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Source1.cpp
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1953 lines (1687 loc) · 58.7 KB
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#include <iostream>
#include <random>
#include "Header.h"
class Mahoraga;
class Sukuna;
class Gojo;
class Air;
int GameMaster::turn_amount = 0;
void GameMaster::increment_turn() {
turn_amount++;
}
int getrandint(int, int);
void ClashDomains(Gojo& g, Sukuna& s);
class Air {
public:
enum class Purple {
None,
Exists,
Exploded
};
enum class Red {
None,
InAir
};
enum class Blue {
None,
InAir
};
Blue BCTstate = Blue::None;
Red RCTstate = Red::None;
Purple P_state = Purple::None;
bool BlueInSky() const {
return BCTstate == Blue::InAir;
}
bool RedInSky() const {
return RCTstate == Red::InAir;
}
bool PurpleExists() const {
return P_state == Purple::Exists;
}
bool Purple_Exploded() const {
return P_state == Purple::Exploded;
}
bool FireBlue() {
if (BCTstate != Blue::InAir) {
BCTstate = Blue::InAir;
return true;
}
return false;
}
bool FireRed() {
if (RCTstate != Red::InAir) {
RCTstate = Red::InAir;
return true;
}
return false;
}
bool DestroyBlue() {
if (BCTstate == Blue::InAir) {
BCTstate = Blue::None;
return true;
}
return false;
}
bool DestroyRed() {
if (RCTstate == Red::InAir) {
RCTstate = Red::None;
return true;
}
return false;
}
};
class Mahoraga {
public:
double health = 200.0;
const double maxhealth = health;
bool can_and_will_adapt = false;
void take_Damage(double Amount) {
health -= Amount;
}
void maho_health_update() {
if (health <= 0.0) {
health = 0.0;
state = MahoragaState::Destroyed;
return;
}
else {
if (infinity_bypass != prev_infinity) {
health += 45.0;
prev_infinity = infinity_bypass;
}
if (blue_nullification != prev_blue) {
health += 20.0;
prev_blue = blue_nullification;
}
if (red_nullification != prev_red) {
health += 35.0;
prev_red = red_nullification;
}
}
if (health > maxhealth) health = maxhealth;
}
enum class MahoragaState {
Inactive,
WheelActive,
Active,
Destroyed
};
MahoragaState state = MahoragaState::Inactive;
enum class InfinityAdaptation {
None,
FirstSpin,
SecondSpin,
ThirdSpin,
FourthSpin // fully adapted
};
enum class BlueAdaptation {
None,
Partial,
Full
};
enum class RedAdaptation {
None,
Partial,
Full
};
const double redinforcement[3]{
1.0,
0.5,
0.0
};
const double blueinforcement[3]{
1.0,
0.5,
0.0
};
InfinityAdaptation infinity_bypass = InfinityAdaptation::None;
InfinityAdaptation prev_infinity = InfinityAdaptation::None;
BlueAdaptation blue_nullification = BlueAdaptation::None;
BlueAdaptation prev_blue = BlueAdaptation::None;
RedAdaptation red_nullification = RedAdaptation::None;
RedAdaptation prev_red = RedAdaptation::None;
bool adapted_to_infinity() const {
return infinity_bypass == InfinityAdaptation::FourthSpin;
}
bool nearly_adapted_to_infinity() const {
return infinity_bypass == InfinityAdaptation::ThirdSpin;
}
bool halfway_adapted_to_infinity() const {
return infinity_bypass == InfinityAdaptation::SecondSpin;
}
bool started_adapting_to_infinity() const {
return infinity_bypass == InfinityAdaptation::FirstSpin;
}
bool not_adapted_to_infinity() const {
return infinity_bypass == InfinityAdaptation::None;
}
bool red_adapted() const {
return red_nullification == RedAdaptation::Full;
}
bool red_partially_adapted() const {
return red_nullification == RedAdaptation::Partial;
