Files
coffee-crisis-ae/source/stage.h
T

101 lines
3.0 KiB
C++

#pragma once
#include "stage_interface.h"
#include <vector>
#include <optional>
#include <string>
#include <functional> // ⬅️ Para std::function
enum class PowerCollectionState {
ENABLED,
DISABLED
};
enum class StageStatus {
LOCKED,
IN_PROGRESS,
COMPLETED
};
class StageData {
private:
int power_to_complete_;
int min_menace_;
int max_menace_;
std::string name_;
StageStatus status_;
public:
StageData(int power_to_complete, int min_menace, int max_menace, const std::string& name = "");
// Getters
int getPowerToComplete() const { return power_to_complete_; }
int getMinMenace() const { return min_menace_; }
int getMaxMenace() const { return max_menace_; }
const std::string& getName() const { return name_; }
StageStatus getStatus() const { return status_; }
// Setters
void setStatus(StageStatus status) { status_ = status; }
// Utilidades
bool isCompleted() const { return status_ == StageStatus::COMPLETED; }
};
class StageManager : public IStageInfo { // ⬅️ Hereda de la interfaz
private:
std::vector<StageData> stages_;
int current_power_;
int total_power_;
size_t current_stage_index_;
PowerCollectionState power_collection_state_;
public:
StageManager();
// Métodos principales para Game
void initialize();
void reset();
bool advanceToNextStage();
// Gestión de poder
bool subtractPower(int amount);
void enablePowerCollection();
void disablePowerCollection();
// Navegación avanzada
bool jumpToStage(size_t target_stage_index);
// Consultas de estado
std::optional<StageData> getCurrentStage() const;
std::optional<StageData> getStage(size_t index) const;
size_t getCurrentStageIndex() const { return current_stage_index_; }
int getCurrentPower() const { return current_power_; }
int getTotalPower() const { return total_power_; }
int getTotalPowerNeededToCompleteGame() const; // ⬅️ Nuevo método
size_t getTotalStages() const { return stages_.size(); }
// Progreso
bool isCurrentStageCompleted() const;
bool isGameCompleted() const;
double getProgressPercentage() const; // Progreso total del juego
double getCurrentStageProgressPercentage() const; // Progreso de la fase actual (0-100%)
double getCurrentStageProgressFraction() const; // Progreso de la fase actual (0.0-1.0)
int getPowerNeededForCurrentStage() const;
// ===== IMPLEMENTACIÓN DE IStageInfo =====
// (Esto es lo que ven Player y Balloon)
bool canCollectPower() const override;
void addPower(int amount) override;
int getCurrentMenaceLevel() const override;
using PowerChangeCallback = std::function<void(int)>;
void setPowerChangeCallback(PowerChangeCallback callback);
void removePowerChangeCallback();
private:
PowerChangeCallback power_change_callback_;
void createDefaultStages();
bool validateStageIndex(size_t index) const;
void updateStageStatuses();
};