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orni-attack/source/game/entities/player_config.cpp
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109 lines
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// player_config.cpp - Implementació del parser de PlayerConfig
// © 2026 JailDesigner
#include "game/entities/player_config.hpp"
#include <cstdint>
#include <exception>
#include <iostream>
#include <string>
#include <vector>
namespace {
// Helper: extreu un SDL_Color d'una seqüència de 3 enters [r, g, b] del YAML.
// Retorna true si el format és vàlid.
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<uint32_t>();
const auto G = node[1].get_value<uint32_t>();
const auto B = node[2].get_value<uint32_t>();
out = SDL_Color{
.r = static_cast<uint8_t>(R),
.g = static_cast<uint8_t>(G),
.b = static_cast<uint8_t>(B),
.a = 255};
return true;
}
} // namespace
auto PlayerConfig::fromYaml(const fkyaml::node& node) -> std::optional<PlayerConfig> {
try {
PlayerConfig cfg;
cfg.name = node.contains("name") ? node["name"].get_value<std::string>() : "player";
// shape
if (!node.contains("shape") || !node["shape"].contains("path")) {
std::cerr << "[PlayerConfig] Error: falta 'shape.path'" << '\n';
return std::nullopt;
}
cfg.shape.path = node["shape"]["path"].get_value<std::string>();
// physics
if (!node.contains("physics")) {
std::cerr << "[PlayerConfig] Error: falta 'physics'" << '\n';
return std::nullopt;
}
const auto& physics = node["physics"];
cfg.physics.mass = physics["mass"].get_value<float>();
cfg.physics.restitution = physics["restitution"].get_value<float>();
cfg.physics.linear_damping = physics["linear_damping"].get_value<float>();
cfg.physics.angular_damping = physics["angular_damping"].get_value<float>();
cfg.physics.collision_radius = physics["collision_radius"].get_value<float>();
cfg.physics.rotation_speed = physics["rotation_speed"].get_value<float>();
cfg.physics.acceleration = physics["acceleration"].get_value<float>();
cfg.physics.max_velocity = physics["max_velocity"].get_value<float>();
cfg.physics.death_impact_factor = physics["death_impact_factor"].get_value<float>();
// invulnerability
if (!node.contains("invulnerability")) {
std::cerr << "[PlayerConfig] Error: falta 'invulnerability'" << '\n';
return std::nullopt;
}
const auto& invul = node["invulnerability"];
cfg.invulnerability.duration = invul["duration"].get_value<float>();
cfg.invulnerability.blink_visible = invul["blink_visible"].get_value<float>();
cfg.invulnerability.blink_invisible = invul["blink_invisible"].get_value<float>();
// hurt
if (!node.contains("hurt")) {
std::cerr << "[PlayerConfig] Error: falta 'hurt'" << '\n';
return std::nullopt;
}
cfg.hurt.duration = node["hurt"]["duration"].get_value<float>();
cfg.hurt.blink_hz = node["hurt"]["blink_hz"].get_value<float>();
// visual_thrust
if (!node.contains("visual_thrust")) {
std::cerr << "[PlayerConfig] Error: falta 'visual_thrust'" << '\n';
return std::nullopt;
}
cfg.visual_thrust.push_divisor = node["visual_thrust"]["push_divisor"].get_value<float>();
cfg.visual_thrust.scale_divisor = node["visual_thrust"]["scale_divisor"].get_value<float>();
// colors
if (!node.contains("colors") ||
!parseColor(node["colors"]["normal"], cfg.colors.normal) ||
!parseColor(node["colors"]["hurt"], cfg.colors.hurt)) {
std::cerr << "[PlayerConfig] Error: 'colors.normal' / 'colors.hurt' no són seqüències [r,g,b]" << '\n';
return std::nullopt;
}
// weapon
if (!node.contains("weapon")) {
std::cerr << "[PlayerConfig] Error: falta 'weapon'" << '\n';
return std::nullopt;
}
cfg.weapon.bullet_speed = node["weapon"]["bullet_speed"].get_value<float>();
return cfg;
} catch (const std::exception& e) {
std::cerr << "[PlayerConfig] Excepció parsejant: " << e.what() << '\n';
return std::nullopt;
}
}