Nova clau opcional al debug.yaml:
starting_level: { pyramid: 2, room: 3 }
DebugConfig::resolveStartingLevel retorna optional<StartingLevel>; el
Director, abans de crear el GameScene, demana al LevelManager
setStartingPoint(pyramid, room) — que cerca l'entrada al levels.yaml
i hi posiciona l'índex. Si la clau no està (cas habitual) o
(pyramid, room) no existeix, la progressió arrenca a la primera sala
amb un avís a stderr. createDefaultIfMissing documenta la nova clau
sense escriure-la (la deixem opcional).
Drive-by: NOLINT puntual al capture de STARTING_PLAYERS al Director.
És pre-existent i s'ha activat ara perquè el commit toca director.cpp;
la captura és imprescindible en Debug (valor runtime), clang la veu
redundant en Release on és constexpr literal.
180 lines
7.0 KiB
C++
180 lines
7.0 KiB
C++
#include "game/debug_config.hpp"
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#include <exception>
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#include <filesystem>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <string>
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#include "external/fkyaml_node.hpp"
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namespace DebugConfig {
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namespace {
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auto readFile(const std::string& path) -> std::string {
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std::ifstream file(path);
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if (!file) { return {}; }
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std::stringstream buffer;
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buffer << file.rdbuf();
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return buffer.str();
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}
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auto fromName(const std::string& name) -> StartScene {
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if (name == "LOGO") { return StartScene::LOGO; }
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if (name == "TITLE") { return StartScene::TITLE; }
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if (name == "INTRO") { return StartScene::INTRO; }
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if (name == "GAME") { return StartScene::GAME; }
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return StartScene::GAME;
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}
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auto isKnown(const std::string& name) -> bool {
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return name == "LOGO" || name == "TITLE" || name == "INTRO" || name == "GAME";
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}
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auto playersFromName(const std::string& name) -> StartingPlayers {
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if (name == "P1") { return StartingPlayers::P1; }
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if (name == "P2") { return StartingPlayers::P2; }
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if (name == "BOTH") { return StartingPlayers::BOTH; }
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return StartingPlayers::BOTH;
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}
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auto isKnownPlayers(const std::string& name) -> bool {
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return name == "P1" || name == "P2" || name == "BOTH";
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}
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} // namespace
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auto parseStartScene(const std::string& yaml_content) -> StartScene {
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if (yaml_content.empty()) { return StartScene::GAME; }
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try {
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auto yaml = fkyaml::node::deserialize(yaml_content);
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if (!yaml.contains("start_scene")) { return StartScene::GAME; }
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const auto RAW = yaml["start_scene"].get_value<std::string>();
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if (!isKnown(RAW)) {
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std::cerr << "debug.yaml: start_scene \"" << RAW << "\" invàlid, arrancant a GAME\n";
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return StartScene::GAME;
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}
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return fromName(RAW);
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} catch (const std::exception& e) {
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std::cerr << "debug.yaml: error parsejant: " << e.what() << " — arrancant a GAME\n";
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return StartScene::GAME;
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}
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}
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auto resolveStartScene(const std::string& file_path) -> StartScene {
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std::error_code error;
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if (!std::filesystem::exists(file_path, error)) {
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// Silenciós: la no-existència és el cas per defecte en una màquina
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// neta, no un error. L'usuari crea el fitxer quan el necessita.
