Snake/src/Core/Crawl/iworld.cpp

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//#
//# Copyright (C) 2021-2021 QuasarApp.
//# Distributed under the GPLv3 software license, see the accompanying
//# Everyone is permitted to copy and distribute verbatim copies
//# of this license document, but changing it is not allowed.
//#
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#include "claster.h"
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#include "iai.h"
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#include "iworld.h"
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#include "iworlditem.h"
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#include <defaultbackgroundai.h>
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#include <quasarapp.h>
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#include "iground.h"
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#include "defaultcontrol.h"
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#include "worldstatus.h"
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#include "iai.h"
#include "clasteritem.h"
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#include "thread"
#include "chrono"
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IWorld::IWorld() {
}
IWorld::~IWorld() {
deinit();
}
IControl *IWorld::initUserInterface() const {
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return new DefaultControl;
}
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void IWorld::render(unsigned int tbfMsec) {
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_ItemsMutex.lock();
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for (auto i = _items.begin(); i != _items.end(); ++i) {
(*i)->render(tbfMsec);
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// intersects event.
if ((*i)->intersects(*_player)) {
_player->onIntersects((*i));
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}
}
if (_player->isDead()) {
emit sigGameFinished(_player->getCurrentStatus());
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}
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_ItemsMutex.unlock();
int waitTime = 1000 / _targetFps - tbfMsec;
if (waitTime > 0)
std::this_thread::sleep_for(std::chrono::milliseconds(waitTime));
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}
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void IWorld::initPlayerControl(IControl *control) {
auto controlObject = dynamic_cast<DefaultControl*>(control);
if (controlObject) {
connect(controlObject, &DefaultControl::backToMenu, this, &IWorld::handleStop);
}
}
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bool IWorld::start() {
_player->setposition({0,0,0});
_player->setSpeed(0);
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setWorldStatus(WorldStatus::Game);
_backgroundAI->stopAI();
_player->setControl(_userInterface);
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worldChanged(*_worldRules->begin());
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setTargetFps(60);
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return true;
}
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QObject *IWorld::player() const {
return _player;
}
void IWorld::setPlayer(QObject *newPlayer) {
if (_player == newPlayer)
return;
auto newPlayerObject = dynamic_cast<IPlayer*>(newPlayer);
if (!newPlayerObject) {
QuasarAppUtils::Params::log("Failed to set player object. The input object is not player.",
QuasarAppUtils::Error);
return;
}
if (_player) {
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removeIAtomicItem(_player->guiId());
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}
_player = newPlayerObject;
addAtomicItem(_player);
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emit playerChanged();
}
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IWorldItem *IWorld::generate(const QString &objectType) const {
return _registeredTypes.value(objectType, [](){return nullptr;}).operator()();
}
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bool IWorld::stop() {
start();
setWorldStatus(WorldStatus::Background);
_player->setControl(dynamic_cast<IControl*>(_backgroundAI));
_backgroundAI->startAI();
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setTargetFps(30);
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return true;
}
IAI *IWorld::initBackGroundAI() const {
return new DefaultBackgroundAI();
}
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IWorldItem *IWorld::getItem(int id) const {
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QMutexLocker lock(&_ItemsMutex);
return _items.value(id, nullptr);
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}
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bool IWorld::init() {
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if (isInit())
return true;
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_worldRules = initWorldRules();
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_hdrMap = initHdrBackGround();
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setPlayer(initPlayer());
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_player->initOnWorld(this, _player);
_userInterface = initUserInterface();
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_backgroundAI = initBackGroundAI();
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if (!isInit()) {
QuasarAppUtils::Params::log("Failed to init world implementation.");
deinit();
return false;
}
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if (!_worldRules->size()) {
deinit();
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return false;
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}
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initPlayerControl(_userInterface);
initPlayerControl(dynamic_cast<IControl*>(_backgroundAI));
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return true;
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}
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void IWorld::clearItems() {
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QMutexLocker lock(&_ItemsMutex);
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for (const auto& item : qAsConst(_items)) {
delete item;
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}
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_items.clear();
}
void IWorld::addItem(IWorldItem *obj, QList<int> *addedObjectsList) {
if (!obj)
return;
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// Work wih claster
