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

210 lines
6.3 KiB
C++

#include "stage.h"
#include <algorithm>
// ===== IMPLEMENTACIÓN DE StageData =====
StageData::StageData(int power_to_complete, int min_menace, int max_menace, const std::string& name)
: power_to_complete_(power_to_complete), min_menace_(min_menace), max_menace_(max_menace), name_(name), status_(StageStatus::LOCKED) {}
// ===== IMPLEMENTACIÓN DE StageManager =====
StageManager::StageManager()
: current_power_(0), total_power_(0), current_stage_index_(0), power_collection_state_(PowerCollectionState::ENABLED) {
initialize();
}
void StageManager::initialize() {
stages_.clear();
createDefaultStages();
reset();
}
void StageManager::reset() {
current_power_ = 0;
total_power_ = 0;
current_stage_index_ = 0;
power_collection_state_ = PowerCollectionState::ENABLED;
updateStageStatuses();
}
void StageManager::createDefaultStages() {
// Crear las 10 fases como en tu código original
stages_.emplace_back(200, 7 + (4 * 1), 7 + (4 * 3), "Tutorial");
stages_.emplace_back(300, 7 + (4 * 2), 7 + (4 * 4), "Primeros pasos");
stages_.emplace_back(600, 7 + (4 * 3), 7 + (4 * 5), "Intensificación");
stages_.emplace_back(600, 7 + (4 * 3), 7 + (4 * 5), "Persistencia");
stages_.emplace_back(600, 7 + (4 * 4), 7 + (4 * 6), "Desafío medio");
stages_.emplace_back(600, 7 + (4 * 4), 7 + (4 * 6), "Resistencia");
stages_.emplace_back(650, 7 + (4 * 5), 7 + (4 * 7), "Aproximación final");
stages_.emplace_back(750, 7 + (4 * 5), 7 + (4 * 7), "Penúltimo obstáculo");
stages_.emplace_back(850, 7 + (4 * 6), 7 + (4 * 8), "Clímax");
stages_.emplace_back(950, 7 + (4 * 7), 7 + (4 * 10), "Maestría");
}
bool StageManager::advanceToNextStage() {
if (!isCurrentStageCompleted() || current_stage_index_ >= stages_.size() - 1) {
return false;
}
current_stage_index_++;
current_power_ = 0; // Reiniciar poder para la nueva fase
updateStageStatuses();
return true;
}
bool StageManager::jumpToStage(size_t target_stage_index) {
if (!validateStageIndex(target_stage_index)) {
return false;
}
// Calcular el poder total acumulado hasta la fase objetivo
int accumulated_power = 0;
for (size_t i = 0; i < target_stage_index; ++i) {
accumulated_power += stages_[i].getPowerToComplete();
}
// Actualizar estado
current_stage_index_ = target_stage_index;
current_power_ = 0; // Empezar la fase objetivo sin poder
total_power_ = accumulated_power; // Poder total como si hubiéramos completado las anteriores
updateStageStatuses();
return true;
}
bool StageManager::subtractPower(int amount) {
if (amount <= 0 || current_power_ < amount) {
return false;
}
current_power_ -= amount;
updateStageStatuses();
return true;
}
void StageManager::enablePowerCollection() {
power_collection_state_ = PowerCollectionState::ENABLED;
}
void StageManager::disablePowerCollection() {
power_collection_state_ = PowerCollectionState::DISABLED;
}
std::optional<StageData> StageManager::getCurrentStage() const {
return getStage(current_stage_index_);
}
std::optional<StageData> StageManager::getStage(size_t index) const {
if (!validateStageIndex(index)) {
return std::nullopt;
}
return stages_[index];
}
bool StageManager::isCurrentStageCompleted() const {
auto current_stage = getCurrentStage();
if (!current_stage.has_value()) {
return false;
}
return current_power_ >= current_stage->getPowerToComplete();
}
bool StageManager::isGameCompleted() const {
return current_stage_index_ >= stages_.size() - 1 && isCurrentStageCompleted();
}
double StageManager::getProgressPercentage() const {
if (stages_.empty()) return 0.0;
int total_power_needed = getTotalPowerNeededToCompleteGame();
if (total_power_needed == 0) return 100.0;
return (static_cast<double>(total_power_) / total_power_needed) * 100.0;
}
double StageManager::getCurrentStageProgressPercentage() const {
return getCurrentStageProgressFraction() * 100.0;
}
double StageManager::getCurrentStageProgressFraction() const {
auto current_stage = getCurrentStage();
if (!current_stage.has_value()) {
return 0.0;
}
int power_needed = current_stage->getPowerToComplete();
if (power_needed == 0) {
return 1.0;
}
// Retorna fracción entre 0.0 y 1.0
double fraction = static_cast<double>(current_power_) / power_needed;
return std::min(fraction, 1.0);
}
int StageManager::getPowerNeededForCurrentStage() const {
auto current_stage = getCurrentStage();
if (!current_stage.has_value()) {
return 0;
}
return std::max(0, current_stage->getPowerToComplete() - current_power_);
}
int StageManager::getTotalPowerNeededToCompleteGame() const {
int total_power_needed = 0;
for (const auto& stage : stages_) {
total_power_needed += stage.getPowerToComplete();
}
return total_power_needed;
}
// ===== IMPLEMENTACIÓN DE IStageInfo (lo que ven Player y Balloon) =====
bool StageManager::canCollectPower() const {
return power_collection_state_ == PowerCollectionState::ENABLED;
}
void StageManager::addPower(int amount) {
if (amount <= 0 || !canCollectPower()) {
return;
}
current_power_ += amount;
total_power_ += amount;
// Verificar si se completó la fase actual
if (isCurrentStageCompleted()) {
auto current_stage = getCurrentStage();
if (current_stage.has_value()) {
stages_[current_stage_index_].setStatus(StageStatus::COMPLETED);
}
}
updateStageStatuses();
}
int StageManager::getCurrentMenaceLevel() const {
auto current_stage = getCurrentStage();
if (!current_stage.has_value()) {
return 0;
}
return current_stage->getMinMenace();
}
// ===== MÉTODOS PRIVADOS =====
bool StageManager::validateStageIndex(size_t index) const {
return index < stages_.size();
}
void StageManager::updateStageStatuses() {
for (size_t i = 0; i < stages_.size(); ++i) {
if (i < current_stage_index_) {
stages_[i].setStatus(StageStatus::COMPLETED);
} else if (i == current_stage_index_) {
stages_[i].setStatus(StageStatus::IN_PROGRESS);
} else {
stages_[i].setStatus(StageStatus::LOCKED);
}
}
}