forked from University/epr24pr42-ojanssen2
big bang v2
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18 changed files with 2847 additions and 378 deletions
108
Environment/Game.cpp
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108
Environment/Game.cpp
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#include "Game.h"
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#include "Maze.h"
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#include "../Exceptions/MovementNotPossible.h"
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#include "../Exceptions/UnkownAction.h"
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#include "../Util/Vector2d.h"
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using game::Player;
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using game::Maze;
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using game_exceptions::UnkownAction;
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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), enemies({}), state(GameState::RUNNING), infomode_enabled(false)
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{
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Vector2d player_start_position = this->maze.get_player_start_position();
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this->player = Player(player_start_position);
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this->enemies = maze.get_entities();
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}
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GameState Game::get_state() const {
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return this->state;
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}
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void Game::handle_user_input(const char& input)
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{
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switch (input)
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{
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case 'w':
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case 'a':
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case 's':
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case 'd':
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break;
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case 'i':
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this->infomode_enabled = !this->infomode_enabled;
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break;
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case 'q':
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this->state = GameState::QUITTING;
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break;
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case 'h':
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cout <<
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"Du wurdest von einem Zauberer in ein Labyrinth gesperrt, nachdem du seine Künste beleidigt hast.\n"
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<< "Er laesst dich leben, wenn du es schaffst den Ausgang (Z) zu finden. Solltest du keinen Erfolg haben, laesst er dich verhungern.\n"
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<< "Auf deinem Abenteuer wirst du dabei boesen Geistern (A) begegnen und mit Schluesseln (K) Tueren (T) aufschliessen.\n"
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<< "Bewege dich mit 'w', 'a', 's' und 'd'.\n";
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break;
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default:
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throw UnkownAction("Diese Eingabe kenne ich nicht. Gib 'h' ein, um eine Hilfe zu erhalten.");
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}
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}
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bool Game::is_enemy_at_pos(const Vector2d& 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() const
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{
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return this->state != GameState::RUNNING;
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}
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void Game::run_game()
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{
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char game_input;
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// Hauptschleife
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while (true)
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{
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this->maze.render(this->player, this->enemies, this->infomode_enabled);
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if (this->maze.is_player_at_goal(this->player))
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{
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cout << "Ziel erreicht! Herzlichen Glueckwunsch!\n";
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break;
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}
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cin >> game_input;
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if (!cin)
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this->state = GameState::QUITTING;
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try
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{
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this->handle_user_input(game_input);
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this->player.handle_user_input(this->maze, game_input);
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} catch (UnkownAction& err)
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{
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cout << err.what() << "\n";
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} catch (MovementNotPossible& err)
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{
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cout << err.what() << "\n";
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}
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this->state = 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->state = this->player.tick(*this, this->maze);
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if (this->should_end_game())
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return;
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}
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}
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} // game
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54
Environment/Game.h
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54
Environment/Game.h
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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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namespace game
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{
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/// Eine Instanz des Spiels
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class Game
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{
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private:
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/// Das Labyrinth
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Maze maze;
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/// Der Spieler
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Player player;
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/// Die Gegner des Spieles
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vector<Entity> enemies;
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/// Der Status des Spiels
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GameState state;
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///
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bool infomode_enabled;
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public:
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explicit Game(Maze& maze);
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/// Bearbeite die Eingabe des Spielers
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/// @param input Die Eingabe des Nutzers
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/// @return Der Bewegungsvektor, um den sich den Spieler bewegen möchte
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/// @throws UnkownAction Wenn die Eingabe des Spielers unbekannt ist
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void handle_user_input(const char& input);
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/// Kontrolliere, ob das Spiel beendet werden sollte
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bool should_end_game() const;
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/// Starte das Spiel
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void run_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() const;
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/// Krontroliere ob ein Geist sich an einer Position befindet
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/// @param position Die Position
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/// @returns Ob sich dort ein Geist aufhält
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bool is_enemy_at_pos(const Vector2d& position) const ;
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};
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} // game
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#endif //GAME_H
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162
Environment/Maze.cpp
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162
Environment/Maze.cpp
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#include "Maze.h"
