ingame moins moche (mais pas fini)
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@@ -346,12 +346,16 @@ bool Game::isOnB2BChain() const {
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return this->B2BChain;
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}
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bool Game::areBlocksBones() const {
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return this->parameters.getBoneBlocks();
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float Game::getLockDelayProgression() const {
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return (float) this->totalLockDelay / this->parameters.getLockDelay();
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}
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Position Game::ghostPiecePosition() const {
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return this->board.lowestPosition();
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float Game::getForcedLockDelayProgression() const {
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return (float) this->totalForcedLockDelay / this->parameters.getForcedLockDelay();
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}
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bool Game::areBlocksBones() const {
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return this->parameters.getBoneBlocks();
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}
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const Board& Game::getBoard() const {
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@@ -366,6 +370,10 @@ const Position& Game::getActivePiecePosition() const {
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return this->board.getActivePiecePosition();
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}
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Position Game::getGhostPiecePosition() const {
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return this->board.lowestPosition();
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}
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const std::shared_ptr<Piece>& Game::getHeldPiece() const {
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return this->board.getHeldPiece();
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}
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@@ -116,16 +116,21 @@ class Game {
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*/
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bool isOnB2BChain() const;
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/**
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* @return How close the active piece's lock delay is to the maximum allowed, betwwen 0 and 1
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*/
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float getLockDelayProgression() const;
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/**
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* @return How close the active piece's forced lock delay is to the maximum allowed, betwwen 0 and 1
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*/
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float getForcedLockDelayProgression() const;
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/**
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* @return If all blocks are currently bone blocks
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*/
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bool areBlocksBones() const;
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/**
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* @return The position of the ghost piece
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*/
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Position ghostPiecePosition() const;
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/**
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* @return The board
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*/
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@@ -141,6 +146,11 @@ class Game {
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*/
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const Position& getActivePiecePosition() const;
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/**
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* @return The position of the ghost piece
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*/
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Position getGhostPiecePosition() const;
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/**
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* @return A pointer to the held piece, can be null
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*/
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