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#include <iostream> | ||
#include <cstdlib> | ||
#include <ctime> | ||
#include "PlayerClass.h" | ||
using namespace std; | ||
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class Enemy: public player { | ||
public: | ||
int health; | ||
int strength; | ||
int buff; | ||
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Enemy(int starthealth = 50, int startstrength = 50, int startbuff = 0) { | ||
health = starthealth; | ||
strength = startstrength; | ||
buff = startbuff; //should start at 0 for no buffs active, CREATE NEW FILE :: if statements for buffs based on value of BUFF and will run at the end of all encounters to update the game | ||
} | ||
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}; | ||
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int main() { | ||
srand( time( NULL ) ); | ||
int extra_health = rand()%10; | ||
cout << extra_health << endl; | ||
int extra_strength = rand()%10; | ||
cout << extra_strength << endl; | ||
Enemy test; | ||
test.health = test.health + extra_health; | ||
cout << test.health << endl; | ||
test.strength = test.strength + extra_strength; | ||
cout << test.strength << endl; | ||
return 0; | ||
} | ||
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//This can be remade for different enemies by changing the base stats for each enemy |
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#include <iostream> | ||
#include <string> | ||
#include "battleEnd.h" | ||
using namespace std; | ||
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int four() { | ||
sqlite3* DB; | ||
char* messaggeError; | ||
int exit = sqlite3_open("gameDatabase", &DB); | ||
string turnsql("SELECT TURN FROM PLAYER WHERE ID='p001'"); | ||
exit = sqlite3_exec(DB, turnsql.c_str(), NULL, 0, &messaggeError); | ||
int turn = exit; | ||
if ((turn % 2) == 0) { | ||
cout << "yw" << endl; | ||
//three() | ||
}; | ||
string enemyhealthsql("SELECT HEALTH FROM ENEMY"); | ||
exit = sqlite3_exec(DB, enemyhealthsql.c_str(), NULL, 0, &messaggeError); | ||
int enemy_health = exit; //temp, should be gettin from database | ||
string enemyattacksql("SELECT ATTACK FROM ENEMY"); | ||
exit = sqlite3_exec(DB, enemyattacksql.c_str(), NULL, 0, &messaggeError); | ||
int enemy_attack = exit; //also temp ^^^ | ||
string healthsql("SELECT HEALTH FROM PLAYER WHERE ID='p001'"); | ||
exit = sqlite3_exec(DB, healthsql.c_str(), NULL, 0, &messaggeError); | ||
int health = exit; | ||
health = health - enemy_attack; //health should be taken from database | ||
string updatehealthsql("UPDATE PLAYER SET HEALTH = health"); | ||
exit = sqlite3_exec(DB, updatehealthsql.c_str(), NULL, 0, &messaggeError); | ||
turn = turn - 1; | ||
if (turn == 0) { | ||
if (health >= 0) { | ||
five(); //Battle end.h | ||
} | ||
//function five (BattleEndCheck) | ||
//go to player turn function | ||
return 0; | ||
}; | ||
return 0; | ||
}; |
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#include <iostream> | ||
#include "PlayerClass.h" | ||
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//medium health | ||
//medium strength | ||
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class Hunter: public player { | ||
public: | ||
int health; | ||
int strength; | ||
int buff; | ||
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Mage(int starthealth = 100, int startstrength = 100, int startMP = 100) { | ||
health = starthealth; | ||
strength = startstrength; | ||
MP = startMP; | ||
} | ||
}; | ||
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#include <iostream> | ||
#include "PlayerClass.h" | ||
using namespace std; | ||
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//high health | ||
//low strength | ||
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class Mage: public player { | ||
public: | ||
int health; | ||
int strength; | ||
int buff; | ||
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Mage(int starthealth = 100, int startstrength = 50, int startMP = 150) { | ||
health = starthealth; | ||
strength = startstrength; | ||
MP = startMP; //should start at 0 for no buffs active, CREATE NEW FILE :: if statements for buffs based on value of BUFF and will run at the end of all encounters to update the game | ||
} | ||
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}; | ||
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#include <iostream> | ||
