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237 lines (181 loc) · 5.28 KB
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#include <cassert>
#include "GameEvent.hpp"
std::string to_string(const GameEventType &g)
{
std::string ret;
switch(g)
{
case GameEventType::DrawCard:
ret = "Draw Card";
break;
case GameEventType::AlienPower:
ret = "Alien Power";
break;
case GameEventType::CosmicZap:
ret = "Cosmic Zap";
break;
case GameEventType::CardZap:
ret = "Card Zap";
break;
case GameEventType::RetrieveWarpShip:
ret = "Retrieve Warp Ship";
break;
case GameEventType::MobiusTubes:
ret = "Mobius Tubes";
break;
case GameEventType::Plague:
ret = "Plague";
break;
case GameEventType::EmotionControl:
ret = "Emotion Control";
break;
case GameEventType::ForceField:
ret = "Force Field";
break;
case GameEventType::Reinforcement2:
ret = "Reinforcement +2";
break;
case GameEventType::Reinforcement3:
ret = "Reinforcement +3";
break;
case GameEventType::Reinforcement5:
ret = "Reinforcement +5";
break;
case GameEventType::Quash:
ret = "Quash";
break;
case GameEventType::IonicGas:
ret = "Ionic Gas";
break;
case GameEventType::SuccessfulNegotiation:
ret = "Successful Negotiation (not yet resolved)";
break;
case GameEventType::SuccessfulDeal:
ret = "Successful Negotiation resolved";
break;
case GameEventType::DefensiveEncounterWin:
ret = "Defense won the encounter";
break;
case GameEventType::DefensiveEncounterLoss:
ret = "Defense lost the encounter";
break;
case GameEventType::CosmicDeckShuffle:
ret = "Shuffling of the Cosmic Deck";
break;
//TODO: Could use a macro that takes in each alien name and #include some aliens.inc file listing all of the aliens to handle this tediousness
case GameEventType::Flare_TickTock_Wild:
ret = "Flare: Tick-Tick (Wild)";
break;
case GameEventType::Flare_TickTock_Super:
ret = "Flare: Tick-Tock (Super)";
break;
case GameEventType::Flare_Human_Wild:
ret = "Flare: Human (Wild)";
break;
case GameEventType::Flare_Human_Super:
ret = "Flare: Human (Super)";
break;
case GameEventType::Flare_Remora_Wild:
ret = "Flare: Remora (Wild)";
break;
case GameEventType::Flare_Remora_Super:
ret = "Flare: Remora (Super)";
break;
case GameEventType::Flare_Trader_Wild:
ret = "Flare: Trader (Wild)";
break;
case GameEventType::Flare_Trader_Super:
ret = "Flare: Trader (Super)";
break;
case GameEventType::Flare_Sorcerer_Wild:
ret = "Flare: Sorcerer (Wild)";
break;
case GameEventType::Flare_Sorcerer_Super:
ret = "Flare: Sorcerer (Super)";
break;
case GameEventType::Flare_Virus_Wild:
ret = "Flare: Virus (Wild)";
break;
case GameEventType::Flare_Virus_Super:
ret = "Flare: Virus (Super)";
break;
case GameEventType::Flare_Spiff_Wild:
ret = "Flare: Spiff (Wild)";
break;
case GameEventType::Flare_Spiff_Super:
ret = "Flare: Spiff (Super)";
break;
case GameEventType::Flare_Machine_Wild:
ret = "Flare: Machine (Wild)";
break;
case GameEventType::Flare_Machine_Super:
ret = "Flare: Machine (Super)";
break;
case GameEventType::Flare_Shadow_Wild:
ret = "Flare: Shadow (Wild)";
break;
case GameEventType::Flare_Shadow_Super:
ret = "Flare: Shadow (Super)";
break;
case GameEventType::Flare_Warpish_Wild:
ret = "Flare: Warpish (Wild)";
break;
case GameEventType::Flare_Warpish_Super:
ret = "Flare: Warpish (Super)";
break;
case GameEventType::Flare_Oracle_Wild:
ret = "Flare: Oracle (Wild)";
break;
case GameEventType::Flare_Oracle_Super:
ret = "Flare: Oracle (Super)";
break;
case GameEventType::EncounterWin:
ret = "A player won an encounter";
break;
case GameEventType::CastFlare:
ret = "A flare was casted";
break;
case GameEventType::NewColony:
ret = "A new colony was established";
break;
case GameEventType::CrashLandTrigger:
ret = "Offense lost the encounter by 10 or more";
break;
case GameEventType::CrashLandSuperTrigger:
ret = "Offense lost the encounter by 5 or more";
break;
case GameEventType::DestinyCardDrawn:
ret = "A (non wild) card was drawn from the destiny deck";
break;
case GameEventType::DestinyWildDrawn:
ret = "A Wild card was drawn from the destiny deck";
break;
case GameEventType::None:
assert(0 && "Tried to print string of GameEventType::None, which is an invalid GameEventType");
break;
default:
assert(0 && "Unknown GameEvent type!\n");
break;
}
return ret;
}
bool is_flare(const GameEventType g)
{
return g >= GameEventType::Flare_TickTock_Wild && g < GameEventType::None;
}
bool is_super_flare(const GameEventType g)
{
if(!is_flare(g))
{
return false;
}
//This bit assumes we'll always order game events for flares in wild, super order and that each flare will in fact have both a wild and super event
unsigned super_offset = static_cast<unsigned>(GameEventType::Flare_TickTock_Super) % 2;
unsigned this_offset = static_cast<unsigned>(g) % 2;
return (super_offset == this_offset);
}
//Returns true if this GameEvent is a super flare that builds upon the Alien's power. In that case using the super flare also uses their alien power
bool enhances_alien_power(const GameEventType g)
{
return (g == GameEventType::Flare_Human_Super || g == GameEventType::Flare_Trader_Super || g == GameEventType::Flare_Sorcerer_Super || g == GameEventType::Flare_Virus_Super);
}