feat: continued work on ghosts, started work on required recursive function

This commit is contained in:
moonleay 2025-01-18 19:10:38 +01:00
parent 14c43b4e13
commit 11ab3ee46d
Signed by: moonleay
GPG key ID: 82667543CCD715FB
12 changed files with 150 additions and 32 deletions

View file

@ -1,12 +1,49 @@
#include "Entity.h" #include "Entity.h"
#include "../Environment/Maze.h"
namespace game { namespace game {
Entity::Entity(PositionVector starting_position, char display_character): pos(starting_position), display_character(display_character){} Entity::Entity(PositionVector starting_position, char display_character): pos(starting_position), display_character(display_character), move_left(true){}
bool Entity::is_at_position(const PositionVector& position) const { bool Entity::is_at_position(const PositionVector& position) const {
return this->pos.eq(position); return this->pos.eq(position);
} }
void Entity::tick(Maze& maze, const PositionVector& player_position){
switch (this->display_character) {
case 'A':
// No thoughts, head empty :P
return;
case 'B':
this->handle_bowie(maze);
return;
case 'C':
this->handle_connelly(maze, player_position);
return;
default:
return;
}
}
void move(const Maze& maze, const PositionVector& player_position); void Entity::handle_bowie(Maze& maze) {
PositionVector target_position = {this->pos.x, this->pos.y};
if (this->move_left)
target_position.change_x(-1);
else
target_position.change_x(1);
if (maze.is_pos_free(target_position, false))
this->pos = target_position;
else
this->move_left = !this->move_left;
}
void Entity::handle_connelly(Maze& maze, const PositionVector& player_position) {
PositionVector diff = maze.get_distance_pos1_pos2(player_position, this->pos);
PositionVector normalized_diff = {diff.x, diff.y};
normalized_diff.normalize();
PositionVector target_position = {this->pos.x, this->pos.y};
}
char Entity::get_display_character() {
return this->display_character;
}
} }

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@ -1,5 +1,6 @@
#include "../Util/PositionVector.h" #include "../Util/PositionVector.h"
#ifndef ENTITY_H #ifndef ENTITY_H
#define ENTITY_H #define ENTITY_H
@ -10,10 +11,15 @@ namespace game
private: private:
PositionVector pos; PositionVector pos;
char display_character; char display_character;
bool move_left;
void handle_bowie(Maze& maze);
void handle_connelly(Maze& maze, const PositionVector& player_position);
public: public:
Entity(PositionVector starting_position, char display_character); Entity(PositionVector starting_position, char display_character);
void move(const Maze& maze, const PositionVector& player_position); void tick(Maze& maze, const PositionVector& player_position);
bool is_at_position(const PositionVector& position) const; bool is_at_position(const PositionVector& position) const;
char get_display_character();
}; };
} // game } // game

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@ -80,30 +80,25 @@ namespace game
} }
} }
GameState Player::handle_collisions(const GameState& prev_game_state, const Maze& maze) { GameState Player::handle_collisions(const Game& game, const Maze& maze) {
char field_at_pos = maze.get_field(this->get_pos()); char field_at_pos = maze.get_field(this->get_pos());
// Game state sanity check // Game state sanity check
if (prev_game_state != GameState::RUNNING) if (game.get_state() != GameState::RUNNING)
return prev_game_state; return game.get_state();
if (field_at_pos == '.') if (field_at_pos == '.'){
return GameState::RUNNING; if (game.is_enemy_at_pos(this->get_pos()))
switch (field_at_pos) {
case 'A':
case 'B':
case 'C':
return GameState::HIT_BY_GHOST; return GameState::HIT_BY_GHOST;
break; return GameState::RUNNING;
default:
break;
} }
return prev_game_state; // You are not supposed to be here!
return game.get_state();
} }
void Player::tick(const GameState& prev_game_state, Maze& maze) { void Player::tick(const Game& game, Maze& maze) {
this->handle_keys(maze); this->handle_keys(maze);
this->handle_collisions(prev_game_state, maze); this->handle_collisions(game, maze);
} }
bool Player::has_key_available() const bool Player::has_key_available() const

