single player with difficlut level balancement
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@@ -1,4 +1,5 @@
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#include "paddle.h"
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#include <cstdio>
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void Paddle::move_pad_up() {
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if (_pos_y > 0) {
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@@ -63,6 +64,7 @@ bool HumanPaddle::check_pad_movement() {
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bool BotPaddle::check_pad_movement(Ball &ball) {
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uint8_t ball_y= ball.get_y();
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int8_t ball_dir= ball.get_direction_x();
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int8_t ball_dir_ver= ball.get_direction_y();
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// ball is moving left and pad is on right, do not move
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if (ball_dir < 0 && _pos_x > MATRIX_WIDTH / 2) return false;
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@@ -74,26 +76,38 @@ bool BotPaddle::check_pad_movement(Ball &ball) {
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if (ball_distance < 0) ball_distance *= -1;
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switch (this -> get_skills()) {
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case 1:
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if (ball_distance > MATRIX_WIDTH / 2 - 2) return false;
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if (ball_distance > 2) return false;
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break;
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case 2:
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if (ball_distance > MATRIX_WIDTH / 2 - 1) return false;
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break;
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case 3:
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if (ball_distance > MATRIX_WIDTH / 2) return false;
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if (ball_distance > 3) return false;
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break;
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}
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// TODO BotPaddle movement logics
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// on higher difficult level i could also check the ball direction
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// or at lover difficulty level i could also check the distance from the pad and move only when the ball si near
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for (uint8_t py= _pos_y; py < _pos_y+PADDLE_LENGTH; py++) {
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// don't move if ball is already centered to the pad
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if (py == ball_y) continue;
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else if (_pos_y - ball_y >= 0) this -> move_pad_up();
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else this -> move_pad_down();
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enum Movement {NONE, UP, DOWN};
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Movement _movment= NONE;
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for (uint8_t py= _pos_y; py < _pos_y+PADDLE_LENGTH-1; py++) {
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if (_pos_y - ball_y >= 0 && ball_dir_ver < 0) {
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_movment= UP;
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break;
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}
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if (_pos_y - ball_y <= 0 && ball_dir_ver > 0) {
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_movment= DOWN;
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break;
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}
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}
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if (_movment == UP) {
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this -> move_pad_up();
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return true;
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}
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if (_movment == DOWN) {
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this -> move_pad_down();
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return true;
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}
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return false;
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}
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uint8_t BotPaddle::get_skills() {
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