forked from University/epr24pr42-ojanssen2
fix: fixed Information Mode, fixed Bowie, fixed docs
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c856139997
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b49868a8ef
3 changed files with 16 additions and 7 deletions
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@ -35,7 +35,15 @@ namespace game {
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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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{
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this->move_left = !this->move_left;
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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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}
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}
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bool Entity::connelly_move_up(const Maze& maze) {
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@ -40,7 +40,7 @@ namespace game
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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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void Maze::render(const Player& player, const vector<Entity>& entities, const bool& infomode_enabled)
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{
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for (int y = 0; y < field.size(); ++y)
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{
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@ -62,9 +62,9 @@ namespace game
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}
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if (y == 0 && infomode_enabled)
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{
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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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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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@ -92,7 +92,7 @@ namespace game
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return {x_diff, y_diff};
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}
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int Maze::calculate_steps_until_win(const Vector2d& position, const int& steps) {
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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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@ -43,8 +43,9 @@ namespace game
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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, vector<Entity> entities, const bool& infomode_enabled);
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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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@ -69,7 +70,7 @@ namespace game
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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(const Vector2d& position, const int& steps);
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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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