merged DT/add-troll-char
This commit is contained in:
@ -2,7 +2,8 @@
|
||||
|
||||
## Class Diagram
|
||||
|
||||
<!----
|
||||
<!---
|
||||
|
||||
```plantuml
|
||||
@startuml
|
||||
class User {
|
||||
@ -23,4 +24,5 @@ class User {
|
||||
```
|
||||
-->
|
||||
|
||||
Please see UML generated by Mermaid Chart as official documentation.
|
||||
Archived. Please see new UML diagram uploaded in chats. Thanks!
|
||||
|
||||
|
@ -201,6 +201,6 @@ result character::move(const direction dir,
|
||||
return result::fine;
|
||||
}
|
||||
|
||||
int calc_dmg(const int ATK, const int DEF) {
|
||||
int character::calc_dmg(const int ATK, const int DEF) {
|
||||
return ceil((100.0f / (100.0f + DEF)) * ATK);
|
||||
}
|
||||
|
@ -16,7 +16,7 @@
|
||||
class character; // forward declaration
|
||||
|
||||
// Note: player should not be in the character list
|
||||
typedef std::vector<character *> character_list;
|
||||
|
||||
|
||||
class character {
|
||||
public:
|
||||
@ -32,78 +32,65 @@ public:
|
||||
|
||||
struct attack_result {
|
||||
result res;
|
||||
int dmg_dealt;
|
||||
int remaining_HP;
|
||||
character *which; // hit whom
|
||||
std::string msg;
|
||||
};
|
||||
|
||||
struct apply_result {
|
||||
result res;
|
||||
potion *which; // applied which potion
|
||||
std::string msg;
|
||||
};
|
||||
virtual result move(position_list spots, const direction &dir);
|
||||
|
||||
struct hit_result {
|
||||
result res;
|
||||
int dmg_dealt;
|
||||
int remaining_HP;
|
||||
};
|
||||
|
||||
virtual attack_result attack(const direction dir,
|
||||
character_list &chlist) = 0;
|
||||
virtual attack_result attack(const direction dir, character *ch) = 0;
|
||||
|
||||
virtual apply_result apply(const direction &dir,
|
||||
potion_list &potions);
|
||||
virtual hit_result get_hit(const enum race &race, const int atk,
|
||||
virtual attack_result get_hit(const enum race &race, const int atk,
|
||||
const fraction hitrate) = 0;
|
||||
|
||||
// overload for different races
|
||||
virtual void print(display *out, bool player = false);
|
||||
virtual void print(display *out);
|
||||
|
||||
result apply_effects();
|
||||
virtual result calc_effects();
|
||||
void discard_level_effects();
|
||||
void start_turn();
|
||||
virtual void start_turn();
|
||||
|
||||
enum race get_race() const;
|
||||
position get_position() const;
|
||||
position get_pos() const;
|
||||
void set_pos(const position &npos);
|
||||
|
||||
int get_HP() const;
|
||||
int get_ATK() const;
|
||||
int get_DEF() const;
|
||||
int get_gold() const;
|
||||
float get_hitrate_real() const;
|
||||
fraction get_hitrate() const;
|
||||
int get_room_num() const;
|
||||
|
||||
void set_position(const position &npos);
|
||||
void set_HP(const int nHP);
|
||||
void set_ATK(const int nATK);
|
||||
void set_DEF(const int nDEF);
|
||||
void set_gold(const int ngold);
|
||||
void set_hitrate(const fraction nhitrate);
|
||||
void set_room_num(const int room);
|
||||
|
||||
protected:
|
||||
RNG *rng;
|
||||
|
||||
