Added game map drawing.
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692e9de011
16 changed files with 860 additions and 0 deletions
123
src/GameMap.cpp
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123
src/GameMap.cpp
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#include "GameMap.hpp"
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bool operator==(Field left, Field right) {
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return left.x == right.x && left.y == right.y;
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}
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bool operator!=(Field left, Field right) {
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return left == right;
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}
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Field operator+(Field left, Field right) {
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return Field(left.x + right.x, left.y + right.y, left.z + right.z);
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}
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Field operator-(Field left, Field right) {
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return Field(left.x - right.x, left.y - right.y, left.z - right.z);
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}
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Field operator*(Field left, Field right) {
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return Field(left.x * right.x, left.y * right.y, left.z * right.z);
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}
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Field operator/(Field left, Field right) {
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return cubic_round(left.x / right.x, left.y / right.y, right.z / left.z);
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}
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Field cubic_round(double x, double y, double z) {
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int8_t round_x = (int8_t) std::round(x);
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int8_t round_y = (int8_t) std::round(y);
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int8_t round_z = (int8_t) std::round(z);
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double x_err = std::abs(round_x - x);
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double y_err = std::abs(round_y - y);
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double z_err = std::abs(round_z - z);
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if (x_err > y_err && x_err > z_err) {
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round_x = -round_y - round_z;
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} else if (y_err > z_err) {
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round_y = -round_x - round_z;
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} else {
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round_z = -round_x - round_y;
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}
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return Field(round_x, round_y, round_z);
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}
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int cubic_distance(Field a, Field b) {
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return (abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z)) / 2;
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}
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Field hex_direction(int direction) {
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assert (0 <= direction && direction <= 5);
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return hex_directions[direction];
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}
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Field hex_neighbor(int8_t direction, Field f) {
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return hex_direction(direction) + f;
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}
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Point field_to_point(const Field *f, const Layout *layout) {
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const Orientation m = layout->orientation;
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double x = (m.f0 * f->x + m.f1 * f->y) * layout->size;
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double y = (m.f2 * f->x + m.f3 * f->y) * layout->size;
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return Point(x + layout->origin.x, y + layout->origin.y);
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}
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Field point_to_field(Point point, const Layout *layout) {
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const Orientation m = layout->orientation;
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double rel_x = (point.x - layout->origin.x) / layout->size;
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double rel_y = (point.y - layout->origin.y) / layout->size;
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double x = m.b0 * rel_x + m.b1 * rel_y;
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double y = m.b2 * rel_x + m.b3 * rel_y;
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return cubic_round(x, y, -x - y);
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}
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Point field_corner_offset(uint8_t corner, const Layout *layout) {
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double angle = 2.0 * M_PI * (corner + layout->orientation.start_angle) / 6;
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return Point(layout->size * cos(angle), layout->size * sin(angle));
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//uint8_t i = (uint8_t) ((corner + layout->orientation.start_corner) % 6);
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//return Point(layout->size * COS_ANGLES_HEX[i], layout->size * SIN_ANGLES_HEX[i]);
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}
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std::vector<Point> field_to_polygon(const Field *field, const Layout *layout) {
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std::vector<Point> corners = {};
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Point center = field_to_point(field, layout);
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for (uint8_t i = 0; i < 6; i++) {
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Point offset = field_corner_offset(i, layout);
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corners.push_back(Point(center.x + offset.x, center.y + offset.y));
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}
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return corners;
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}
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Grid::Grid() {
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this->fields = std::unordered_set<Field>();
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}
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HexagonGrid::HexagonGrid(Sint16 grid_radius)
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: Grid() {
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// first lower half, then upper half
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for (Sint16 x = -grid_radius; x <= grid_radius; x++) {
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Sint16 y_l = (-grid_radius > -x - grid_radius) ? -grid_radius : -x - grid_radius;
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Sint16 y_u = (grid_radius < -x + grid_radius) ? grid_radius : -x + grid_radius;
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for (Sint16 y = y_l; y <= y_u; y++) {
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Sint16 z = -x - y;
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this->fields.insert({x, y, z});
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}
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}
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}
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bool HexagonGrid::render(SDL_Renderer *renderer, const SDL_Color color, const Layout *layout) {
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for (const Field &elem : this->fields) {
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std::vector<Point> polygon = field_to_polygon(&elem, layout);
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assert(polygon.size() > 5);
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Sint16 vx[6];
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Sint16 vy[6];
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for (uint8_t i = 0; i < 6; i++) {
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vx[i] = (Sint16) polygon[i].x;
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vy[i] = (Sint16) polygon[i].y;
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}
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const Sint16 x[6] = {vx[0], vx[1], vx[2], vx[3], vx[4], vx[5]};
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const Sint16 y[6] = {vy[0], vy[1], vy[2], vy[3], vy[4], vy[5]};
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aapolygonRGBA(renderer, x, y, 6, color.r, color.g, color.b, color.a);
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}
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return true;
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}
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