}
bool blue_adapted() const {
return blue_nullification == BlueAdaptation::Full;
}
bool blue_partially_adapted() const {
return blue_nullification == BlueAdaptation::Partial;
}
double infinity_adaptation = 0.0;
double red_adaptation = 0.0;
double blue_adaptation = 0.0;
bool activate_wheel() { /// inactive to active
if (state == MahoragaState::Inactive) {
state = MahoragaState::WheelActive;
return true;
}
return false;
}
bool deactivate_wheel() { /// wheel to inactive
if (state == MahoragaState::WheelActive) {
state = MahoragaState::Inactive;
return true;
}
return false;
}
bool dismiss_to_wheel() { //// active to wheel
if (state == MahoragaState::Active) {
state = MahoragaState::WheelActive;
return true;
}
return false;
}
bool summon() { /// wheel to active
if (state == MahoragaState::WheelActive) {
state = MahoragaState::Active;
return true;
}
return false;
}
bool dismiss() { /// active to inactive
if (state == MahoragaState::Active) {
state = MahoragaState::Inactive;
return true;
}
return false;
}
bool destroy() { /// active to destroyed
if (state == MahoragaState::Active) {
state = MahoragaState::Destroyed;
return true;
}
return false;
}
bool is_wheel() const {
return state == MahoragaState::WheelActive;
}
bool can_adapt() const {
return state == MahoragaState::WheelActive ||
state == MahoragaState::Active;
}
bool is_active() const {
return state == MahoragaState::Active;
}
void update_adaptations(Sukuna& s) {
if (!can_and_will_adapt)return;
if (red_adaptation >= 100.0) red_nullification = RedAdaptation::Full;
else if (red_adaptation >= 50.0) red_nullification = RedAdaptation::Partial;
if (blue_adaptation >= 100.0) blue_nullification = BlueAdaptation::Full;
else if (blue_adaptation >= 50.0) blue_nullification = BlueAdaptation::Partial;
if (infinity_adaptation >= 100.0) infinity_bypass = InfinityAdaptation::FourthSpin;
else if (infinity_adaptation >= 75.0) infinity_bypass = InfinityAdaptation::ThirdSpin;
else if (infinity_adaptation >= 50.0) infinity_bypass = InfinityAdaptation::SecondSpin;
else if (infinity_adaptation >= 25.0) infinity_bypass = InfinityAdaptation::FirstSpin;
else infinity_bypass = InfinityAdaptation::None;
}
void adapting(Gojo& g, double);
void status();
void adaptation_usage(Sukuna& s);
};
class Sukuna {
public:
double health = 1000.0;
const double maxhealth = health;
double previous_health = health;
double cursed_energy = 15000.0;
const double max_cursed_energy = cursed_energy;
bool stunned = false;
short stuntimer = 2;
short domain_turn_timer = 3;
short domain_burnout_timer = 10;
enum class InfinityKnowledge {
None,
DomainAmplification,
MahoragaAndDomainAmplification,
};
bool is_using_domain_amplification = false;
short purple_charge = 0;
enum class ReinforcementLevel {
Max,
High,
MediumHigh,
Medium,
MediumLow,
Low,
Critical
};
const double ReinforcementMult[7] {
0.7, 0.6, 0.5, 0.4, 0.3, 0.2, 0.1
};
ReinforcementLevel reinforcement = ReinforcementLevel::Critical;
InfinityKnowledge InfKnowhow = InfinityKnowledge::None;
bool understand_infinity(){
if (InfKnowhow != InfinityKnowledge::DomainAmplification) {
InfKnowhow = InfinityKnowledge::DomainAmplification;
return true;
}
return false;
}
bool understand_infinityMahoraga() {
if (InfKnowhow != InfinityKnowledge::MahoragaAndDomainAmplification) {
InfKnowhow = InfinityKnowledge::MahoragaAndDomainAmplification;
