Files
aee-arcade/source/game/levels/level_manager.cpp
T
JailDesigner 738cde12bb feat(debug): starting_level a debug.yaml
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.
2026-04-26 15:07:34 +02:00

105 lines
3.8 KiB
C++

#include "game/levels/level_manager.hpp"
#include <algorithm>
#include <iostream>
#include <stdexcept>
#include <utility>
#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<const char*>(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<int>(),
.room = e["room"].get_value<int>(),
.file = e["file"].get_value<std::string>(),
};
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<int>(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";
}
}
auto LevelManager::setStartingPoint(int pyramid, int room) -> bool {
for (std::size_t i = 0; i < entries_.size(); ++i) {
if (entries_[i].pyramid == pyramid && entries_[i].room == room) {
index_ = static_cast<int>(i);
std::cout << "LevelManager: starting_point P" << pyramid << "-R" << room
<< " trobat a l'índex " << i << " (" << currentPath() << ")\n";
return true;
}
}
std::cerr << "LevelManager: starting_point P" << pyramid << "-R" << room
<< " no trobat a levels.yaml — es manté l'índex actual ("
<< currentLabel() << ")\n";
return false;
}
} // namespace Levels