Added first UI elements
Rules can be created from the UI Game can be stopped/started from the UI Current level can be reset (Load from file again) Added "Game" target and main file TODO (A lot): - Unit tests - Fully functionnal UI - Win conditions - Level background - Level switching/progression - Interesting and varied rules - Multi-scale pathfinding - etc
This commit is contained in:
parent
8199b7d036
commit
60770b5395
16 changed files with 260 additions and 29 deletions
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@ -10,7 +10,8 @@ target_link_libraries(engine
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sfml-window
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sfml-graphics
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sfml-system
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pugixml)
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pugixml
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tgui)
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if (CMAKE_COMPILER_IS_GNUCXX)
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target_compile_options(engine PRIVATE -Wall -Wpedantic -Wextra)
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@ -6,10 +6,14 @@
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const std::map<std::string,EntityType> Entity::entityTypeLookup = {
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{"Citizen",EntityType::Citizen},
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{"Significant",EntityType::Significant},
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{"Noble",EntityType::Noble},
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{"House",EntityType::House},
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{"Car",EntityType::Car}};
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const std::map<std::string,State> Entity::stateLookup = {
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{"Seek",State::Moving},
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{"Flee",State::Fleeing}};
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Entity::Entity(pro_maat::GridUnit x, pro_maat::GridUnit y, EntityType type, sf::Texture* texture, int width, int height) : type(type)
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{
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shape = sf::RectangleShape(sf::Vector2f(width*pro_maat::pixelsPerUnit,height*pro_maat::pixelsPerUnit));
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@ -15,7 +15,7 @@
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enum class EntityType
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{
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Citizen,
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Significant,
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Noble,
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House,
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Car,
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};
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@ -62,14 +62,15 @@ public:
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virtual const std::vector<pro_maat::GridPos> getOccupiedSquares() const;
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static const std::map<std::string,EntityType> entityTypeLookup;
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static const std::map<std::string,State> stateLookup;
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protected:
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/// Empty constructor for derived class instanciation
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Entity();
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private:
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static const std::map<std::string,EntityType> entityTypeLookup;
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EntityType type;
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// As it contains position, size and orientation, we do not need anything more
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142
src/Game.cpp
142
src/Game.cpp
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@ -8,22 +8,25 @@
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Game::Game(std::vector<std::string>& levels, std::vector<std::string>& textures) : levelFiles(std::move(levels)),
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textureFiles(std::move(textures))
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textureFiles(std::move(textures)), running(false), ruleCount(0)
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{
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loadTextures();
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}
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void Game::loadLevel(int levelId)
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void Game::loadLevel(int levelID)
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{
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// TODO : Reset rules when reseting level
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running = false;
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pugi::xml_document document;
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pugi::xml_parse_result result = document.load_file((pro_maat::levelFolder+levelFiles.at(levelId)).c_str());
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pugi::xml_parse_result result = document.load_file((pro_maat::levelFolder+levelFiles.at(levelID)).c_str());
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if(!result)
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{
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pro_maat::errorWindow(result.description());
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}
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currentLevel = std::make_unique<Level>(document,textures);
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currentLevel = std::make_unique<Level>(document,textures,levelID);
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}
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void Game::loadTextures()
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@ -42,6 +45,9 @@ void Game::runGame()
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sf::Clock clock;
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tgui::Gui gui(window);
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addWidgets(gui);
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while (window.isOpen())
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{
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sf::Event event;
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@ -51,8 +57,10 @@ void Game::runGame()
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{
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window.close();
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}
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gui.handleEvent(event);
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}
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if (clock.getElapsedTime().asMilliseconds() >= 200)
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if (running && clock.getElapsedTime().asMilliseconds() >= 200)
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{
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currentLevel->runStep();
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clock.restart();
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@ -60,11 +68,135 @@ void Game::runGame()
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window.clear(sf::Color::White);
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// TODO : Consider drawing in a sf::RenderTexture to allow positioning the level at a fixed position ?
