tdgame test branch by gemini.
This commit is contained in:
@@ -335,6 +335,129 @@ public:
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else os << " Polys (Cleared) : " << 0 << "\n";
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os << " colors : " << _colors.size() << "\n";
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}
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void writeTo(FILE* f) const {
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if (!f) return;
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fwrite(&id, sizeof(int), 1, f);
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fwrite(&_subId, sizeof(int), 1, f);
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size_t vCount = _vertices.size();
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fwrite(&vCount, sizeof(size_t), 1, f);
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if (vCount > 0) {
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fwrite(_vertices.data(), sizeof(Vector3f), vCount, f);
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}
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size_t cCount = _colors.size();
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fwrite(&cCount, sizeof(size_t), 1, f);
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if (cCount > 0) {
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fwrite(_colors.data(), sizeof(Color), cCount, f);
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}
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size_t pCount = _polys.size();
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fwrite(&pCount, sizeof(size_t), 1, f);
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for (const auto& p : _polys) {
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size_t idxCount = p.size();
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fwrite(&idxCount, sizeof(size_t), 1, f);
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if (idxCount > 0) {
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fwrite(p.data(), sizeof(int), idxCount, f);
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}
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}
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}
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static std::shared_ptr<Mesh> readFrom(FILE* f) {
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if (!f) return nullptr;
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int r_id, r_subId;
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if (fread(&r_id, sizeof(int), 1, f) != 1) return nullptr;
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if (fread(&r_subId, sizeof(int), 1, f) != 1) return nullptr;
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// Read Vertices
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size_t vCount;
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if (fread(&vCount, sizeof(size_t), 1, f) != 1) return nullptr;
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std::vector<Vector3f> verts(vCount);
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if (vCount > 0) {
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fread(verts.data(), sizeof(Vector3f), vCount, f);
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}
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// Read Colors
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size_t cCount;
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if (fread(&cCount, sizeof(size_t), 1, f) != 1) return nullptr;
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std::vector<Color> cols(cCount);
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if (cCount > 0) {
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fread(cols.data(), sizeof(Color), cCount, f);
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}
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// Read Polys
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size_t pCount;
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if (fread(&pCount, sizeof(size_t), 1, f) != 1) return nullptr;
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std::vector<std::vector<int>> polys(pCount);
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for (size_t i = 0; i < pCount; ++i) {
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size_t idxCount;
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if (fread(&idxCount, sizeof(size_t), 1, f) != 1) return nullptr;
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polys[i].resize(idxCount);
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if (idxCount > 0) {
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fread(polys[i].data(), sizeof(int), idxCount, f);
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}
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}
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return std::make_shared<Mesh>(r_id, verts, polys, cols, r_subId);
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}
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// Public API to save to a filename
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bool save(const std::string& filename) const {
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FILE* f = fopen(filename.c_str(), "wb");
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if (!f) {
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std::cerr << "Mesh::save failed to open: " << filename << std::endl;
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return false;
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}
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writeTo(f);
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fclose(f);
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return true;
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}
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// Public API to load from a filename into this object
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bool load(const std::string& filename) {
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FILE* f = fopen(filename.c_str(), "rb");
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if (!f) {
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std::cerr << "Mesh::load failed to open: " << filename << std::endl;
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return false;
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}
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// Read into temporary variables first to ensure integrity
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int r_id, r_subId;
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if (fread(&r_id, sizeof(int), 1, f) != 1) { fclose(f); return false; }
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if (fread(&r_subId, sizeof(int), 1, f) != 1) { fclose(f); return false; }
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size_t vCount;
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if (fread(&vCount, sizeof(size_t), 1, f) != 1) { fclose(f); return false; }
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std::vector<Vector3f> verts(vCount);
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if (vCount > 0) fread(verts.data(), sizeof(Vector3f), vCount, f);
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size_t cCount;
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if (fread(&cCount, sizeof(size_t), 1, f) != 1) { fclose(f); return false; }
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std::vector<Color> cols(cCount);
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if (cCount > 0) fread(cols.data(), sizeof(Color), cCount, f);
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size_t pCount;
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if (fread(&pCount, sizeof(size_t), 1, f) != 1) { fclose(f); return false; }
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std::vector<std::vector<int>> polys(pCount);
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for (size_t i = 0; i < pCount; ++i) {
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size_t idxCount;
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if (fread(&idxCount, sizeof(size_t), 1, f) != 1) { fclose(f); return false; }
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polys[i].resize(idxCount);
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if (idxCount > 0) fread(polys[i].data(), sizeof(int), idxCount, f);
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}
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fclose(f);
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// Apply to current object
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this->id = r_id;
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this->_subId = r_subId;
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this->replace(verts, polys, cols);
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return true;
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}
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};
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class Scene {
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124
util/tdgame/customjson.hpp
Normal file
124
util/tdgame/customjson.hpp
Normal file
@@ -0,0 +1,124 @@
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#ifndef TDGAME_CJ_HPP
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#define TDGAME_CJ_HPP
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#include <map>
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#include <sstream>
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#include <variant>
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#include <string>
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#include <vector>
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struct customJson {
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struct Node {
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std::variant<std::nullptr_t, bool, double, std::string, std::vector<Node>, std::map<std::string, Node>> value;
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Node() : value(nullptr) {}
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Node(bool b) : value(b) {}
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Node(double d) : value(d) {}
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Node(const std::string& s) : value(s) {}
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Node(const char* s) : value(std::string(s)) {}
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Node(std::vector<Node> a) : value(a) {}
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Node(std::map<std::string, Node> o) : value(o) {}
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// Accessors with type checking
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const std::map<std::string, Node>& as_object() const { return std::get<std::map<std::string, Node>>(value); }
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const std::vector<Node>& as_array() const { return std::get<std::vector<Node>>(value); }
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const std::string& as_string() const { return std::get<std::string>(value); }
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double as_double() const { return std::get<double>(value); }
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bool as_bool() const { return std::get<bool>(value); }
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bool is_null() const { return std::holds_alternative<std::nullptr_t>(value); }
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// Convenience accessor
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const Node& at(const std::string& key) const { return as_object().at(key); }
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bool contains(const std::string& key) const { return as_object().count(key); }
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};
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static void skip_whitespace(std::string::const_iterator& it, const std::string::const_iterator& end) {
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while (it != end && isspace(*it)) ++it;
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}
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static std::string parse_string(std::string::const_iterator& it, const std::string::const_iterator& end) {
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std::string result;
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if (*it == '"') ++it;
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while (it != end && *it != '"') {
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if (*it == '\\') { // Handle basic escapes
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++it;
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if (it != end) result += *it;
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} else {
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result += *it;
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}
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++it;
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}
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if (it != end && *it == '"') ++it;
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return result;
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}
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static Node parse_number_or_literal(std::string::const_iterator& it, const std::string::const_iterator& end) {
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std::string literal;
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while (it != end && (isalnum(*it) || *it == '.' || *it == '-')) {