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@ -9,6 +9,7 @@ using game::GameState;
namespace game namespace game
{ {
class Maze; class Maze;
class Game;
/// Ein Spieler. /// Ein Spieler.
/// Besitzt einen veränderbaren Positionsvektor /// Besitzt einen veränderbaren Positionsvektor
@ -32,7 +33,7 @@ namespace game
/// Kontrolliere, ob der Spieler gerade in einem Geist steht /// Kontrolliere, ob der Spieler gerade in einem Geist steht
/// @param maze Das Maze /// @param maze Das Maze
GameState handle_collisions(const GameState& prev_game_state, const Maze& maze); GameState handle_collisions(const Game& game, const Maze& maze);
public: public:
/// Ein Spieler. /// Ein Spieler.
@ -57,7 +58,7 @@ namespace game
Maze handle_user_input(Maze& maze, const char& input); Maze handle_user_input(Maze& maze, const char& input);
/// ///
void tick(const GameState& prev_game_state, Maze& maze); void tick(const Game& game, Maze& maze);
/// Check, if a player has at least one key /// Check, if a player has at least one key
/// @return If the player as an available key /// @return If the player as an available key

View file

@ -12,14 +12,14 @@ using game_exceptions::MovementNotPossible;
namespace game namespace game
{ {
Game::Game(Maze& maze): maze(maze), player(0, 0), infomode_enabled(false), state(GameState::RUNNING) Game::Game(Maze& maze): maze(maze), player(0, 0), infomode_enabled(false), state(GameState::RUNNING), enemies({})
{ {
PositionVector player_start_position = this->maze.get_player_start_position(); PositionVector player_start_position = this->maze.get_player_start_position();
this->player = Player(player_start_position); this->player = Player(player_start_position);
} }
GameState Game::get_state() { GameState Game::get_state() const {
return this->state; return this->state;
} }
@ -46,6 +46,13 @@ namespace game
} }
} }
bool Game::is_enemy_at_pos(const PositionVector& position) const{
for (Entity e : this->enemies)
if (e.is_at_position(position))
return true;
return false;
}
bool Game::should_end_game() { bool Game::should_end_game() {
return this->state != GameState::RUNNING; return this->state != GameState::RUNNING;
} }
@ -79,7 +86,12 @@ namespace game
cout << err.what() << "\n"; cout << err.what() << "\n";
} }
this->player.tick(this->state, this->maze); this->player.tick(*this, this->maze);
for (Entity e : this->enemies)
e.tick(this->maze, this->player.get_pos());
this->player.tick(*this, this->maze);
if (this->should_end_game()) if (this->should_end_game())
return; return;

View file

@ -1,6 +1,7 @@
#include "Maze.h" #include "Maze.h"
#include "../Entities/Player.h" #include "../Entities/Player.h"
#include "../Util/GameState.h" #include "../Util/GameState.h"
#include "../Entities/Entity.h"
#ifndef GAME_H #ifndef GAME_H
#define GAME_H #define GAME_H
@ -39,7 +40,9 @@ namespace game
/// Kriege den aktuellen Status des Spiels /// Kriege den aktuellen Status des Spiels
/// @returns Den aktuellen Status /// @returns Den aktuellen Status
GameState get_state(); GameState get_state() const;
bool is_enemy_at_pos(const PositionVector& position) const ;
}; };
} // game } // game

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@ -45,9 +45,14 @@ namespace game
if (y == player.get_pos().y && x == player.get_pos().x) if (y == player.get_pos().y && x == player.get_pos().x)
cout << "S"; cout << "S";
else { else {
for(Entity e : entities) { bool an_enemy_is_at_this_position = false;
} for (Entity e : entities)
cout << field[y][x]; if (e.is_at_position({x, y})) {
an_enemy_is_at_this_position = true;
cout << e.get_display_character();
}
if (!an_enemy_is_at_this_position)
cout << field[y][x];
} }
cout << " "; cout << " ";
} }
@ -69,4 +74,20 @@ namespace game
{ {
return this->player_start_position; return this->player_start_position;
} }
PositionVector Maze::get_distance_pos1_pos2(const PositionVector& pos1, const PositionVector& pos2) {
int x_diff = pos1.x - pos2.x;
int y_diff = pos1.y - pos2.y;
return {x_diff, y_diff};
}
int Maze::calculate_steps(const PositionVector& target_position, PositionVector position, int steps) {
if (this->is_pos_free(position, false))
return 999;
if (target_position.eq(position))
return 0;
if (steps <= 0)
return 999;
vector<int> i;
}
} // game } // game

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@ -57,6 +57,12 @@ namespace game
/// Kriege die Startposition des Spielers /// Kriege die Startposition des Spielers
/// @return Die Startposition des Spielers /// @return Die Startposition des Spielers
PositionVector get_player_start_position() const; PositionVector get_player_start_position() const;
/// Berrechne den Abstand zwischen zwei Vektoren
/// @return Der Abstand als Differenzvektor
PositionVector get_distance_pos1_pos2(const PositionVector& pos1, const PositionVector& pos2);
int calculate_steps(const PositionVector& target_position, PositionVector position, int steps);
}; };
} // game } // game