using namespace std; | ||
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class player { // base class | ||
public: | ||
int health; | ||
int attack; | ||
int MP; // buff is an integer to be used like , 1=+strength, 2 = +health, etc. so less error than usin whole strings cuz less can go wrong | ||
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player(int starthealth = 100, int startattack = 100, int startMP = 0) { | ||
health = starthealth; | ||
attack = startattack; | ||
MP = startMP; //should start at 0 for no buffs active, CREATE NEW FILE :: if statements for buffs based on value of BUFF and will run at the end of all encounters to update the game | ||
} | ||
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}; |
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#include <iostream> | ||
#include <string> | ||
#include "Enemy_Turn.h" | ||
using namespace std; | ||
//get stats from database | ||
//include Turn_Calculator.h | ||
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int three() { | ||
sqlite3* DB; | ||
char* messaggeError; | ||
sqlite3_open("gameDatabase", &DB); | ||
string turnsql("SELECT TURN FROM PLAYER WHERE ID='p001'"); | ||
int turn =sqlite3_exec(DB, turnsql.c_str(), NULL, 0, &messaggeError); | ||
cout << turn << endl; | ||
if ((turn % 2) != 0) { | ||
four(); | ||
}; | ||
string healthsql("SELECT HEALTH FROM PLAYER WHERE ID='p001'"); | ||
int health = sqlite3_exec(DB, healthsql.c_str(), NULL, 0, &messaggeError); | ||
cout << health << endl; | ||
string attacksql("SELECT ATTACK FROM PLAYER WHERE ID='p001'"); | ||
int attack = sqlite3_exec(DB, attacksql.c_str(), NULL, 0, &messaggeError); | ||
cout << attack << endl; | ||
string MPsql("SELECT MP FROM PLAYER WHERE ID='p001'"); | ||
int MP = sqlite3_exec(DB, MPsql.c_str(), NULL, 0, &messaggeError); | ||
string enemyhealthsql("SELECT HEALTH FROM ENEMY"); | ||
int enemy_health = sqlite3_exec(DB, enemyhealthsql.c_str(), NULL, 0, &messaggeError); | ||
string enemyattacksql("SELECT ATTACK FROM ENEMY"); | ||
int enemy_attack = sqlite3_exec(DB, healthsql.c_str(), NULL, 0, &messaggeError); | ||
cout << MP << endl; | ||
string choice; | ||
string spell_choice; | ||
string heal_choice; | ||
string damage_choice; | ||
string weaken_choice; | ||
cout << "What would you like to do?" << endl; | ||
cin >> choice; | ||
transform(choice.begin(), choice.end(), choice.begin(), ::tolower); | ||
if (choice == "attack") { | ||
enemy_health = enemy_health - attack; | ||
string updateenemyhealthsql("UPDATE ENEMY SET HEALTH = enemy_health"); | ||
sqlite3_exec(DB, updateenemyhealthsql.c_str(), NULL, 0, &messaggeError); | ||
cout << "Enemy health is now " << enemy_health << endl; | ||
} | ||
else if (choice == "spells") { | ||
cout << "What spell would you like to use!" << endl; | ||
cout << "Heal" << endl; | ||
cout << "Attack Up" << endl; | ||
cout << "Enemy_Damage_Spell" << endl; | ||
cout << "Enemy_Weaken_Spell" << endl; | ||
cin >> spell_choice; | ||
transform(spell_choice.begin(), spell_choice.end(), spell_choice.begin(), ::tolower); | ||
if (spell_choice == "heal") { | ||
cout << "Current MP left = " << MP << endl; | ||
cout << "How much Health do you want to restore?" << endl; | ||
int heal_choice; | ||
cin >> heal_choice; | ||
if ((MP - heal_choice) <= 0) { | ||
cout << "You do not have enough MP" << endl; | ||
three(); | ||
} | ||
else { | ||
health = health + heal_choice; | ||
string updatehealthsql("UPDATE PLAYER SET HEALTH = health WHERE ID='p001'"); | ||
sqlite3_exec(DB, updatehealthsql.c_str(), NULL, 0, &messaggeError); | ||
MP = MP - heal_choice; | ||
string updateMPsql("UPDATE PLAYER SET MP = MP WHERE ID='p001'"); | ||
sqlite3_exec(DB, updateMPsql.c_str(), NULL, 0, &messaggeError); | ||
cout << "Current MP left = " << MP << endl; | ||
} | ||
} | ||
else if (spell_choice == "attack Up") { | ||
cout << "Current MP left = " << MP << endl; | ||
if ((MP - 10) <= 0) { | ||
cout << "You do not have enough MP" << endl; | ||
three(); | ||
} | ||
else { | ||
attack = (attack + 10); | ||
MP = (MP -10); | ||
cout << "Current MP left = " << MP << endl; | ||
} | ||
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} | ||
else if (spell_choice == "enemy_damage_spell") { | ||
cout << "Current MP left = " << MP << endl; | ||
cout << "How much Damage do you want to inflict?" << endl; | ||
int damage_choice; | ||
cin >> damage_choice; | ||
if ((MP - damage_choice) <= 0) { | ||