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currentLevel->render(window);
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gui.draw();
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window.display();
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}
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}
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void Game::addWidgets(tgui::Gui& gui)
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{
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tgui::Button::Ptr button = tgui::Button::create("Start");
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button->setSize("10%","5%");
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button->setPosition("89%","94%");
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button->connect("pressed",&Game::setRunning,this,true,std::ref(gui));
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gui.add(button,"start");
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// TODO : Use clone/copy ?
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button = tgui::Button::create("Stop");
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button->setSize("10%","5%");
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button->setPosition("79%","94%");
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button->connect("pressed",&Game::setRunning,this,false,std::ref(gui));
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gui.add(button,"stop");
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button = tgui::Button::create("Reset");
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button->setSize("10%","5%");
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button->setPosition("69%","94%");
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button->connect("pressed",&Game::loadLevel,this,currentLevel->getLevelID());
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gui.add(button,"reset");
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button = tgui::Button::create("Add a new rule");
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button->setSize("10%","5%");
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button->setPosition("89%","6%");
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button->connect("pressed",&Game::addRule,this,std::ref(gui));
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gui.add(button,"add");
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}
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Game::operator bool() const
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{
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return (currentLevel ? true : false);
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}
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//
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// Widget callbacks
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//
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void Game::setRunning(bool newState, tgui::Gui& gui)
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{
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running = newState;
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// TODO : Iterate over all rules
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auto affectedTypeCombo = gui.get<tgui::ComboBox>("AffectedType0");
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if(!affectedTypeCombo) return;
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auto targetTypeCombo = gui.get<tgui::ComboBox>("TargetType0");
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if(!targetTypeCombo) return;
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auto actionCombo = gui.get<tgui::ComboBox>("Action0");
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if(!actionCombo) return;
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// If the rule is complete only
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if(!affectedTypeCombo->getSelectedItem().isEmpty() &&
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!targetTypeCombo->getSelectedItem().isEmpty() &&
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!actionCombo->getSelectedItem().isEmpty())
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{
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currentLevel->addRule(Entity::entityTypeLookup.at(affectedTypeCombo->getSelectedItem()),
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Entity::stateLookup.at(actionCombo->getSelectedItem()),
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Entity::entityTypeLookup.at(targetTypeCombo->getSelectedItem()));
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}
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}
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void Game::addRule(tgui::Gui& gui)
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{
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if(ruleCount >= pro_maat::maxRules) return;
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// To update names with indexes
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std::stringstream string;
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tgui::ComboBox::Ptr combo = tgui::ComboBox::create();
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combo->addItem("Citizen");
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combo->addItem("Noble");
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combo->setPosition("85%","5%");
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// TODO : Move height according to number of rules
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// Keep the proportions while moving
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// sf::Vector2f tempPos = combo->getPosition();
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// tempPos.y += tempPos.y*2*ruleCount;
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// combo->setPosition(tempPos);
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combo->setSize("5%","2%");
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string << "AffectedType" << ruleCount;
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gui.add(combo,string.str());
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string.str("");
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// TODO : Use clone/copy ?
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combo = tgui::ComboBox::create();
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combo->addItem("Citizen");
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combo->addItem("Noble");
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combo->addItem("House");
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combo->setSize("5%","2%");
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combo->setPosition("95%","5%");
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// Keep the proportions while moving
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// tempPos = combo->getPosition();
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// tempPos.y += tempPos.y*2*ruleCount;
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// combo->setPosition(tempPos);
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string << "TargetType" << ruleCount;
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gui.add(combo,string.str());
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string.str("");
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combo = tgui::ComboBox::create();
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combo->addItem("Seek");
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combo->addItem("Flee");
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combo->setSize("4%","2%");
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combo->setPosition("90.5%","5%");
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// Keep the proportions while moving
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// tempPos = combo->getPosition();
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// tempPos.y += tempPos.y*2*ruleCount;
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// combo->setPosition(tempPos);
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string << "Action" << ruleCount;
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gui.add(combo,string.str());
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string.str("");
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// TODO : Move the button down with each rule then hide it
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// TODO : Hide button when max rules hit
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// FIXME : Cannot hide ?
