Nou singleton Levels::LevelManager que llig data/maps/levels.yaml a la primera get() i exposa currentPath/currentPyramid/currentRoom/ currentLabel + advance/restart/setIndex. És pur estat 'on sóc' — no orquestra cap reload; la GameScene i l'Editor li preguntaran al pas següent. Afegida constant Defaults::Pyramid::LEVELS_YAML al costat de la MAP_YAML antiga (la substitució completa va al Step 3).
90 lines
3.1 KiB
C++
90 lines
3.1 KiB
C++
#include "game/levels/level_manager.hpp"
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#include <algorithm>
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#include <iostream>
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#include <stdexcept>
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#include <utility>
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#include "core/resources/resource_helper.hpp"
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#include "external/fkyaml_node.hpp"
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#include "utils/defaults.hpp"
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namespace Levels {
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auto LevelManager::get() -> LevelManager& {
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static LevelManager instance_;
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return instance_;
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}
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LevelManager::LevelManager() { loadIndex(); }
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void LevelManager::loadIndex() {
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const std::string PATH = Defaults::Pyramid::LEVELS_YAML;
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auto bytes = Resource::Helper::loadFile(PATH);
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if (bytes.empty()) {
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throw std::runtime_error("LevelManager: no s'ha pogut obrir " + PATH);
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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("sequence") || !yaml["sequence"].is_sequence()) {
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throw std::runtime_error("LevelManager: manca o és invàlid `sequence:` a " + PATH);
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}
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const auto& seq = yaml["sequence"];
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entries_.clear();
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entries_.reserve(seq.size());
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for (const auto& e : seq) {
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Entry entry{
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.pyramid = e["pyramid"].get_value<int>(),
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.room = e["room"].get_value<int>(),
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.file = e["file"].get_value<std::string>(),
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};
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entries_.push_back(std::move(entry));
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}
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if (entries_.empty()) {
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throw std::runtime_error("LevelManager: la seqüència de " + PATH + " és buida");
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}
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index_ = 0;
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std::cout << "LevelManager: " << entries_.size() << " sales carregades de "
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<< PATH << " (començant a " << currentLabel() << ")\n";
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}
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auto LevelManager::currentPath() const -> const std::string& {
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return entries_[index_].file;
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}
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auto LevelManager::currentPyramid() const -> int { return entries_[index_].pyramid; }
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auto LevelManager::currentRoom() const -> int { return entries_[index_].room; }
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auto LevelManager::currentLabel() const -> std::string {
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return "P" + std::to_string(currentPyramid()) + "-R" + std::to_string(currentRoom());
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}
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auto LevelManager::index() const -> int { return index_; }
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auto LevelManager::count() const -> int { return static_cast<int>(entries_.size()); }
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auto LevelManager::advance() -> bool {
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if (index_ + 1 >= count()) { return false; }
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++index_;
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std::cout << "LevelManager: avança a " << currentLabel()
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<< " (" << currentPath() << ")\n";
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return true;
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}
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void LevelManager::restart() {
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index_ = 0;
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std::cout << "LevelManager: restart a " << currentLabel() << '\n';
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}
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void LevelManager::setIndex(int new_index) {
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const int CLAMPED = std::clamp(new_index, 0, count() - 1);
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if (CLAMPED != index_) {
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index_ = CLAMPED;
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std::cout << "LevelManager: setIndex(" << new_index << ") → "
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<< currentLabel() << " (" << currentPath() << ")\n";
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}
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}
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} // namespace Levels
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