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power_type.cpp
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#include "power_type.h"
#include "game.h"
int get_duration(const power_type any_power) //!OCLINT cannot make this any shorter
{
switch (any_power)
{
case power_type::ceasefire: return 10;
case power_type::crash: return 10;
case power_type::freeze_all: return 10;
case power_type::freeze_player: return 10;
case power_type::health: return 10;
case power_type::homing_missile: return 10;
case power_type::invisibility: return 10;
case power_type::invisible_bullets: return 10;
case power_type::kamikaze: return 10;
case power_type::maximize: return 10;
case power_type::mine: return 10;
case power_type::minimize: return 10;
case power_type::mix_speed: return 10;
case power_type::multi_shot: return 10;
case power_type::opposite_switch: return 10;
case power_type::power_shot: return 10;
case power_type::repell: return 10;
case power_type::reverse_speed: return 10;
case power_type::reverse_controls: return 10;
case power_type::shield: return 10;
case power_type::slowdown: return 10;
case power_type::spin: return 10;
case power_type::stop_bullets: return 10;
case power_type::strafe_left: return 10;
case power_type::strafe_right: return 10;
case power_type::switch_players: return 10;
case power_type::teleport: return 10;
case power_type::turbo_boost: return 10;
}
//Not implemented yet
return 0;
}
void do_ceasefire(game& g)
{
std::vector<player> players = get_players(g);
std::vector<player> new_players;
for(int i = 0; i != static_cast<int>(players.size()); ++i)
{
players[i].unable_to_shoot();
new_players.push_back(players[i]);
}
g.set_players(new_players);
}
void do_health(game &g, const int i)
{
std::vector<player> players = g.get_players();
std::vector<player> new_players;
double current_hp = players[i].get_hp();
double new_hp = current_hp + 5;
players[i].set_hp(new_hp);
for(int j = 0; j != static_cast<int>(players.size()); ++j)
{
new_players.push_back(players[j]);
}
g.set_players(new_players);
}
void do_kamikaze(game &g)
{
std::vector<player> players = g.get_players();
std::vector<player> new_players;
for(int i = 0; i != static_cast<int>(players.size()); ++i)
{
double current_hp = players[i].get_hp();
double new_hp = current_hp - 5;
players[i].set_hp(new_hp);
new_players.push_back(players[i]);
}
g.set_players(new_players);
}
void do_mix_speed(game& g)
{
std::vector<player> players = g.get_players();
std::vector<player> new_players;
for(int i = 0; i != static_cast<int>(players.size()); ++i)
{
double new_speed_x = players[i].get_speed_y();
double new_speed_y = players[i].get_speed_x();
players[i].set_speed_x(new_speed_x);
players[i].set_speed_y(new_speed_y);
new_players.push_back(players[i]);
}
g.set_players(new_players);
}
void do_opposite_switch(game& g)
{
std::vector<player> players = g.get_players();
std::vector<player> new_players;
for(int i = 0; i != static_cast<int>(players.size()); ++i)
{
double rotation = players[i].get_rotation();
double new_rotation = rotation + 180;
players[i].set_rotation(new_rotation);
new_players.push_back(players[i]);
}
g.set_players(new_players);
}
void do_reverse_speed(game& g)
{
std::vector<player> players = g.get_players();
std::vector<player> new_players;
for(int i = 0; i != static_cast<int>(players.size()); ++i)
{
double new_speed_x = -(players[i].get_speed_x());
double new_speed_y = -(players[i].get_speed_y());
players[i].set_speed_x(new_speed_x);
players[i].set_speed_y(new_speed_y);
new_players.push_back(players[i]);
}
g.set_players(new_players);
}
/*
void do_shield(game& g, const int player_index)
{
assert(!has_shield(g, player_index));
g.m_active_powers
assert(has_shield(g, player_index));
}
*/
void do_slowdown(game& g)
{
std::vector<player> players = g.get_players();
std::vector<player> new_players;
for(int i = 0; i != static_cast<int>(players.size()); ++i)
{
double new_speed_x = 0;
double new_speed_y = 0;
players[i].set_speed_x(new_speed_x);
players[i].set_speed_y(new_speed_y);
new_players.push_back(players[i]);
}
g.set_players(new_players);
}
void do_switch_players(game& g)
{
std::vector<player> players = g.get_players();
std::vector<player> new_players;
std::vector<double> x_positions;
std::vector<double> y_positions;
for(int i = 0; i != static_cast<int>(players.size()); ++i)
{
x_positions.push_back(players[i].get_x());
y_positions.push_back(players[i].get_y());
}
for(int i = 0; i != static_cast<int>(players.size()); ++i)
{
if(i != static_cast<int>(players.size()) - 1)
{
players[i].set_position(x_positions[i + 1], y_positions[i + 1]);
new_players.push_back(players[i]);
}
else
{
players[i].set_position(x_positions[0], y_positions[0]);
new_players.push_back(players[i]);
}
}
g.set_players(new_players);
}
void do_teleport(game& g, const int i)
{
std::vector<player> players = g.get_players();
std::vector<player> new_players;
players[i].set_position(g.get_world_size() / 2, g.get_world_size() / 2);
for(int j = 0; j != static_cast<int>(players.size()); ++j)
{
new_players.push_back(players[j]);
}
g.set_players(new_players);
}
void do_turbo_boost(game& g)
{
std::vector<player> players = g.get_players();
std::vector<player> new_players;
double max_speed_x = 6;
double max_speed_y = 6;
for(int i = 0; i != static_cast<int>(players.size()); ++i)
{
if((players[i].get_speed_x()) < max_speed_x)
{
double new_speed_x = (players[i].get_speed_x()) + 1;
players[i].set_speed_x(new_speed_x);
}
if((players[i].get_speed_y()) < max_speed_y)
{
double new_speed_y = (players[i].get_speed_y())+1;
players[i].set_speed_y(new_speed_y);
}
new_players.push_back(players[i]);
}
g.set_players(new_players);
}