refactor: use isAlive instead of hp.getValue
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00eb5e21f3
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@ -498,7 +498,7 @@ public class GameLogic {
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EntityType opposing = target.id.type == EntityType.P1 ? EntityType.P2 : EntityType.P1;
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EntityType opposing = target.id.type == EntityType.P1 ? EntityType.P2 : EntityType.P1;
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state.winConditions.increaseValue(opposing, WinCondition.TotalDamage, ((CharacterEvent)event).amount);
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state.winConditions.increaseValue(opposing, WinCondition.TotalDamage, ((CharacterEvent)event).amount);
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if(target.hp.getValue() == 0) {
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if(!target.isAlive()) {
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state.winConditions.increaseValue(opposing, WinCondition.TotalKnockouts, 1);
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state.winConditions.increaseValue(opposing, WinCondition.TotalKnockouts, 1);
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}
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}
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}
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}
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@ -815,7 +815,7 @@ public class GameLogic {
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Collections.shuffle(state.turnOrder);
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Collections.shuffle(state.turnOrder);
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for (EntityID id: state.turnOrder) {
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for (EntityID id: state.turnOrder) {
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if(id.type == EntityType.NPC || revived.contains(id) || ((Character)state.entities.findEntity(id)).hp.getValue() > 0){
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if(id.type == EntityType.NPC || revived.contains(id) || ((Character)state.entities.findEntity(id)).isAlive()){
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state.activeCharacter = id;
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state.activeCharacter = id;
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break;
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break;
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}else { // again send empty turns for knocked out characters
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}else { // again send empty turns for knocked out characters
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@ -927,7 +927,7 @@ public class GameLogic {
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for(Character character: characters) {
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for(Character character: characters) {
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if(checkLineOfSight(state, spawnPosition, character.getPosition())) {
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if(checkLineOfSight(state, spawnPosition, character.getPosition())) {
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if(character.hp.getValue() == 0) {
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if(!character.isAlive()) {
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revived.add(character.id);
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revived.add(character.id);
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}
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}
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if(character.hp.getValue() != character.hp.getMax()) {
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if(character.hp.getValue() != character.hp.getMax()) {
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