const feature enabled_features;
|
||||
const enum race race;
|
||||
|
||||
int HP;
|
||||
position pos;
|
||||
|
||||
// IMPORTANT: keep track of ATK and DEF in game at turn time
|
||||
int ATK;
|
||||
int DEF;
|
||||
fraction base_hit_rate;
|
||||
|
||||
position pos;
|
||||
|
||||
int gold; // characters spawn with gold
|
||||
potion_list potions; // inventory
|
||||
potion_list effects; // applied potions
|
||||
|
||||
int room_num;
|
||||
private:
|
||||
void insert_potion(potion *p);
|
||||
};
|
||||
potion_list effects;
|
||||
|
||||
int calc_dmg(const int ATK, const int DEF);
|
||||
private:
|
||||
void insert_effect(potion *effect);
|
||||
};
|
||||
|
||||
typedef std::vector<character *> character_list;
|
||||
|
||||
#endif
|
||||
|
@ -35,22 +35,33 @@ enum game_command {game_command_terminate = 0,
|
||||
game_command_pass, game_command_panic
|
||||
};
|
||||
|
||||
enum stat_name {HP, ATK, DEF, hostile};
|
||||
|
||||
const int RACE_CNT = 6; // TODO: update as you go
|
||||
|
||||
enum race {rshade = 0, rvampire, rgoblin, rdrow, rdragon, rmerchant /* TODO: fill out the other races (including enemies) */};
|
||||
|
||||
// TODO: fill out the other races (including enemies)
|
||||
const int MAX_HP[RACE_CNT] = {125, INF, 110, 150, 150, 30};
|
||||
const int STARTING_HP[RACE_CNT] = {125, 50, 110, 150, 150, 30};
|
||||
const int STARTING_ATK[RACE_CNT] = {25, 25, 15, 25, 20, 70};
|
||||
const int STARTING_DEF[RACE_CNT] = {25, 25, 20, 15, 20, 5};
|
||||
const char CHARACTER_REP[RACE_CNT] = {'S', 'V', 'G', 'd', 'D', 'M'};
|
||||
// Character generation related
|
||||
const int RACE_CNT = 12;
|
||||
enum race {rshade = 0, rdrow, rvampire, rtroll,
|
||||
rgoblin, rhuman, rdwarf, relf,
|
||||
rorc, rmerchant, rdragon, rhalfling
|
||||
};
|
||||
const char *RACE_NAME[RACE_CNT] = {
|
||||
"Shade", "Vampire", "Goblin", "Drow", "Dragon"
|
||||
"Shade", "Drow", "Vampire", "Troll",
|
||||
"Goblin", "Human", "Dwarf", "Elf",
|
||||
"Orc", "Merchant", "Dragon", "Halfling"
|
||||
};
|
||||
|
||||
const int MAX_HP[RACE_CNT] = {
|
||||
125, 150, INF, 120, 110, 140, 100, 140, 180, 30, 150, 100
|
||||
};
|
||||
const int STARTING_HP[RACE_CNT] = {
|
||||
125, 150, 50, 120, 110, 140, 100, 140, 180, 30, 150, 100
|
||||
};
|
||||
const int STARTING_ATK[RACE_CNT] = {
|
||||
25, 25, 25, 25, 15, 20, 20, 30, 30, 70, 20, 15
|
||||
};
|
||||
const int STARTING_DEF[RACE_CNT] = {
|
||||
25, 15, 25, 15, 20, 20, 30, 10, 25, 5, 20, 20
|
||||
};
|
||||
|
||||
|
||||
// Potion-related
|
||||
const int POTION_TYPE_CNT = 6;
|
||||
const int DEFAULT_POTION_TYPE_CNT = 6;
|
||||
enum potion_type {restore_health = 0, boost_atk, boost_def,
|
||||
@ -67,6 +78,7 @@ const int CALC_ADD_LATER = 2;
|
||||
const int CALC_MUL_LATER = 3;
|
||||
const int CALC_ADD_FIXED = 4;
|
||||
|
||||
|
||||
const int DIRECTION_CNT = 8;
|
||||
// IMPORTANT: east is positive for x and SOUTH is positive for y
|
||||
// initializes all directions to an int
|
||||
|
@ -1,9 +1,7 @@
|
||||
#include "goblin.h"
