#include "Character.hpp"
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const int Character::maxLevel = 0xffff;
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const int Character::maxExperience = 0x0fffffff;
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Character::Character(std::string characterName,
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Element *characterAffinity)
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{
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this->name = characterName;
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this->affinity = characterAffinity;
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this->level = 1;
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this->experience = 0;
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this->maxHP = 100;
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this->maxMP = 50;
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this->curHP = this->maxHP;
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this->curMP = this->maxMP;
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}
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Character::Character(std::string characterName,
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Element *characterAffinity,
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int characterLevel)
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{
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this->name = characterName;
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this->affinity = characterAffinity;
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this->level = characterLevel;
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this->experience = characterLevel;
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this->maxHP = characterLevel * 10;
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this->curHP = this->maxHP;
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this->maxMP = characterLevel * 5;
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this->curMP = this->maxMP;
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}
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Character::Character(std::string characterName,
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Element *characterAffinity,
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int characterLevel,
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int characterHP,
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int characterMP)
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{
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this->name = characterName;
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this->affinity = characterAffinity;
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this->level = characterLevel;
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this->experience = characterLevel;
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this->maxHP = characterHP;
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this->curHP = this->maxHP;
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this->maxMP = characterMP;
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this->curMP = this->maxMP;
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}
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std::string Character::getName()
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{
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return this->name;
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}
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int Character::getLevel()
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{
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if (this->level > Character::maxLevel)
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{
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exit(-1);
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}
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return this->level;
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}
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int Character::getExperience()
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{
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if (this->experience > Character::maxExperience)
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{
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exit(-1);
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}
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return this->experience;
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}
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int Character::getMaxHP()
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{
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return this->maxHP;
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}
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int Character::getCurHP()
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{
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if (this->curHP > this->maxHP)
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{
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exit(-1);
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}
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return this->curHP;
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}
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int Character::getMaxMP()
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{
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return this->maxMP;
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}
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int Character::getCurMP()
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{
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if (this->curMP > this->maxMP)
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{
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exit(-1);
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}
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return this->curMP;
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}
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void Character::levelUp()
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{
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if ((this->level <= maxLevel) && this->readytoLevelUp())
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{
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this->experience -= this->toNextLevel();
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this->level++;
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this->maxHP += 10;
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this->maxMP += 5;
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this->curHP = this->maxHP;
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this->curMP = this->maxMP;
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}
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}
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void Character::restoreHP(int n)
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{
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this->curHP += n;
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if (this->curHP > this->maxHP)
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{
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this->curHP = this->maxHP;
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}
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}
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void Character::restoreMP(int n)
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{
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this->curMP += n;
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if (this->curMP > this->maxMP)
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{
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this->curMP = this->maxMP;
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}
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}
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void Character::reduceHP(int n)
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{
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this->curHP -= n;
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}
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void Character::reduceMP(int n)
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{
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this->curMP -= n;
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}
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bool Character::isAlive()
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{
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return this->curHP > 0;
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}
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int Character::toNextLevel()
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{
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return (this->level + 1) * (this->level + 1);
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}
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bool Character::readytoLevelUp()
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{
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return (this->toNextLevel() <= this->experience);
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}
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void Character::increaseExperience(int n)
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{
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this->experience += n;
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if (this->experience > maxExperience)
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{
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this->experience = maxExperience;
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}
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while (this->readytoLevelUp())
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{
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this->levelUp();
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}
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}
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bool Character::canCastSpell(Spell *s)
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{
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return this->curMP >= s->getCost();
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}
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bool Character::castSpell(Spell *s, Character *t)
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{
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if (this->canCastSpell(s))
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{
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this->reduceMP(s->getCost());
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int pwr = s->getPower();
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int spellCompatibility = s->getElement()->compatibilityAgainst(t->getAffinity());
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if (spellCompatibility == Element::WEAK_COMPATIBILITY)
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{
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pwr /= 2;
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}
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else if (spellCompatibility == Element::STRONG_COMPATIBILITY)
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{
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pwr *= 2;
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}
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if (s->getType() == Spell::TYPE_DESTRUCTION)
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{
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t->reduceHP(pwr);
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}
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else if (s->getType() == Spell::TYPE_RESTORATION)
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{
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t->restoreHP(pwr);
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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void Character::rest()
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{
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this->curHP = this->maxHP;
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this->curMP = this->maxMP;
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}
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void Character::kill()
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{
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this->curHP = 0;
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}
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void Character::revive()
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{
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if (this->curHP <= 0)
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{
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this->curHP = 1;
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}
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}
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Element *Character::getAffinity()
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{
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return this->affinity;
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}
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