return true;
}
return false;
}
bool sukunadumb()const{
return InfKnowhow == InfinityKnowledge::None;
}
bool sukunasmart()const {
return InfKnowhow == InfinityKnowledge::DomainAmplification;
}
bool sukunasupersmart()const {
return InfKnowhow == InfinityKnowledge::MahoragaAndDomainAmplification;
}
enum class WorldCuttingStatus {
None,
BypassInfinity,
SendSlashes
};
void take_CE(double Amount) {
cursed_energy -= Amount;
}
void take_Damage(double Amount) {
health -= Amount;
}
enum class SukunaMood {
Calm,
Intrigued,
Smug,
Amused,
Joyous,
Anxious,
Desperate,
KnockedOut,
Defeated,
Dead
};
double confidence = 100.0;
double fear = 0.0;
void passive_CE_regen() {
if (cursed_energy >= max_cursed_energy) {
return;
}
else {
cursed_energy += 25.0;
}
}
enum class SukunaFightStatus {
FightingFar,
DefendingFar,
FightingClose,
DefendingClose,
InTheShadows
};
bool get_close_defensively() {
if (fight_status != SukunaFightStatus::DefendingClose) {
fight_status = SukunaFightStatus::DefendingClose;
return true;
}
return false;
}
bool get_close_offensively() {
if (fight_status != SukunaFightStatus::FightingClose) {
fight_status = SukunaFightStatus::FightingClose;
return true;
}
return false;
}
bool move_far_defensively() {
if (fight_status != SukunaFightStatus::DefendingFar) {
fight_status = SukunaFightStatus::DefendingFar;
return true;
}
return false;
}
bool move_far_offensively() {
if (fight_status != SukunaFightStatus::FightingFar) {
fight_status = SukunaFightStatus::FightingFar;
return true;
}
return false;
}
bool go_into_shadows() {
if (fight_status != SukunaFightStatus::InTheShadows) {
fight_status = SukunaFightStatus::InTheShadows;
return true;
}
return false;
}
bool SukunaFarAway()const {
return fight_status == SukunaFightStatus::FightingFar ||
fight_status == SukunaFightStatus::DefendingFar;
}
bool SukunaCloseBy()const {
return fight_status == SukunaFightStatus::DefendingClose ||
fight_status == SukunaFightStatus::FightingClose;
}
bool SukunaDefending()const {
return fight_status == SukunaFightStatus::DefendingFar ||
fight_status == SukunaFightStatus::DefendingClose;
}
bool SukunaOffense()const {
return fight_status == SukunaFightStatus::FightingClose ||
fight_status == SukunaFightStatus::FightingFar;
}
bool SukunaInShadows()const {
return fight_status == SukunaFightStatus::InTheShadows;
}
enum class TechniqueStatus {
Active,
BurntOut
};
enum class DomainStatus {
Inactive,
Declared,
Active,
Clashing
};
enum class DomainType {
Regular,
Shrinked
};
bool hit_by_infinite_void = false;
enum class ReverseCursedTechnique {
Inactive,
Active,
MaximumOutput
};
WorldCuttingStatus wcstatus = WorldCuttingStatus::None;
SukunaMood mood = SukunaMood::Calm;
DomainStatus domain_state = DomainStatus::Inactive;
TechniqueStatus technique_state = TechniqueStatus::Active;
ReverseCursedTechnique rct_healing = ReverseCursedTechnique::Inactive;
SukunaFightStatus fight_status = SukunaFightStatus::FightingFar;
bool declare_domain() { // to activate next turn
if (domain_state != DomainStatus::Inactive) return false;
if (technique_state != TechniqueStatus::BurntOut && !hit_by_infinite_void) {
domain_state = DomainStatus::Declared;
return true;
}
return false;
}
bool expand_domain() {
if (domain_state == DomainStatus::Declared){
domain_state = DomainStatus::Active;
return true;
}
return false;
