mirror of
https://github.com/QuasarApp/Snake.git
synced 2025-04-30 11:44:42 +00:00
422 lines
8.6 KiB
C++
422 lines
8.6 KiB
C++
//#
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//# Copyright (C) 2021-2021 QuasarApp.
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//# Distributed under the GPLv3 software license, see the accompanying
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//# Everyone is permitted to copy and distribute verbatim copies
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//# of this license document, but changing it is not allowed.
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//#
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#include "Extensions/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"
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#include "clasteritem.h"
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#include "thread"
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#include "chrono"
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IWorld::IWorld() {
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}
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IWorld::~IWorld() {
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reset();
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}
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void IWorld::init() {prepare();}
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IControl *IWorld::initUserInterface() const {
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return new DefaultControl;
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}
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void IWorld::render(unsigned int tbfMsec) {
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if (!_running) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1000));
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return;
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}
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_ItemsMutex.lock();
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for (auto i = _items.begin(); i != _items.end(); ++i) {
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(*i)->render(tbfMsec);
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// intersects event.
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if ((*i)->intersects(*_player)) {
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_player->onIntersects((*i));
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}
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}
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_ItemsMutex.unlock();
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if (_player->isDead()) {
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emit sigGameFinished(_player->getCurrentStatus());
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}
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int waitTime = 1000 / _targetFps - tbfMsec;
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if (waitTime > 0)
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std::this_thread::sleep_for(std::chrono::milliseconds(waitTime));
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}
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void IWorld::initPlayerControl(IControl *control) {
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auto controlObject = dynamic_cast<DefaultControl*>(control);
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if (controlObject) {
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connect(controlObject, &DefaultControl::backToMenu, this, &IWorld::handleStop);
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}
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}
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bool IWorld::start() {
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_player->setposition({0,0,0});
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setWorldStatus(WorldStatus::Game);
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_backgroundAI->stopAI();
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_player->setControl(_userInterface);
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worldChanged(*_worldRules->begin());
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setTargetFps(60);
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setRunning(true);
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return true;
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}
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QObject *IWorld::player() const {
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return _player;
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}
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void IWorld::setPlayer(QObject *newPlayer) {
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if (_player == newPlayer)
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return;
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auto newPlayerObject = dynamic_cast<IPlayer*>(newPlayer);
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if (!newPlayerObject) {
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QuasarAppUtils::Params::log("Failed to set player object. The input object is not player.",
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QuasarAppUtils::Error);
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return;
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}
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if (_player)
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removeItem(_player->guiId());
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_player = newPlayerObject;
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addItem(_player);
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emit playerChanged();
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}
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IWorldItem *IWorld::generate(const QString &objectType) const {
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return _registeredTypes.value(objectType, [](){return nullptr;}).operator()();
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}
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bool IWorld::stop() {
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setRunning(false);
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return true;
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}
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IAI *IWorld::initBackGroundAI() const {
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return new DefaultBackgroundAI();
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}
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IWorldItem *IWorld::getItem(int id) const {
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QMutexLocker lock(&_ItemsMutex);
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return _items.value(id, nullptr);
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}
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bool IWorld::prepare() {
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if (isInit())
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return true;
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_worldRules = initWorldRules();
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setHdr(initHdrBackGround());
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setPlayer(initPlayer());
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_player->initOnWorld(this, _player);
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_userInterface = initUserInterface();
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_backgroundAI = initBackGroundAI();
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if (!isInit()) {
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QuasarAppUtils::Params::log("Failed to init world implementation.");
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reset();
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return false;
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}
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if (!_worldRules->size()) {
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reset();
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return false;
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}
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initPlayerControl(_userInterface);
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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)) {
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delete item;
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}
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_items.clear();
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}
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void IWorld::addItem(IWorldItem *obj, QList<int> *addedObjectsList) {
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if (!obj)
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return;
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obj->init();
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Diff diff;
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// Work wih claster
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if (auto claster = dynamic_cast<Claster*>(obj)) {
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for (auto item : claster->objects()) {
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addAtomicItem(item);
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if (item) {
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diff.addedIds.push_back(item->guiId());
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}
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}
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}
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addAtomicItem(obj);
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diff.addedIds.push_back(obj->guiId());
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if (addedObjectsList)
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*addedObjectsList = diff.addedIds;
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emit sigOBjctsListChanged(diff);
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}
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void IWorld::removeItem(int id, QList<int> *removedObjectsList) {
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auto obj = getItem(id);
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if (!obj)
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return;
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Diff diff;
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// Work wih claster
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if (auto claster = dynamic_cast<Claster*>(obj)) {
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const auto copyOfObjectsList = claster->objects();
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for (auto item : copyOfObjectsList) {