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literal += *it;
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++it;
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}
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if (literal == "true") return Node(true);
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if (literal == "false") return Node(false);
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if (literal == "null") return Node(nullptr);
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try {
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return Node(std::stod(literal));
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} catch (...) {
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throw std::runtime_error("Invalid number or literal: " + literal);
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}
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}
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static std::vector<Node> parse_array(std::string::const_iterator& it, const std::string::const_iterator& end) {
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std::vector<Node> arr;
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if (*it == '[') ++it;
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skip_whitespace(it, end);
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while (it != end && *it != ']') {
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arr.push_back(parse_node(it, end));
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skip_whitespace(it, end);
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if (it != end && *it == ',') {
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++it;
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skip_whitespace(it, end);
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}
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}
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if (it != end && *it == ']') ++it;
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return arr;
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}
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static std::map<std::string, Node> parse_object(std::string::const_iterator& it, const std::string::const_iterator& end) {
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std::map<std::string, Node> obj;
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if (*it == '{') ++it;
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skip_whitespace(it, end);
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while (it != end && *it != '}') {
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std::string key = parse_string(it, end);
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skip_whitespace(it, end);
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if (it != end && *it == ':') ++it;
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skip_whitespace(it, end);
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obj[key] = parse_node(it, end);
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skip_whitespace(it, end);
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if (it != end && *it == ',') {
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++it;
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skip_whitespace(it, end);
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}
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}
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if (it != end && *it == '}') ++it;
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return obj;
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}
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static Node parse_node(std::string::const_iterator& it, const std::string::const_iterator& end) {
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skip_whitespace(it, end);
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if (it == end) throw std::runtime_error("Unexpected end of input");
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switch (*it) {
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case '{': return Node(parse_object(it, end));
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case '[': return Node(parse_array(it, end));
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case '"': return Node(parse_string(it, end));
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default: return parse_number_or_literal(it, end);
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}
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}
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static Node parse(const std::string& json_str) {
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auto it = json_str.cbegin();
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return parse_node(it, json_str.cend());
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}
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};
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#endif
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240
util/tdgame/enemy.hpp
Normal file
240
util/tdgame/enemy.hpp
Normal file
@@ -0,0 +1,240 @@
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#ifndef ENEMY_HPP
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#define ENEMY_HPP
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#include "../grid/mesh.hpp"
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#include "customjson.hpp"
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#include <string>
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#include <vector>
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#include <map>
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#include <memory>
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#include <filesystem>
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#include <fstream>
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#include <iostream>
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#include <stdexcept>
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// Forward declaration
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class Enemy;
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namespace fs = std::filesystem;
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enum EnemyType { GROUND, AIR };
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// Holds the prototype data for a type of enemy, loaded from JSON.
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struct EnemyPrototype {
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std::string typeId;
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std::shared_ptr<Mesh> mesh;
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float maxHp = 100.0f;
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float speed = 1.0f;
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int baseDamage = 1;
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int reward = 5;
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EnemyType type = EnemyType::GROUND;
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std::vector<std::string> abilities;
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};
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// Represents a single active enemy instance in the game.
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class Enemy {
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private:
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std::vector<Vector3f> _path;
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size_t _pathIndex = 0;
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bool _isAlive = true;
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public:
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int instanceId;
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std::string typeId;
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std::shared_ptr<Mesh> mesh;
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Vector3f position;
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float maxHp;
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float hp;
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float speed;
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int baseDamage;
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int reward;
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EnemyType type;
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Enemy(int instId, const EnemyPrototype& proto, const Vector3f& startPos)
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: instanceId(instId),
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typeId(proto.typeId),
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mesh(std::make_shared<Mesh>(*proto.mesh)), // Deep copy mesh to allow individual modifications (e.g., color)
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position(startPos),
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maxHp(proto.maxHp),
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hp(proto.maxHp),
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speed(proto.speed),
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baseDamage(proto.baseDamage),
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reward(proto.reward),
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type(proto.type)
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{
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if (mesh) {
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mesh->setSubId(instId);
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mesh->translate(position);
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}
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}
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// A* pathfinding to get to the base
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void setPath(const std::vector<Vector3f>& newPath) {
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_path = newPath;
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_pathIndex = 0;
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}
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const std::vector<Vector3f>& getPath() const {
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return _path;
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}
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// Moves the enemy along its path. Returns true if it reached the end.
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bool update(float deltaTime) {
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if (!_isAlive || _path.empty() || _pathIndex >= _path.size()) {
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return _pathIndex >= _path.size();
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}
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Vector3f target = _path[_pathIndex];
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Vector3f direction = target - position;
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float distanceToTarget = direction.norm();
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float moveDist = speed * deltaTime;
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if (moveDist >= distanceToTarget) {
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position = target;
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_pathIndex++;
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if (_pathIndex >= _path.size()) {
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// Reached the base
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_isAlive = false;
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return true;
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}
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} else {
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position += direction.normalized() * moveDist;
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}
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|
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if (mesh) {
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// This is inefficient. A better approach would be to update a transform matrix.
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// For now, we recreate the mesh at the new position.
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auto original_verts = mesh->vertices(); // assuming this mesh is a prototype
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for (auto& v : original_verts) {
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v += position;
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}
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mesh->vertices(original_verts);
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}
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return false;
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}
|
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|
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void takeDamage(float amount) {
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if (!_isAlive) return;
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hp -= amount;
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if (hp <= 0) {
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hp = 0;
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_isAlive = false;
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}
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}
|
||||
|
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bool isAlive() const {
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return _isAlive;
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}
|
||||
};
|
||||
|
||||
|
||||
// Manages storage and retrieval of enemy types from JSON definitions.