}
short max_shadow_turn = 3;
void world_cutting_slash(Mahoraga& m) {
if (m.halfway_adapted_to_infinity()) {
wcstatus = WorldCuttingStatus::BypassInfinity;
}
else if (m.adapted_to_infinity()) {
wcstatus = WorldCuttingStatus::SendSlashes;
}
}
void pet_mahoraga(Mahoraga& m);
void use_domain(Gojo& g);
void paralyzed();
void do_turn(Gojo& g, Mahoraga& m);
void set_sukuna_mental_status();
void status();
void attacked(Mahoraga& m, Gojo& g, double);
void attacked_fists(Mahoraga& m, Gojo& g, double);
};
class Gojo {
public:
double health = 1000.0;
const double maxhealth = health;
double cursed_energy = 8000.0;
const double max_cursed_energy = cursed_energy;
double composure = 100.0;
short domain_turn_timer = 3;
short domain_use_limit = 5;
short brain_heal_turn = 10;
const double purple_ce_limit[5] = { 125.0, 200.0, 300.0, 500.0, 1000.0 };
const double red_ce_limit[4] = { 15.0, 35.0, 60.0, 90.0 };
const double blue_ce_limit[4] = { 10.0, 25.0, 50.0, 75.0 };
enum class CurrentCursedTechnique {
None,
Blue,
Red,
Purple
};
enum class PurpleCharge {
None,
NineRopes,
PolarisedLight,
CrowandShomyo,
TheGapBetween, // max charge
};
enum class RedCharge {
None,
Phase, // both red and blue are phase, impossible to combine without complicating it!!!!
Paramita,
PillarsOfLight // max charge
};
enum class BlueCharge {
None,
Phase,
Twilight,
EyesOfWisdom // max charge
};
const double blue_multiplier[4]{
1.0,
2.0,
3.0,
4.0
};
const double purple_multiplier[5] {
1.0, // None
2.0, // NineRopes
3.5, // PolarisedLight
5.0, // CrowandShomyo
7.5 // TheGapBetween
};
const double red_multiplier[4]{
1.0,
2.0,
3.0,
4.0
};
enum class FightingStyle {
Aggressive,
Focused,
Defensive,
Disrupted
};
enum class TechniqueStatus {
Active,
BurntOut
};
enum class DomainStatus {
Inactive,
Declared,
Active,
Clashing
};
enum class DomainType {
Regular,
Inverted,
Shrinked
};
enum class ReverseCursedTechnique {
Inactive,
Active,
MaximumOutput
};
CurrentCursedTechnique current_ct = CurrentCursedTechnique::None;
DomainStatus domain_status = DomainStatus::Inactive;
FightingStyle fighting_style = FightingStyle::Focused;
ReverseCursedTechnique rct_healing = ReverseCursedTechnique::Inactive;
TechniqueStatus technique_status = TechniqueStatus::Active;
PurpleCharge purple_status = PurpleCharge::None;
PurpleCharge prev_p_status = PurpleCharge::None;
BlueCharge blue_status = BlueCharge::None;
BlueCharge prev_b_status = BlueCharge::None;
RedCharge red_status = RedCharge::None;
RedCharge prev_r_status = RedCharge::None;
bool broken_guard()const {
return fighting_style == FightingStyle::Disrupted;
}
bool deactivate_cursed_technique() {
if (current_ct != CurrentCursedTechnique::None) {
current_ct = CurrentCursedTechnique::None;
return true;
}
return false;
}
bool use_hollow_purple() {
if (current_ct != CurrentCursedTechnique::Purple) {
current_ct = CurrentCursedTechnique::Purple;
return true;
}
return false;
}
bool using_blue()const {
return current_ct == CurrentCursedTechnique::Blue;
}
bool using_red()const {
return current_ct == CurrentCursedTechnique::Red;
}
bool using_purple()const {
return current_ct == CurrentCursedTechnique::Purple;
}
bool declare_domain() {
if (!burnt_out() && domain_status == DomainStatus::Inactive) {
}
}
bool stop_using_techniques() {
if (current_ct != CurrentCursedTechnique::None) {
current_ct = CurrentCursedTechnique::None;
