Skip to content
Permalink
master
Switch branches/tags

Name already in use

A tag already exists with the provided branch name. Many Git commands accept both tag and branch names, so creating this branch may cause unexpected behavior. Are you sure you want to create this branch?
Go to file
 
 
Cannot retrieve contributors at this time
#include <Windows.h>
#include <iostream>
#include <vector>
#include <string>
#include "Weapon.h"
#include "Player.h"
#include "Enemy.h"
#include "Entity.h"
#include "InitialiseItems.h"
#include "Ship.h"
#include "InitialiseShips.h"
using namespace std;
string itemtype;
Weapon weapon(0);
Enemy enemy(0);
Player player;
Item item;
InitialiseItems initialiseItems;
InitialiseShips initialiseShips;
Ship ship(0);
int MoveSelector()
{
}
int Attack ()
{
//Entity entity();
string CurrentEnemy;
string CurrentEnemyWeight;
vector<string> EnemyWeight ={"(LIGHT)","(AVERAGE)","(HEAVY)"};
vector<string> EnemyType = {"Igni","Aridus","Swampy","Nuclei","Frost-Zomb"};
cout << "Battle has been entered" << endl;
int Generate = rand() % 100 + 1;
if (Generate > weapon.getWeaponHitChance() / enemy.getEntitySpeed())
{
cout << "You have missed!!" << endl;
}
else if (Generate <= weapon.getWeaponCritChance() )
{
weapon.setWeaponCritChance(weapon.getWeaponDamage() * 1.5);
enemy.setEntityHealth( enemy.getEntityHealth("current") -
weapon.getWeaponCritChance(), "current");
cout << "Critical hit!!" << endl;
}
else
{
enemy.damageEntity(weapon.getWeaponDamage());
cout << "Hit!!" << endl;
}
if (enemy.isEntityDead() == true)
{
for (int i = 0; i < EnemyType.size(), i++;)
{
if (EnemyType[i] == enemy.getEntityType())
{
for (int i = 0; i < EnemyWeight.size(), i++;)
{
if (EnemyWeight[i] == CurrentEnemyWeight)
{
player.setPlayerCurrency(player.getPlayerCurrency() + i + 1);
player.setPlayerExperience(player.getPlayerExperience() + i + 1);
}
}
}
}
}
}
int ShipAttack ()
{
int ShipCritChance = 5;
vector<string> EnemyShipWeight ={"Frigate","Warship","Destroyer"};
cout << "Ship Battle has been entered" << endl;
int Generate = rand() % 100 + 1;
if (Generate > weapon.getWeaponHitChance() / )
{
cout << "You have missed!!" << endl;
}
else if (Generate <= ShipCritChance)
{
weapon.setWeaponCritChance(weapon.getWeaponDamage() * 1.5);
enemy.setEntityHealth( enemy.getEntityHealth("current") -
weapon.getWeaponCritChance(), "current");
cout << "Critical hit!!" << endl;
}
else
{
enemy.damageEntity(weapon.getWeaponDamage());
cout << "Hit!!" << endl;
}
for (int i = 1; i < initialiseShips.shipsPool.size(); i++)
{
if ( initialiseShips.shipsPool[i].getShipHealth() == 0)
{
for (int i = 0; i < EnemyShipWeight.size(), i++;)
{
if (EnemyShipWeight[i] == ship.getShipOwner())
{
player.setPlayerCurrency(player.getPlayerCurrency() + i + 1);
ship.setShipExperience(ship.getShipExperience() + i + 1);
}
}
}
}
}
}
int EnemyAttack()
{
int Generate = rand() % 100 + 1;
if (Generate > weapon.getWeaponHitChance() )
{
cout << "The Enemy has missed!!" << endl;
}
else if (Generate <= weapon.getWeaponCritChance() )
{
player.damageEntity(weapon.getWeaponDamage() * 1.5);
cout << "The Enemy has hit!!" << endl;
}
else;
{
player.damageEntity(weapon.getWeaponDamage() * NegativeEffects);
}
}
}
int Consumable()
{
if (item.getItemType() == "ShieldBoost")
{
Shields = Shields + initialiseItems.consumablesPool[0].getShieldBoost()
if (Shields > 150)
{
Shields = 150;
return Shields;
}
return Shields;
}
if (item.getItemType() == "HealthBoost")
{
player.setEntityHealth(player.getEntityHealth("current") +
initialiseItems.consumablesPool[0].getHealthBoost());
if ( player.getEntityHealth("current") > 150)
{
player.setEntityHealth(150);
}
}
if (item.getItemType() == "Cosmic Apple")
{
player.setEntityHealth(player.getEntityHealth("current" )
+ initialiseItems.consumablesPool[2].getHealthRegen());
}
if (item.getItemType() == "Stellar Bread")
{
player.setEntityHealth(initialiseItems.consumablesPool[3].getHealthBoost());
}
if (item.getItemType() == "Neutron Beef")
{
initialiseItems.consumablesPool[4].getHealthBoost();
}
}
}
int FightMenu()
{
if (itemtype == "Weapon")
{
Attack();
}
else if (itemtype == "Consumable")
{
Consumable();
}
else if (Attack())
{
EnemyAttack();
}
else;
{
cout << "Please choose a weapon or consumable" << endl;
}
}