#include "game/levels/level_manager.hpp" #include #include #include #include #include "core/resources/resource_helper.hpp" #include "external/fkyaml_node.hpp" #include "utils/defaults.hpp" namespace Levels { auto LevelManager::get() -> LevelManager& { static LevelManager instance_; return instance_; } LevelManager::LevelManager() { loadIndex(); } void LevelManager::loadIndex() { const std::string PATH = Defaults::Pyramid::LEVELS_YAML; auto bytes = Resource::Helper::loadFile(PATH); if (bytes.empty()) { throw std::runtime_error("LevelManager: no s'ha pogut obrir " + PATH); } const auto* begin = reinterpret_cast(bytes.data()); const auto* end = begin + bytes.size(); auto yaml = fkyaml::node::deserialize(begin, end); if (!yaml.contains("sequence") || !yaml["sequence"].is_sequence()) { throw std::runtime_error("LevelManager: manca o és invàlid `sequence:` a " + PATH); } const auto& seq = yaml["sequence"]; entries_.clear(); entries_.reserve(seq.size()); for (const auto& e : seq) { Entry entry{ .pyramid = e["pyramid"].get_value(), .room = e["room"].get_value(), .file = e["file"].get_value(), }; entries_.push_back(std::move(entry)); } if (entries_.empty()) { throw std::runtime_error("LevelManager: la seqüència de " + PATH + " és buida"); } index_ = 0; std::cout << "LevelManager: " << entries_.size() << " sales carregades de " << PATH << " (començant a " << currentLabel() << ")\n"; } auto LevelManager::currentPath() const -> const std::string& { return entries_[index_].file; } auto LevelManager::currentPyramid() const -> int { return entries_[index_].pyramid; } auto LevelManager::currentRoom() const -> int { return entries_[index_].room; } auto LevelManager::currentLabel() const -> std::string { return "P" + std::to_string(currentPyramid()) + "-R" + std::to_string(currentRoom()); } auto LevelManager::index() const -> int { return index_; } auto LevelManager::count() const -> int { return static_cast(entries_.size()); } auto LevelManager::advance() -> bool { if (index_ + 1 >= count()) { return false; } ++index_; std::cout << "LevelManager: avança a " << currentLabel() << " (" << currentPath() << ")\n"; return true; } void LevelManager::restart() { index_ = 0; std::cout << "LevelManager: restart a " << currentLabel() << '\n'; } void LevelManager::setIndex(int new_index) { const int CLAMPED = std::clamp(new_index, 0, count() - 1); if (CLAMPED != index_) { index_ = CLAMPED; std::cout << "LevelManager: setIndex(" << new_index << ") → " << currentLabel() << " (" << currentPath() << ")\n"; } } } // namespace Levels