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GameState.hpp
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#pragma once
#include <vector>
#include "Bullet.hpp"
#include "Pistol.hpp"
#include "Gun.hpp"
#include "Player.hpp"
//Enemies
#include "BasicEnemyRed.hpp"
#include "BasicEnemyGreen.hpp"
#include "BasicEnemyBlue.hpp"
#include "MeleeEnemyRed.hpp"
#include "MeleeEnemyGreen.hpp"
#include "MeleeEnemyBlue.hpp"
//Items
#include "ReinforcementLearning.hpp"
#include "RayTracing.hpp"
#include "Dijkstra.hpp"
#include "P_NP.hpp"
#include "Multithreading.hpp"
#include "SphereIntersection.hpp"
#include "RNG.hpp"
#include "RubberDucky.hpp"
#include "Debugger.hpp"
#include "ThermalPaste.hpp"
#include "DungeonGenerator.hpp"
class Items;
class Enemy;
class GameState {
public:
GameState(size_t difficulty_level);
~GameState();
DungeonGenerator* dg;
Room* active_room = nullptr;
size_t difficulty_level = 1;
std::vector<Bullet*> bullets;
std::vector<BulletExplosion> explosions;
std::vector<Bullet*> enemy_bullets;
std::vector<Enemy*> enemies;
std::shared_ptr<Player> player;
std::set<Items*> item_set;
int num_items;
std::vector<Items*> items;
std::vector<Items*> items_on_ground;
};