#ifndef BILLYSHEET_CHARACTER_SHEET_HPP #define BILLYSHEET_CHARACTER_SHEET_HPP #include "characteristic/adresse.hpp" #include "characteristic/endurance.hpp" #include "characteristic/chance.hpp" #include "characteristic/habilete.hpp" #include namespace gui { class Gui; } namespace character { enum class classe : std::uint8_t { Guerrier = 0, Prudent = 1, Paysan = 2, Debrouillard = 3, }; class CharacterSheet final { private: friend gui::Gui; friend class BillyObjects; std::mt19937_64 engine{ std::random_device{ "rdseed" }() }; std::string caractere{}; //TODO: bad design pour les caractéristiques. Je dois trouver autre chose. characteristic::Adresse adresse; characteristic::Endurance endurance; characteristic::Chance chance; characteristic::Habilete habilete; std::uint32_t health_point{ 0 }; std::uint32_t armor{ 0 }; std::uint32_t damage{ 0 }; std::uint32_t critique{ 0 }; std::uint32_t glory{ 0 }; std::uint32_t money{ 0 }; std::uint32_t nb_weapons{ 0 }; std::uint32_t nb_equipments{ 0 }; std::uint32_t nb_tools{ 0 }; public: CharacterSheet() = default; CharacterSheet(const CharacterSheet &sheet) noexcept = default; CharacterSheet(CharacterSheet &&sheet) noexcept = default; CharacterSheet &operator=(const CharacterSheet &characterSheet) noexcept = default; CharacterSheet &operator=(CharacterSheet &&characterSheet) noexcept = default; ~CharacterSheet() noexcept = default; [[nodiscard]] const std::string &get_caractere() const { return caractere; } [[nodiscard]] const characteristic::Adresse &get_adresse() const { return adresse; } [[nodiscard]] const characteristic::Endurance &get_endurance() const { return endurance; } [[nodiscard]] const characteristic::Chance &get_chance() const { return chance; } [[nodiscard]] const characteristic::Habilete &get_habilete() const { return habilete; } [[nodiscard]] classe get_current_class() const { if (nb_weapons >= 2) { return classe::Guerrier; } else if (nb_equipments >= 2) { return classe::Prudent; } else if (nb_tools >= 2) { return classe::Paysan; } else { return classe::Debrouillard; } } [[nodiscard]] std::uint32_t get_health_point() const { return health_point; } [[nodiscard]] std::uint32_t get_armor() const { return armor; } [[nodiscard]] std::uint32_t get_damage() const { return damage; } [[nodiscard]] std::uint32_t get_glory() const { return glory; } [[nodiscard]] std::uint32_t get_money() const { return money; } [[nodiscard]] std::uint32_t get_nb_weapons() const { return nb_weapons; } [[nodiscard]] std::uint32_t get_nb_equipments() const { return nb_equipments; } [[nodiscard]] std::uint32_t get_nb_tools() const { return nb_tools; } friend void from_json(const json &j, CharacterSheet &billy) { j.at("caractere").get_to(billy.caractere); j.at("adresse").get_to(billy.adresse); j.at("endurance").get_to(billy.endurance); j.at("chance").get_to(billy.chance); j.at("habilete").get_to(billy.habilete); j.at("health_point").get_to(billy.health_point); j.at("armor").get_to(billy.armor); j.at("damage").get_to(billy.damage); j.at("glory").get_to(billy.glory); j.at("money").get_to(billy.money); j.at("nb_weapons").get_to(billy.nb_weapons); j.at("nb_equipments").get_to(billy.nb_equipments); j.at("nb_tools").get_to(billy.nb_tools); } }; static void to_json(json &j, const CharacterSheet &billy) { j["caractere"] = billy.get_caractere(); j["adresse"] = billy.get_adresse(); j["endurance"] = billy.get_endurance(); j["chance"] = billy.get_chance(); j["habilete"] = billy.get_habilete(); j["classe"] = billy.get_current_class(); j["health_point"] = billy.get_health_point(); j["armor"] = billy.get_armor(); j["damage"] = billy.get_damage(); j["glory"] = billy.get_glory(); j["money"] = billy.get_money(); j["nb_weapons"] = billy.get_nb_weapons(); j["nb_equipments"] = billy.get_nb_equipments(); j["nb_tools"] = billy.get_nb_tools(); } } #endif //BILLYSHEET_CHARACTER_SHEET_HPP