#pragma once #include #include #include #include #include "unit.h" Unit::Unit(){} double Unit::getExperience() { return experience_; } void Unit::setExperience(double value) { experience_ = value; } double Unit::getLevel() { return level_; }; void Unit::setLevel(double value) { level_ = value; } double Unit::getHealthPoints() { return health_points_; }; void Unit::setHealthPoints(double value) { health_points_ = value; } double Unit::getManaPoints() { return mana_points_; } void Unit::setManaPoints(double value) { mana_points_ = value; } double Unit::getEnergyPoints() { return energy_points_; } void Unit::setEnergyPoints(double value) { energy_points_ = value; } double Unit::getActivePoints() { return active_points_; } void Unit::setActivePoints(double value) { active_points_ = value; } double Unit::getAttackRange() { return attack_range_; } void Unit::setAttackRange(double value) { attack_range_ = value; } std::pair Unit::getLocation() { return location_; } void Unit::setLocation(double x, double y) { location_ = std::make_pair(x, y); } double Unit::getMovementSpeed() { return movement_speed_; } void Unit::setMovementSpeed(double value) { movement_speed_ = value; } double Unit::getInitiative_() { return initiative_; } void Unit::setInitiative_(double value) { initiative_ = value; } double Unit::getDamagePerHit() { return damage_per_hit_; } void Unit::setDamagePerHit(double value) { damage_per_hit_ = value; } double Unit::getIntelligence() { return intelligence_; } void Unit::setIntelligence(double value) { intelligence_ = value; } double Unit::getStrength() { return strength_; } void Unit::setStrength(double value) { strength_ = value; } double Unit::getAgility() { return agility_; } void Unit::setAgility(double value) { agility_ = value; } double Unit::getMagicDefence() { return magic_defence_; } void Unit::setMagicDefence(double value) { magic_defence_ = value; } double Unit::getPhysicDefence() { return physic_defence_; } void Unit::setPhysicDefence(double value) { physic_defence_ = value; } void Unit::calculateDamagePerHit() { damage_per_hit_ = 0.5 * std::max(getAgility(), std::max(getStrength(), getIntelligence())); } double Unit::reduceIncomingDamage(std::string damageType, int damage) { //returns damage after reducing by defence assert("Incorrect damage type in call reduceIncomingDamage(), expected" && damageType[0] == 'p' || damageType[0] == 'P' || damageType[0] == 'm' || damageType[0] == 'M'); assert("Magic defence of unit is incorrectly high (>40), but must be" && magic_defence_ <= 40); assert("Physic defence of unit is incorrectly high (>40), but must be" && physic_defence_ <= 40); if (damageType[0] == 'p' || damageType[0] == 'P') { return (1 - 2.5 * physic_defence_ / 100) * damage; } else if (damageType[0] == 'm' || damageType[0] == 'M') { return (1 - 2.5 * magic_defence_ / 100) * damage; } }