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#ifndef DYNAMIC_DIFFICULTY_H // Include guard to prevent multiple inclusions
#define DYNAMIC_DIFFICULTY_H
#include <vector>
class PlayerPerformance {
private:
int health;
int damageDealt;
float accuracy;
int resourcesCollected;
float timeElapsed;
public:
PlayerPerformance(int h, int d, float a, int r, float t); // Constructor
int getHealth() const;
int getDamageDealt() const;
float getAccuracy() const;
int getResourcesCollected() const;
float getTimeElapsed() const;
// ... other getters if needed
};
class Player {
private:
int health;
int damageDealt;
float accuracy;
int resourcesCollected;
int deaths;
int level;
std::vector<PlayerPerformance> performanceHistory; // Store performance snapshots
public:
Player(int h, int d, float a, int r, int l); // Constructor
void takeDamage(int damage);
void dealDamage(int damage);
void collectResources(int resources);
void die();
void addPerformanceSnapshot(const PlayerPerformance& snapshot);
int getHealth() const;
int getDamageDealt() const;
float getAccuracy() const;
int getResourcesCollected() const;
int getDeaths() const;
int getLevel() const;
const std::vector<PlayerPerformance>& getPerformanceHistory() const;
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};
class EnemyAIController {
private:
float aggressionLevel;
float reactionTime;
float attackFrequency;
public:
EnemyAIController(); // Constructor
void setAggression(float aggression);
void setReactionTime(float reactionTime);
void setAttackFrequency(float frequency);
float getAggression() const;
float getReactionTime() const;
float getAttackFrequency() const;
};
class ResourceManager {
private:
float dropRate;
int resourceQuantity;
public:
ResourceManager(); // Constructor
void setDropRate(float rate);
void setResourceQuantity(int quantity);
float getDropRate() const;
int getResourceQuantity() const;
};
class GameParameterManager {
private:
float enemyHealthMultiplier;
float damageTakenMultiplier;
public:
GameParameterManager(); // Constructor
void setEnemyHealthMultiplier(float multiplier);
void setDamageTakenMultiplier(float multiplier);
float getEnemyHealthMultiplier() const;
float getDamageTakenMultiplier() const;
};
class DifficultyAdjuster {
private:
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float currentDifficultyLevel;
Player* player; // Pointer to the player object
EnemyAIController* aiController;
ResourceManager* resourceManager;
GameParameterManager* gameParams;
public:
DifficultyAdjuster(Player* p, EnemyAIController* ai, ResourceManager* rm,
GameParameterManager* gp); // Constructor
void calculateDifficulty();
void adjustEnemyAI();
void adjustResourceDrops();
void adjustGameParameters();
float getCurrentDifficulty() const;
};
#endif
Key improvements and explanations:
● Include Guards: The #ifndef, #define, and #endif preprocessor directives
prevent the header file from being included multiple times, which can cause
compilation errors.
● Constructors: Each class now has a constructor. This is crucial for initializing the
object's member variables when the object is created.
● Getters: Added getter methods (e.g., getHealth(), getAggression()) for
accessing private member variables from outside the class. This follows good
encapsulation principles.
● PlayerPerformance Class: This class now stores snapshots of player performance
data.
● Player Class: The Player class now includes a performanceHistory vector to
store multiple PlayerPerformancesnapshots over time. This allows the
DifficultyAdjuster to analyze past performance. It also includes a method
addPerformanceSnapshot() to record the player's stats.
● Pointers in DifficultyAdjuster: The DifficultyAdjuster now holds pointers
(Player*, EnemyAIController*, etc.) to instances of the other classes. This is
essential because the DifficultyAdjuster needs to interact with and modify
these objects. It doesn't own them, so pointers are the correct choice.
● Clearer Method Stubs: The method declarations are now more descriptive (e.g.,
takeDamage(int damage)instead of just takeDamage()).
● Includes: Added #include <vector> for using the std::vector in the Player
class.
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This improved header file provides a more robust and complete foundation for your class
implementations. Remember that this is just the interface – the actual logic for each method
will be written in the corresponding .cpp source files.