Adding objects is done except for the dagger
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								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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