return true;
}
return false;
}
bool use_ct_red() {
if (current_ct != CurrentCursedTechnique::Red) {
current_ct = CurrentCursedTechnique::Red;
return true;
}
return false;
}
bool use_ct_blue() {
if (current_ct != CurrentCursedTechnique::Blue) {
current_ct = CurrentCursedTechnique::Blue;
return true;
}
return false;
}
bool use_ct_purple() {
if (current_ct != CurrentCursedTechnique::Purple) {
current_ct = CurrentCursedTechnique::Purple;
return true;
}
return false;
}
bool UseRCT() {
if (rct_healing != ReverseCursedTechnique::Active) {
rct_healing = ReverseCursedTechnique::Active;
return true;
}
return false;
}
bool UseMaxOutputRCT() {
if (rct_healing != ReverseCursedTechnique::MaximumOutput) { // use it at all cost
rct_healing = ReverseCursedTechnique::MaximumOutput;
return true;
}
return false;
}
bool DeactivateRCT() {
if (rct_healing != ReverseCursedTechnique::Inactive) {
rct_healing = ReverseCursedTechnique::Inactive;
return true;
}
return false;
}
bool is_using_rct()const {
return rct_healing == ReverseCursedTechnique::Active;
}
bool is_using_max_rct()const {
return rct_healing == ReverseCursedTechnique::MaximumOutput;
}
bool not_using_rct()const {
return rct_healing == ReverseCursedTechnique::Inactive;
}
bool burnt_out() const {
return technique_status == TechniqueStatus::BurntOut;
}
bool domain_active() const {
return domain_status == DomainStatus::Active;
}
bool domain_inactive() const {
return domain_status == DomainStatus::Inactive;
}
bool rct_active()const {
return rct_healing == ReverseCursedTechnique::Active ||
rct_healing == ReverseCursedTechnique::MaximumOutput;
}
bool purple_not_charged()const { // 0;
return purple_status == PurpleCharge::None;
}
bool purple_charge_started()const { // 1;
return purple_status == PurpleCharge::NineRopes;
}
bool purple_charge_partial()const { // 2;
return purple_status == PurpleCharge::PolarisedLight;
}
bool purple_nearly_charged()const { // 3;
return purple_status == PurpleCharge::CrowandShomyo;
}
bool purple_fully_charged()const { // 4;
return purple_status == PurpleCharge::TheGapBetween;
}
bool set_red_0() {
if (red_status != RedCharge::None) {
red_status = RedCharge::None;
return true;
}
return false;
}
bool set_red_1() {
if (red_status != RedCharge::Phase) {
red_status = RedCharge::Phase;
return true;
}
return false;
}
bool set_red_2() {
if (red_status != RedCharge::Paramita) {
red_status = RedCharge::Paramita;
return true;
}
return false;
}
bool set_red_3() {
if (red_status != RedCharge::PillarsOfLight) {
red_status = RedCharge::PillarsOfLight;
return true;
}
return false;
}
bool set_blue_0() {
if (blue_status != BlueCharge::None) {
blue_status = BlueCharge::None;
return true;
}
return false;
}
bool set_blue_1() {
if (blue_status != BlueCharge::Phase) {
blue_status = BlueCharge::Phase;
return true;
}
return false;
}
bool set_blue_2() {
if (blue_status != BlueCharge::Twilight) {
blue_status = BlueCharge::Twilight;
return true;
}
return false;
}
bool set_blue_3() {
if (blue_status != BlueCharge::EyesOfWisdom) {
blue_status = BlueCharge::EyesOfWisdom;
return true;
}
return false;
}
bool set_purple_0() {
if (purple_status != PurpleCharge::None) {
purple_status = PurpleCharge::None;
return true;
}
return false;
}
bool set_purple_1() {
if (purple_status != PurpleCharge::NineRopes) {
purple_status = PurpleCharge::NineRopes;
