Arranged server's source into directories
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef ENEMYFACTORYINTERFACE_HPP_
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#define ENEMYFACTORYINTERFACE_HPP_
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#include "enemy_data.hpp"
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#include "room_data.hpp"
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#include <list>
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//NOTE: Based on biome, world difficulty, etc.
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class EnemyFactoryInterface {
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public:
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EnemyFactoryInterface() = default;
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virtual ~EnemyFactoryInterface() = default;
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virtual void Generate(std::list<EnemyData>* container) = 0;
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//control the difficulty of the room
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RoomData::RoomType SetType(RoomData::RoomType t) { return type = t; }
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int SetDifficulty(int d) { return difficulty = d; }
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RoomData::RoomType GetType() { return type; }
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int GetDifficulty() { return difficulty; }
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protected:
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RoomData::RoomType type;
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int difficulty;
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};
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#endif
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