implement episode 3 battles
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#pragma once
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#include <stdint.h>
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#include <memory>
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#include "../Text.hh"
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#include "DataIndex.hh"
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namespace Episode3 {
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class ServerBase;
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class Server;
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class Card;
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struct Condition {
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ConditionType type;
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uint8_t remaining_turns;
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int8_t a_arg_value;
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uint8_t dice_roll_value;
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uint8_t flags;
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uint8_t card_definition_effect_index;
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le_uint16_t card_ref;
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le_int16_t value;
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le_uint16_t condition_giver_card_ref;
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uint8_t random_percent;
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int8_t value8;
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uint8_t order;
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uint8_t unknown_a8;
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Condition();
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bool operator==(const Condition& other) const = default;
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bool operator!=(const Condition& other) const = default;
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void clear();
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void clear_FF();
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} __attribute__((packed));
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struct EffectResult {
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le_uint16_t attacker_card_ref;
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le_uint16_t target_card_ref;
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int8_t value;
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int8_t current_hp;
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int8_t ap;
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int8_t tp;
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uint8_t flags;
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int8_t operation; // May be a negative condition number
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uint8_t condition_index;
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uint8_t dice_roll_value;
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EffectResult();
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bool operator==(const EffectResult& other) const = default;
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bool operator!=(const EffectResult& other) const = default;
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void clear();
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} __attribute__((packed));
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struct CardShortStatus {
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le_uint16_t card_ref;
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le_uint16_t current_hp;
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le_uint32_t card_flags;
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Location loc;
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le_uint16_t unused1;
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int8_t max_hp;
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uint8_t unused2;
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CardShortStatus();
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bool operator==(const CardShortStatus& other) const = default;
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bool operator!=(const CardShortStatus& other) const = default;
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void clear();
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void clear_FF();
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} __attribute__((packed));
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struct ActionState {
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le_uint16_t client_id;
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uint8_t unused;
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Direction facing_direction;
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le_uint16_t attacker_card_ref;
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le_uint16_t defense_card_ref;
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parray<le_uint16_t, 4 * 9> target_card_refs;
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parray<le_uint16_t, 9> action_card_refs;
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le_uint16_t original_attacker_card_ref;
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ActionState();
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bool operator==(const ActionState& other) const = default;
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bool operator!=(const ActionState& other) const = default;
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void clear();
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} __attribute__((packed));
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struct ActionChain {
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int8_t effective_ap;
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int8_t effective_tp;
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int8_t ap_effect_bonus;
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int8_t damage;
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le_uint16_t acting_card_ref;
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le_uint16_t unknown_card_ref_a3;
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parray<le_uint16_t, 8> attack_action_card_refs;
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uint8_t attack_action_card_ref_count;
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AttackMedium attack_medium;
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uint8_t target_card_ref_count;
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ActionSubphase action_subphase;
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uint8_t strike_count;
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int8_t damage_multiplier;
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uint8_t attack_number;
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int8_t tp_effect_bonus;
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uint8_t unused1;
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uint8_t unused2;
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int8_t card_ap;
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int8_t card_tp;
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le_uint32_t flags;
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parray<le_uint16_t, 4 * 9> target_card_refs;
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ActionChain();
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bool operator==(const ActionChain& other) const = default;
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bool operator!=(const ActionChain& other) const = default;
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void clear();
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void clear_FF();
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} __attribute__((packed));
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struct ActionChainWithConds {
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ActionChain chain;
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parray<Condition, 9> conditions;
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ActionChainWithConds();
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bool operator==(const ActionChainWithConds& other) const = default;
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bool operator!=(const ActionChainWithConds& other) const = default;
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void clear();
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void clear_FF();
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void clear_inner();
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void clear_target_card_refs();
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void reset();
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bool check_flag(uint32_t flags) const;