|
||||
class EnemyRegistry {
|
||||
private:
|
||||
std::map<std::string, EnemyPrototype> _prototypes;
|
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int _nextInstanceId = 0;
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||||
|
||||
EnemyRegistry() = default;
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|
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template<typename T>
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T get_value(const std::map<std::string, customJson::Node>& obj, const std::string& key, T default_val) {
|
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if (!obj.count(key) || obj.at(key).is_null()) return default_val;
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const auto& node = obj.at(key);
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if constexpr (std::is_same_v<T, bool>) return node.as_bool();
|
||||
if constexpr (std::is_same_v<T, double> || std::is_same_v<T, float> || std::is_same_v<T, int>) return static_cast<T>(node.as_double());
|
||||
if constexpr (std::is_same_v<T, std::string>) return node.as_string();
|
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return default_val;
|
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};
|
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|
||||
void parseEnemyJson(const std::map<std::string, customJson::Node>& j) {
|
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EnemyPrototype p;
|
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p.typeId = get_value(j, "id", std::string("unknown"));
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p.maxHp = get_value<float>(j, "maxHp", 100.0f);
|
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p.speed = get_value<float>(j, "speed", 1.0f);
|
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p.baseDamage = get_value<int>(j, "baseDamage", 1);
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p.reward = get_value<int>(j, "reward", 5);
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|
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std::string typeStr = get_value(j, "type", std::string("GROUND"));
|
||||
if (typeStr == "AIR") {
|
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p.type = EnemyType::AIR;
|
||||
} else {
|
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p.type = EnemyType::GROUND;
|
||||
}
|
||||
|
||||
if (j.count("abilities")) {
|
||||
for (const auto& ability_node : j.at("abilities").as_array()) {
|
||||
p.abilities.push_back(ability_node.as_string());
|
||||
}
|
||||
}
|
||||
|
||||
std::string mesh_path = get_value(j, "mesh_path", std::string(""));
|
||||
if (!mesh_path.empty()) {
|
||||
p.mesh = std::make_shared<Mesh>(0, std::vector<Vector3f>{}, std::vector<std::vector<int>>{}, std::vector<Color>{});
|
||||
if (!p.mesh->load(mesh_path)) {
|
||||
std::cerr << "Warning: Failed to load mesh '" << mesh_path << "' for enemy '" << p.typeId << "'." << std::endl;
|
||||
p.mesh = nullptr; // Invalidate if load fails
|
||||
}
|
||||
}
|
||||
|
||||
if (_prototypes.count(p.typeId)) {
|
||||
std::cerr << "Warning: Duplicate enemy ID '" << p.typeId << "' found. Overwriting." << std::endl;
|
||||
}
|
||||
_prototypes[p.typeId] = p;
|
||||
}
|
||||
|
||||
void loadEnemyFile(const std::string& filepath) {
|
||||
std::ifstream f(filepath);
|
||||
if (!f.is_open()) return;
|
||||
|
||||
std::stringstream buffer;
|
||||
buffer << f.rdbuf();
|
||||
|
||||
try {
|
||||
customJson::Node root = customJson::parse(buffer.str());
|
||||
if (const auto* arr = std::get_if<std::vector<customJson::Node>>(&root.value)) {
|
||||
for (const auto& item : *arr) {
|
||||
parseEnemyJson(item.as_object());
|
||||
}
|
||||
} else if (const auto* obj = std::get_if<std::map<std::string, customJson::Node>>(&root.value)) {
|
||||
parseEnemyJson(*obj);
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "JSON Parse error in " << filepath << ": " << e.what() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
static EnemyRegistry& getInstance() {
|
||||
static EnemyRegistry instance;
|
||||
return instance;
|
||||
}
|
||||
|
||||
EnemyRegistry(const EnemyRegistry&) = delete;
|
||||
void operator=(const EnemyRegistry&) = delete;
|
||||
|
||||
void loadFromDirectory(const std::string& path) {
|
||||
if (!fs::exists(path)) {
|
||||
std::cerr << "EnemyRegistry: Directory " << path << " does not exist." << std::endl;
|
||||
return;
|
||||
}
|
||||
for (const auto& entry : fs::directory_iterator(path)) {
|
||||
if (entry.path().extension() == ".json") {
|
||||
loadEnemyFile(entry.path().string());
|
||||
}
|
||||
}
|
||||
std::cout << "EnemyRegistry: Loaded " << _prototypes.size() << " enemy definitions." << std::endl;
|
||||
}
|
||||
|
||||
std::unique_ptr<Enemy> createEnemy(const std::string& typeId, const Vector3f& startPosition) {
|
||||
if (_prototypes.count(typeId) == 0) {
|
||||
std::cerr << "Error: Attempted to create unknown enemy type: " << typeId << std::endl;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const auto& proto = _prototypes.at(typeId);
|
||||
return std::make_unique<Enemy>(_nextInstanceId++, proto, startPosition);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
68
util/tdgame/game_utils.hpp
Normal file
68
util/tdgame/game_utils.hpp
Normal file
@@ -0,0 +1,68 @@
|
||||
#ifndef GAME_UTILS_HPP
|
||||
#define GAME_UTILS_HPP
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <sstream>
|
||||
#include <fstream>
|
||||
#include <map>
|
||||
#include <iostream>
|
||||
#include <algorithm>
|
||||
#include "../../eigen/Eigen/Dense"
|
||||
|
||||
using Vector3f = Eigen::Vector3f;
|
||||
|
||||
class FileUtils {
|
||||
public:
|
||||
static std::string readFile(const std::string& path) {
|
||||
std::ifstream file(path);
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "Failed to open file: " << path << std::endl;
|
||||
return "{}"; // Return empty JSON obj on fail
|
||||
}
|
||||
std::stringstream buffer;
|
||||
buffer << file.rdbuf();
|
||||
return buffer.str();
|
||||
}
|
||||
};
|
||||
|
||||
class SimpleJsonParser {
|
||||
public:
|
||||
static std::map<std::string, std::string> parseDepth1(const std::string& raw) {
|
||||
std::map<std::string, std::string> result;
|
||||
std::string clean = raw;
|
||||
// Remove braces and quotes
|
||||
clean.erase(std::remove(clean.begin(), clean.end(), '{'), clean.end());
|
||||
clean.erase(std::remove(clean.begin(), clean.end(), '}'), clean.end());
|
||||
clean.erase(std::remove(clean.begin(), clean.end(), '\"'), clean.end());
|
||||
|
||||
std::stringstream ss(clean);
|
||||
std::string segment;
|
||||
while(std::getline(ss, segment, ',')) {
|
||||
size_t colonPos = segment.find(':');
|
||||
if(colonPos != std::string::npos) {
|
||||
std::string key = segment.substr(0, colonPos);
|
||||
std::string val = segment.substr(colonPos + 1);
|
||||
|
||||
// Trim key
|
||||
size_t first = key.find_first_not_of(" \t\n\r");
|
||||
size_t last = key.find_last_not_of(" \t\n\r");
|
||||
if (first != std::string::npos) key = key.substr(first, (last - first + 1));
|
||||
|
||||
// Trim val
|
||||
first = val.find_first_not_of(" \t\n\r");
|
||||
last = val.find_last_not_of(" \t\n\r");
|
||||
if (first != std::string::npos) val = val.substr(first, (last - first + 1));
|
||||
|
||||
result[key] = val;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
333
util/tdgame/map.hpp
Normal file
333
util/tdgame/map.hpp
Normal file
@@ -0,0 +1,333 @@
|
||||
#ifndef TDGAME_MAP_HPP
|
||||
#define TDGAME_MAP_HPP
|
||||
|
||||
#include "tile.hpp"
|
||||
#include "enemy.hpp"
|
||||
#include "tower.hpp"
|
||||
#include "customjson.hpp"
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <memory>
|
||||
#include <map>
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <stdexcept>
|
||||
#include <queue>
|
||||
#include <cmath>
|
||||
#include <algorithm>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
// A simple struct to represent a point on the grid.
|
||||
struct GridPoint {
|
||||
int x, z;
|
||||
bool operator==(const GridPoint& other) const { return x == other.x && z == other.z; }
|
||||
bool operator<(const GridPoint& other) const { return x < other.x || (x == other.x && z < other.z); }
|
||||
};
|
||||
|
||||
// Represents the entire game map, managing tiles, entities, and game state.
