// enemy_config.cpp - Implementació del parser de EnemyConfig // © 2026 JailDesigner #include "game/entities/enemy_config.hpp" #include #include #include #include namespace { auto parseColor(const fkyaml::node& node, SDL_Color& out) -> bool { if (!node.is_sequence() || node.size() != 3) { return false; } const auto R = node[0].get_value(); const auto G = node[1].get_value(); const auto B = node[2].get_value(); out = SDL_Color{ .r = static_cast(R), .g = static_cast(G), .b = static_cast(B), .a = 255}; return true; } auto aiTypeFromString(const std::string& s) -> std::optional { if (s == "pentagon") { return EnemyType::PENTAGON; } if (s == "square") { return EnemyType::SQUARE; } if (s == "pinwheel") { return EnemyType::PINWHEEL; } if (s == "star") { return EnemyType::STAR; } if (s == "big_pentagon") { return EnemyType::BIG_PENTAGON; } return std::nullopt; } // Cada parseXxx valida + omple la sub-struct corresponent. Retornen false // amb log si falta un camp requerit. Separar-los baixa la complexitat // cognitiva del fromYaml() principal. auto parseAiType(const fkyaml::node& node, EnemyType expected, const std::string& name, EnemyType& out) -> bool { if (!node.contains("ai_type")) { std::cerr << "[EnemyConfig] Error: falta 'ai_type' a " << name << '\n'; return false; } const auto AI_STR = node["ai_type"].get_value(); const auto PARSED = aiTypeFromString(AI_STR); if (!PARSED) { std::cerr << "[EnemyConfig] Error: ai_type desconegut '" << AI_STR << "' a " << name << '\n'; return false; } if (*PARSED != expected) { std::cerr << "[EnemyConfig] Error: ai_type '" << AI_STR << "' no coincideix amb el tipus esperat (per directori) a " << name << '\n'; return false; } out = *PARSED; return true; } auto parseShape(const fkyaml::node& node, const std::string& name, EnemyConfig::ShapeCfg& out) -> bool { if (!node.contains("shape") || !node["shape"].contains("path")) { std::cerr << "[EnemyConfig] Error: falta 'shape.path' a " << name << '\n'; return false; } const auto& shape = node["shape"]; out.path = shape["path"].get_value(); out.scale = shape.contains("scale") ? shape["scale"].get_value() : 1.0F; out.collision_factor = shape.contains("collision_factor") ? shape["collision_factor"].get_value() : 1.0F; return true; } auto parsePhysics(const fkyaml::node& node, const std::string& name, EnemyConfig::PhysicsCfg& out) -> bool { if (!node.contains("physics")) { std::cerr << "[EnemyConfig] Error: falta 'physics' a " << name << '\n'; return false; } const auto& p = node["physics"]; out.mass = p["mass"].get_value(); out.speed = p["speed"].get_value(); out.rotation_delta_min = p["rotation_delta_min"].get_value(); out.rotation_delta_max = p["rotation_delta_max"].get_value(); out.restitution = p["restitution"].get_value(); out.linear_damping = p["linear_damping"].get_value(); out.angular_damping = p["angular_damping"].get_value(); return true; } auto parseAnimation(const fkyaml::node& node, const std::string& name, EnemyConfig::AnimationCfg& out) -> bool { if (!node.contains("animation") || !node["animation"].contains("pulse") || !node["animation"].contains("rotation_accel")) { std::cerr << "[EnemyConfig] Error: falta 'animation.pulse' o 'animation.rotation_accel' a " << name << '\n'; return false; } const auto& p = node["animation"]["pulse"]; out.pulse.trigger_prob_per_second = p["trigger_prob_per_second"].get_value(); out.pulse.duration_min = p["duration_min"].get_value(); out.pulse.duration_max = p["duration_max"].get_value(); out.pulse.amplitude_min = p["amplitude_min"].get_value(); out.pulse.amplitude_max = p["amplitude_max"].get_value(); out.pulse.frequency_min = p["frequency_min"].get_value(); out.pulse.frequency_max = p["frequency_max"].get_value(); const auto& r = node["animation"]["rotation_accel"]; out.rotation_accel.trigger_prob_per_second = r["trigger_prob_per_second"].get_value(); out.rotation_accel.duration_min = r["duration_min"].get_value(); out.rotation_accel.duration_max = r["duration_max"].get_value(); out.rotation_accel.multiplier_min = r["multiplier_min"].get_value(); out.rotation_accel.multiplier_max = r["multiplier_max"].get_value(); return true; } auto parseWounded(const fkyaml::node& node, const std::string& name, EnemyConfig::WoundedCfg& out) -> bool { if (!node.contains("wounded")) { std::cerr << "[EnemyConfig] Error: falta 'wounded' a " << name << '\n'; return false; } const auto& w = node["wounded"]; out.duration = w["duration"].get_value(); out.blink_hz = w["blink_hz"].get_value(); return true; } auto parseSpawn(const fkyaml::node& node, const std::string& name, EnemyConfig::SpawnCfg& out) -> bool { if (!node.contains("spawn")) { std::cerr << "[EnemyConfig] Error: falta 'spawn' a " << name << '\n'; return false; } const auto& s = node["spawn"]; out.invulnerability_duration = s["invulnerability_duration"].get_value(); out.invulnerability_brightness_start = s["invulnerability_brightness_start"].get_value(); out.invulnerability_brightness_end = s["invulnerability_brightness_end"].get_value(); out.invulnerability_scale_start = s["invulnerability_scale_start"].get_value(); out.invulnerability_scale_end = s["invulnerability_scale_end"].get_value(); out.safety_distance = s["safety_distance"].get_value(); return true; } // Tots els camps de behavior són opcionals; només l'AI corresponent els consumeix. void parseBehavior(const fkyaml::node& node, EnemyConfig::BehaviorCfg& out) { if (!node.contains("behavior")) { return; } const auto& b = node["behavior"]; const auto READ_OPT = [&b](const char* key, float& dst) { if (b.contains(key)) { dst = b[key].get_value(); } }; READ_OPT("zigzag_prob_per_second", out.zigzag_prob_per_second); READ_OPT("angle_change_max", out.angle_change_max); READ_OPT("tracking_strength", out.tracking_strength); READ_OPT("tracking_interval", out.tracking_interval); READ_OPT("rotation_proximity_multiplier", out.rotation_proximity_multiplier); READ_OPT("proximity_distance", out.proximity_distance); } auto parseColors(const fkyaml::node& node, const std::string& name, EnemyConfig::ColorsCfg& out) -> bool { if (!node.contains("colors") || !parseColor(node["colors"]["normal"], out.normal) || !parseColor(node["colors"]["wounded"], out.wounded)) { std::cerr << "[EnemyConfig] Error: 'colors.normal' / 'colors.wounded' no són [r,g,b] a " << name << '\n'; return false; } return true; } auto parseScore(const fkyaml::node& node, const std::string& name, int& out) -> bool { if (!node.contains("score")) { std::cerr << "[EnemyConfig] Error: falta 'score' a " << name << '\n'; return false; } out = node["score"].get_value(); return true; } // health és opcional: si el YAML no l'inclou, el default {1} de l'struct // ja cobreix el comportament de tots els enemics actuals (1 hit → mort). void parseHealth(const fkyaml::node& node, int& out) { if (node.contains("health")) { out = node["health"].get_value(); } } auto actionTypeFromString(const std::string& s) -> std::optional { if (s == "set_hurt") { return EnemyActionType::SET_HURT; } if (s == "destroy") { return EnemyActionType::DESTROY; } if (s == "add_score") { return EnemyActionType::ADD_SCORE; } if (s == "create_debris") { return EnemyActionType::CREATE_DEBRIS; } if (s == "create_debris_partial") { return EnemyActionType::CREATE_DEBRIS_PARTIAL; } if (s == "create_fireworks") { return EnemyActionType::CREATE_FIREWORKS; } if (s == "create_fireworks_small") { return EnemyActionType::CREATE_FIREWORKS_SMALL; } if (s == "apply_impulse") { return EnemyActionType::APPLY_IMPULSE; } if (s == "decrease_health") { return EnemyActionType::DECREASE_HEALTH; } if (s == "flash") { return EnemyActionType::FLASH; } return std::nullopt; } auto parseActionList(const fkyaml::node& list_node, const std::string& enemy_name, const char* event_name, std::vector& out) -> bool { if (!list_node.is_sequence()) { std::cerr << "[EnemyConfig] Error: '" << event_name << "' ha de ser una llista a " << enemy_name << '\n'; return false; } for (const auto& item : list_node) { if (!item.contains("action")) { std::cerr << "[EnemyConfig] Error: entrada