forked from University/epr24pr42-ojanssen2
feat: continued work on ghosts, started work on required recursive function
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14c43b4e13
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12 changed files with 150 additions and 32 deletions
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@ -1,12 +1,49 @@
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#include "Entity.h"
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#include "../Environment/Maze.h"
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namespace game {
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Entity::Entity(PositionVector starting_position, char display_character): pos(starting_position), display_character(display_character){}
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Entity::Entity(PositionVector starting_position, char display_character): pos(starting_position), display_character(display_character), move_left(true){}
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bool Entity::is_at_position(const PositionVector& position) const {
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return this->pos.eq(position);
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}
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void Entity::tick(Maze& maze, const PositionVector& player_position){
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switch (this->display_character) {
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case 'A':
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// No thoughts, head empty :P
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return;
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case 'B':
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this->handle_bowie(maze);
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return;
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case 'C':
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this->handle_connelly(maze, player_position);
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return;
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default:
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return;
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}
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}
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void move(const Maze& maze, const PositionVector& player_position);
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void Entity::handle_bowie(Maze& maze) {
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PositionVector target_position = {this->pos.x, this->pos.y};
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if (this->move_left)
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target_position.change_x(-1);
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else
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target_position.change_x(1);
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if (maze.is_pos_free(target_position, false))
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this->pos = target_position;
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else
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this->move_left = !this->move_left;
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}
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void Entity::handle_connelly(Maze& maze, const PositionVector& player_position) {
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PositionVector diff = maze.get_distance_pos1_pos2(player_position, this->pos);
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PositionVector normalized_diff = {diff.x, diff.y};
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normalized_diff.normalize();
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PositionVector target_position = {this->pos.x, this->pos.y};
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}
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char Entity::get_display_character() {
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return this->display_character;
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}
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}
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@ -1,5 +1,6 @@
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#include "../Util/PositionVector.h"
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#ifndef ENTITY_H
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#define ENTITY_H
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@ -10,10 +11,15 @@ namespace game
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private:
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PositionVector pos;
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char display_character;
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bool move_left;
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void handle_bowie(Maze& maze);
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void handle_connelly(Maze& maze, const PositionVector& player_position);
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public:
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Entity(PositionVector starting_position, char display_character);
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void move(const Maze& maze, const PositionVector& player_position);
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void tick(Maze& maze, const PositionVector& player_position);
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bool is_at_position(const PositionVector& position) const;
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char get_display_character();
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};
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} // game
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@ -80,30 +80,25 @@ namespace game
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}
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}
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GameState Player::handle_collisions(const GameState& prev_game_state, const Maze& maze) {
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GameState Player::handle_collisions(const Game& game, const Maze& maze) {
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char field_at_pos = maze.get_field(this->get_pos());
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// Game state sanity check
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if (prev_game_state != GameState::RUNNING)
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return prev_game_state;
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if (game.get_state() != GameState::RUNNING)
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return game.get_state();
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if (field_at_pos == '.')
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return GameState::RUNNING;
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switch (field_at_pos) {
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case 'A':
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case 'B':
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case 'C':
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if (field_at_pos == '.'){
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if (game.is_enemy_at_pos(this->get_pos()))
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return GameState::HIT_BY_GHOST;
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break;
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default:
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break;
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return GameState::RUNNING;
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}
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return prev_game_state;
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// You are not supposed to be here!
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return game.get_state();
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}
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void Player::tick(const GameState& prev_game_state, Maze& maze) {
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void Player::tick(const Game& game, Maze& maze) {
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this->handle_keys(maze);
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this->handle_collisions(prev_game_state, maze);
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this->handle_collisions(game, maze);
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}
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bool Player::has_key_available() const
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@ -9,6 +9,7 @@ using game::GameState;
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namespace game
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{
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class Maze;
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class Game;
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/// Ein Spieler.
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/// Besitzt einen veränderbaren Positionsvektor
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@ -32,7 +33,7 @@ namespace game
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/// Kontrolliere, ob der Spieler gerade in einem Geist steht
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/// @param maze Das Maze
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GameState handle_collisions(const GameState& prev_game_state, const Maze& maze);
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GameState handle_collisions(const Game& game, const Maze& maze);
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public:
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/// Ein Spieler.