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@ -1,8 +1,10 @@
#include "MazeParser.h" #include "MazeParser.h"
#include "../Environment/Maze.h" #include "../Environment/Maze.h"
#include "../Exceptions/MalformedMaze.h" #include "../Exceptions/MalformedMaze.h"
#include "../Entities/Entity.h"
using game_exceptions::MalformedMaze; using game_exceptions::MalformedMaze;
using game::Entity;
namespace game namespace game
{ {
@ -33,12 +35,20 @@ namespace game
return false; return false;
} }
bool MazeParser::is_valid_enemy(const char& target) {
for (const char c : valid_enemies)
if (c == target)
return true;
return false;
}
Maze MazeParser::request_maze_from_user() Maze MazeParser::request_maze_from_user()
{ {
vector<int> maze_size = request_numbers_from_user(2); vector<int> maze_size = request_numbers_from_user(2);
char input; char input;
vector<vector<char>> field; vector<vector<char>> field;
vector<Entity> enemies;
for (int y = 0; y < maze_size[0]; ++y) for (int y = 0; y < maze_size[0]; ++y)
{ {
@ -49,14 +59,18 @@ namespace game
if (!cin) if (!cin)
throw MalformedMaze("Cin failed while reading chars!"); throw MalformedMaze("Cin failed while reading chars!");
// I don't think that this is needed. I doubt that the test check for this one ~Eric // I don't think that this is needed. I doubt that they test the check for this one ~Eric
//if (input == 'q') // if (input == 'q')
// throw ExitGame("Schoenen Tag noch!"); // throw ExitGame("Schoenen Tag noch!");
if (!validate_maze_element(input)) if (!validate_maze_element(input))
throw MalformedMaze("The given input is not a valid element of a maze!"); throw MalformedMaze("The given input is not a valid element of a maze!");
if (!is_valid_enemy(input))
row.push_back(input); row.push_back(input);
else {
enemies.push_back(Entity({x, y}, input));
row.push_back('.');
}
} }
field.push_back(row); field.push_back(row);
@ -64,6 +78,6 @@ namespace game
vector<int> player_start_pos = request_numbers_from_user(2); vector<int> player_start_pos = request_numbers_from_user(2);
return Maze(field, player_start_pos); return Maze(field, player_start_pos, enemies);
} // Beispieleingabe: `4 3 #.# #.K #T# #Z# 0 1` } // Beispieleingabe: `4 3 #.# #.K #T# #Z# 0 1`
} // game } // game

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@ -19,6 +19,7 @@ namespace game
/// Erlaubte Zeichen in einem Labyrinth /// Erlaubte Zeichen in einem Labyrinth
/// Ist eine Konstante, darf also in global scope /// Ist eine Konstante, darf also in global scope
static const vector<char> valid_maze_elements = {'Z', '.', '#', 'A', 'K', 'T', 'B', 'C'}; static const vector<char> valid_maze_elements = {'Z', '.', '#', 'A', 'K', 'T', 'B', 'C'};
static const vector<char> valid_enemies = {'A', 'B', 'C'};
static constexpr int MAX_MAZE_SIZE = 20; static constexpr int MAX_MAZE_SIZE = 20;
class Maze; class Maze;
@ -35,6 +36,8 @@ namespace game
/// @return Ob das gegebene Zeichen in einem Labyrinth vorkommen darf /// @return Ob das gegebene Zeichen in einem Labyrinth vorkommen darf
static bool validate_maze_element(const char& target); static bool validate_maze_element(const char& target);
static bool is_valid_enemy(const char& target);
public: public:
/// Lese ein Labyrinth aus der Konsole /// Lese ein Labyrinth aus der Konsole
/// @return Das Labyrinth /// @return Das Labyrinth

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@ -14,6 +14,21 @@ namespace game
this->y = y; this->y = y;
} }
void PositionVector::change_x(const int& amount) {
this->x += amount;
}
void PositionVector::change_y(const int& amount) {
this->y += amount;
}
void PositionVector::normalize() {
if (this->x < 0)
this->x *= -1;
if (this->y < 0)
this->y *= -1;
}
bool PositionVector::eq(const PositionVector& position) const { bool PositionVector::eq(const PositionVector& position) const {
return this->x == position.x && this->y == position.y; return this->x == position.x && this->y == position.y;
} }

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@ -23,6 +23,11 @@ namespace game
/// @param y Die neue 'Y'-Koordinate /// @param y Die neue 'Y'-Koordinate
void update(const int& x, const int& y); void update(const int& x, const int& y);
void change_x(const int& amount);
void change_y(const int& amount);
void normalize();
bool eq(const PositionVector& position)const ; bool eq(const PositionVector& position)const ;
}; };
} // game } // game