|
||||
class GameMap {
|
||||
private:
|
||||
int _width = 0;
|
||||
int _height = 0;
|
||||
std::vector<std::vector<Tile>> _tiles;
|
||||
|
||||
std::vector<std::unique_ptr<Enemy>> _enemies;
|
||||
std::vector<std::unique_ptr<Tower>> _towers;
|
||||
|
||||
std::vector<GridPoint> _spawnPoints;
|
||||
std::vector<GridPoint> _basePoints;
|
||||
GridPoint _primaryBaseTarget; // A single target for pathfinding simplicity
|
||||
|
||||
int _playerHealth = 100;
|
||||
int _currentWave = 0;
|
||||
bool _gameOver = false;
|
||||
|
||||
// Internal helper for A* pathfinding
|
||||
struct PathNode {
|
||||
GridPoint pos;
|
||||
float g_cost = 0; // Cost from start
|
||||
float h_cost = 0; // Heuristic cost to end
|
||||
GridPoint parent;
|
||||
|
||||
float f_cost() const { return g_cost + h_cost; }
|
||||
|
||||
// For priority queue ordering
|
||||
bool operator>(const PathNode& other) const { return f_cost() > other.f_cost(); }
|
||||
};
|
||||
|
||||
public:
|
||||
GameMap() = default;
|
||||
int _playerMoney = 250;
|
||||
|
||||
// --- Primary Methods ---
|
||||
|
||||
// Loads a map definition from a JSON file.
|
||||
bool loadFromFile(const std::string& filepath) {
|
||||
std::ifstream f(filepath);
|
||||
if (!f.is_open()) {
|
||||
std::cerr << "GameMap: Failed to open map file: " << filepath << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
std::stringstream buffer;
|
||||
buffer << f.rdbuf();
|
||||
|
||||
try {
|
||||
customJson::Node root = customJson::parse(buffer.str());
|
||||
const auto& j = root.as_object();
|
||||
|
||||
_width = j.at("width").as_double();
|
||||
_height = j.at("height").as_double();
|
||||
_playerHealth = j.at("start_health").as_double();
|
||||
_playerMoney = j.at("start_money").as_double();
|
||||
|
||||
const auto& key_obj = j.at("tile_key").as_object();
|
||||
std::map<char, std::string> tileKey;
|
||||
for(const auto& pair : key_obj) {
|
||||
tileKey[pair.first[0]] = pair.second.as_string();
|
||||
}
|
||||
|
||||
const auto& layout = j.at("layout").as_array();
|
||||
_tiles.assign(_height, std::vector<Tile>(_width));
|
||||
_spawnPoints.clear();
|
||||
_basePoints.clear();
|
||||
|
||||
for (int z = 0; z < _height; ++z) {
|
||||
std::string row_str = layout[z].as_string();
|
||||
std::stringstream row_stream(row_str);
|
||||
char tileChar;
|
||||
for (int x = 0; x < _width; ++x) {
|
||||
row_stream >> tileChar;
|
||||
if (tileKey.count(tileChar)) {
|
||||
std::string tileId = tileKey.at(tileChar);
|
||||
_tiles[z][x] = TileRegistry::getInstance().createTile(tileId, x, z);
|
||||
|
||||
if (_tiles[z][x].type == TileType::SPAWN) {
|
||||
_spawnPoints.push_back({x, z});
|
||||
} else if (_tiles[z][x].type == TileType::BASE) {
|
||||
_basePoints.push_back({x, z});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!_basePoints.empty()) {
|
||||
_primaryBaseTarget = _basePoints[0]; // Simple pathfinding target
|
||||
} else {
|
||||
std::cerr << "GameMap: Warning, map has no base tiles defined." << std::endl;
|
||||
}
|
||||
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "GameMap: JSON parse error in " << filepath << ": " << e.what() << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
std::cout << "GameMap: Successfully loaded map '" << filepath << "'." << std::endl;
|
||||
return true;
|
||||
}
|
||||
|
||||
// The main game loop tick function.
|
||||
void update(float deltaTime) {
|
||||
if (_gameOver) return;
|
||||
|
||||
handleSpawning(deltaTime);
|
||||
|
||||
for (auto& tower : _towers) {
|
||||
tower->update(deltaTime, _enemies);
|
||||
}
|
||||
|
||||
for (auto& enemy : _enemies) {
|
||||
if (enemy->update(deltaTime)) {
|
||||
// Enemy reached the base
|
||||
_playerHealth -= enemy->baseDamage;
|
||||
if (_playerHealth <= 0) {
|
||||
_playerHealth = 0;
|
||||
_gameOver = true;
|
||||
std::cout << "Game Over!" << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup dead/finished enemies
|
||||
auto initialSize = _enemies.size();
|
||||
_enemies.erase(std::remove_if(_enemies.begin(), _enemies.end(),
|
||||
[this](const std::unique_ptr<Enemy>& e) {
|
||||
if (!e->isAlive()) {
|
||||
if (e->hp <= 0) { // Died to a tower
|
||||
this->_playerMoney += e->reward;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}),
|
||||
_enemies.end());
|
||||
}
|
||||
|
||||
// Handles player action to build a tower.
|
||||
bool buildTower(const std::string& towerId, int x, int z) {
|
||||
if (isOutOfBounds(x, z) || !_tiles[z][x].isBuildable()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const TowerPrototype* proto = TowerRegistry::getInstance().getPrototype(towerId);
|
||||
if (!proto || _playerMoney < proto->baseCost) {
|
||||
return false;
|
||||
}
|
||||
|
||||
_playerMoney -= proto->baseCost;
|
||||
Vector3f position(static_cast<float>(x), 0.0f, static_cast<float>(z));
|
||||
auto newTower = TowerRegistry::getInstance().createTower(towerId, position);
|
||||
if (newTower) {
|
||||
_towers.push_back(std::move(newTower));
|
||||
// Mark tile as occupied - a simple approach
|
||||
_tiles[z][x].type = TileType::SPECIAL; // Mark as non-buildable
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Calculates a path from start to end using A*.