sense 'action' a " << event_name << " (" << enemy_name << ")\n"; return false; } const auto STR = item["action"].get_value(); const auto PARSED = actionTypeFromString(STR); if (!PARSED) { std::cerr << "[EnemyConfig] Error: acció desconeguda '" << STR << "' a " << event_name << " (" << enemy_name << ")\n"; return false; } out.push_back({*PARSED}); } return true; } // Defaults: replica el flux hardcoded actual (set_hurt → destroy → score+debris+fireworks). void fillLegacyDefaults(EnemyEventConfig& events) { events.on_hit = {{EnemyActionType::SET_HURT}}; events.on_hurt_end = {{EnemyActionType::DESTROY}}; events.on_destroy = { {EnemyActionType::ADD_SCORE}, {EnemyActionType::CREATE_DEBRIS}, {EnemyActionType::CREATE_FIREWORKS}, }; } auto movementTypeFromString(const std::string& s) -> std::optional { if (s == "zigzag") { return MovementType::ZIGZAG; } if (s == "tracking") { return MovementType::TRACKING; } if (s == "rectilinear_proximity") { return MovementType::RECTILINEAR_PROXIMITY; } if (s == "wander") { return MovementType::WANDER; } if (s == "chase") { return MovementType::CHASE; } if (s == "flee") { return MovementType::FLEE; } return std::nullopt; } auto aiActionTypeFromString(const std::string& s) -> std::optional { if (s == "shoot") { return AiActionType::SHOOT; } return std::nullopt; } auto aimModeFromString(const std::string& s) -> std::optional { if (s == "random") { return AimMode::RANDOM; } if (s == "aimed") { return AimMode::AIMED; } return std::nullopt; } auto parseMovement(const fkyaml::node& mv_node, const std::string& enemy_name, MovementConfig& out) -> bool { if (!mv_node.contains("type")) { std::cerr << "[EnemyConfig] Error: falta 'ai.movement.type' a " << enemy_name << '\n'; return false; } const auto TYPE_STR = mv_node["type"].get_value(); const auto PARSED = movementTypeFromString(TYPE_STR); if (!PARSED) { std::cerr << "[EnemyConfig] Error: movement type desconegut '" << TYPE_STR << "' a " << enemy_name << '\n'; return false; } out.type = *PARSED; const auto READ_OPT = [&mv_node](const char* key, float& dst) { if (mv_node.contains(key)) { dst = mv_node[key].get_value(); } }; READ_OPT("angle_change_max", out.angle_change_max); READ_OPT("zigzag_prob_per_second", out.zigzag_prob_per_second); READ_OPT("tracking_strength", out.tracking_strength); READ_OPT("tracking_interval", out.tracking_interval); READ_OPT("rotation_proximity_multiplier", out.rotation_proximity_multiplier); READ_OPT("proximity_distance", out.proximity_distance); READ_OPT("chase_strength", out.chase_strength); READ_OPT("flee_strength", out.flee_strength); return true; } auto parseTickList(const fkyaml::node& list_node, const std::string& enemy_name, std::vector& out) -> bool { if (!list_node.is_sequence()) { std::cerr << "[EnemyConfig] Error: 'ai.tick' ha de ser una llista a " << enemy_name << '\n'; return false; } for (const auto& item : list_node) { if (!item.contains("action")) { std::cerr << "[EnemyConfig] Error: entrada sense 'action' a ai.tick (" << enemy_name << ")\n"; return false; } const auto STR = item["action"].get_value(); const auto PARSED = aiActionTypeFromString(STR); if (!PARSED) { std::cerr << "[EnemyConfig] Error: acció d'ai desconeguda '" << STR << "' a " << enemy_name << '\n'; return false; } AiTickAction action; action.type = *PARSED; if (item.contains("interval")) { action.interval = item["interval"].get_value(); } if (item.contains("aim_mode")) { const auto AIM_STR = item["aim_mode"].get_value(); const auto AIM = aimModeFromString(AIM_STR); if (!AIM) { std::cerr << "[EnemyConfig] Error: aim_mode desconegut '" << AIM_STR << "' a ai.tick (" << enemy_name << ")\n"; return false; } action.aim_mode = *AIM; } if (item.contains("jitter_rad")) { action.jitter_rad = item["jitter_rad"].get_value(); } if (item.contains("bullet_speed")) { action.bullet_speed = item["bullet_speed"].get_value(); } if (item.contains("bullet")) { action.bullet_config_name = item["bullet"].get_value(); } out.push_back(action); } return true; } // Migració