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#include "../Entities/Entity.h"
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#include "../Entities/Player.h"
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#include "../Exceptions/MalformedMaze.h"
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using game_exceptions::MalformedMaze;
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namespace game {
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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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/// Welche Geistertypen es gibt
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static const vector<char> valid_enemies = {'A', 'B', 'C'};
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/// Die Maximale Labyrinthgröße
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static constexpr int MAX_MAZE_SIZE = 20;
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Maze::Maze(const vector<vector<char>> &play_field, const vector<int> &player_start_position,
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const vector<Entity> &enemies) :
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field(play_field), player_start_position(Vector2d{player_start_position[1], player_start_position[0]}),
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enemies(enemies) {
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if (!this->is_pos_free(this->player_start_position, false))
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throw MalformedMaze("Player oob");
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}
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bool Maze::was_player_killed_by_ghost(const Player &player) const {
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return this->field[player.get_pos().y][player.get_pos().x] == 'A';
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}
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bool Maze::is_player_at_goal(const Player &player) const {
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return this->field[player.get_pos().y][player.get_pos().x] == 'Z';
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}
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bool Maze::is_pos_free(const Vector2d &pos, const bool &player_has_key) const {
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if (pos.x < 0 || pos.y < 0 || pos.y > field.size() - 1 || pos.x > field[pos.y].size() - 1)
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return false;
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if (field[pos.y][pos.x] == '#')
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return false;
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if (field[pos.y][pos.x] == 'T')
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return player_has_key;
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return true;
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}
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void Maze::render(const Player &player, const vector<Entity> &entities, const bool &infomode_enabled) {
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for (int y = 0; y < field.size(); ++y) {
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for (int x = 0; x < field[y].size(); ++x) {
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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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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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if (y == 0 && infomode_enabled) {
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const int steps = this->calculate_steps_until_win(player.get_pos(), 5);
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if (steps < 999)
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cout << steps << " Schritte bis zum Ziel";
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}
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cout << "\n";
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}
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}
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char Maze::get_field(const Vector2d &pos) const { return this->field[pos.y][pos.x]; }
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void Maze::update_field(const Vector2d &pos, const char &target) { this->field[pos.y][pos.x] = target; }
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Vector2d Maze::get_player_start_position() const { return this->player_start_position; }
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Vector2d Maze::get_delta_vector(const Vector2d &pos1, const Vector2d &pos2) const {
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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_until_win(Vector2d position, const int &steps) {
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if (!this->is_pos_free(position, false))
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return 999;
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if (this->get_field(position) == 'Z')
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return 0;
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if (steps <= 0)
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return 999;
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return 1 + std::min({this->calculate_steps_until_win(position.get_new_updated(0, -1), steps - 1),
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this->calculate_steps_until_win(position.get_new_updated(0, 1), steps - 1),
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this->calculate_steps_until_win(position.get_new_updated(1, 0), steps - 1),
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this->calculate_steps_until_win(position.get_new_updated(-1, 0), steps - 1)});
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}
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vector<Entity> Maze::get_entities() { return this->enemies; }
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vector<int> Maze::request_numbers_from_user(const int &amount_of_numbers) {
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int input;
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vector<int> list;
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for (int i = 0; i < amount_of_numbers; ++i) {
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cin >> input;
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if (!cin)
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throw MalformedMaze("Cin failed while reading numbers!");
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if (input > MAX_MAZE_SIZE)
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throw MalformedMaze("This maze is too big");
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list.push_back(input);
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}
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return list;
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}
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bool Maze::validate_maze_element(const char &target) {
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for (const char c: valid_maze_elements)
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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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bool Maze::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 Maze::request_maze_from_user() {
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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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vector<char> row;
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for (int x = 0; x < maze_size[1]; ++x) {
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cin >> input;
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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 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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if (is_valid_enemy(input)) {
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enemies.push_back(Entity({x, y}, input));
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row.push_back('.');
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} else {
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row.push_back(input);
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}
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}
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field.push_back(row);
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}
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vector<int> player_start_pos = request_numbers_from_user(2);
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return {field, player_start_pos, enemies};
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} // Beispieleingabe: `4 3 #.# #.K #T# #Z# 0 1`
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} // namespace game
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113
Environment/Maze.h
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113
Environment/Maze.h
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#ifndef MAZE_H
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#define MAZE_H
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#include "../Util/Vector2d.h"
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#include "../std_lib_inc.h"
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namespace game {
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class Player;
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class Entity;
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/// Ist eine Konstante, darf also in global scope
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/// Ein Labyrinth.