if (auto claster = dynamic_cast<Claster*>(obj)) {
for (auto item : claster->objects()) {
addAtomicItem(item);
if (item && addedObjectsList) {
addedObjectsList->push_back(item->guiId());
}
}
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}
addAtomicItem(obj);
if (addedObjectsList)
addedObjectsList->push_back(obj->guiId());
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}
void IWorld::removeItem(int id, QList<int> *removedObjectsList) {
auto obj = getItem(id);
if (!obj)
return;
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// Work wih claster
if (auto claster = dynamic_cast<Claster*>(obj)) {
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auto copyOfObjectsList = claster->objects();
for (auto item : copyOfObjectsList) {
if (!item || !item->parentClastersCount())
continue;
int id = item->guiId();
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removeIAtomicItem(item);
if (removedObjectsList)
removedObjectsList->push_back(id);
}
}
addAtomicItem(obj);
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if (removedObjectsList)
removedObjectsList->push_back(obj->guiId());
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}
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void IWorld::deinit() {
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if (_player) {
delete _player;
_player = nullptr;
}
if (_worldRules) {
delete _worldRules;
_worldRules = nullptr;
}
if (_userInterface) {
delete _userInterface;
_userInterface = nullptr;
}
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if (_backgroundAI) {
delete _backgroundAI;
_backgroundAI = nullptr;
}
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clearItems();
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_hdrMap = "";
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}
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void IWorld::addAtomicItem(IWorldItem* obj) {
if (!obj)
return;
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QMutexLocker lock(&_ItemsMutex);
_items.insert(obj->guiId(), obj);
_itemsGroup.insert(obj->className(), obj->guiId());
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obj->initOnWorld(this, _player);
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}
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bool IWorld::removeIAtomicItem(int id) {
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QMutexLocker lock(&_ItemsMutex);
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auto obj = _items.value(id);
if (!obj) {
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return false;
}
_itemsGroup.remove(obj->className(), id);
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_items.remove(id);
delete obj;
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return true;
}
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bool IWorld::removeIAtomicItem(IWorldItem *obj) {
if (!obj) {
return false;
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}
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QMutexLocker lock(&_ItemsMutex);
_itemsGroup.remove(obj->className(), obj->guiId());
_items.remove(obj->guiId());
delete obj;
return true;
}
void IWorld::removeAnyItemFromGroup(const QString &group,
QList<int> *removedObjectsList) {
int anyObjectId = _itemsGroup.value(group);
removeItem(anyObjectId, removedObjectsList);
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}
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int IWorld::targetFps() const {
return _targetFps;
}
void IWorld::setTargetFps(int newTargetFps) {
_targetFps = newTargetFps;
}
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const QQuaternion &IWorld::cameraRatation() const {
return _cameraRatation;
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}
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void IWorld::setCameraRatation(const QQuaternion &newCameraRatation) {
if (_cameraRatation == newCameraRatation)
return;
_cameraRatation = newCameraRatation;
emit cameraRatationChanged();
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}
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IAI *IWorld::backgroundAI() const {
return _backgroundAI;
}
IControl *IWorld::userInterface() const {
return _userInterface;
}
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bool IWorld::isInit() const {
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return _userInterface && _player && _worldRules && _backgroundAI;
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}
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void IWorld::setCameraReleativePosition(const QVector3D &newCameraReleativePosition) {
if (_cameraReleativePosition == newCameraReleativePosition)
return;
_cameraReleativePosition = newCameraReleativePosition;
emit cameraReleativePositionChanged();
}
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void IWorld::handleStop() {
stop();
}
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const QVector3D &IWorld::cameraReleativePosition() const {
return _cameraReleativePosition;
}
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const QString &IWorld::hdrMap() const {
return _hdrMap;
}
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void IWorld::worldChanged(const WorldObjects &objects) {
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Diff diff;
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for (auto it = objects.begin(); it != objects.end(); ++it) {
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int count = it.value() - _itemsGroup.count(it.key());
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if (count > 0) {
for ( int i = 0; i < count; ++i ) {
addItem(generate(it.key()), &diff.addedIds);
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}
} else {
for (; count < 0; ++count ) {
removeAnyItemFromGroup(it.key(), &diff.removeIds);
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}
}
}
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if (diff.addedIds.size() || diff.removeIds.size())
emit sigOBjctsListChanged(diff);
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}
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int IWorld::wordlStatus() const {
return _worldStatus;
}
void IWorld::setWorldStatus(int newWorldStatus) {
if (_worldStatus == newWorldStatus) {
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return;
}
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_worldStatus = newWorldStatus;
emit worldStatusChanged();
}
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