progressiva: si el YAML no porta secció `ai:`, derivem el // movement a partir de l'ai_type i copiem els paràmetres de la BehaviorCfg // ja parsejada. Comportament idèntic al hardcoded actual. void fillLegacyAiDefaults(EnemyType ai_type, const EnemyConfig::BehaviorCfg& legacy, EnemyAiConfig& out) { switch (ai_type) { case EnemyType::PENTAGON: case EnemyType::STAR: out.movement.type = MovementType::ZIGZAG; out.movement.angle_change_max = legacy.angle_change_max; out.movement.zigzag_prob_per_second = legacy.zigzag_prob_per_second; break; case EnemyType::SQUARE: out.movement.type = MovementType::TRACKING; out.movement.tracking_strength = legacy.tracking_strength; out.movement.tracking_interval = legacy.tracking_interval; break; case EnemyType::PINWHEEL: out.movement.type = MovementType::RECTILINEAR_PROXIMITY; out.movement.rotation_proximity_multiplier = legacy.rotation_proximity_multiplier; out.movement.proximity_distance = legacy.proximity_distance; break; case EnemyType::BIG_PENTAGON: // Sense legacy fallback: el YAML del big_pentagon ha de definir // ai.movement explícitament. Default chase lent perquè el switch // siga exhaustiu i no falli si algú omet el bloc ai. out.movement.type = MovementType::CHASE; out.movement.chase_strength = 0.3F; break; } } auto parseAi(const fkyaml::node& node, const std::string& name, EnemyType ai_type, const EnemyConfig::BehaviorCfg& legacy, EnemyAiConfig& out) -> bool { if (!node.contains("ai")) { fillLegacyAiDefaults(ai_type, legacy, out); return true; } const auto& ai = node["ai"]; if (!ai.contains("movement")) { std::cerr << "[EnemyConfig] Error: falta 'ai.movement' a " << name << '\n'; return false; } if (!parseMovement(ai["movement"], name, out.movement)) { return false; } if (ai.contains("tick") && !parseTickList(ai["tick"], name, out.tick)) { return false; } return true; } auto parseEvents(const fkyaml::node& node, const std::string& name, EnemyEventConfig& out) -> bool { if (!node.contains("events")) { fillLegacyDefaults(out); return true; } const auto& e = node["events"]; if (e.contains("on_hit") && !parseActionList(e["on_hit"], name, "on_hit", out.on_hit)) { return false; } if (e.contains("on_no_health") && !parseActionList(e["on_no_health"], name, "on_no_health", out.on_no_health)) { return false; } if (e.contains("on_hurt_end") && !parseActionList(e["on_hurt_end"], name, "on_hurt_end", out.on_hurt_end)) { return false; } if (e.contains("on_destroy") && !parseActionList(e["on_destroy"], name, "on_destroy", out.on_destroy)) { return false; } // Validació: destroy no pot aparèixer dins on_destroy (recursió infinita). for (const auto& a : out.on_destroy) { if (a.type == EnemyActionType::DESTROY) { std::cerr << "[EnemyConfig] Error: 'destroy' no pot aparèixer dins 'on_destroy' a " << name << " (recursió infinita)\n"; return false; } } return true; } } // namespace auto EnemyConfig::fromYaml(const fkyaml::node& node, EnemyType expected_ai_type) -> std::optional { try { EnemyConfig cfg; cfg.name = node.contains("name") ? node["name"].get_value() : "enemy"; if (!parseAiType(node, expected_ai_type, cfg.name, cfg.ai_type)) { return std::nullopt; } if (!parseShape(node, cfg.name, cfg.shape)) { return std::nullopt; } if (!parsePhysics(node, cfg.name, cfg.physics)) { return std::nullopt; } parseBehavior(node, cfg.behavior); if (!parseAnimation(node, cfg.name, cfg.animation)) { return std::nullopt; } if (!parseWounded(node, cfg.name, cfg.wounded)) { return std::nullopt; } if (!parseSpawn(node, cfg.name, cfg.spawn)) { return std::nullopt; } if (!parseColors(node, cfg.name, cfg.colors)) { return std::nullopt; } if (!parseScore(node, cfg.name, cfg.score)) { return std::nullopt; } parseHealth(node, cfg.health); if (!parseEvents(node, cfg.name, cfg.events)) { return std::nullopt; } if (!parseAi(node, cfg.name, cfg.ai_type, cfg.behavior, cfg.ai)) { return std::nullopt; } return cfg; } catch (const std::exception& e) { std::cerr << "[EnemyConfig] Excepció parsejant: " << e.what() << '\n'; return std::nullopt; } }