starting on round logic
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137
src/round.cpp
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137
src/round.cpp
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#include "Round.h"
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#include "Creature.h"
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#include <algorithm>
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#include <cmath>
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#include <raylib.h>
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namespace {
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AppearanceTier RollAppearanceTier(const RoundConfig &cfg) {
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float roll = (float)GetRandomValue(0, 10000) / 10000.0f;
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float t1 = cfg.w_standard;
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float t2 = t1 + cfg.w_subtle1;
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float t3 = t2 + cfg.w_subtle2;
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if (roll < t1)
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return AppearanceTier::Standard;
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if (roll < t2)
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return AppearanceTier::Subtle1;
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if (roll < t3)
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return AppearanceTier::Subtle2;
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return AppearanceTier::Obvious;
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}
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float IncorrectBehaviourChance(AppearanceTier tier) {
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switch (tier) {
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case AppearanceTier::Standard:
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return 1.0f;
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case AppearanceTier::Subtle1:
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return 0.5f;
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case AppearanceTier::Subtle2:
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return 0.5f;
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case AppearanceTier::Obvious:
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return 0.3f;
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}
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return 1.0f;
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}
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Species RandomSpecies() { return static_cast<Species>(GetRandomValue(0, 3)); }
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} // namespace
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RoundConfig MakeRoundConfig(int roundIndex) {
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RoundConfig cfg;
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cfg.creature_count = std::min(5 + roundIndex * 2, 20);
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cfg.marshmallow_supply =
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std::max(2, (int)std::round(cfg.creature_count * 0.4f));
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float rampedStandard = std::min(0.35f + roundIndex * 0.03f, 0.70f);
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float remaining = 1.0f - rampedStandard;
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float baseRemaining = 0.30f + 0.20f + 0.15f;
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cfg.w_standard = rampedStandard;
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cfg.w_subtle1 = remaining * (0.30f / baseRemaining);
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cfg.w_subtle2 = remaining * (0.20f / baseRemaining);
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cfg.w_obvious = remaining * (0.15f / baseRemaining);
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return cfg;
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}
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Round GenerateRound(const RoundConfig &config) {
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Round round;
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round.conf = config;
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round.marshmallowsRemaining = config.marshmallow_supply;
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int cryptidCount =
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std::clamp((int)std::round(config.creature_count * config.cryptid_ratio),
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1, config.creature_count - 1);
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for (int i = 0; i < config.creature_count; ++i) {
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Creature c;
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c.species = RandomSpecies();
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c.is_cryptid = i < cryptidCount;
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if (!c.is_cryptid) {
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c.appearance = AppearanceTier::Standard;
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c.behaves_normally = true;
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} else {
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c.appearance = RollAppearanceTier(config);
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float lieChance = IncorrectBehaviourChance(c.appearance);
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float roll = (float)GetRandomValue(0, 10000) / 10000.0f;
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c.behaves_normally = !(roll < lieChance);
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}
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round.creatures.push_back(c);
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}
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// Shuffle so cryptids aren't all front-loaded.
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for (int i = (int)round.creatures.size() - 1; i > 0; --i) {
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int j = GetRandomValue(0, i);
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std::swap(round.creatures[i], round.creatures[j]);
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}
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return round;
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}
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bool FeedCurrentCreature(Round &round) {
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Creature *c = round.CurrentCreature();
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if (!c || c->has_been_fed || round.marshmallowsRemaining <= 0)
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return false;
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c->has_been_fed = true;
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c->observed_reaction = true;
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round.marshmallowsRemaining--;
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return true;
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}
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bool ResolveCurrentCreature(Round &round, bool captured) {
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Creature *c = round.CurrentCreature();
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if (!c)
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return false;
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c->captured = captured;
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c->resolved = true;
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bool died = false;
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if (!captured && c->is_cryptid) {
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died = true; // let a real cryptid go — run over
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} else if (captured && !c->is_cryptid) {
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round.miscaptures++;
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}
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round.currentIndex++;
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return died;
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}
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bool Round::IsComplete() const { return currentIndex >= (int)creatures.size(); }
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Creature *Round::CurrentCreature() {
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if (IsComplete())
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return nullptr;
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return &creatures[currentIndex];
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}
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float Round::SuccessRate() const {
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if (conf.creature_count == 0)
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return 1.0f;
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return 1.0f - (float)miscaptures / (float)conf.creature_count;
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}
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bool Round::Passed() const { return SuccessRate() >= 0.8f; }
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