// // Created by Tom Augier on 5/26/21. // Edited by Benjamin Henry on 5/26/21. // #include "Map.hpp" namespace RAY3D = RAY::Drawables::Drawables3D; namespace BBM { void MapGenerator::generateUnbreakableBlock(int width, int height, std::shared_ptr scene) { std::string UnbreakableObj = "assets/wall/unbreakable_wall.obj"; std::string UnbreakablePnj = "assets/wall/unbreakable_wall.png"; for (int i = 0; i < width + 1; i++) { for (int j = 0; j < height + 1; j++) { if (!(i % 2) && !(j % 2)) { scene->addEntity("Unbreakable Wall") .addComponent(Vector3f(i, 0, j)) //.addComponent(1) .addComponent>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj)); } } } } void MapGenerator::generateWall(int width, int height, std::shared_ptr scene) { std::string UnbreakableObj = "assets/wall/unbreakable_wall.obj"; std::string UnbreakablePnj = "assets/wall/unbreakable_wall.png"; for (int i = -1; i < width + 1; i++) { scene->addEntity("Vertical Wall") .addComponent(Vector3f(i, 0, height + 1)) //.addComponent(1) .addComponent>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj)); scene->addEntity("Vertical Wall") .addComponent(Vector3f(i, 0, -1)) //.addComponent(1) .addComponent>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj)); } for (int i = -1; i < height + 1; i++) { scene->addEntity("Horizontal Wall") .addComponent(Vector3f(width + 1, 0, i)) //.addComponent(1) .addComponent>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj)); scene->addEntity("Horizontal Wall") .addComponent(Vector3f(-1, 0, i)) //.addComponent(1) .addComponent>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj)); } scene->addEntity("Vertical Wall") .addComponent(Vector3f(width + 1, 0, height + 1)) //.addComponent(1) .addComponent>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj)); } void MapGenerator::generateFloor(int width, int height, std::shared_ptr scene) { /* RAY3D::Model model = RAY3D::Model("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png")); model.setScale(RAY::Vector3(width, 0, height)); */ for (int i = 0; i < width + 1; i++) { for (int j = 0; j < height + 1; j++) { scene->addEntity("Floor") .addComponent(Vector3f(i,-1,j)) //.addComponent(1) .addComponent>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png")); } } } void MapGenerator::createElement(Vector3f coords, std::shared_ptr scene, BlockType blockType) { std::map elements = { {BREAKABLE, &createBreakable}, {UNBREAKABLE, &createUnbreakable}, {HOLE, &createHole}, /* {BUMPER, &Map::createBumper}, {STAIRS, &Map::createStairs} */ }; try { auto element = elements.at(blockType); element(coords, scene); } catch (std::exception const &err) { return; } } void MapGenerator::createBreakable(Vector3f coords, std::shared_ptr scene) { scene->addEntity("Breakable Block") .addComponent(coords) .addComponent(1) //.addComponent(1) .addComponent>("assets/wall/breakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/breakable_wall.png")); } void MapGenerator::createUnbreakable(Vector3f coords, std::shared_ptr scene) { scene->addEntity("Unbreakable Block") .addComponent(coords) //.addComponent(1) .addComponent>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png")); } void MapGenerator::createHole(Vector3f coords, std::shared_ptr scene) { scene->addEntity("Hole Block") .addComponent(Vector3f(coords.x, coords.y - 1, coords.z)) //.addComponent(1) .addComponent>("assets/wall/hole.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/hole.png")); /* .addComponent([](const WAL::Entity &entity, WAL::Entity &other) { if (other.hasComponent()) { auto &health = other.getComponent(); health.takeDmg(health.getHealthPoint()); } }); */ } void MapGenerator::createBumper(Vector3f coords, std::shared_ptr scene) { scene->addEntity("Bumper Block") .addComponent(coords) //.addComponent(1) .addComponent>("assets/wall/bumper_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/bumper_block.png")); /* .addComponent([](const WAL::Entity &entity, WAL::Entity &other) { if (other.hasComponent()) { auto &movable = other.getComponent(); movable.addForce(Vector3f(0, 5, 0)); } } */ } void MapGenerator::createStairs(Vector3f coords, std::shared_ptr scene) { scene->addEntity("Stairs Block") .addComponent(coords) //.addComponent(1) .addComponent>("assets/wall/stairs_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/stairs_block.png")); } bool MapGenerator::isCloseToBlockType(std::map, BlockType> map, int x, int z, BlockType blockType) { return (map[std::make_tuple(x - 1, z)] == blockType || map[std::make_tuple(x + 1, z)] == blockType || map[std::make_tuple(x, z + 1)] == blockType || map[std::make_tuple(x, z - 1)] == blockType); } MapGenerator::BlockType MapGenerator::getRandomBlockType() { double rnd = static_cast(std::rand())/RAND_MAX; std::printf("%f\n", rnd); if (rnd > 0.95) return HOLE; if (rnd > 0.10) return BREAKABLE; return NOTHING; } std::map, MapGenerator::BlockType> MapGenerator::createMap(int width, int height) { std::map, BlockType> map; width = width % 2 ? width + 1 : width; height = height % 2 ? height + 1 : height; for (int i = 0; i < width; i++) for (int j = 0; j < height; j++) map[std::make_tuple(i, j)] = NOTHING; map[std::make_tuple(0, 0)] = SPAWNER; map[std::make_tuple(width, 0)] = SPAWNER; map[std::make_tuple(0, height)] = SPAWNER; map[std::make_tuple(width, height)] = SPAWNER; for (int i = 0; i < width + 1; i++) { for (int j = 0; j < height + 1; j++) { if (map[std::make_tuple(i, j)] == SPAWNER) continue; if (isCloseToBlockType(map, i , j, SPAWNER)) { map[std::make_tuple(i, j)] = NOTHING; } else { map[std::make_tuple(i, j)] = getRandomBlockType(); } if (map[std::make_tuple(i, j)] == UNBREAKABLE && isCloseToBlockType(map, i, j, UNBREAKABLE)) map[std::make_tuple(i, j)] = BREAKABLE; } } for (int i = 0; i < width + 1; i++) for (int j = 0; j < height + 1; j++) if (!((i + 1) % 2) && !((j + 1) % 2)) map[std::make_tuple(i, j)] = UNBREAKABLE; return (map); } void MapGenerator::loadMap(int width, int height, std::map, \ BlockType> map, std::shared_ptr scene) { generateWall(width, height, scene); generateFloor(width, height, scene); for (int i = 0; i < width + 1; i++) for (int j = 0; j < height + 1; j++) createElement(Vector3f(i, 0, j), scene, map[std::make_tuple(i, j)]); } } // namespace BBM