|
||||
std::vector<Vector3f> findPath(GridPoint start, GridPoint end, EnemyType enemyType) {
|
||||
std::vector<Vector3f> path;
|
||||
std::priority_queue<PathNode, std::vector<PathNode>, std::greater<PathNode>> openSet;
|
||||
std::map<GridPoint, PathNode> allNodes;
|
||||
|
||||
PathNode startNode;
|
||||
startNode.pos = start;
|
||||
startNode.g_cost = 0;
|
||||
startNode.h_cost = std::abs(start.x - end.x) + std::abs(start.z - end.z); // Manhattan distance
|
||||
openSet.push(startNode);
|
||||
allNodes[start] = startNode;
|
||||
|
||||
GridPoint neighbors[] = {{0, 1}, {0, -1}, {1, 0}, {-1, 0}}; // 4-directional movement
|
||||
|
||||
while (!openSet.empty()) {
|
||||
PathNode current = openSet.top();
|
||||
openSet.pop();
|
||||
|
||||
if (current.pos == end) {
|
||||
// Reconstruct path
|
||||
GridPoint temp = current.pos;
|
||||
while (!(temp == start)) {
|
||||
path.push_back(Vector3f(temp.x, 0, temp.z));
|
||||
temp = allNodes.at(temp).parent;
|
||||
}
|
||||
path.push_back(Vector3f(start.x, 0, start.z));
|
||||
std::reverse(path.begin(), path.end());
|
||||
return path;
|
||||
}
|
||||
|
||||
for (const auto& offset : neighbors) {
|
||||
GridPoint neighborPos = {current.pos.x + offset.x, current.pos.z + offset.z};
|
||||
|
||||
if (isOutOfBounds(neighborPos.x, neighborPos.z) || !isTilePassable(neighborPos.x, neighborPos.z, enemyType)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float new_g_cost = current.g_cost + 1.0f; // Assuming cost is 1 per tile for now
|
||||
|
||||
if (allNodes.find(neighborPos) == allNodes.end() || new_g_cost < allNodes[neighborPos].g_cost) {
|
||||
PathNode neighborNode;
|
||||
neighborNode.pos = neighborPos;
|
||||
neighborNode.parent = current.pos;
|
||||
neighborNode.g_cost = new_g_cost;
|
||||
neighborNode.h_cost = std::abs(neighborPos.x - end.x) + std::abs(neighborPos.z - end.z);
|
||||
allNodes[neighborPos] = neighborNode;
|
||||
openSet.push(neighborNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {}; // Return empty path if none found
|
||||
}
|
||||
|
||||
// --- Accessors ---
|
||||
int getWidth() const { return _width; }
|
||||
int getHeight() const { return _height; }
|
||||
int getPlayerHealth() const { return _playerHealth; }
|
||||
int getPlayerMoney() const { return _playerMoney; }
|
||||
bool isGameOver() const { return _gameOver; }
|
||||
const Tile& getTile(int x, int z) const { return _tiles[z][x]; }
|
||||
const std::vector<std::unique_ptr<Enemy>>& getEnemies() const { return _enemies; }
|
||||
const std::vector<std::unique_ptr<Tower>>& getTowers() const { return _towers; }
|
||||
|
||||
|
||||
private:
|
||||
// --- Private Helpers ---
|
||||
|
||||
void handleSpawning(float deltaTime) {
|
||||
for (const auto& sp : _spawnPoints) {
|
||||
Tile& spawnTile = _tiles[sp.z][sp.x];
|
||||
if (!spawnTile.spawn.has_value()) continue;
|
||||
|
||||
SpawnProperties& props = *spawnTile.spawn;
|
||||
if (props.currentWaveIndex >= props.waves.size()) {
|
||||
if(props.loopWaves) {
|
||||
// Loop waves with scaling
|
||||
props.currentWaveIndex = 0;
|
||||
for(auto& wave : props.waves) {
|
||||
wave.healthMult += props.loopHealthScaler;
|
||||
wave.speedMult += props.loopSpeedScaler;
|
||||
}
|
||||
} else {
|
||||
continue; // No more waves
|
||||
}
|
||||
}
|
||||
|
||||
WaveDefinition& currentWave = props.waves[props.currentWaveIndex];
|
||||
// Simple logic: spawn one enemy per interval if count > 0
|
||||
// A more robust system would use a timer.
|
||||
static float spawnCooldown = 0.0f;
|
||||
spawnCooldown -= deltaTime;
|
||||
|
||||
if (spawnCooldown <= 0 && currentWave.count > 0) {
|
||||
spawnEnemy(currentWave, sp);
|
||||
currentWave.count--;
|
||||
spawnCooldown = currentWave.interval;
|
||||
|
||||
if (currentWave.count <= 0) {
|
||||
props.currentWaveIndex++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void spawnEnemy(const WaveDefinition& waveDef, const GridPoint& spawnPos) {
|
||||
Vector3f startPosition(static_cast<float>(spawnPos.x), 0.0f, static_cast<float>(spawnPos.z));
|
||||
auto enemy = EnemyRegistry::getInstance().createEnemy(waveDef.enemyId, startPosition);
|
||||
if (!enemy) return;
|
||||
|
||||
// Apply wave multipliers
|
||||
enemy->maxHp *= waveDef.healthMult;
|
||||
enemy->hp = enemy->maxHp;
|
||||
enemy->speed *= waveDef.speedMult;
|
||||
enemy->reward = static_cast<int>(enemy->reward * waveDef.rewardMult);
|
||||
|
||||
auto path = findPath(spawnPos, _primaryBaseTarget, enemy->type);
|
||||
if (path.empty()) {
|
||||
std::cerr << "GameMap: Could not find path for enemy " << waveDef.enemyId << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
enemy->setPath(path);
|
||||
_enemies.push_back(std::move(enemy));
|
||||
}
|
||||
|
||||
bool isOutOfBounds(int x, int z) const {
|
||||
return x < 0 || x >= _width || z < 0 || z >= _height;
|
||||
}
|
||||
|
||||
bool isTilePassable(int x, int z, EnemyType type) const {
|
||||
const auto& tile = _tiles[z][x];
|
||||
if (tile.path.has_value()) {
|
||||
return (type == EnemyType::GROUND && tile.path->isGroundPath) || (type == EnemyType::AIR && tile.path->isFlyingPath);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
222
util/tdgame/tile.hpp
Normal file
222
util/tdgame/tile.hpp
Normal file
@@ -0,0 +1,222 @@
|
||||
#ifndef TDGAME_TILE_HPP
|
||||
#define TDGAME_TILE_HPP
|
||||
|
||||
#include "../grid/mesh.hpp"
|
||||
#include "enemy.hpp"
|
||||
#include "customjson.hpp"
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <map>
|
||||
#include <optional>
|
||||
#include <memory>
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <stdexcept>
|
||||
#include <variant>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
struct PathProperties {
|
||||
float speedMultiplier = 1.0f;
|
||||
std::vector<std::string> effects;
|
||||
bool isFlyingPath = true;
|
||||
bool isGroundPath = true;
|
||||
};
|
||||
|
||||
struct WallProperties {
|
||||
bool blocksGround = true;
|
||||
bool blocksAir = false;
|
||||
bool blocksProjectiles = true;
|
||||
std::vector<std::string> whitelist;
|
||||
};
|
||||
|
||||
struct BaseProperties {
|
||||
float healthBonus = 0.0f;
|
||||
float defenseBonus = 0.0f;
|
||||
int levelRequired = 0;
|
||||
};
|
||||
|
||||
struct WaveDefinition {
|
||||
std::string enemyId;
|
||||
int count;
|
||||
float interval;
|
||||
float healthMult = 1.0f;
|
||||
float speedMult = 1.0f;
|
||||
float rewardMult = 1.0f;
|
||||
};
|
||||
|
||||
struct SpawnProperties {
|
||||
std::vector<WaveDefinition> waves;
|
||||
bool loopWaves = true;
|
||||
float loopHealthScaler = 0.1f;
|
||||
float loopSpeedScaler = 0.05f;
|
||||
int currentWaveIndex = 0;
|
||||
};
|
||||
|
||||
struct TowerBaseProperties {
|
||||
float rangeMultiplier = 1.0f;
|
||||
float damageMultiplier = 1.0f;
|
||||
float fireRateMultiplier = 1.0f;
|
||||
std::vector<std::string> allowedTowerTypes;
|
||||
};
|
||||
|
||||
