133 lines
5.2 KiB
C++
133 lines
5.2 KiB
C++
#include "game/scenes/room_fsm.hpp"
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#include <array>
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#include <iostream>
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#include <string_view>
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#include "core/locale/locale.hpp"
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#include "core/resources/resource_helper.hpp"
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#include "external/fkyaml_node.hpp"
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namespace {
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// Llegeix un sub-camp sencer d'un node YAML. Si manca, retorna el
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// fallback. Dissenyat per al consum puntual de `loadConfig`.
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auto readChildInt(const fkyaml::node& parent, const char* key, int fallback) -> int {
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if (!parent.contains(key)) { return fallback; }
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return parent[key].get_value<int>();
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}
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} // namespace
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namespace RoomFsm {
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auto loadConfig(const std::string& yaml_path) -> Config {
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Config cfg{};
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cfg.text_enter_curve = UiConfig::curveByName("outCubic");
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cfg.text_exit_curve = UiConfig::curveByName("inCubic");
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auto bytes = Resource::Helper::loadFile(yaml_path);
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if (bytes.empty()) {
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std::cout << "RoomFsm: " << yaml_path << " absent — uso fallbacks compilats\n";
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return cfg;
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}
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const auto* begin = reinterpret_cast<const char*>(bytes.data());
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const auto* end = begin + bytes.size();
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auto yaml = fkyaml::node::deserialize(begin, end);
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if (yaml.contains("room_intro")) {
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const auto& n = yaml["room_intro"];
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cfg.intro_fade_in_ms = readChildInt(n, "fade_in_ms", cfg.intro_fade_in_ms);
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cfg.intro_text_delay_ms = readChildInt(n, "text_delay_ms", cfg.intro_text_delay_ms);
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cfg.intro_text_enter_ms = readChildInt(n, "text_enter_ms", cfg.intro_text_enter_ms);
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cfg.intro_text_hold_ms = readChildInt(n, "text_hold_ms", cfg.intro_text_hold_ms);
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cfg.intro_text_exit_ms = readChildInt(n, "text_exit_ms", cfg.intro_text_exit_ms);
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cfg.player_spawn_delay_ms = readChildInt(n, "player_spawn_delay_ms", cfg.player_spawn_delay_ms);
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}
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if (yaml.contains("room_outro")) {
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const auto& n = yaml["room_outro"];
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cfg.outro_text_enter_ms = readChildInt(n, "text_enter_ms", cfg.outro_text_enter_ms);
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cfg.outro_text_hold_ms = readChildInt(n, "text_hold_ms", cfg.outro_text_hold_ms);
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cfg.outro_text_exit_ms = readChildInt(n, "text_exit_ms", cfg.outro_text_exit_ms);
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cfg.outro_fade_out_ms = readChildInt(n, "fade_out_ms", cfg.outro_fade_out_ms);
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}
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if (yaml.contains("text")) {
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const auto& n = yaml["text"];
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if (n.contains("enter_curve")) {
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cfg.text_enter_curve = UiConfig::curveByName(n["enter_curve"].get_value<std::string>());
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}
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if (n.contains("exit_curve")) {
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cfg.text_exit_curve = UiConfig::curveByName(n["exit_curve"].get_value<std::string>());
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}
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}
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std::cout << "RoomFsm: timings carregats des de " << yaml_path
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<< " (intro fade " << cfg.intro_fade_in_ms
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<< "ms, outro fade " << cfg.outro_fade_out_ms << "ms)\n";
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return cfg;
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}
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auto advance(State current, Transition& t, const Config& cfg, int delta_ms) -> State {
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if (current == State::PLAYING) { return current; }
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t.elapsed_ms += delta_ms;
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if (current == State::ROOM_INTRO) {
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const std::array<int, 5> DURS = {
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cfg.intro_fade_in_ms,
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cfg.intro_text_delay_ms,
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cfg.intro_text_enter_ms,
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cfg.intro_text_hold_ms,
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cfg.intro_text_exit_ms,
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};
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while (t.phase < static_cast<int>(DURS.size()) && t.elapsed_ms >= DURS[t.phase]) {
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t.elapsed_ms -= DURS[t.phase];
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++t.phase;
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}
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if (t.phase >= static_cast<int>(DURS.size())) { return State::PLAYING; }
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return current;
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}
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// ROOM_OUTRO
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const std::array<int, 4> DURS = {
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cfg.outro_text_enter_ms,
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cfg.outro_text_hold_ms,
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cfg.outro_text_exit_ms,
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cfg.outro_fade_out_ms,
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};
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while (t.phase < static_cast<int>(DURS.size()) && t.elapsed_ms >= DURS[t.phase]) {
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t.elapsed_ms -= DURS[t.phase];
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++t.phase;
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}
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// Placeholder fins a l'itinerari de sales: l'OUTRO recau a INTRO.
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// TODO(itinerari): aquest mateix retorn sortirà cap a una nova
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// sala (incrementant `room_index_` i recreant tilemap/entitats al
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// GameScene) abans de tornar a ROOM_INTRO.
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if (t.phase >= static_cast<int>(DURS.size())) { return State::ROOM_INTRO; }
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return current;
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}
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auto formatRoomTitle(int n) -> std::string {
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auto tpl = Locale::get().text("game.room_intro");
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constexpr std::string_view PLACEHOLDER = "{n}";
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auto pos = tpl.find(PLACEHOLDER);
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if (pos != std::string::npos) {
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tpl.replace(pos, PLACEHOLDER.size(), std::to_string(n));
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}
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return tpl;
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}
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auto stateName(State s) -> const char* {
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switch (s) {
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case State::ROOM_INTRO:
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return "ROOM_INTRO";
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case State::PLAYING:
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return "PLAYING";
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case State::ROOM_OUTRO:
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return "ROOM_OUTRO";
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}
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return "?";
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}
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} // namespace RoomFsm
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