minor nitpicks
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@@ -233,7 +233,7 @@ void Board::selectAField(short &pickStatus, short &field) {
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case sf::Event::Closed:
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this->closeWindow();
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// Zamknięcie okna powinno wyjść z tej pętli
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break;
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return;
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case sf::Event::MouseButtonPressed:
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// Informacje musimy pobrać przy naciśnięciu,
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@@ -257,7 +257,9 @@ void Board::selectAField(short &pickStatus, short &field) {
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break;
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case sf::Event::Resized:
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std::cout << "resized triggered: " << currentEvent.size.width << " " << currentEvent.size.height << "\n";
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#ifdef DEBUG
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std::cout << "Resized event triggered: " << currentEvent.size.width << " " << currentEvent.size.height << "\n";
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#endif
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this->handleResize(currentEvent.size.width, currentEvent.size.height);
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break;
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@@ -68,6 +68,7 @@ void Engine::nextTurn() {
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// Rysuj pionki
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// ...
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this->board.drawPawns();
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this->board.render();
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// Rzut kostką
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if (dicerollLoaded) this->dicerollBuffer.play();
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@@ -187,6 +188,12 @@ void Engine::nextTurn() {
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}
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if (!isMovePossible) {
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pickAPlace = false;
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std::cout << "Niestety, nie mozna wykonac zadnego ruchu.\n";
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this->board.smartSleep(500);
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}
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if (pickAPlace) {
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std::cout << "Wybierz prosze pionek na planszy, ktorym chcesz wykonac ruch.\n";
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}
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@@ -196,9 +203,9 @@ void Engine::nextTurn() {
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short pickStatus = 0;
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short selectedField = -1;
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if (!pickAPlace) pickStatus = 8; // pomiń pętlę
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while (!moveResult) {
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while (!moveResult && this->board.running()) {
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while (pickStatus != 8) {
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while (pickStatus != 8 && this->board.running()) {
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this->board.selectAField(pickStatus, selectedField);
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@@ -206,7 +213,7 @@ void Engine::nextTurn() {
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if (pickAPlace) {
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moveResult = this->movePiece(currentPlayer.getColor(), selectedField, diceRoll);
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if (!moveResult) {
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if (!moveResult && selectedField != -1) {
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std::cout << "Nie mozesz wykonac tego ruchu.\n";
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this->invalidBuffer.play();
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this->board.smartSleep(1000);
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@@ -221,7 +228,10 @@ void Engine::nextTurn() {
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}
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// Do debugowania zaznaczonego pola
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#ifdef DEBUG
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std::cout << "(Engine.cpp) selected: " << selectedField << "\n";
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#endif
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// Jeżeli gracz się ruszył, odtwórz dźwięk ruchu
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if (selectedField != -1) {
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@@ -30,7 +30,9 @@ class Engine {
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short getFirstPawnAtBase(short color);
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short getFirstPawnNotAtBase(short color);
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short fieldToFirstPawnId(short color, short field);
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bool isMoveLegal(short color, short field, short steps);
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short checkPossibleMoves(short color, short steps);
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short fieldToColor(short field);
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// Audio
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bool dicerollLoaded = true;
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@@ -5,7 +5,7 @@
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CC = "C:\\msys64\\mingw64\\bin\\g++.exe"
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DEPS = -lsfml-graphics-s -lsfml-window-s -lsfml-audio-s -lopenal32 -lfreetype -lflac -lvorbisenc -lvorbisfile -lvorbis -logg -lsfml-system-s -lopengl32 -lwinmm -lgdi32 -lpthread
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LINK = -L. -Lres/SFML/lib-mingw/
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FLAGS = -DSFML_STATIC # -DCHINCZYK188_IGNORE_USER_SEED
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FLAGS = -DSFML_STATIC # -DCHINCZYK188_IGNORE_USER_SEED -DDEBUG
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OUTPUT = output.exe
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CPPSTD = c++17
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@@ -2,6 +2,7 @@
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#include <string>
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#include <vector>
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#include "Pawn.hpp"
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#include "Utils.hpp"
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class Player {
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public:
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@@ -13,6 +14,7 @@ class Player {
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int getRollCount() const;
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short getColor() const;
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short* getRelativePawns();
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bool isPawnAtHome(short pawnId);
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void incrementRollCount();
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@@ -27,6 +29,7 @@ class Player {
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short pawnsAtBase = 4;
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short pawnsActive = 0;
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short pawnsAtHome = 0;
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void recalculatePawnStates();
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bool hasWon() const;
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bool hasLeftBase = false;
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