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gui.get<tgui::Button>("add")->setSize("0%","0%");
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gui.get<tgui::Button>("add")->setTextSize(0);
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gui.get<tgui::Button>("add")->setPosition("-10%","-10%");
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ruleCount++;
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}
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16
src/Game.h
16
src/Game.h
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#define SRC_GAME_H
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#include <SFML/Graphics.hpp>
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#include <TGUI/TGUI.hpp>
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#include <vector>
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#include <iostream>
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#include <sstream>
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#include "Level.h"
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#include "Entity.h"
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#include "Utils.h"
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class Game {
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public:
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Game(std::vector<std::string>& levels, std::vector<std::string>& textures);
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/// Loads the level of corresponding ID from Game::levelFiles
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/// Closes the program if there is a fatal error (Missing file, bad file...)
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void loadLevel(int levelId);
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void loadLevel(int levelID);
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std::unique_ptr<Level> currentLevel;
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/// Stores pointers to textures for future use
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pro_maat::TextureStore textures;
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bool running;
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unsigned int ruleCount;
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void loadTextures();
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void addWidgets(tgui::Gui& gui);
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//
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// Widget callbacks
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//
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void setRunning(bool newState,tgui::Gui& gui);
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void addRule(tgui::Gui& gui);
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};
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@ -5,8 +5,8 @@
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#include "Level.h"
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Level::Level(const pugi::xml_document& xmlDoc, const pro_maat::TextureStore& textureStore)
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: size(xmlDoc.child("Level").attribute("w").as_int(),xmlDoc.child("Level").attribute("h").as_int()),
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Level::Level(const pugi::xml_document& xmlDoc, const pro_maat::TextureStore& textureStore, int id)
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: levelID(id), size(xmlDoc.child("Level").attribute("w").as_int(),xmlDoc.child("Level").attribute("h").as_int()),
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textures(textureStore)
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{
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pugi::xml_node levelNode = xmlDoc.child("Level");
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}
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// FIXME : For testing purposes
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addRule(EntityType::Significant,State::Fleeing,EntityType::Citizen);
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addRule(EntityType::Citizen,State::Moving,EntityType::Significant);
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// addRule(EntityType::Noble,State::Moving,EntityType::House);
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// addRule(EntityType::Citizen,State::Moving,EntityType::Citizen);
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}
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void Level::addRule(EntityType affectedEntities, const State targetState, EntityType targetEntities)
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// Expand from the open node with the smallest estimated cost
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pro_maat::GridPos currentNode = std::min_element(estimatedCosts.begin(),estimatedCosts.end(),compWithOpen)->first;
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// FIXME : Lots of bad cases when fleeing
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if(currentNode == goal)
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{
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if(currentNode == start)
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@ -198,3 +199,8 @@ Orientation Level::findPath(pro_maat::GridPos start, pro_maat::GridPos goal, int
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// If we did not find a path, do not move
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return Orientation::None;
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}
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int Level::getLevelID()
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{
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return levelID;
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}
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@ -20,7 +20,7 @@
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class Level {
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public:
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Level(const pugi::xml_document& xmlDoc, const pro_maat::TextureStore& textureStore);
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Level(const pugi::xml_document& xmlDoc, const pro_maat::TextureStore& textureStore, int id = 0);
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/// Add a new rule on top of existing ones, thus with a lower priority
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///
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@ -32,7 +32,11 @@ public:
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void render(sf::RenderWindow& renderWindow) const;
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void runStep();
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int getLevelID();
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private:
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int levelID;
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const pro_maat::GridPos size;
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std::vector<std::shared_ptr<Entity>> entities;
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@ -20,6 +20,8 @@ using GridUnit = int16_t;
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using GridPos = std::pair<GridUnit,GridUnit>;
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static constexpr uint8_t pixelsPerUnit = 30;
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static constexpr unsigned int maxRules = 5;
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static constexpr char levelFolder[] = "resources/";
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static constexpr char textureFolder[] = "resources/";
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static constexpr char fontFolder[] = "resources/";
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