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@ -57,7 +58,7 @@ namespace game
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Maze handle_user_input(Maze& maze, const char& input);
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///
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void tick(const GameState& prev_game_state, Maze& maze);
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void tick(const Game& game, Maze& maze);
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/// Check, if a player has at least one key
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/// @return If the player as an available key
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@ -12,14 +12,14 @@ using game_exceptions::MovementNotPossible;
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namespace game
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{
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Game::Game(Maze& maze): maze(maze), player(0, 0), infomode_enabled(false), state(GameState::RUNNING)
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Game::Game(Maze& maze): maze(maze), player(0, 0), infomode_enabled(false), state(GameState::RUNNING), enemies({})
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{
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PositionVector player_start_position = this->maze.get_player_start_position();
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this->player = Player(player_start_position);
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}
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GameState Game::get_state() {
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GameState Game::get_state() const {
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return this->state;
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}
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@ -46,6 +46,13 @@ namespace game
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}
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}
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bool Game::is_enemy_at_pos(const PositionVector& position) const{
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for (Entity e : this->enemies)
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if (e.is_at_position(position))
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return true;
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return false;
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}
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bool Game::should_end_game() {
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return this->state != GameState::RUNNING;
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}
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@ -79,7 +86,12 @@ namespace game
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cout << err.what() << "\n";
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}
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this->player.tick(this->state, this->maze);
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this->player.tick(*this, this->maze);
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for (Entity e : this->enemies)
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e.tick(this->maze, this->player.get_pos());
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this->player.tick(*this, this->maze);
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if (this->should_end_game())
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return;
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@ -1,6 +1,7 @@
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#include "Maze.h"
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#include "../Entities/Player.h"
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#include "../Util/GameState.h"
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#include "../Entities/Entity.h"
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#ifndef GAME_H
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#define GAME_H
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@ -39,7 +40,9 @@ namespace game
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/// Kriege den aktuellen Status des Spiels
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/// @returns Den aktuellen Status
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GameState get_state();
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GameState get_state() const;
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bool is_enemy_at_pos(const PositionVector& position) const ;
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};
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} // game
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@ -45,9 +45,14 @@ namespace game
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if (y == player.get_pos().y && x == player.get_pos().x)
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cout << "S";
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else {
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for(Entity e : entities) {
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}
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cout << field[y][x];
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bool an_enemy_is_at_this_position = false;
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for (Entity e : entities)
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if (e.is_at_position({x, y})) {
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an_enemy_is_at_this_position = true;
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cout << e.get_display_character();
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}
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if (!an_enemy_is_at_this_position)
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cout << field[y][x];
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}
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cout << " ";
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}
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{
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return this->player_start_position;
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}
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PositionVector Maze::get_distance_pos1_pos2(const PositionVector& pos1, const PositionVector& pos2) {
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int x_diff = pos1.x - pos2.x;
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int y_diff = pos1.y - pos2.y;
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return {x_diff, y_diff};
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}
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int Maze::calculate_steps(const PositionVector& target_position, PositionVector position, int steps) {
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if (this->is_pos_free(position, false))
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return 999;
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if (target_position.eq(position))
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return 0;
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if (steps <= 0)
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return 999;
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vector<int> i;
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}
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} // game
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/// Kriege die Startposition des Spielers
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/// @return Die Startposition des Spielers
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PositionVector get_player_start_position() const;
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/// Berrechne den Abstand zwischen zwei Vektoren
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/// @return Der Abstand als Differenzvektor
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PositionVector get_distance_pos1_pos2(const PositionVector& pos1, const PositionVector& pos2);
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int calculate_steps(const PositionVector& target_position, PositionVector position, int steps);
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};
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} // game
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#include "MazeParser.h"
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#include "../Environment/Maze.h"
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#include "../Exceptions/MalformedMaze.h"
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#include "../Entities/Entity.h"
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using game_exceptions::MalformedMaze;
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using game::Entity;
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namespace game
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{
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return false;
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}
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bool MazeParser::is_valid_enemy(const char& target) {
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for (const char c : valid_enemies)
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if (c == target)
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return true;
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return false;
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}
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Maze MazeParser::request_maze_from_user()
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{
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vector<int> maze_size = request_numbers_from_user(2);
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char input;
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vector<vector<char>> field;
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vector<Entity> enemies;
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for (int y = 0; y < maze_size[0]; ++y)
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{
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if (!cin)
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throw MalformedMaze("Cin failed while reading chars!");
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// I don't think that this is needed. I doubt that the test check for this one ~Eric
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//if (input == 'q')
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// I don't think that this is needed. I doubt that they test the check for this one ~Eric
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// if (input == 'q')
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// throw ExitGame("Schoenen Tag noch!");
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if (!validate_maze_element(input))
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throw MalformedMaze("The given input is not a valid element of a maze!");
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row.push_back(input);
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if (!is_valid_enemy(input))
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row.push_back(input);
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else {
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enemies.push_back(Entity({x, y}, input));
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row.push_back('.');
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}
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}
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field.push_back(row);
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vector<int> player_start_pos = request_numbers_from_user(2);
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return Maze(field, player_start_pos);
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return Maze(field, player_start_pos, enemies);
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} // Beispieleingabe: `4 3 #.# #.K #T# #Z# 0 1`
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} // game
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/// Erlaubte Zeichen in einem Labyrinth
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/// Ist eine Konstante, darf also in global scope
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static const vector<char> valid_maze_elements = {'Z', '.', '#', 'A', 'K', 'T', 'B', 'C'};
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static const vector<char> valid_enemies = {'A', 'B', 'C'};
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static constexpr int MAX_MAZE_SIZE = 20;
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class Maze;
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/// @return Ob das gegebene Zeichen in einem Labyrinth vorkommen darf
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static bool validate_maze_element(const char& target);
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static bool is_valid_enemy(const char& target);
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public:
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/// Lese ein Labyrinth aus der Konsole
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/// @return Das Labyrinth
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this->y = y;
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}
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void PositionVector::change_x(const int& amount) {
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this->x += amount;
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}
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void PositionVector::change_y(const int& amount) {
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this->y += amount;
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}
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void PositionVector::normalize() {
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if (this->x < 0)
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this->x *= -1;
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if (this->y < 0)
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this->y *= -1;
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}
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bool PositionVector::eq(const PositionVector& position) const {
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return this->x == position.x && this->y == position.y;
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}
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/// @param y Die neue 'Y'-Koordinate
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void update(const int& x, const int& y);
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void change_x(const int& amount);
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void change_y(const int& amount);
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void normalize();
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bool eq(const PositionVector& position)const ;
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};
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} // game
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