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/// Besitzt ein Feld
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class Maze {
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// class -> members private by default
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private:
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/// Das Spielfeld
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vector<vector<char>> field;
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/// Die Startposition des Spielers
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Vector2d player_start_position;
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/// Eine Liste an Gegnern
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vector<Entity> enemies;
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/// Erlaubte Zeichen in einem Labyrinth
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/* Legende
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* S - Spieler
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* Z - Ziel
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* . - Leerer Raum (begehbar)
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* # - Wand
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* A - Animaltronic
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* K - Schlüssel
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* T - Tür
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* B - Bowie
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* C - Connellys
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*/
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public:
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/// Das Spielfeld
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Maze(const Vector<Vector<char>> &play_field, const Vector<int> &player_start_position,
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const Vector<Entity> &enemies);
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/// Kontrolliere, ob der Spieler stirbt
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/// @param player Der Spieler
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/// @return Ob der Spieler tot ist
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bool was_player_killed_by_ghost(const Player &player) const;
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/// Kontrolliere, ob der Spieler am Ziel ist
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/// @param player Der Spieler
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/// @return Ob der Spieler am Ziel ist
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bool is_player_at_goal(const Player &player) const;
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/// Kontrolliere, ob eine bestimmte Position begehbar ist
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/// @param pos Die Position, die überprüft werden soll
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/// @param player_has_key If the player has at least one key
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/// @return Ob die Position begehbar ist
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bool is_pos_free(const Vector2d &pos, const bool &player_has_key) const;
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/// Zeige das Spielfeld in der Konsole an
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/// @param player Der Spieler
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/// @param entities Die Entities auf dem Spielfeld
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/// @param infomode_enabled Ob der Infomode aktiv ist
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void render(const Player &player, const vector<Entity> &entities, const bool &infomode_enabled);
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/// Kriege den Wert einer Position
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/// @param pos Die gewollte Position
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/// @return Der Wert der Position
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char get_field(const Vector2d &pos) const;
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/// Ersetze den Wert von einer Position
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/// @param pos Die Position die ersetzt werden soll
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/// @param target Der Wert, auf den die Position gesetzt werden soll
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void update_field(const Vector2d &pos, const char &target);
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/// Kriege die Startposition des Spielers
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/// @return Die Startposition des Spielers
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Vector2d 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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Vector2d get_delta_vector(const Vector2d &pos1, const Vector2d &pos2) const;
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/// Berechne wie viele Schritte benötigt werden, um das Labyrinth zu schaffen
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/// @warning Steps nicht zu groß setzen! Diese Funktion ist 4-fach rekursiv!
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/// @param position Die Startposition
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/// @param steps Wie viele Schritte maximal gegangen werden sollten
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/// @returns Wie viele Schritte benötigt werden
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int calculate_steps_until_win(Vector2d position, const int &steps);
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/// Kriege alle eingelesenen Entities
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vector<Entity> get_entities();
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/// Lese ein Labyrinth aus der Konsole
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/// @return Das Labyrinth
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/// @throws runtime_exception Falls die Eingabe nicht korrekt verlaufen ist.
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static Maze request_maze_from_user();
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private:
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/// Lese eine bestimmte Anzahl an Nummern aus der Konsole
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/// @param amount_of_numbers Wie viele Nummern eingelesen werden sollen
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/// @return Die eingelesenen Nummern
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static vector<int> request_numbers_from_user(const int &amount_of_numbers);
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/// Kontrolliere, ob ein Zeichen im Labyrinth vorkommen darf
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/// @param target Das Zeichen, welches Kontrolliert werden soll
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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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/// Ob der angegebene char in valider Geist ist
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/// @param target Der zu kontrollierende Wert
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/// @returns Ob der Wert ein Valider Geist ist
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static bool is_valid_enemy(const char &target);
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};
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} // namespace game
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#endif // MAZE_H
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