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mirror of https://github.com/QuasarApp/Snake.git synced 2025-04-30 11:44:42 +00:00
2021-06-30 22:45:17 +03:00

422 lines
8.6 KiB
C++

//#
//# 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.
//#
#include "Extensions/claster.h"
#include "iai.h"
#include "iworld.h"
#include "iworlditem.h"
#include <defaultbackgroundai.h>
#include <quasarapp.h>
#include "iground.h"
#include "defaultcontrol.h"
#include "worldstatus.h"
#include "iai.h"
#include "clasteritem.h"
#include "thread"
#include "chrono"
IWorld::IWorld() {
}
IWorld::~IWorld() {
reset();
}
void IWorld::init() {prepare();}
IControl *IWorld::initUserInterface() const {
return new DefaultControl;
}
void IWorld::render(unsigned int tbfMsec) {
if (!_running) {
std::this_thread::sleep_for(std::chrono::milliseconds(1000));
return;
}
_ItemsMutex.lock();
for (auto i = _items.begin(); i != _items.end(); ++i) {
(*i)->render(tbfMsec);
// intersects event.
if ((*i)->intersects(*_player)) {
_player->onIntersects((*i));
}
}
_ItemsMutex.unlock();
if (_player->isDead()) {
emit sigGameFinished(_player->getCurrentStatus());
}
int waitTime = 1000 / _targetFps - tbfMsec;
if (waitTime > 0)
std::this_thread::sleep_for(std::chrono::milliseconds(waitTime));
}
void IWorld::initPlayerControl(IControl *control) {
auto controlObject = dynamic_cast<DefaultControl*>(control);
if (controlObject) {
connect(controlObject, &DefaultControl::backToMenu, this, &IWorld::handleStop);
}
}
bool IWorld::start() {
_player->setposition({0,0,0});
setWorldStatus(WorldStatus::Game);
_backgroundAI->stopAI();
_player->setControl(_userInterface);
worldChanged(*_worldRules->begin());
setTargetFps(60);
setRunning(true);
return true;
}
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)
removeItem(_player->guiId());
_player = newPlayerObject;
addItem(_player);
emit playerChanged();
}
IWorldItem *IWorld::generate(const QString &objectType) const {
return _registeredTypes.value(objectType, [](){return nullptr;}).operator()();
}
bool IWorld::stop() {
setRunning(false);
return true;
}
IAI *IWorld::initBackGroundAI() const {
return new DefaultBackgroundAI();
}
IWorldItem *IWorld::getItem(int id) const {
QMutexLocker lock(&_ItemsMutex);
return _items.value(id, nullptr);
}
bool IWorld::prepare() {
if (isInit())
return true;
_worldRules = initWorldRules();
setHdr(initHdrBackGround());
setPlayer(initPlayer());
_player->initOnWorld(this, _player);
_userInterface = initUserInterface();
_backgroundAI = initBackGroundAI();
if (!isInit()) {
QuasarAppUtils::Params::log("Failed to init world implementation.");
reset();
return false;
}
if (!_worldRules->size()) {
reset();
return false;
}
initPlayerControl(_userInterface);
initPlayerControl(dynamic_cast<IControl*>(_backgroundAI));
return true;
}
void IWorld::clearItems() {
QMutexLocker lock(&_ItemsMutex);
for (const auto& item : qAsConst(_items)) {
delete item;
}
_items.clear();
}
void IWorld::addItem(IWorldItem *obj, QList<int> *addedObjectsList) {
if (!obj)
return;
obj->init();
Diff diff;
// Work wih claster
if (auto claster = dynamic_cast<Claster*>(obj)) {
for (auto item : claster->objects()) {
addAtomicItem(item);
if (item) {
diff.addedIds.push_back(item->guiId());
}
}
}
addAtomicItem(obj);
diff.addedIds.push_back(obj->guiId());
if (addedObjectsList)
*addedObjectsList = diff.addedIds;
emit sigOBjctsListChanged(diff);
}
void IWorld::removeItem(int id, QList<int> *removedObjectsList) {
auto obj = getItem(id);