|
||||
#include <algorithm>
|
||||
#include <math.h>
|
||||
|
||||
goblin::goblin(RNG *rng, const position &pos):
|
||||
character{rng, race::rshade, pos} {
|
||||
character{rng, race::rgoblin, pos} {
|
||||
gold = 0;
|
||||
hostile = true;
|
||||
}
|
||||
|
@ -1,5 +1,6 @@
|
||||
#ifndef __GOBLIN_H__
|
||||
#define __GOBLIN_H__
|
||||
|
||||
#include "characters.h"
|
||||
|
||||
class goblin final: public character {
|
||||
|
@ -2,8 +2,9 @@
|
||||
#define __RACES_H__
|
||||
|
||||
#include "shade.h"
|
||||
#include "goblin.h"
|
||||
#include "vampire.h"
|
||||
#include "troll.h"
|
||||
#include "goblin.h"
|
||||
#include "dragon.h"
|
||||
|
||||
#endif
|
||||
|
@ -1,8 +1,5 @@
|
||||
#include "shade.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <math.h>
|
||||
|
||||
shade::shade(RNG *rng, const position &pos):
|
||||
character{rng, race::rshade, pos} {
|
||||
gold = 0;
|
||||
|
36
src/troll.cc
Normal file
36
src/troll.cc
Normal file
@ -0,0 +1,36 @@
|
||||
#include "troll.h"
|
||||
|
||||
troll::troll(RNG *rng, const position &pos):
|
||||
character{rng, race::rtroll, pos} {
|
||||
gold = 0;
|
||||
hostile = true;
|
||||
}
|
||||
|
||||
result troll::attack(const direction dir, character_list &chlist) {
|
||||
position tmp{pos + MOVE[dir]};
|
||||
|
||||
if (HP + REGAIN_HP > HP_CAP) {
|
||||
HP = HP_CAP;
|
||||
} else {
|
||||
HP += REGAIN_HP;
|
||||
}
|
||||
|
||||
for (auto &ch : chlist)
|
||||
if (tmp == ch->get_position()) {
|
||||
auto res = ch->get_hit(race, ATK, base_hit_rate);
|
||||
return res;
|
||||
}
|
||||
|
||||
return result::fine;
|
||||
}
|
||||
|
||||
result troll::get_hit(const enum race &race, const int atk,
|
||||
const fraction hitrate) {
|
||||
if (rng->trial(hitrate))
|
||||
HP = std::max(HP - calc_dmg(atk, DEF), 0);
|
||||
|
||||
if (HP == 0)
|
||||
return result::died;
|
||||
|
||||
return result::hit;
|
||||
}
|
18
src/troll.h
Normal file
18
src/troll.h
Normal file
@ -0,0 +1,18 @@
|
||||
#ifndef __TROLL_H__
|
||||
#define __TROLL_H__
|
||||
|
||||
#include "characters.h"
|
||||
|
||||
class troll final: public character {
|
||||
static const int REGAIN_HP = 5;
|
||||
static const int HP_CAP = 120;
|
||||
public:
|
||||
troll(RNG *rng, const position &pos);
|
||||
virtual result attack(const direction dir,
|
||||
character_list &chlist) override;
|
||||
virtual result get_hit(const enum race &race, const int afk,
|
||||
const fraction hit_rate) override;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
@ -1,9 +1,7 @@
|
||||
#include "vampire.h"
|
||||
#include <algorithm>
|
||||
#include <math.h>
|
||||
|
||||
vampire::vampire(RNG *rng, const position &pos):
|
||||
character{rng, race::rshade, pos} {
|
||||
character{rng, race::rvampire, pos} {
|
||||
gold = 0;
|
||||
hostile = true;
|
||||
}
|
||||
|
@ -1,5 +1,6 @@
|
||||
#ifndef __VAMPIRE_H__
|
||||
#define __VAMPIRE_H__
|
||||
|
||||
#include "characters.h"
|
||||
|
||||
class vampire final: public character {
|
||||
|
Reference in New Issue
Block a user