Pre and post conditions
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@ -58,7 +58,7 @@ class Creature {
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fun hits(creature : Creature, damage : Damage) =
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random(100) < damage.accuracy + spd - creature.spd
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inline fun <reified S : Status> hasStatus() = statuses.filter { it is S }.isNotEmpty()
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inline fun <reified S : Status> hasStatus() = statuses.filterIsInstance<S>().isNotEmpty()
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private fun statFormula(gene : Int, growth : Int) = (2 * gene + growth / 4) * level / 100 + 5
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}
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@ -11,13 +11,22 @@ class Engine(private vararg val creatures : Pair<Creature, Int>) {
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return creatures[currentCreature].first
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}
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fun resolveTurn() {
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val activeCreatures = creatures.withIndex()
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val activeCreatures get() = creatures.withIndex()
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.filter { (_, c) -> !c.first.hasStatus<KnockedOut>() }
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.sortedBy { (_, c) -> c.first.spd }
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.map { (i, _) -> i}
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fun resolveTurn() {
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// All preconditions
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for (i in activeCreatures) {
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val creature = creatures[i]
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for (status in creature.first.statuses) {
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status.onTurnStart(this)
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}
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}
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// Get the moves each creature will use this turn
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val moves = activeCreatures.map { (_, _) -> Pair(Ignore, 0) }
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for ((i, c) in activeCreatures) {
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val moves = activeCreatures.map { i -> Pair(Ignore, nextOpponent(i)) }
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for (i in activeCreatures) {
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// Resolve move
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val (skill, target) = moves[i]
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currentCreature = i
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@ -37,6 +46,13 @@ class Engine(private vararg val creatures : Pair<Creature, Int>) {
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}
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}
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}
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// All post conditions
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for (i in activeCreatures) {
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val creature = creatures[i]
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for (status in creature.first.statuses) {
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status.onTurnEnd(this)
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}
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}
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}
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private fun getTargetList(target : Target, selected : Int) : List<Int> {
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@ -48,4 +64,16 @@ class Engine(private vararg val creatures : Pair<Creature, Int>) {
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Target.All -> creatures.indices.toList()
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}
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}
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private fun nextOpponent(idx : Int) : Int {
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var nextIdx = idx + 1
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while (nextIdx != idx) {
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if (creatures[nextIdx].second != creatures[idx].second) {
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return nextIdx
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}
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nextIdx = (nextIdx + 1) % creatures.size
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}
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// There are no opponents... so use the "none" index
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return -1
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}
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}
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