#include "game_data.h" #include #include #include LingoColor GetColorForString(const std::string &str) { if (str == "black") { return LingoColor::kBlack; } else if (str == "red") { return LingoColor::kRed; } else if (str == "blue") { return LingoColor::kBlue; } else if (str == "yellow") { return LingoColor::kYellow; } else if (str == "orange") { return LingoColor::kOrange; } else if (str == "green") { return LingoColor::kGreen; } else if (str == "gray") { return LingoColor::kGray; } else if (str == "brown") { return LingoColor::kBrown; } else if (str == "purple") { return LingoColor::kPurple; } else { std::cout << "Invalid color: " << str << std::endl; return LingoColor::kNone; } } GameData::GameData() { YAML::Node lingo_config = YAML::LoadFile("assets/LL1.yaml"); YAML::Node areas_config = YAML::LoadFile("assets/areas.yaml"); rooms_.reserve(lingo_config.size() * 2); for (const auto &room_it : lingo_config) { int room_id = AddOrGetRoom(room_it.first.as()); Room &room_obj = rooms_[room_id]; for (const auto &entrance_it : room_it.second["entrances"]) { int from_room_id = AddOrGetRoom(entrance_it.first.as()); Room &from_room_obj = rooms_[from_room_id]; switch (entrance_it.second.Type()) { case YAML::NodeType::Scalar: { // This is just "true". from_room_obj.exits.push_back({.destination_room = room_id}); break; } case YAML::NodeType::Map: { Exit exit_obj; exit_obj.destination_room = room_id; if (entrance_it.second["door"]) { std::string door_room = room_obj.name; if (entrance_it.second["room"]) { door_room = entrance_it.second["room"].as(); } exit_obj.door = AddOrGetDoor( door_room, entrance_it.second["door"].as()); } from_room_obj.exits.push_back(exit_obj); break; } case YAML::NodeType::Sequence: { for (const auto &option : entrance_it.second) { Exit exit_obj; exit_obj.destination_room = room_id; std::string door_room = room_obj.name; if (option["room"]) { door_room = option["room"].as(); } exit_obj.door = AddOrGetDoor(door_room, option["door"].as()); from_room_obj.exits.push_back(exit_obj); } break; } default: { // This shouldn't happen. std::cout << "Error reading game data: " << entrance_it << std::endl; break; } } } if (room_it.second["panels"]) { for (const auto &panel_it : room_it.second["panels"]) { int panel_id = AddOrGetPanel(room_obj.name, panel_it.first.as()); Panel &panel_obj = panels_[panel_id]; if (panel_it.second["colors"]) { if (panel_it.second["colors"].IsScalar()) { panel_obj.colors.push_back( GetColorForString(panel_it.second["colors"].as())); } else { for (const auto &color_node : panel_it.second["colors"]) { panel_obj.colors.push_back( GetColorForString(color_node.as())); } } } if (panel_it.second["required_room"]) { if (panel_it.second["required_room"].IsScalar()) { panel_obj.required_rooms.push_back(AddOrGetRoom( panel_it.second["required_room"].as())); } else { for (const auto &rr_node : panel_it.second["required_room"]) { panel_obj.required_rooms.push_back( AddOrGetRoom(rr_node.as())); } } } if (panel_it.second["required_door"]) { if (panel_it.second["required_door"].IsMap()) { std::string rd_room = room_obj.name; if (panel_it.second["required_door"]["room"]) { rd_room = panel_it.second["required_door"]["room"].as(); } panel_obj.required_doors.push_back(AddOrGetDoor( rd_room, panel_it.second["required_door"]["door"].as())); } else { for (const auto &rr_node : panel_it.second["required_door"]) { std::string rd_room = room_obj.name; if (rr_node["room"]) { rd_room = rr_node["room"].as(); } panel_obj.required_doors.push_back( AddOrGetDoor(rd_room, rr_node["door"].as())); } } } if (panel_it.second["check"]) { panel_obj.check = panel_it.second["check"].as(); } if (panel_it.second["exclude_reduce"]) { panel_obj.exclude_reduce = panel_it.second["exclude_reduce"].as(); } } } if (room_it.second["doors"]) { for (const auto &door_it : room_it.second["doors"]) { int door_id = AddOrGetDoor(room_obj.name, door_it.first.as()); Door &door_obj = doors_[door_id]; bool has_external_panels = false; std::vector panel_names; for (const auto &panel_node : door_it.second["panels"]) { if (panel_node.IsScalar()) { panel_names.push_back(panel_node.as()); door_obj.panels.push_back( AddOrGetPanel(room_obj.name, panel_node.as())); } else { has_external_panels = true; panel_names.push_back(panel_node["panel"].as()); door_obj.panels.push_back( AddOrGetPanel(panel_node["room"].as(), panel_node["panel"].as())); } } if (door_it.second["skip_location"]) { door_obj.skip_location = door_it.second["skip_location"].as(); } if (door_it.second["event"]) { door_obj.skip_location = door_it.second["event"].as(); } if (door_it.second["item_name"]) { door_obj.item_name = door_it.second["item_name"].as(); } else if (!door_it.second["skip_item"] && !door_it.second["event"]) { door_obj.item_name = room_obj.name + " - " + door_obj.name; } if (door_it.second["group"]) { door_obj.group_name = door_it.second["group"].as(); } if (door_it.second["location_name"]) { door_obj.location_name = door_it.second["location_name"].as(); } else if (!door_it.second["skip_location"] && !door_it.second["event"]) { if (has_external_panels) { std::cout << room_obj.name << " - " << door_obj.name << " has panels from other rooms but does not have an explicit " "location name and is not marked skip_location or event" << std::endl; } door_obj.location_name = room_obj.name + " - " + hatkirby::implode(panel_names, ", "); } if (door_it.second["include_reduce"]) { door_obj.exclude_reduce = !door_it.second["include_reduce"].as(); } } } } map_areas_.reserve(areas_config.size()); std::map fold_areas; for (const auto &area_it : areas_config) { if (area_it.second["map"]) { int area_id = AddOrGetArea(area_it.first.as()); MapArea &area_obj = map_areas_[area_id]; area_obj.map_x = area_it.second["map"][0].as(); area_obj.map_y = area_it.second["map"][1].as(); } else if (area_it.second["fold_into"]) { fold_areas[area_it.first.as()] = AddOrGetArea(area_it.second["fold_into"].as()); } } for (const Panel &panel : panels_) { if (panel.check) { int room_id = panel.room; std::string room_name = rooms_[room_id].name; std::string area_name = room_name; if (fold_areas.count(room_name)) { int fold_area_id = fold_areas[room_name]; area_name = map_areas_[fold_area_id].name; } int area_id = AddOrGetArea(area_name); MapArea &map_area = map_areas_[area_id]; // room field should be the original room ID map_area.locations.push_back( {.name = panel.name, .room = panel.room, .panels = {panel.id}}); } } for (const Door &door : doors_) { if (!door.skip_location) { int room_id = door.room; std::string area_name = rooms_[room_id].name; std::string section_name; size_t divider_pos = door.location_name.find(" - "); if (divider_pos == std::string::npos) { section_name = door.location_name; } else { area_name = door.location_name.substr(0, divider_pos); section_name = door.location_name.substr(divider_pos + 3); } if (fold_areas.count(area_name)) { int fold_area_id = fold_areas[area_name]; area_name = map_areas_[fold_area_id].name; } int area_id = AddOrGetArea(area_name); MapArea &map_area = map_areas_[area_id]; // room field should be the original room ID map_area.locations.push_back( {.name = section_name, .room = door.room, .panels = door.panels}); } } } int GameData::AddOrGetRoom(std::string room) { if (!room_by_id_.count(room)) { room_by_id_[room] = rooms_.size(); rooms_.push_back({.name = room}); } return room_by_id_[room]; } int GameData::AddOrGetDoor(std::string room, std::string door) { std::string full_name = room + " - " + door; if (!door_by_id_.count(full_name)) { door_by_id_[full_name] = doors_.size(); doors_.push_back({.name = door, .room = AddOrGetRoom(room)}); } return door_by_id_[full_name]; } int GameData::AddOrGetPanel(std::string room, std::string panel) { std::string full_name = room + " - " + panel; if (!panel_by_id_.count(full_name)) { int panel_id = panels_.size(); panel_by_id_[full_name] = panel_id; panels_.push_back( {.id = panel_id, .name = panel, .room = AddOrGetRoom(room)}); } return panel_by_id_[full_name]; } int GameData::AddOrGetArea(std::string area) { if (!area_by_id_.count(area)) { int area_id = map_areas_.size(); area_by_id_[area] = area_id; map_areas_.push_back({.id = area_id, .name = area}); } return area_by_id_[area]; } const GameData &GetGameData() { static GameData *instance = new GameData(); return *instance; }