enum TileType { EMPTY, PATH, WALL, BASE, SPAWN, TOWER_BASE, MULTI, SPECIAL };
|
||||
|
||||
struct Tile {
|
||||
int x = 0;
|
||||
int z = 0;
|
||||
std::string id = "void";
|
||||
TileType type = TileType::EMPTY;
|
||||
std::shared_ptr<Mesh> mesh;
|
||||
std::optional<PathProperties> path;
|
||||
std::optional<WallProperties> wall;
|
||||
std::optional<BaseProperties> base;
|
||||
std::optional<SpawnProperties> spawn;
|
||||
std::optional<TowerBaseProperties> towerBase;
|
||||
std::map<std::string, float> specialParams;
|
||||
Tile() = default;
|
||||
bool isWalkable() const {
|
||||
return path.has_value() && path->isGroundPath;
|
||||
}
|
||||
bool isBuildable() const {
|
||||
return towerBase.has_value() || type == TileType::EMPTY;
|
||||
}
|
||||
void setMeshColor(Color c) {
|
||||
if(mesh) mesh->colors({c});
|
||||
}
|
||||
};
|
||||
|
||||
class TileRegistry {
|
||||
private:
|
||||
std::map<std::string, Tile> _prototypes;
|
||||
public:
|
||||
static TileRegistry& getInstance() {
|
||||
static TileRegistry instance;
|
||||
return instance;
|
||||
}
|
||||
|
||||
void loadFromDirectory(const std::string& path) {
|
||||
if (!fs::exists(path)) {
|
||||
std::cerr << "TileRegistry: Directory " << path << " does not exist." << std::endl;
|
||||
return;
|
||||
}
|
||||
for (const auto& entry : fs::directory_iterator(path)) {
|
||||
if (entry.path().extension() == ".json") {
|
||||
loadTileFile(entry.path().string());
|
||||
}
|
||||
}
|
||||
std::cout << "TileRegistry: Loaded " << _prototypes.size() << " tile definitions." << std::endl;
|
||||
}
|
||||
|
||||
Tile createTile(const std::string& id, int x, int z) {
|
||||
if (_prototypes.count(id)) {
|
||||
Tile t = _prototypes.at(id);
|
||||
t.x = x;
|
||||
t.z = z;
|
||||
return t;
|
||||
}
|
||||
Tile t;
|
||||
t.x = x;
|
||||
t.z = z;
|
||||
t.id = "error";
|
||||
std::cerr << "TileRegistry: Warning, requested unknown tile ID: " << id << std::endl;
|
||||
return t;
|
||||
}
|
||||
private:
|
||||
void loadTileFile(const std::string& filepath) {
|
||||
std::ifstream f(filepath);
|
||||
if (!f.is_open()) return;
|
||||
|
||||
std::stringstream buffer;
|
||||
buffer << f.rdbuf();
|
||||
std::string content = buffer.str();
|
||||
|
||||
try {
|
||||
customJson::Node root = customJson::parse(content);
|
||||
if (const auto* arr = std::get_if<std::vector<customJson::Node>>(&root.value)) {
|
||||
for (const auto& item : *arr) {
|
||||
parseTileJson(item.as_object());
|
||||
}
|
||||
} else if (const auto* obj = std::get_if<std::map<std::string, customJson::Node>>(&root.value)) {
|
||||
parseTileJson(*obj);
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "JSON Parse error in " << filepath << ": " << e.what() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
T get_value(const std::map<std::string, customJson::Node>& obj, const std::string& key, T default_val) {
|
||||
if (!obj.count(key) || obj.at(key).is_null()) return default_val;
|
||||
const auto& node = obj.at(key);
|
||||
if constexpr (std::is_same_v<T, bool>) return node.as_bool();
|
||||
if constexpr (std::is_same_v<T, double> || std::is_same_v<T, float> || std::is_same_v<T, int>) return static_cast<T>(node.as_double());
|
||||
if constexpr (std::is_same_v<T, std::string>) return node.as_string();
|
||||
return default_val;
|
||||
};
|
||||
|
||||
void parseTileJson(const std::map<std::string, customJson::Node>& j) {
|
||||
Tile t;
|
||||
t.id = get_value(j, "id", std::string("unknown"));
|
||||
std::string typeStr = get_value(j, "type", std::string("empty"));
|
||||
|
||||
if (typeStr == "path") t.type = TileType::PATH;
|
||||
else if (typeStr == "wall") t.type = TileType::WALL;
|
||||
else if (typeStr == "base") t.type = TileType::BASE;
|
||||
else if (typeStr == "spawn") t.type = TileType::SPAWN;
|
||||
else if (typeStr == "tower_base") t.type = TileType::TOWER_BASE;
|
||||
else if (typeStr == "multi") t.type = TileType::MULTI;
|
||||
else if (typeStr == "special") t.type = TileType::SPECIAL;
|
||||
else t.type = TileType::EMPTY;
|
||||
|
||||
if (j.count("path")) {
|
||||
const auto& p_obj = j.at("path").as_object();
|
||||
PathProperties p;
|
||||
p.speedMultiplier = get_value<float>(p_obj, "speed_mult", 1.0f);
|
||||
p.isGroundPath = get_value<bool>(p_obj, "ground", true);
|
||||
p.isFlyingPath = get_value<bool>(p_obj, "air", true);
|
||||
if(p_obj.count("effects")) {
|
||||
for(const auto& effect_node : p_obj.at("effects").as_array()) {
|
||||
p.effects.push_back(effect_node.as_string());
|
||||
}
|
||||
}
|
||||
t.path = p;
|
||||
}
|
||||
|
||||
if (j.count("wall")) {
|
||||
const auto& w_obj = j.at("wall").as_object();
|
||||
WallProperties w;
|
||||
w.blocksGround = get_value<bool>(w_obj, "block_ground", true);
|
||||
w.blocksAir = get_value<bool>(w_obj, "block_air", false);
|
||||
t.wall = w;
|
||||
}
|
||||
|
||||
if (j.count("spawn")) {
|
||||
const auto& s_obj = j.at("spawn").as_object();
|
||||
SpawnProperties sp;
|
||||
sp.loopWaves = get_value<bool>(s_obj, "loop", true);
|
||||
sp.loopHealthScaler = get_value<float>(s_obj, "loop_hp_scale", 0.1f);
|
||||
if (s_obj.count("waves")) {
|
||||
for (const auto& w_node : s_obj.at("waves").as_array()) {
|
||||
const auto& wj = w_node.as_object();
|
||||
WaveDefinition wd;
|
||||
wd.enemyId = get_value<std::string>(wj, "enemy_id", "grunt");
|
||||
wd.count = get_value<int>(wj, "count", 5);
|
||||
wd.interval = get_value<float>(wj, "interval", 1.0f);
|
||||
wd.healthMult = get_value<float>(wj, "hp_mult", 1.0f);
|
||||
sp.waves.push_back(wd);
|
||||
}
|
||||
}
|
||||
t.spawn = sp;
|
||||
}
|
||||
|
||||
if (_prototypes.count(t.id)) {
|
||||
std::cerr << "Warning: Duplicate tile ID '" << t.id << "' found. Overwriting." << std::endl;
|
||||
}
|
||||
_prototypes[t.id] = t;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
317
util/tdgame/tower.hpp
Normal file
317
util/tdgame/tower.hpp
Normal file
@@ -0,0 +1,317 @@
|
||||
#ifndef TDGAME_TOWER_HPP
|
||||
#define TDGAME_TOWER_HPP
|
||||
|
||||
#include "../grid/mesh.hpp"
|
||||
#include "enemy.hpp"
|
||||
#include "customjson.hpp"
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
#include <stdexcept>
|
||||
#include <limits>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
// Forward declaration
|
||||
class Tower;
|
||||
|
||||
enum class TargetingPriority {
|
||||
FIRST, // Enemy furthest along the path
|
||||
LAST, // Enemy least far along the path
|
||||
CLOSEST, // Enemy closest to the tower
|
||||
STRONGEST, // Enemy with the highest max HP
|
||||
WEAKEST // Enemy with the lowest current HP
|
||||
};
|
||||
|
||||
// Represents a single upgrade level for a tower
|
||||
struct TowerUpgrade {
|
||||
int cost = 50;
|
||||
float rangeBonus = 1.0f;
|
||||
float damageBonus = 5.0f;
|
||||
float fireRateBonus = 0.2f;
|
||||
};
|
||||
|
||||
// Holds the prototype data for a type of tower, loaded from JSON.
