Refactors constants out of Character.h.
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@@ -17,6 +17,7 @@ using std::vector;
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} // namespace
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const int kBackgroundPoints = 5;
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const int kInitialGeneration = 13;
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CharacterType::CharacterType() {
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// Scalars
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@@ -741,4 +742,16 @@ int CharacterType::GetRoadValue() const {
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void CharacterType::SetRoadValue(int value) {
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road_value = value;
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}
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void CharacterType::SetGeneration(int value) {
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generation = value;
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}
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int CharacterType::GetGeneration() const {
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return generation;
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}
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int GetInitialGeneration() {
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return kInitialGeneration;
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}
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} // End namespace SBF
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@@ -30,7 +30,7 @@ int GetAttributePointsForRank(int rank_id);
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int GetBackgroundPoints();
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int GetDisciplinePoints();
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int GetVirtuePoints();
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const int kInitialGeneration = 13;
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int GetInitialGeneration();
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class CharacterType {
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public:
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@@ -49,6 +49,7 @@ class CharacterType {
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int GetDisciplineValue(int id) const;
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std::vector<int> GetDisciplineValues() const;
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int GetFreebiePoints() const;
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int GetGeneration() const;
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int GetKnowledgeValue(int id) const;
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int GetMentalAttributeValue(int id) const;
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int GetPhysicalAttributeValue(int id) const;
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@@ -64,6 +65,7 @@ class CharacterType {
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void SetBackgroundValue(int id, int value);
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void SetDisciplineValue(int id, int value);
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void SetFreebiePoints(int value);
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void SetGeneration(int value);
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void SetKnowledgeValue(int id, int value);
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void SetMentalAttributeValue(int id, int value);
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void SetPhysicalAttributeValue(int id, int value);
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@@ -87,7 +89,6 @@ class CharacterType {
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int conscience;
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int selfControl;
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int courage;
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int generation;
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int willpower;
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int bloodPool;
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int derangementId;
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@@ -95,6 +96,7 @@ class CharacterType {
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private:
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// Scalars
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int freebie_points;
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int generation;
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std::string road_name;
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int road_value;
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@@ -12,6 +12,7 @@
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#include "Random.h"
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#include "Utils.h"
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#include "sbf-cpp/Abilities.h"
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#include "sbf-cpp/Backgrounds.h"
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namespace SBF {
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namespace {
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@@ -379,7 +380,7 @@ void ShowCharacterSheet(CharacterType& ch) {
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MaybeClearScreen();
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cout << "╔══════════════════════════════════════╦═══════════════════════════════════════╗" << endl;
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cout << "║ Name: " << MakeFitL(ch.name, 30) << " ║ Gender: " << MakeFitL(GetGenderLabel(ch.genderId), 14)
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<< " Generation: " << MakeFitR(to_string(ch.generation), 2) << " ║" << endl;
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<< " Generation: " << MakeFitR(to_string(ch.GetGeneration()), 2) << " ║" << endl;
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cout << "║ Clan: " << MakeFitL(GetClanLabel(ch.clanId), 30) << " ║ Age: " << MakeFitL(ch.age, 32) << " ║" << endl;
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cout << "╠══════════════════════════════════════╣ Player: " << MakeFitL(ch.player, 29) << " ║" << endl;
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cout << "║ Attributes ║ Chronicle: " << MakeFitL(ch.chronicle, 26) << " ║" << endl;
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@@ -503,7 +504,7 @@ void CharacterGenerator() {
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CGGetRoad(ch);
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CGSpendVirtuePoints(ch);
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CGGetDerangement(ch);
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ch.generation = kInitialGeneration - ch.GetBackgroundValue(kBackgroundGenerationId);
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ch.SetGeneration(GetInitialGeneration() - ch.GetBackgroundValue(kBackgroundGenerationId));
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ch.willpower = ch.courage;
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ch.SetRoadValue(ch.conscience + ch.selfControl);
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ch.bloodPool = GetRandomInt(1, 10);
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