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"Spell Management" rev_01

Dec 10th, 2024
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  1. /********* Pleasedontcode.com **********
  2.  
  3.     Pleasedontcode thanks you for automatic code generation! Enjoy your code!
  4.  
  5.     - Terms and Conditions:
  6.     You have a non-exclusive, revocable, worldwide, royalty-free license
  7.     for personal and commercial use. Attribution is optional; modifications
  8.     are allowed, but you're responsible for code maintenance. We're not
  9.     liable for any loss or damage. For full terms,
  10.     please visit pleasedontcode.com/termsandconditions.
  11.  
  12.     - Project: "Spell Management"
  13.     - Source Code NOT compiled for: Arduino Uno
  14.     - Source Code created on: 2024-12-10 16:50:34
  15.  
  16. ********* Pleasedontcode.com **********/
  17.  
  18. /****** SYSTEM REQUIREMENTS *****/
  19. /****** SYSTEM REQUIREMENT 1 *****/
  20.     /* Whenever a player unlocks a new spell, it keeps */
  21.     /* saying to power cost is “Undefined Power” and */
  22.     /* won’t allow the player to use it, could you fix */
  23.     /* this error? */
  24. /****** SYSTEM REQUIREMENT 2 *****/
  25.     /* Fix the issue where unlocking a new spell results */
  26.     /* in an "Undefined Power" message. Ensure that the */
  27.     /* power cost is initialized and validated properly */
  28.     /* to enable the spell for player use. */
  29. /****** END SYSTEM REQUIREMENTS *****/
  30.  
  31. /* START CODE */
  32.  
  33. /****** DEFINITION OF LIBRARIES *****/
  34. #include <SomeLibrary.h>  // Include necessary libraries
  35. #include <AnotherLibrary.h>
  36.  
  37. /****** FUNCTION PROTOTYPES *****/
  38. void setup(void);
  39. void loop(void);
  40.  
  41. // Define a structure to represent a Spell
  42. struct Spell {
  43.     String name;
  44.     int powerCost; // Power cost of the spell
  45.     bool isUnlocked; // Status of the spell
  46. };
  47.  
  48. // Create an array of spells
  49. Spell spells[10]; // Assuming a maximum of 10 spells
  50.  
  51. void initializeSpells() {
  52.     // Initialize spells with default values
  53.     for (int i = 0; i < 10; i++) {
  54.         spells[i].name = "Spell " + String(i + 1);
  55.         spells[i].powerCost = 0; // Default power cost
  56.         spells[i].isUnlocked = false; // Spells are locked initially
  57.     }
  58. }
  59.  
  60. void unlockSpell(int index, int cost) {
  61.     if (index >= 0 && index < 10) {
  62.         spells[index].powerCost = cost; // Set the power cost
  63.         spells[index].isUnlocked = true; // Unlock the spell
  64.     }
  65. }
  66.  
  67. void setup(void) {
  68.     // Initialize spells
  69.     initializeSpells();
  70.  
  71.     // Example of unlocking a spell with a valid power cost
  72.     unlockSpell(0, 10); // Unlock the first spell with a power cost of 10
  73. }
  74.  
  75. void loop(void) {
  76.     // Check if the spell is unlocked and has a valid power cost
  77.     for (int i = 0; i < 10; i++) {
  78.         if (spells[i].isUnlocked) {
  79.             if (spells[i].powerCost > 0) {
  80.                 // Spell can be used
  81.                 Serial.print(spells[i].name);
  82.                 Serial.print(" is unlocked with power cost: ");
  83.                 Serial.println(spells[i].powerCost);
  84.             } else {
  85.                 // Handle the case where power cost is undefined
  86.                 Serial.print(spells[i].name);
  87.                 Serial.println(" is unlocked but has undefined power cost.");
  88.             }
  89.         }
  90.     }
  91. }
  92.  
  93. /* END CODE */
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