13 #include "lcf/rpg/enemy.h"
18 std::ostream&
operator<<(std::ostream& os,
const Enemy& obj) {
20 os <<
"name="<< obj.name;
21 os <<
", battler_name="<< obj.battler_name;
22 os <<
", battler_hue="<< obj.battler_hue;
23 os <<
", max_hp="<< obj.max_hp;
24 os <<
", max_sp="<< obj.max_sp;
25 os <<
", attack="<< obj.attack;
26 os <<
", defense="<< obj.defense;
27 os <<
", spirit="<< obj.spirit;
28 os <<
", agility="<< obj.agility;
29 os <<
", transparent="<< obj.transparent;
30 os <<
", exp="<< obj.exp;
31 os <<
", gold="<< obj.gold;
32 os <<
", drop_id="<< obj.drop_id;
33 os <<
", drop_prob="<< obj.drop_prob;
34 os <<
", critical_hit="<< obj.critical_hit;
35 os <<
", critical_hit_chance="<< obj.critical_hit_chance;
36 os <<
", miss="<< obj.miss;
37 os <<
", levitate="<< obj.levitate;
38 os <<
", state_ranks=";
39 for (
size_t i = 0; i < obj.state_ranks.size(); ++i) {
40 os << (i == 0 ?
"[" :
", ") << obj.state_ranks[i];
43 os <<
", attribute_ranks=";
44 for (
size_t i = 0; i < obj.attribute_ranks.size(); ++i) {
45 os << (i == 0 ?
"[" :
", ") << obj.attribute_ranks[i];
49 for (
size_t i = 0; i < obj.actions.size(); ++i) {
50 os << (i == 0 ?
"[" :
", ") << obj.actions[i];
53 os <<
", maniac_unarmed_animation="<< obj.maniac_unarmed_animation;
std::ostream & operator<<(std::ostream &os, const Actor &obj)