Files
Adventura/movementHandler.hpp
2025-02-03 17:15:57 +01:00

207 lines
8.1 KiB
C++

#pragma once
#include <array>
#include "player.hpp"
#include "world.hpp"
#include "blockRegistry.hpp"
#include "output.hpp"
void tryPushBlock(BlockPos& blockPos, World& world, bool left);
void tryBlockGravity(BlockPos& blockPos, World& world);
/**
* Checks if a given value is in a parameter pack of values.
*
* This is a C++17 implementation of a function that checks if a given value
* is in a parameter pack of values. This is useful for checking if a value is
* in a list of values without having to write a bunch of repetitive code.
* Source: https://stackoverflow.com/a/15181949
*
* @param first The value to search for.
* @param t The parameter pack of values to search in.
* @return true if the value is found in the parameter pack, false otherwise.
*/
template<typename First, typename ... T>
bool is_in(First &&first, T && ... t) {
return ((first == t) || ...);
}
/**
* Waits until the user enters a valid key.
* Used to prompt the user to press any key to continue.
*/
void waitForInput() {
char lastChar = ' ';
while (!is_in(lastChar, 'w', 'a', 's', 'd')) cin >> lastChar;
}
/**
* Attempts to move the player one block to the left or right.
*
* Checks if the neighbour block to the player's feet is not a solid block and
* if so, moves the player there. In case that block solid and the block above it
* is not solid, moves the player on top of that block.
* Otherwise, returns false.
*
* @param world Reference to the World object representing the game's world.
* @param player Reference to the Player object representing the player's state.
* @param left Whether to move left (true) or right (false).
* @return true if the player's position was successfully updated, false otherwise.
*/
bool tryWalk(World& world, Player& player, bool left) {
BlockPos playerPos = player.getPos();
BlockPos neighbourPosTorso = playerPos+(left ? BlockPos(-1, 0) : BlockPos(1, 0));
BlockPos neighbourPosFeet = playerPos+(left ? BlockPos(-1, 1) : BlockPos(1, 1));
tryPushBlock(neighbourPosFeet, world, left);
if (!world.getBlockAt(neighbourPosFeet).getSettings().hasCollision()) {
player.setPos(neighbourPosTorso);
tryBlockGravity(playerPos, world);
return true;
}
else if (world.getBlockAt(neighbourPosFeet).getSettings().hasCollision() && !world.getBlockAt(neighbourPosTorso).getSettings().isSolid()) {
left ? player.move(-1, -1) : player.move(1, -1);
return true;
}
return false;
}
/**
* Attempts to move the player one block downwards.
*
* Checks if the block above the player's torso or the block above the player's feet is
* climbable from the top and if so, moves the player there.
* Otherwise, returns false.
*
* @param world Reference to the World object representing the game's world.
* @param player Reference to the Player object representing the player's state.
* @return true if the player's position was successfully updated, false otherwise.
*/
bool tryGoDown(World& world, Player& player) {
if (world.getBlockAt(player.getPos()+BlockPos(0, 2)).getSettings().isClimbableFromTop() || world.getBlockAt(player.getPos()+BlockPos(0, 3)).getSettings().isClimbableFromTop()) {
player.move(0, 1);
return true;
}
return false;
}
/**
* Attempts to move the player one block upwards.
*
* Checks if the block above the player's torso or the block above the player's head is
* climbable from the bottom and if so, moves the player there.
* Otherwise, returns false.
*
* @param world Reference to the World object representing the game's world.
* @param player Reference to the Player object representing the player's state.
* @return true if the player's position was successfully updated, false otherwise.
*/
bool tryGoUp(World& world, Player& player) {
if (world.getBlockAt(player.getPos()+BlockPos(0, 1)).getSettings().isClimbableFromBottom() || world.getBlockAt(player.getPos()+BlockPos(0, 2)).getSettings().isClimbableFromBottom()) {
player.move(0, -1);
return true;
}
return false;
}
/**
* Attempts to push the block at the given position to the left or right.
*
* Checks if the block at the given position is pushable and if so, tries to push it
* to the left or right by swapping it with the block to its left/right.
* If the block to the left/right is also pushable, this function will be called
* recursively to handle the furthest block first.
*
* @param blockPos The position of the block to try to push.
* @param world Reference to the World object representing the current world.
* @param left Whether to push the block to the left (true) or right (false).
*/
void tryPushBlock(BlockPos& blockPos, World& world, bool left) {
BlockPos neighbourBlockPos = blockPos+(left ? BlockPos(-1, 0) : BlockPos(1, 0));
if (world.getBlockAt(blockPos).getSettings().isPushable()) {
if (world.getBlockAt(neighbourBlockPos).getSettings().isPushable()) {
tryPushBlock(neighbourBlockPos, world, left); // If multiple boxes are next to each other, handle the furthest one first
}
if (world.getBlockAt(neighbourBlockPos) == world.getBlockRegistry().AIR) { // Push the box by swapping the blocks
world.setBlockAt(neighbourBlockPos, world.getBlockAt(blockPos));
world.setBlockAt(blockPos, world.getBlockRegistry().AIR);
}
}
}
/**
* Checks if the block below the player's feet has gravity and if so,
* moves it down one block if possible.
*
* @param playerPos The position of the player.
* @param world Reference to the World object representing the current world.
*/
void tryBlockGravity(BlockPos& playerPos, World& world) {
if (world.getBlockAt(playerPos.add(0, 2)).getSettings().hasGravity() && world.getBlockAt(playerPos.add(0, 3)) == world.getBlockRegistry().AIR) {
world.setBlockAt(playerPos.add(0, 3), world.getBlockAt(playerPos.add(0, 2)));
world.setBlockAt(playerPos.add(0, 2), world.getBlockRegistry().AIR);
}
}
/**
* Processes the player's input and attempts to move the player in the game world
* based on the input character. Supports moving up, left, down, or right
* using the keys 'w', 'a', 's', 'd' as well as their upper-case equivalents (useful in case caps lock is pressed by accident).
*
* @param lastChar The character input representing the player's movement command.
* @param world Reference to the World object representing the game's world.
* @param player Reference to the Player object representing the player's state.
* @return true if the player's position was successfully updated, false otherwise.
*/
bool onInput(char lastChar, World& world, Player& player) {
switch (lastChar) {
case ' ':
case 'w':
case 'W':
return tryGoUp(world, player);
case 'a':
case 'A':
return tryWalk(world, player, true);
case 's':
case 'S':
return tryGoDown(world, player);
case 'd':
case 'D':
return tryWalk(world, player, false);
default: return false;
}
}
/**
* Listens for the player's input and updates the game state accordingly.
* If test mode is enabled, reads input from the file TEST.txt instead of the console.
* In this case, the game state is updated every 100 milliseconds (to simulate the player's input).
* If the player dies or reaches the goal, exit the loop.
*/
void inputLoop(Player& player, World& world, bool testMode, unsigned int worldIndex) {
vector<string> testFile = readFileAsVector("TEST.txt");
unsigned int inputIndex = 0;
while (player.isAlive() && !player.hasReachedGoal()) {
string currentInput;
if (testMode) {
currentInput = testFile[worldIndex][inputIndex];
inputIndex++;
if (inputIndex > testFile[worldIndex].length()) break;
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
else cin >> currentInput;
if (!testMode) {
jumpBackOneLine();
}
for (char lastChar : currentInput) {
if (onInput(lastChar, world, player))
redraw(world, player.mapToWorldspace());
}
}
inputIndex = 0;
}