Small refactors
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+9
-12
@@ -173,7 +173,7 @@ int get_jokers_top(void) {
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return jokers_top;
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}
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IntList* jokers_available_to_shop;
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IntList* jokers_available_to_shop; // List of joker IDs
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// Consts
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@@ -1005,7 +1005,7 @@ void game_set_state(enum GameState new_game_state)
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void jokers_avialable_to_shop_init()
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{
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int num_defined_jokers = get_joker_registry_size();
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jokers_available_to_shop = int_list_new(get_joker_registry_size());
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jokers_available_to_shop = int_list_new(num_defined_jokers);
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for (int i = 0; i < num_defined_jokers; i++)
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{
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// Add all joker IDs sequentially
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@@ -2140,17 +2140,14 @@ void game_round_end()
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static void game_shop_create_items(JokerObject *shop_jokers[])
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{
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tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
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if (int_list_get_size(jokers_available_to_shop) == 0)
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{
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// No jokers to create
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return;
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}
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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{
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// Note: this needs to happen after the existing joker destruction above
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if (int_list_get_size(jokers_available_to_shop) == 0)
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{
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// No jokers to create
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continue;
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}
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// TODO: weight the random choice by joker rarity
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int joker_idx = random() % int_list_get_size(jokers_available_to_shop);
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int joker_id = int_list_get(jokers_available_to_shop, joker_idx);
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@@ -2235,7 +2232,7 @@ static void game_shop_reroll(JokerObject** shop_jokers, int *reroll_cost)
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// Shop menu input and selection
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static void game_shop_process_user_input(JokerObject** shop_jokers)
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{
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const int REROLL_BASE_COST = 5; // Base cost for rerolling the shop items
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static const int REROLL_BASE_COST = 5; // Base cost for rerolling the shop items
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static int reroll_cost = REROLL_BASE_COST;
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// temp variables for future implementation
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@@ -2469,7 +2466,7 @@ void game_shop()
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joker_object_destroy(&shop_jokers[i]); // Destroy the joker objects
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}
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increment_blind(BLIND_DEFEATED);
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increment_blind(BLIND_DEFEATED); // TODO: Move to game_round_end()?
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game_set_state(GAME_BLIND_SELECT); // If we reach here, we should go to the blind select state
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break;
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