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| author | jbzdarkid <jbzdarkid@gmail.com> | 2019-11-18 09:16:16 -0800 | 
|---|---|---|
| committer | jbzdarkid <jbzdarkid@gmail.com> | 2019-11-18 09:16:16 -0800 | 
| commit | bff40e55c9c55fbc8439bb225d1937b2d805e629 (patch) | |
| tree | e3aa7a2912c4208247139a9c2b806035af876a33 /Source/PuzzleSerializer.cpp | |
| parent | 695d0e12950b9df248ea7b84f8434e32acc84f11 (diff) | |
| download | witness-tutorializer-bff40e55c9c55fbc8439bb225d1937b2d805e629.tar.gz witness-tutorializer-bff40e55c9c55fbc8439bb225d1937b2d805e629.tar.bz2 witness-tutorializer-bff40e55c9c55fbc8439bb225d1937b2d805e629.zip | |
Cleanup & progress on tutorial
Diffstat (limited to 'Source/PuzzleSerializer.cpp')
| -rw-r--r-- | Source/PuzzleSerializer.cpp | 461 | 
1 files changed, 461 insertions, 0 deletions
| diff --git a/Source/PuzzleSerializer.cpp b/Source/PuzzleSerializer.cpp new file mode 100644 index 0000000..c1e93a5 --- /dev/null +++ b/Source/PuzzleSerializer.cpp | |||
| @@ -0,0 +1,461 @@ | |||
| 1 | #include "PuzzleSerializer.h" | ||
| 2 | #include "Memory.h" | ||
| 3 | |||
| 4 | #pragma warning (disable:26451) | ||
| 5 | #pragma warning (disable:26812) | ||
| 6 | |||
| 7 | PuzzleSerializer::PuzzleSerializer(const std::shared_ptr<Memory>& memory) : _memory(memory) {} | ||
| 8 | |||
| 9 | Puzzle PuzzleSerializer::ReadPuzzle(int id) { | ||
| 10 | int width = 2 * _memory->ReadEntityData<int>(id, GRID_SIZE_X, 1)[0] - 1; | ||
| 11 | int height = 2 * _memory->ReadEntityData<int>(id, GRID_SIZE_Y, 1)[0] - 1; | ||
| 12 | if (width < 0 || height < 0) return Puzzle(); // @Error: Grid size should be always positive? Looks like the starting panels break this rule, though. | ||
| 13 | |||
| 14 | int numIntersections = _memory->ReadEntityData<int>(id, NUM_DOTS, 1)[0]; | ||
| 15 | _intersectionFlags = _memory->ReadArray<int>(id, DOT_FLAGS, numIntersections); | ||
| 16 | int numConnections = _memory->ReadEntityData<int>(id, NUM_CONNECTIONS, 1)[0]; | ||
| 17 | _connectionsA = _memory->ReadArray<int>(id, DOT_CONNECTION_A, numConnections); | ||
| 18 | _connectionsB = _memory->ReadArray<int>(id, DOT_CONNECTION_B, numConnections); | ||
| 19 | _intersectionLocations = _memory->ReadArray<float>(id, DOT_POSITIONS, numIntersections*2); | ||
| 20 | |||
| 21 | Puzzle p; | ||
| 22 | p.NewGrid(width, height); | ||
| 23 | ReadIntersections(p); | ||
| 24 | ReadExtras(p); | ||
| 25 | ReadDecorations(p, id); | ||
| 26 | ReadSequence(p, id); | ||
| 27 | return p; | ||
| 28 | } | ||
| 29 | |||
| 30 | void PuzzleSerializer::WritePuzzle(const Puzzle& p, int id) { | ||
| 31 | _intersectionFlags.clear(); | ||
| 32 | _connectionsA.clear(); | ||
| 33 | _connectionsB.clear(); | ||
| 34 | _intersectionLocations.clear(); | ||
| 35 | |||
| 36 | MIN = 0.1f; | ||
| 37 | MAX = 0.9f; | ||
| 38 | WIDTH_INTERVAL = (MAX - MIN) / (p.width/2); | ||
| 39 | HEIGHT_INTERVAL = (MAX - MIN) / (p.height/2); | ||
| 40 | HORIZ_GAP_SIZE = WIDTH_INTERVAL / 2; | ||
| 41 | VERTI_GAP_SIZE = HEIGHT_INTERVAL / 2; | ||
| 42 | |||
| 43 | WriteIntersections(p); | ||
| 44 | WriteDots(p); | ||
| 45 | WriteGaps(p); | ||
| 46 | WriteEndpoints(p); | ||
| 47 | WriteDecorations(p, id); | ||
| 48 | WriteSequence(p, id); | ||
| 49 | |||
| 50 | _memory->WriteEntityData<int>(id, GRID_SIZE_X, {(p.width + 1)/2}); | ||
| 51 | _memory->WriteEntityData<int>(id, GRID_SIZE_Y, {(p.height + 1)/2}); | ||