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return StartScene::GAME;
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}
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const auto CONTENT = readFile(file_path);
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if (CONTENT.empty()) {
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std::cerr << "debug.yaml: fitxer buit a " << file_path << ", arrancant a GAME\n";
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return StartScene::GAME;
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}
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return parseStartScene(CONTENT);
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}
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auto parseStartingPlayers(const std::string& yaml_content) -> StartingPlayers {
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if (yaml_content.empty()) { return StartingPlayers::BOTH; }
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try {
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auto yaml = fkyaml::node::deserialize(yaml_content);
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if (!yaml.contains("starting_players")) { return StartingPlayers::BOTH; }
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const auto RAW = yaml["starting_players"].get_value<std::string>();
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if (!isKnownPlayers(RAW)) {
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std::cerr << "debug.yaml: starting_players \"" << RAW << "\" invàlid, arrancant amb BOTH\n";
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return StartingPlayers::BOTH;
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}
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return playersFromName(RAW);
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} catch (const std::exception& e) {
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std::cerr << "debug.yaml: error parsejant starting_players: " << e.what() << " — arrancant amb BOTH\n";
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return StartingPlayers::BOTH;
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}
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}
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auto resolveStartingPlayers(const std::string& file_path) -> StartingPlayers {
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std::error_code error;
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if (!std::filesystem::exists(file_path, error)) { return StartingPlayers::BOTH; }
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const auto CONTENT = readFile(file_path);
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if (CONTENT.empty()) { return StartingPlayers::BOTH; }
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return parseStartingPlayers(CONTENT);
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}
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auto parseStartingLevel(const std::string& yaml_content) -> std::optional<StartingLevel> {
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if (yaml_content.empty()) { return std::nullopt; }
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try {
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auto yaml = fkyaml::node::deserialize(yaml_content);
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if (!yaml.contains("starting_level")) { return std::nullopt; }
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const auto& sl = yaml["starting_level"];
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if (!sl.contains("pyramid") || !sl.contains("room")) {
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std::cerr << "debug.yaml: starting_level necessita els camps `pyramid` i `room` — ignorat\n";
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return std::nullopt;
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}
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return StartingLevel{
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.pyramid = sl["pyramid"].get_value<int>(),
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.room = sl["room"].get_value<int>(),
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};
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} catch (const std::exception& e) {
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std::cerr << "debug.yaml: error parsejant starting_level: " << e.what() << " — ignorat\n";
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return std::nullopt;
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}
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}
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auto resolveStartingLevel(const std::string& file_path) -> std::optional<StartingLevel> {
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std::error_code error;
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if (!std::filesystem::exists(file_path, error)) { return std::nullopt; }
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const auto CONTENT = readFile(file_path);
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if (CONTENT.empty()) { return std::nullopt; }
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return parseStartingLevel(CONTENT);
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}
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auto toString(StartScene scene) -> const char* {
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switch (scene) {
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case StartScene::LOGO:
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return "LOGO";
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case StartScene::TITLE:
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return "TITLE";
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case StartScene::INTRO:
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return "INTRO";
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case StartScene::GAME:
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return "GAME";
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}
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return "GAME";
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}
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auto toString(StartingPlayers players) -> const char* {
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switch (players) {
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case StartingPlayers::P1:
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return "P1";
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case StartingPlayers::P2:
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return "P2";
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case StartingPlayers::BOTH:
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return "BOTH";
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}
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return "BOTH";
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}
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void createDefaultIfMissing(const std::string& file_path) {
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std::error_code error;
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if (std::filesystem::exists(file_path, error)) { return; }
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std::ofstream file(file_path);
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if (!file) {
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std::cerr << "debug.yaml: no s'ha pogut crear " << file_path << '\n';
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return;
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}
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file << "# debug.yaml — ajust personal de dev (no versionat).\n";
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file << "# start_scene: LOGO | TITLE | INTRO | GAME\n";
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file << "# starting_players: P1 | P2 | BOTH\n";
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file << "# starting_level (opcional): { pyramid: N, room: M } — salta a la sala\n";
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file << "# corresponent del levels.yaml. Sense la\n";
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file << "# clau, comença a la primera (P1-R1).\n";
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file << "start_scene: GAME\n";
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file << "starting_players: BOTH\n";
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std::cout << "debug.yaml: creat a " << file_path << " amb start_scene=GAME starting_players=BOTH\n";
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}
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} // namespace DebugConfig
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