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void clear_flags(uint32_t flags);
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void set_flags(uint32_t flags);
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void add_attack_action_card_ref(uint16_t card_ref, std::shared_ptr<Server> server);
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void add_target_card_ref(uint16_t card_ref);
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void compute_attack_medium(std::shared_ptr<Server> server);
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bool get_condition_value(
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ConditionType cond_type,
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uint16_t card_ref,
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uint8_t def_effect_index,
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uint16_t value,
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uint16_t* out_value) const;
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void set_action_subphase_from_card(std::shared_ptr<const Card> card);
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bool unknown_8024DEC4() const;
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} __attribute__((packed));
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struct ActionMetadata {
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le_uint16_t card_ref;
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uint8_t target_card_ref_count;
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uint8_t defense_card_ref_count;
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ActionSubphase action_subphase;
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int8_t defense_power;
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int8_t defense_bonus;
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int8_t attack_bonus;
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le_uint32_t flags;
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parray<le_uint16_t, 4 * 9> target_card_refs;
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parray<le_uint16_t, 8> defense_card_refs;
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parray<le_uint16_t, 8> original_attacker_card_refs;
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ActionMetadata();
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bool operator==(const ActionMetadata& other) const = default;
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bool operator!=(const ActionMetadata& other) const = default;
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void clear();
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void clear_FF();
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bool check_flag(uint32_t mask) const;
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void set_flags(uint32_t flags);
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void clear_flags(uint32_t flags);
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void clear_defense_and_attacker_card_refs();
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void clear_target_card_refs();
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void add_target_card_ref(uint16_t card_ref);
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void add_defense_card_ref(
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uint16_t defense_card_ref,
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std::shared_ptr<Card> card,
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uint16_t original_attacker_card_ref);
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} __attribute__((packed));
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struct HandAndEquipState {
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parray<uint8_t, 2> dice_results;
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uint8_t atk_points;
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uint8_t def_points;
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uint8_t atk_points2; // TODO: rename this to something more appropriate
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uint8_t unknown_a1;
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uint8_t total_set_cards_cost;
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uint8_t is_cpu_player;
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le_uint32_t assist_flags;
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parray<le_uint16_t, 6> hand_card_refs;
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le_uint16_t assist_card_ref;
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parray<le_uint16_t, 8> set_card_refs;
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le_uint16_t sc_card_ref;
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parray<le_uint16_t, 6> hand_card_refs2;
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parray<le_uint16_t, 8> set_card_refs2;
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le_uint16_t assist_card_ref2;
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le_uint16_t assist_card_set_number;
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le_uint16_t assist_card_id;
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uint8_t assist_remaining_turns;
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uint8_t assist_delay_turns;
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uint8_t atk_bonuses;
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uint8_t def_bonuses;
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parray<uint8_t, 2> unused2;
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HandAndEquipState();
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bool operator==(const HandAndEquipState& other) const = default;
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bool operator!=(const HandAndEquipState& other) const = default;
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void clear();
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void clear_FF();
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} __attribute__((packed));
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struct PlayerStats {
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le_uint16_t damage_given;
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le_uint16_t damage_taken;
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le_uint16_t num_opponent_cards_destroyed;
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le_uint16_t num_owned_cards_destroyed;
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le_uint16_t total_move_distance;
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le_uint16_t num_cards_set;
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le_uint16_t num_item_or_creature_cards_set;
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le_uint16_t num_attack_actions_set;
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le_uint16_t num_tech_cards_set;
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le_uint16_t num_assist_cards_set;
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le_uint16_t defense_actions_set_on_self;
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le_uint16_t defense_actions_set_on_ally;
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le_uint16_t num_cards_drawn;
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le_uint16_t max_attack_damage;
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le_uint16_t max_attack_combo_size;
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le_uint16_t num_attacks_given;
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le_uint16_t num_attacks_taken;
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le_uint16_t sc_damage_taken;
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le_uint16_t action_card_negated_damage;
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le_uint16_t unused;
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PlayerStats();
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void clear();
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float score(size_t num_rounds) const;
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uint8_t rank(size_t num_rounds) const;
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const char* rank_name(size_t num_rounds) const;
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static uint8_t rank_for_score(float score);
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static const char* name_for_rank(uint8_t rank);
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} __attribute__((packed));
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std::vector<uint16_t> get_card_refs_within_range(
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const parray<uint8_t, 9 * 9>& range,
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const Location& loc,
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const parray<CardShortStatus, 0x10>& short_statuses);
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} // namespace Episode3
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