| 52 | _memory->WriteEntityData<int>(id, NUM_DOTS, {static_cast<int>(_intersectionFlags.size())}); | ||
| 53 | _memory->WriteArray<float>(id, DOT_POSITIONS, _intersectionLocations); | ||
| 54 | _memory->WriteArray<int>(id, DOT_FLAGS, _intersectionFlags); | ||
| 55 | _memory->WriteEntityData<int>(id, NUM_CONNECTIONS, {static_cast<int>(_connectionsA.size())}); | ||
| 56 | _memory->WriteArray<int>(id, DOT_CONNECTION_A, _connectionsA); | ||
| 57 | _memory->WriteArray<int>(id, DOT_CONNECTION_B, _connectionsB); | ||
| 58 | _memory->WriteEntityData<int>(id, NEEDS_REDRAW, {1}); | ||
| 59 | } | ||
| 60 | |||
| 61 | void PuzzleSerializer::ReadIntersections(Puzzle& p) { | ||
| 62 | // @Cleanup: Change defaults? | ||
| 63 | for (int x=0; x<p.width; x++) { | ||
| 64 | for (int y=0; y<p.height; y++) { | ||
| 65 | if (x%2 == y%2) continue; | ||
| 66 | p.grid[x][y].gap = Cell::Gap::FULL; | ||
| 67 | } | ||
| 68 | } | ||
| 69 | |||
| 70 | for (int j=0; j<_intersectionFlags.size(); j++) { | ||
| 71 | if (_intersectionFlags[_connectionsA[j]] & Flags::IS_ENDPOINT) break; | ||
| 72 | if (_intersectionFlags[_connectionsB[j]] & Flags::IS_ENDPOINT) break; | ||
| 73 | float x1 = _intersectionLocations[2*_connectionsA[j]]; | ||
| 74 | float y1 = _intersectionLocations[2*_connectionsA[j]+1]; | ||
| 75 | float x2 = _intersectionLocations[2*_connectionsB[j]]; | ||
| 76 | float y2 = _intersectionLocations[2*_connectionsB[j]+1]; | ||
| 77 | auto [x, y] = loc_to_xy(p, _connectionsA[j]); | ||
| 78 | |||
| 79 | if (x1 < x2) x++; | ||
| 80 | else if (x1 > x2) x--; | ||
| 81 | else if (y1 < y2) y--; | ||
| 82 | else if (y1 > y2) y++; | ||
| 83 | p.grid[x][y].gap = Cell::Gap::NONE; | ||
| 84 | } | ||
| 85 | } | ||
| 86 | |||
| 87 | void PuzzleSerializer::ReadExtras(Puzzle& p) { | ||
| 88 | // This iterates bottom-top, left-right | ||
| 89 | int i = 0; | ||
| 90 | for (; i < _intersectionFlags.size(); i++) { | ||
| 91 | int flags = _intersectionFlags[i]; | ||
| 92 | auto [x, y] = loc_to_xy(p, i); | ||
| 93 | if (y < 0) break; // This is the expected exit point | ||
| 94 | if (flags & Flags::IS_STARTPOINT) { | ||
| 95 | p.grid[x][y].start = true; | ||
| 96 | } | ||
| 97 | p.grid[x][y].dot = FlagsToDot(flags); | ||
| 98 | if (flags & Flags::HAS_NO_CONN) { | ||
| 99 | p.grid[x][y].gap = Cell::Gap::FULL; | ||
| 100 | } | ||
| 101 | } | ||
| 102 | |||
| 103 | // Iterate the remaining intersections (endpoints, dots, gaps) | ||
| 104 | for (; i < _intersectionFlags.size(); i++) { | ||
| 105 | int location = FindConnection(i); | ||
| 106 | if (location == -1) continue; // @Error: Unable to find connection point | ||
| 107 | // (x1, y1) location of this intersection | ||
| 108 | // (x2, y2) location of the connected intersection | ||
| 109 | float x1 = _intersectionLocations[2*i]; | ||
| 110 | float y1 = _intersectionLocations[2*i+1]; | ||
| 111 | float x2 = _intersectionLocations[2*location]; | ||
| 112 | float y2 = _intersectionLocations[2*location+1]; | ||
| 113 | auto [x, y] = loc_to_xy(p, location); | ||
| 114 | |||
| 115 | if (_intersectionFlags[i] & Flags::IS_ENDPOINT) { | ||
| 116 | // Our x coordinate is less than the target's | ||
| 117 | if (x1 < x2) p.grid[x][y].end = Cell::Dir::LEFT; | ||
| 118 | else if (x1 > x2) p.grid[x][y].end = Cell::Dir::RIGHT; | ||
| 119 | // Note that Y coordinates are reversed: 0.0 (bottom) 1.0 (top) | ||
| 120 | else if (y1 < y2) p.grid[x][y].end = Cell::Dir::DOWN; | ||
