Adding objects is done except for the dagger
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169
src/billy_objects.cpp
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169
src/billy_objects.cpp
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//
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// Created by postaron on 23/02/24.
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//
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#include "billy_objects.hpp"
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#include "characteristic/characteristic.hpp"
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#include "character_sheet.hpp"
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namespace character {
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using characteristic::Characteristic;
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void BillyObjects::add_object(const billyObject &object, CharacterSheet &sheet) noexcept {
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if (end_object < 3) {
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objects.at(end_object) = object;
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auto &local_habilete = static_cast<Characteristic &>(sheet.habilete);
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auto &local_adresse = static_cast<Characteristic &>(sheet.adresse);
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auto &local_endurance = static_cast<Characteristic &>(sheet.endurance);
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auto &local_chance = static_cast<Characteristic &>(sheet.chance);
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std::visit(overloaded{
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[&](const weapons &arg) {
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++sheet.nb_weapons;
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change_carac_weapon(sheet, arg, local_habilete, local_adresse, local_endurance, plus);
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},
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[&](const equipments &arg) {
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++sheet.nb_equipments;
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change_carac_equipment(arg,
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sheet,
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local_habilete,
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local_adresse,
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local_endurance,
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local_chance,
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plus,
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minus);
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},
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[&](const tools &arg) {
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++sheet.nb_tools;
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change_carac_tools(arg,
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sheet,
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local_habilete,
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local_adresse,
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local_endurance,
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local_chance,
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plus);
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},
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}, object);
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}
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}
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void BillyObjects::change_carac_tools(const tools &arg,
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CharacterSheet &sheet,
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Characteristic &localHabilete,
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Characteristic &localAdresse,
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Characteristic &localEndurance,
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Characteristic &localChance,
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const std::function<std::uint32_t(std::uint32_t,
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std::uint32_t)> &operation) noexcept {
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switch (arg) {
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case tools::Fourche:
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localHabilete.materiel = operation(localHabilete.materiel, 1);
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localEndurance.materiel = operation(localEndurance.materiel, 3);
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break;
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case tools::Dagger:
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break;
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case tools::RockClimbingKit:
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localAdresse.materiel = operation(localAdresse.materiel, 1);
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break;
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case tools::SackOfGrain:
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localEndurance.materiel = operation(localEndurance.materiel, 2);
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localChance.materiel = operation(localChance.materiel, 2);
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break;
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}
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}
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void BillyObjects::change_carac_equipment(const equipments &arg,
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CharacterSheet &sheet,
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Characteristic &localHabilete,
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Characteristic &localAdresse,
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Characteristic &localEndurance,
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Characteristic &localChance,
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const std::function<std::uint32_t(std::uint32_t, std::uint32_t)> &primary,
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const std::function<std::uint32_t(std::uint32_t,
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std::uint32_t)> &complement) noexcept {
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switch (arg) {
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case equipments::Chainmail:
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localHabilete.materiel = complement(localHabilete.materiel, 1);
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localAdresse.materiel = complement(localAdresse.materiel, 1);
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localEndurance.materiel = primary(localEndurance.materiel, 1);
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sheet.armor = primary(sheet.armor, 2);
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break;
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case equipments::CookingPot:
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localEndurance.materiel = primary(localEndurance.materiel, 2);
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sheet.armor = primary(sheet.armor, 1);
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break;
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case equipments::PamphletTourist:
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localChance.materiel = primary(localChance.materiel, 4);
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break;
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case equipments::MedicKit:
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localChance.materiel = primary(localChance.materiel, 1);
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break;
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}
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}
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void BillyObjects::change_carac_weapon(CharacterSheet &sheet,
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const weapons &arg,
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Characteristic &localHabilete,
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Characteristic &localAdresse,
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Characteristic &localEndurance,
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const std::function<std::uint32_t(std::uint32_t,
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std::uint32_t)> &operation) noexcept {
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switch (arg) {
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case weapons::Sword:
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localHabilete.materiel = operation(localHabilete.materiel, 4);
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break;
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case weapons::Lance:
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localHabilete.materiel = operation(localHabilete.materiel, 3);
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localAdresse.materiel = operation(localAdresse.materiel, 1);
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break;
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case weapons::Morgenstern:
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localHabilete.materiel = operation(localHabilete.materiel, 1);
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localEndurance.materiel = operation(localEndurance.materiel, 1);
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sheet.damage = operation(sheet.damage, 1);
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break;
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case weapons::Bow:
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localHabilete.materiel = operation(localHabilete.materiel, 3);
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localAdresse.materiel = operation(localAdresse.materiel, 1);
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break;
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}
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}
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std::string_view BillyObjects::billy_object_to_string(const billyObject &object) noexcept {
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return std::visit(overloaded{
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[](const weapons &arg) {
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switch (arg) {
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case weapons::Sword:
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return sword;
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case weapons::Lance:
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return lance;
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case weapons::Morgenstern:
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return morgenstern;
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case weapons::Bow:
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return bow;
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}
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},
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[](const equipments &arg) {
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switch (arg) {
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case equipments::Chainmail:
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return chainmail;
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case equipments::CookingPot:
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return cooking_pot;
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case equipments::MedicKit:
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return medic_kit;
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}
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},
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[](const tools &arg) {
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switch (arg) {
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case tools::Fourche:
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return fourche;
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case tools::Dagger:
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return dagger;
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case tools::RockClimbingKit:
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return rock_climbing_kit;
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case tools::SackOfGrain:
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return sack_of_grain;
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}
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}
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}, object);
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}
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}
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