cout << "You do not have enough MP" << endl; | ||
three(); | ||
} | ||
else { | ||
enemy_health = (enemy_health - damage_choice); | ||
MP = (MP - damage_choice); | ||
cout << "Current MP left = " << MP << endl; | ||
} | ||
} | ||
else if (spell_choice == "enemy_weaken_spell") { | ||
cout << "Current MP left = " << MP << endl; | ||
cout << "How much do you want to decrease the enemy attack by?" << endl; | ||
int weaken_choice; | ||
cin >> weaken_choice; | ||
if ((MP - weaken_choice) <= 0) { | ||
cout << "You do not have enough MP" << endl; | ||
three(); | ||
} | ||
else { | ||
enemy_attack = (enemy_attack - weaken_choice); | ||
cout << "Current MP left = " << MP << endl; | ||
} | ||
} | ||
} | ||
//turn = turn+1 | ||
if (turn == 1) { | ||
if (enemy_health <= 0) { | ||
five(); //From battle end | ||
} | ||
//function five (BattleEndCheck) | ||
//go to enemyturn function | ||
return 0; | ||
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}; | ||
return 0; | ||
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}; | ||
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//change the function | ||
// | ||
//turn + 1 | ||
//make an if statement here that refers to enemyturn if turn = 1 |
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### Getting started | ||
There are various things you can do to quickly and efficiently configure your Codio Box to your exact requirements. | ||
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### GUI Applications and the Virtual Desktop | ||
The Virtual Desktop allows you auto develop GUI based applications using any programming language. You can install a Virtual Desktop in your Box. You can then start the desktop and view it within the Codio IDE or in a new browser tab. | ||
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[Virtual Desktop documentation](https://codio.com/docs/ide/boxes/installsw/gui/) | ||
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### Command line access and the Terminal window | ||
All Codio Boxes provide sudo level privileges to the underlying Ubuntu server. This means you can install and configure any component you like. You access the terminal from the **Tools->Terminal** menu item. | ||
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### Debugger | ||
The Codio IDE comes with a powerful visual debugger. Currently we support Python, Java, C, C++ and NodeJS. Other languages can be added on request. | ||
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[Debugger documentation](https://codio.com/docs/ide/features/debugging/) | ||
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### Content authoring and assessments | ||
Codio comes with a very powerful content authoring tool, Codio Guides. Guides is also where you create all forms of auto-graded assessments. | ||
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- [Guides documentation](https://codio.com/docs/content/authoring/overview/) | ||
- [Assessments documentation](https://codio.com/docs/content/authoring/assessments/) | ||
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### Templating Box configurations and projects | ||
Codio offers two very powerful templating options so you can create new projects from those templates with just a couple of clicks. **Stacks** allow you to create snapshots of the Box’s underlying software configuration. You can then create new projects from a Stack avoiding having to configure anew each time you start a new project. **Starter Packs** allow you to template an entire project, including workspace code. | ||
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- [Stacks documentation](https://codio.com/docs/project/stacks/) | ||
- [Starter Packs documentation](https://codio.com/docs/project/packs/) | ||
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### Install software | ||
You can always install software onto your Box using the command line. However, Codio offers a shortcut for commonly installed components that can be accessed from the **Tools->Install Software** menu. | ||
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We can easily add new items to the Install Software screen, so feel free to submit requests. | ||
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[Install Software documentation](https://codio.com/docs/ide/boxes/installsw/box-parts/) |
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