|
||||
struct TowerPrototype {
|
||||
std::string typeId;
|
||||
std::string name;
|
||||
std::shared_ptr<Mesh> mesh;
|
||||
|
||||
int baseCost = 100;
|
||||
float baseRange = 10.0f;
|
||||
float baseDamage = 10.0f;
|
||||
float baseFireRate = 1.0f; // shots per second
|
||||
|
||||
TargetingPriority targetingPriority = TargetingPriority::FIRST;
|
||||
std::string projectileTypeId; // For a future projectile system
|
||||
std::vector<TowerUpgrade> upgrades;
|
||||
};
|
||||
|
||||
// Represents a single active tower instance in the game.
|
||||
class Tower {
|
||||
private:
|
||||
int _level = 1;
|
||||
float _fireCooldown = 0.0f;
|
||||
Enemy* _target = nullptr; // Raw pointer to the target, validated each frame
|
||||
|
||||
public:
|
||||
int instanceId;
|
||||
std::string typeId;
|
||||
std::shared_ptr<Mesh> mesh;
|
||||
Vector3f position;
|
||||
|
||||
// Current stats (including upgrades)
|
||||
float range;
|
||||
float damage;
|
||||
float fireRate;
|
||||
int cost;
|
||||
|
||||
TargetingPriority targetingPriority;
|
||||
|
||||
Tower(int instId, const TowerPrototype& proto, const Vector3f& pos)
|
||||
: instanceId(instId),
|
||||
typeId(proto.typeId),
|
||||
position(pos),
|
||||
range(proto.baseRange),
|
||||
damage(proto.baseDamage),
|
||||
fireRate(proto.baseFireRate),
|
||||
cost(proto.baseCost),
|
||||
targetingPriority(proto.targetingPriority)
|
||||
{
|
||||
if (proto.mesh) {
|
||||
mesh = std::make_shared<Mesh>(*proto.mesh); // Deep copy for individual manipulation
|
||||
mesh->setSubId(instId);
|
||||
mesh->translate(position);
|
||||
}
|
||||
}
|
||||
|
||||
// Main logic loop for targeting and firing
|
||||
void update(float deltaTime, const std::vector<std::unique_ptr<Enemy>>& enemies) {
|
||||
_fireCooldown -= deltaTime;
|
||||
|
||||
bool targetIsValid = false;
|
||||
if (_target != nullptr) {
|
||||
if (_target->isAlive() && (_target->position - position).norm() <= range) {
|
||||
targetIsValid = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!targetIsValid) {
|
||||
_target = nullptr;
|
||||
findTarget(enemies);
|
||||
}
|
||||
|
||||
if (_target != nullptr && _fireCooldown <= 0.0f) {
|
||||
// "Fire" at the target. A real implementation would create a projectile.
|
||||
_target->takeDamage(damage);
|
||||
|
||||
// Reset cooldown
|
||||
_fireCooldown = 1.0f / fireRate;
|
||||
}
|
||||
}
|
||||
|
||||
// Finds a new target based on the tower's targeting priority
|
||||
void findTarget(const std::vector<std::unique_ptr<Enemy>>& enemies) {
|
||||
_target = nullptr;
|
||||
Enemy* bestTarget = nullptr;
|
||||
float bestMetric = -1.0f; // For FIRST, STRONGEST (higher is better)
|
||||
|
||||
if (targetingPriority == TargetingPriority::CLOSEST || targetingPriority == TargetingPriority::WEAKEST || targetingPriority == TargetingPriority::LAST) {
|
||||
bestMetric = std::numeric_limits<float>::max(); // For priorities where lower is better
|
||||
}
|
||||
|
||||
for (const auto& enemyPtr : enemies) {
|
||||
if (!enemyPtr->isAlive()) continue;
|
||||
|
||||
float distance = (enemyPtr->position - this->position).norm();
|
||||
if (distance > this->range) continue;
|
||||
|
||||
switch (targetingPriority) {
|
||||
case TargetingPriority::FIRST:
|
||||
if (distance < (bestMetric == -1.0f ? std::numeric_limits<float>::max() : bestMetric)) {
|
||||
bestMetric = distance;
|
||||
bestTarget = enemyPtr.get();
|
||||
}
|
||||
break;
|
||||
case TargetingPriority::LAST:
|
||||
if (distance < bestMetric) {
|
||||
bestMetric = distance;
|
||||
bestTarget = enemyPtr.get();
|
||||
}
|
||||
break;
|
||||
case TargetingPriority::CLOSEST:
|
||||
if (distance < bestMetric) {
|
||||
bestMetric = distance;
|
||||
bestTarget = enemyPtr.get();
|
||||
}
|
||||
break;
|
||||
case TargetingPriority::STRONGEST:
|
||||
if (enemyPtr->maxHp > bestMetric) {
|
||||
bestMetric = enemyPtr->maxHp;
|
||||
bestTarget = enemyPtr.get();
|
||||
}
|
||||
break;
|
||||
case TargetingPriority::WEAKEST:
|
||||
if (enemyPtr->hp < bestMetric) {
|
||||
bestMetric = enemyPtr->hp;
|
||||
bestTarget = enemyPtr.get();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
_target = bestTarget;
|
||||
}
|
||||
|
||||
// Applies the next available upgrade from the prototype
|
||||
bool upgrade(const TowerPrototype& proto) {
|
||||
// Upgrades are 0-indexed for level 2, 3, etc.