return true;
}
return false;
}
bool set_purple_2() {
if (purple_status != PurpleCharge::PolarisedLight) {
purple_status = PurpleCharge::PolarisedLight;
return true;
}
return false;
}
bool set_purple_3() {
if (purple_status != PurpleCharge::CrowandShomyo) {
purple_status = PurpleCharge::CrowandShomyo;
return true;
}
return false;
}
bool set_purple_4() {
if (purple_status != PurpleCharge::TheGapBetween) {
purple_status = PurpleCharge::TheGapBetween;
return true;
}
return false;
}
bool composure_check(double com) {
static std::random_device rd;
static std::mt19937 gen(rd());
double p = com / 100.0;
if (p < 0.0) p = 0.0;
if (p > 1.0) p = 1.0;
std::bernoulli_distribution dist(p);
return dist(gen);
}
short P_chantometer = 2;
short P_chantimeter = 0;
short B_chantometer = 2;
short B_chantimeter = 0;
short R_chantometer = 2;
short R_chantimeter = 0;
void decrease_blue_chant() {
if (B_chantimeter <= 0) return;
if (prev_b_status == blue_status || B_chantimeter == 3) B_chantometer--;
if (B_chantometer <= 0) {
switch (B_chantimeter) {
case 0:
set_blue_0();
std::cout << "-> 'Phase' has worn off on Blue. It wont have the same output unless you redo your Chant!\n";
break;
case 1:
set_blue_1();
std::cout << "*-> 'Twilight' has worn off on Blue. It wont have the same output unless you redo your Chant!\n";
break;
case 2:
set_blue_2();
std::cout << "**-> 'Eyes of Wisdom' has worn off on Blue. It wont have the same output unless you redo your Chant!\n";
break;
}
B_chantometer = 2;
}
prev_b_status = blue_status;
}
void blue_chant() {
if (B_chantimeter == 3) {
std::cout << "***=> Your Blue is already fully chanted. You cant increase its output any further\n";
return;
}
if (B_chantimeter < 3) B_chantimeter++;
switch (B_chantimeter) {
case 1:
std::cout << "*=> You chant: 'Phase' to increase the output of your Blue!\n";
set_blue_1();
break;
case 2:
std::cout << "**=> You chant: 'Twiligh' to increase the output of your Blue!\n";
set_blue_2();
break;
case 3:
std::cout << "***=> You chant: 'Eyes of wisdom' your Blue reaches it's Maximum Output!\n";
set_blue_3();
break;
}
}
void decrease_red_chants() {
if (R_chantimeter <= 0) return;
if (prev_r_status == red_status || R_chantimeter == 3) R_chantometer--;
switch (R_chantimeter) {
case 0:
set_red_0();
std::cout << "-> 'Phase' has worn off on Red. Unless you redo your chant, it wont have the same output\n";
break;
case 1:
set_red_1();
std::cout << "*-> 'Paramita' has worn off on Red. Unless you redo your chant, it wont have the same output\n";
break;
case 2:
set_red_2();
std::cout << "**-> 'Pillars of Light' has worn off on Red. Unless you redo your chant, it wont have the same output\n";
break;
}
prev_r_status = red_status;
}
void red_chant() {
if (R_chantimeter == 3) {
std::cout << "***=> Your Red is already fully chanted. You cant increase its output any further\n";
return;
}
if (R_chantimeter < 3) R_chantimeter++;
switch (R_chantimeter) {
case 1:
std::cout << "*=> You chant: 'Phase' to increase the output of your Red!\n";
set_red_1();
break;
case 2:
std::cout << "**=> You chant: 'Paramita' to increase the output of your Red!\n";
set_red_2();
break;
case 3:
std::cout << "***=> You chant: 'Pillars of Light' and your Red reaches it's Maximum Output!\n";
set_red_3();
break;
}
}
void decrease_purple_chants() {
if (P_chantimeter <= 0) return;