Files
Bomberman/sources/Map/Map.cpp
2021-06-02 19:39:29 +02:00

238 lines
8.8 KiB
C++

//
// 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<WAL::Scene> 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<PositionComponent>(Vector3f(i, 0, j))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj));
}
}
}
}
void MapGenerator::generateWall(int width, int height, std::shared_ptr<WAL::Scene> scene)
{
std::string unbreakableObj = "assets/wall/unbreakable_wall.obj";
std::string unbreakablePnj = "assets/wall/unbreakable_wall.png";
scene->addEntity("Bottom Wall")
.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, -1))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(width + 3, 1, 1));
scene->addEntity("Upper Wall")
.addComponent<PositionComponent>(Vector3f((width + 1) / 2, 0, height + 1))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(width + 3, 1, 1));
scene->addEntity("Left Wall")
.addComponent<PositionComponent>(Vector3f(width + 1, 0, (height + 1) / 2))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(1, 1, height + 3));
scene->addEntity("Right Wall")
.addComponent<PositionComponent>(Vector3f(-1, 0, (height + 1) / 2))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>(unbreakableObj, std::make_pair(MAP_DIFFUSE, unbreakablePnj), RAY::Vector3(1, 1, height + 3));
}
void MapGenerator::generateFloor(int width, int height, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Floor")
.addComponent<PositionComponent>(Vector3f(width / 2, -1, height / 2))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png"), RAY::Vector3(width + 2, 0, height + 2));
}
void MapGenerator::createElement(Vector3f coords, std::shared_ptr<WAL::Scene> scene, BlockType blockType)
{
std::map<BlockType, MapElem> elements = {
{BREAKABLE, &createBreakable},
{UNBREAKABLE, &createUnbreakable},
{HOLE, &createHole},
{FLOOR, &createFloor},
/* {BUMPER, &createBumper},
{STAIRS, &createStairs} */
};
try {
auto element = elements.at(blockType);
element(coords, scene);
} catch (std::exception const &err) {
return;
}
}
void MapGenerator::createBreakable(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Breakable Block")
.addComponent<PositionComponent>(coords)
.addComponent<HealthComponent>(1)
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/breakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/breakable_wall.png"));
}
void MapGenerator::createFloor(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Floor")
.addComponent<PositionComponent>(Vector3f(coords))
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png"));
}
void MapGenerator::createUnbreakable(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Unbreakable Block")
.addComponent<PositionComponent>(coords)
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
}
void MapGenerator::createHole(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Hole Block")
.addComponent<PositionComponent>(Vector3f(coords.x, coords.y - 1, coords.z))
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/hole.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/hole.png"));
/* .addComponent<CollisionComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
if (other.hasComponent<HealthComponent>()) {
auto &health = other.getComponent<HealthComponent>();
health.takeDmg(health.getHealthPoint());
}
}); */
}
void MapGenerator::createBumper(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Bumper Block")
.addComponent<PositionComponent>(Vector3f(coords.x, coords.y - 1, coords.z))
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/bumper_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/bumper_block.png"));
/* .addComponent<CollisionComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
if (other.hasComponent<MovableComponent>()) {
auto &movable = other.getComponent<MovableComponent>();
movable.addForce(Vector3f(0, 5, 0));
}
} */
}
void MapGenerator::createStairs(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
{
scene->addEntity("Stairs Block")
.addComponent<PositionComponent>(coords)
//.addComponent<CollisionComponent>(1)
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/wall/stairs_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/stairs_block.png"));
}
bool MapGenerator::isCloseToBlockType(std::map<std::tuple<int, int, int>, BlockType> map, int x, int y, int z, BlockType blockType)
{
return (map[std::make_tuple(x - 1, y, z)] == blockType ||
map[std::make_tuple(x + 1, y, z)] == blockType ||
map[std::make_tuple(x, y, z + 1)] == blockType ||
map[std::make_tuple(x, y, z - 1)] == blockType);
}
MapGenerator::BlockType MapGenerator::getRandomBlockType()
{
double rnd = static_cast<double>(std::rand())/RAND_MAX;
if (rnd > 0.95)
return HOLE;
if (rnd > 0.10)
return BREAKABLE;
return NOTHING;
}
MapGenerator::MapBlock MapGenerator::createHeight(MapBlock map, int width, int height)
{
double rnd = static_cast<double>(std::rand())/RAND_MAX;
if (rnd > 0.60) {
for (int i = 0; i < width; i++) {
map[std::make_tuple(i, 1, height)] = map[std::make_tuple(i, 0, height)];
map[std::make_tuple(i, 0, height)] = FLOOR;
}
for (int j = 0; j < height; j++) {
map[std::make_tuple(width, 1, j)] = map[std::make_tuple(width, 0, j)];
map[std::make_tuple(width, 0, j)] = FLOOR;
}
}
if (rnd > 0.30) {
for (int i = width - width/4; i < width + width/4 + 1; i++) {
for (int j = height - height/4; j < height + height/4 + 1; j++) {
map[std::make_tuple(i, 1, j)] = map[std::make_tuple(i, 0, j)];
map[std::make_tuple(i, 0, j)] = FLOOR;
}
}
}
return map;
}
MapGenerator::MapBlock MapGenerator::createSpawner(MapBlock map, int width, int height)
{
map[std::make_tuple(0, 0, 0)] = SPAWNER;
map[std::make_tuple(width, 0, 0)] = SPAWNER;
map[std::make_tuple(0, 0, height)] = SPAWNER;
map[std::make_tuple(width, 0, height)] = SPAWNER;
return map;
}
MapGenerator::MapBlock MapGenerator::createMap(int width, int height)
{
MapBlock 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, 0, j)] = NOTHING;
}
map = createSpawner(map, width, height);
for (int i = 0; i < width + 1; i++) {
for (int j = 0; j < height + 1; j++) {
if (map[std::make_tuple(i, 0, j)] == SPAWNER)
continue;
if (isCloseToBlockType(map, i , 0, j, SPAWNER))
map[std::make_tuple(i, 0, j)] = NOTHING;
else
map[std::make_tuple(i, 0, j)] = getRandomBlockType();
if (map[std::make_tuple(i, 0, j)] == UNBREAKABLE && isCloseToBlockType(map, i, 0, j, UNBREAKABLE))
map[std::make_tuple(i, 0, 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, 0, j)] = UNBREAKABLE;
}
}
map = createHeight(map, width, height);
return (map);
}
void MapGenerator::loadMap(int width, int height, std::map<std::tuple<int, int, int>,
BlockType> map, std::shared_ptr<WAL::Scene> scene)
{
generateWall(width, height, scene);
generateFloor(width, height, scene);
for (int x = 0; x < width + 1; x++) {
for (int z = 0; z < height + 1; z++) {
for (int y = 0; y < 1 + 1; y++)
createElement(Vector3f(x, y, z), scene, map[std::make_tuple(x, y, z)]);
}
}
}
} // namespace BBM