|
||||
// For level 'L', we need upgrade at index 'L-1'.
|
||||
if (_level - 1 < proto.upgrades.size()) {
|
||||
const auto& up = proto.upgrades[_level - 1];
|
||||
|
||||
this->cost += up.cost;
|
||||
this->range += up.rangeBonus;
|
||||
this->damage += up.damageBonus;
|
||||
this->fireRate += up.fireRateBonus;
|
||||
_level++;
|
||||
return true;
|
||||
}
|
||||
return false; // Max level reached
|
||||
}
|
||||
|
||||
int getLevel() const { return _level; }
|
||||
int getSellPrice() const { return static_cast<int>(cost * 0.75f); }
|
||||
const Enemy* getTarget() const { return _target; }
|
||||
};
|
||||
|
||||
|
||||
// Manages storage and retrieval of tower types from JSON definitions.
|
||||
class TowerRegistry {
|
||||
private:
|
||||
std::map<std::string, TowerPrototype> _prototypes;
|
||||
int _nextInstanceId = 0;
|
||||
|
||||
TowerRegistry() = default;
|
||||
|
||||
template<typename T>
|
||||
T get_value(const std::map<std::string, customJson::Node>& obj, const std::string& key, T default_val) {
|
||||
if (!obj.count(key) || obj.at(key).is_null()) return default_val;
|
||||
const auto& node = obj.at(key);
|
||||
if constexpr (std::is_same_v<T, bool>) return node.as_bool();
|
||||
if constexpr (std::is_same_v<T, double> || std::is_same_v<T, float> || std::is_same_v<T, int>) return static_cast<T>(node.as_double());
|
||||
if constexpr (std::is_same_v<T, std::string>) return node.as_string();
|
||||
return default_val;
|
||||
};
|
||||
|
||||
void parseTowerJson(const std::map<std::string, customJson::Node>& j) {
|
||||
TowerPrototype p;
|
||||
p.typeId = get_value(j, "id", std::string("unknown"));
|
||||
p.name = get_value(j, "name", std::string("Unnamed Tower"));
|
||||
p.baseCost = get_value<int>(j, "cost", 100);
|
||||
p.baseRange = get_value<float>(j, "range", 10.0f);
|
||||
p.baseDamage = get_value<float>(j, "damage", 10.0f);
|
||||
p.baseFireRate = get_value<float>(j, "fire_rate", 1.0f);
|
||||
p.projectileTypeId = get_value(j, "projectile_id", std::string(""));
|
||||
|
||||
std::string priorityStr = get_value(j, "targeting", std::string("first"));
|
||||
if (priorityStr == "last") p.targetingPriority = TargetingPriority::LAST;
|
||||
else if (priorityStr == "closest") p.targetingPriority = TargetingPriority::CLOSEST;
|
||||
else if (priorityStr == "strongest") p.targetingPriority = TargetingPriority::STRONGEST;
|
||||
else if (priorityStr == "weakest") p.targetingPriority = TargetingPriority::WEAKEST;
|
||||
else p.targetingPriority = TargetingPriority::FIRST;
|
||||
|
||||
if (j.count("upgrades") && !j.at("upgrades").is_null()) {
|
||||
for (const auto& up_node : j.at("upgrades").as_array()) {
|
||||
const auto& up_obj = up_node.as_object();
|
||||
TowerUpgrade up;
|
||||
up.cost = get_value<int>(up_obj, "cost", 50);
|
||||
up.rangeBonus = get_value<float>(up_obj, "range_bonus", 1.0f);
|
||||
up.damageBonus = get_value<float>(up_obj, "damage_bonus", 5.0f);
|
||||
up.fireRateBonus = get_value<float>(up_obj, "fire_rate_bonus", 0.2f);
|
||||
p.upgrades.push_back(up);
|
||||
}
|
||||
}
|
||||
|
||||
std::string mesh_path = get_value(j, "mesh_path", std::string(""));
|
||||
if (!mesh_path.empty()) {
|
||||
p.mesh = std::make_shared<Mesh>(0, std::vector<Vector3f>{}, std::vector<std::vector<int>>{}, std::vector<Color>{});
|
||||
if (!p.mesh->load(mesh_path)) {
|
||||
std::cerr << "Warning: Failed to load mesh '" << mesh_path << "' for tower '" << p.typeId << "'." << std::endl;
|
||||
p.mesh = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
if (_prototypes.count(p.typeId)) {
|
||||
std::cerr << "Warning: Duplicate tower ID '" << p.typeId << "' found. Overwriting." << std::endl;
|
||||
}
|
||||
_prototypes[p.typeId] = p;
|
||||
}
|
||||
|
||||
void loadTowerFile(const std::string& filepath) {
|
||||
std::ifstream f(filepath);
|
||||
if (!f.is_open()) return;
|
||||
|
||||
std::stringstream buffer;
|
||||
buffer << f.rdbuf();
|
||||
|
||||
try {
|
||||
customJson::Node root = customJson::parse(buffer.str());
|
||||
if (const auto* arr = std::get_if<std::vector<customJson::Node>>(&root.value)) {
|
||||
for (const auto& item : *arr) {
|
||||
parseTowerJson(item.as_object());
|
||||
}
|
||||
} else if (const auto* obj = std::get_if<std::map<std::string, customJson::Node>>(&root.value)) {
|
||||
parseTowerJson(*obj);
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "JSON Parse error in " << filepath << ": " << e.what() << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
static TowerRegistry& getInstance() {
|
||||
static TowerRegistry instance;
|
||||
return instance;
|
||||
}
|
||||
|
||||
TowerRegistry(const TowerRegistry&) = delete;
|
||||
void operator=(const TowerRegistry&) = delete;
|
||||
|
||||
void loadFromDirectory(const std::string& path) {
|
||||
if (!fs::exists(path)) {
|
||||
std::cerr << "TowerRegistry: Directory " << path << " does not exist." << std::endl;
|
||||
return;
|
||||
}
|
||||
for (const auto& entry : fs::directory_iterator(path)) {
|
||||
if (entry.path().extension() == ".json") {
|
||||
loadTowerFile(entry.path().string());
|
||||
}
|
||||
}
|
||||
std::cout << "TowerRegistry: Loaded " << _prototypes.size() << " tower definitions." << std::endl;
|
||||
}
|
||||
|
||||
std::unique_ptr<Tower> createTower(const std::string& typeId, const Vector3f& position) {
|
||||
if (_prototypes.count(typeId) == 0) {
|
||||
std::cerr << "Error: Attempted to create unknown tower type: " << typeId << std::endl;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const auto& proto = _prototypes.at(typeId);
|
||||
return std::make_unique<Tower>(_nextInstanceId++, proto, position);
|
||||
}
|
||||
|
||||
const TowerPrototype* getPrototype(const std::string& typeId) const {
|
||||
auto it = _prototypes.find(typeId);
|
||||
if (it != _prototypes.end()) {
|
||||
return &it->second;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user