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if (!item || item->parentClastersCount() > 1)
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continue;
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int id = item->guiId();
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removeAtomicItem(item);
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if (removedObjectsList)
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diff.removeIds.push_back(id);
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}
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}
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removeAtomicItem(obj);
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diff.removeIds.push_back(id);
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if (removedObjectsList)
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*removedObjectsList = diff.removeIds;
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emit sigOBjctsListChanged(diff);
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}
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void IWorld::reset() {
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if (_player) {
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delete _player;
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_player = nullptr;
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}
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if (_worldRules) {
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delete _worldRules;
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_worldRules = nullptr;
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}
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if (_userInterface) {
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delete _userInterface;
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_userInterface = nullptr;
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}
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if (_backgroundAI) {
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delete _backgroundAI;
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_backgroundAI = nullptr;
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}
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clearItems();
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setHdr("");
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}
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void IWorld::addAtomicItem(IWorldItem* obj) {
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if (!obj)
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return;
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QMutexLocker lock(&_ItemsMutex);
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_items.insert(obj->guiId(), obj);
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_itemsGroup.insert(obj->className(), obj->guiId());
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obj->initOnWorld(this, _player);
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}
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bool IWorld::removeAtomicItem(int id) {
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QMutexLocker lock(&_ItemsMutex);
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auto obj = _items.value(id);
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if (!obj) {
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return false;
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}
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_itemsGroup.remove(obj->className(), id);
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_items.remove(id);
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delete obj;
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return true;
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}
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bool IWorld::removeAtomicItem(IWorldItem *obj) {
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if (!obj) {
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return false;
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}
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QMutexLocker lock(&_ItemsMutex);
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_itemsGroup.remove(obj->className(), obj->guiId());
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_items.remove(obj->guiId());
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delete obj;
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return true;
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}
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void IWorld::removeAnyItemFromGroup(const QString &group,
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QList<int> *removedObjectsList) {
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int anyObjectId = _itemsGroup.value(group);
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removeItem(anyObjectId, removedObjectsList);
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}
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bool IWorld::running() const {
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return _running;
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}
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void IWorld::setRunning(bool newRunning) {
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_running = newRunning;
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}
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int IWorld::targetFps() const {
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return _targetFps;
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}
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void IWorld::setTargetFps(int newTargetFps) {
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_targetFps = newTargetFps;
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}
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void IWorld::setHdr(const QString &hdr) {
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if (hdr == _hdrMap)
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return;
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_hdrMap = hdr;
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emit hdrChanged();
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}
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const QQuaternion &IWorld::cameraRatation() const {
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return _cameraRatation;
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}
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void IWorld::setCameraRatation(const QQuaternion &newCameraRatation) {
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if (_cameraRatation == newCameraRatation)
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return;
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_cameraRatation = newCameraRatation;
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emit cameraRatationChanged();
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}
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IAI *IWorld::backgroundAI() const {
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return _backgroundAI;
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}
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IControl *IWorld::userInterface() const {
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return _userInterface;
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}
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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) {
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if (_cameraReleativePosition == newCameraReleativePosition)
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return;
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_cameraReleativePosition = newCameraReleativePosition;
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emit cameraReleativePositionChanged();
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}
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void IWorld::handleStop() {
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runAsBackGround();
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}
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const QVector3D &IWorld::cameraReleativePosition() const {
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return _cameraReleativePosition;
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}
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void IWorld::worldChanged(WorldObjects objects) {
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objects[_player->className()] = 1;
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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) {
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for ( int i = 0; i < count; ++i ) {
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addItem(generate(it.key()));
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}
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} else {
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for (; count < 0; ++count ) {
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removeAnyItemFromGroup(it.key());
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}
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}
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}
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}
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int IWorld::wordlStatus() const {
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return _worldStatus;
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}
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void IWorld::setWorldStatus(int newWorldStatus) {
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if (_worldStatus == newWorldStatus) {
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return;
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}
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_worldStatus = newWorldStatus;
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emit worldStatusChanged();
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}
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const QString &IWorld::hdr() const {
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return _hdrMap;
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}
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void IWorld::runAsBackGround() {
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start();
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setWorldStatus(WorldStatus::Background);
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_player->setControl(dynamic_cast<IControl*>(_backgroundAI));
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_backgroundAI->startAI();
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setTargetFps(30);
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}
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