 @@
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#include "goblin.h"
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#include <algorithm>
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#include <math.h>
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result goblin::attack(const direction dir, const character_list &chlist) {
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position tmp{pos + MOVE[dir]};
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for (auto &ch : chlist)
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if (tmp == ch->get_position()) {
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auto res = ch->get_hit(race, ATK, base_hit_rate);
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if (res == result::died) {
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gold += GAIN_GOLD;
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}
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return res;
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}
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return result::fine;
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}
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result goblin::get_hit(const enum race &race, const int atk,
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const float hitrate) {
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if (rng.rand_num() <= hitrate * (float)RAND_MAX)
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HP = std::max(HP - calc_dmg(atk, DEF), 0);
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if (HP == 0)
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return result::died;
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return result::hit;
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}
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16
src/goblin.h
Normal file
16
src/goblin.h
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@ -0,0 +1,16 @@
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#ifndef __GOBLIN_H__
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#define __GOBLIN_H__
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#include "characters.h"
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const int GAIN_GOLD = 5;
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class goblin final: public character {
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public:
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goblin(const position_list &available_positions); // spawn at a random place
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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 get_hit(const enum race &race, const int atk,
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const float hit_rate) override;
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};
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#endif
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@ -15,7 +15,7 @@ result shade::attack(const direction dir, const character_list &chlist) {
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for (auto &ch : chlist)
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for (auto &ch : chlist)
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if (tmp == ch->get_position()) {
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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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return ch->get_hit(race, ATK, base_hit_rate);
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}
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}
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return result::fine;
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return result::fine;
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@ -1,5 +1,4 @@
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#include "vampire.h"
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#include "vampire.h"
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#include <algorithm>
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#include <algorithm>
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#include <math.h>
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#include <math.h>
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@ -9,7 +8,7 @@ result vampire::attack(const direction dir, const character_list &chlist) {
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for (auto &ch : chlist)
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for (auto &ch : chlist)
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if (tmp == ch->get_position()) {
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if (tmp == ch->get_position()) {
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auto res = ch->get_hit(race, ATK, base_hitrate);
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auto res = ch->get_hit(race, ATK, base_hit_rate);
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if (res != result::miss) {
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if (res != result::miss) {
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HP += GAIN_HP;
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HP += GAIN_HP;
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}
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}
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