![]() ![]() ![]() * Satisfies UniformRandomNumberGenerator concept */ Of course, readability and other stuff are welcome criticism too. The "extern" thing is terrible, but it's better than duplication with a "base_stats_class". I'm worried about maintainability and don't want to give the Pokemon class too much responsibility. Right now I made the class an aggregate for easy initialization but that limits the usefulness of the class. Or is it just better to use an int?īetter way to organize my data structures. And there is some (tiny) bit manipulation as well. I'm not working on embedded system but I use uint8_t to make it explicit that the values have range. The example output matches the example given here.ĭoes the random engine satisfy the UniformRandomNumberGenerator concept correctly? Can its usability be improved? I don't want to go crazy and over-engineer it. It uses the LCRNG from the first game in order to be as compatible as possible. I have a simple working (so it's not a hypothetical stub) framework for calculating Pokemon stats that will later be incorporated in a game. ![]()
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