if (!obj)
return;
Diff diff;
// Work wih claster
if (auto claster = dynamic_cast<Claster*>(obj)) {
const auto copyOfObjectsList = claster->objects();
for (auto item : copyOfObjectsList) {
if (!item || item->parentClastersCount() > 1)
continue;
int id = item->guiId();
removeAtomicItem(item);
if (removedObjectsList)
diff.removeIds.push_back(id);
}
}
removeAtomicItem(obj);
diff.removeIds.push_back(id);
if (removedObjectsList)
*removedObjectsList = diff.removeIds;
emit sigOBjctsListChanged(diff);
}
void IWorld::reset() {
if (_player) {
delete _player;
_player = nullptr;
}
if (_worldRules) {
delete _worldRules;
_worldRules = nullptr;
}
if (_userInterface) {
delete _userInterface;
_userInterface = nullptr;
}
if (_backgroundAI) {
delete _backgroundAI;
_backgroundAI = nullptr;
}
clearItems();
setHdr("");
}
void IWorld::addAtomicItem(IWorldItem* obj) {
if (!obj)
return;
QMutexLocker lock(&_ItemsMutex);
_items.insert(obj->guiId(), obj);
_itemsGroup.insert(obj->className(), obj->guiId());
obj->initOnWorld(this, _player);
}
bool IWorld::removeAtomicItem(int id) {
QMutexLocker lock(&_ItemsMutex);
auto obj = _items.value(id);
if (!obj) {
return false;
}
_itemsGroup.remove(obj->className(), id);
_items.remove(id);
delete obj;
return true;
}
bool IWorld::removeAtomicItem(IWorldItem *obj) {
if (!obj) {
return false;
}
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);
}
bool IWorld::running() const {
return _running;
}
void IWorld::setRunning(bool newRunning) {
_running = newRunning;
}
int IWorld::targetFps() const {
return _targetFps;
}
void IWorld::setTargetFps(int newTargetFps) {
_targetFps = newTargetFps;
}
void IWorld::setHdr(const QString &hdr) {
if (hdr == _hdrMap)
return;
_hdrMap = hdr;
emit hdrChanged();
}
const QQuaternion &IWorld::cameraRatation() const {
return _cameraRatation;
}
void IWorld::setCameraRatation(const QQuaternion &newCameraRatation) {
if (_cameraRatation == newCameraRatation)
return;
_cameraRatation = newCameraRatation;
emit cameraRatationChanged();
}
IAI *IWorld::backgroundAI() const {
return _backgroundAI;
}
IControl *IWorld::userInterface() const {
return _userInterface;
}
bool IWorld::isInit() const {
return _userInterface && _player && _worldRules && _backgroundAI;
}
void IWorld::setCameraReleativePosition(const QVector3D &newCameraReleativePosition) {
if (_cameraReleativePosition == newCameraReleativePosition)
return;
_cameraReleativePosition = newCameraReleativePosition;
emit cameraReleativePositionChanged();
}
void IWorld::handleStop() {
runAsBackGround();
}
const QVector3D &IWorld::cameraReleativePosition() const {
return _cameraReleativePosition;
}
void IWorld::worldChanged(WorldObjects objects) {
objects[_player->className()] = 1;
for (auto it = objects.begin(); it != objects.end(); ++it) {
int count = it.value() - _itemsGroup.count(it.key());
if (count > 0) {
for ( int i = 0; i < count; ++i ) {
addItem(generate(it.key()));
}
} else {
for (; count < 0; ++count ) {
removeAnyItemFromGroup(it.key());
}
}
}
}
int IWorld::wordlStatus() const {
return _worldStatus;
}
void IWorld::setWorldStatus(int newWorldStatus) {
if (_worldStatus == newWorldStatus) {
return;
}
_worldStatus = newWorldStatus;
emit worldStatusChanged();
}
const QString &IWorld::hdr() const {
return _hdrMap;
}
void IWorld::runAsBackGround() {
start();
setWorldStatus(WorldStatus::Background);
_player->setControl(dynamic_cast<IControl*>(_backgroundAI));
_backgroundAI->startAI();
setTargetFps(30);
}