| 121 | else if (y1 > y2) p.grid[x][y].end = Cell::Dir::UP; | ||
| 122 | } else if (_intersectionFlags[i] & Flags::HAS_DOT) { | ||
| 123 | if (x1 < x2) x--; | ||
| 124 | else if (x1 > x2) x++; | ||
| 125 | else if (y1 < y2) y++; | ||
| 126 | else if (y1 > y2) y--; | ||
| 127 | p.grid[x][y].dot = FlagsToDot(_intersectionFlags[i]); | ||
| 128 | } else if (_intersectionFlags[i] & Flags::HAS_ONE_CONN) { | ||
| 129 | if (x1 < x2) x--; | ||
| 130 | else if (x1 > x2) x++; | ||
| 131 | else if (y1 < y2) y++; | ||
| 132 | else if (y1 > y2) y--; | ||
| 133 | p.grid[x][y].gap = Cell::Gap::BREAK; | ||
| 134 | } | ||
| 135 | } | ||
| 136 | } | ||
| 137 | |||
| 138 | void PuzzleSerializer::ReadDecorations(Puzzle& p, int id) { | ||
| 139 | int numDecorations = _memory->ReadEntityData<int>(id, NUM_DECORATIONS, 1)[0]; | ||
| 140 | std::vector<int> decorations = _memory->ReadArray<int>(id, DECORATIONS, numDecorations); | ||
| 141 | if (numDecorations > 0) p.hasDecorations = true; | ||
| 142 | |||
| 143 | for (int i=0; i<numDecorations; i++) { | ||
| 144 | auto [x, y] = dloc_to_xy(p, i); | ||
| 145 | auto d = std::make_shared<Decoration>(); | ||
| 146 | p.grid[x][y].decoration = d; | ||
| 147 | d->type = static_cast<Type>(decorations[i] & 0xFF00); | ||
| 148 | switch(d->type) { | ||
| 149 | case Type::Poly: | ||
| 150 | case Type::RPoly: | ||
| 151 | case Type::Ylop: | ||
| 152 | d->polyshape = decorations[i] & 0xFFFF0000; | ||
| 153 | break; | ||
| 154 | case Type::Triangle: | ||
| 155 | d->count = decorations[i] & 0x000F0000; | ||
| 156 | break; | ||
| 157 | } | ||
| 158 | d->color = static_cast<Color>(decorations[i] & 0xF); | ||
| 159 | } | ||
| 160 | } | ||
| 161 | |||
| 162 | void PuzzleSerializer::ReadSequence(Puzzle& p, int id) { | ||
| 163 | int sequenceLength = _memory->ReadEntityData<int>(id, SEQUENCE_LEN, 1)[0]; | ||
| 164 | std::vector<int> sequence = _memory->ReadArray<int>(id, SEQUENCE, sequenceLength); | ||
| 165 | |||
| 166 | for (int location : sequence) { | ||
| 167 | auto [x, y] = loc_to_xy(p, location); | ||
| 168 | p.sequence.emplace_back(Pos{x, y}); | ||
| 169 | } | ||
| 170 | } | ||
| 171 | |||
| 172 | void PuzzleSerializer::WriteIntersections(const Puzzle& p) { | ||
| 173 | // @Cleanup: If I write directly to locations, then I can simplify this gross loop iterator. | ||
| 174 | // int numIntersections = (p.width / 2 + 1) * (p.height / 2 + 1); | ||
| 175 | // Grided intersections | ||
| 176 | for (int y=p.height-1; y>=0; y-=2) { | ||
| 177 | for (int x=0; x<p.width; x+=2) { | ||
| 178 | auto [xPos, yPos] = xy_to_pos(p, x, y); | ||
| 179 | _intersectionLocations.push_back(xPos); | ||
| 180 | _intersectionLocations.push_back(yPos); | ||
| 181 | int flags = 0; | ||
| 182 | if (p.grid[x][y].start) { | ||
| 183 | flags |= Flags::IS_STARTPOINT; | ||
| 184 | } | ||
| 185 | switch (p.grid[x][y].dot) { | ||
| 186 | case Cell::Dot::BLACK: | ||
| 187 | flags |= Flags::HAS_DOT; | ||
| 188 | break; | ||
| 189 | case Cell::Dot::BLUE: | ||
| 190 | flags |= Flags::HAS_DOT | Flags::DOT_IS_BLUE; | ||
| 191 | break; | ||
| 192 | case Cell::Dot::YELLOW: | ||
| 193 | flags |= Flags::HAS_DOT | Flags::DOT_IS_ORANGE; | ||
| 194 | break; | ||
| 195 | case Cell::Dot::INVISIBLE: | ||
| 196 | flags |= Flags::HAS_DOT | Flags::DOT_IS_INVISIBLE; | ||
| 197 | break; | ||
| 198 | } | ||
| 199 | |||
| 200 | int numConnections = 0; | ||
| 201 | if (p.grid[x][y].end != Cell::Dir::NONE) numConnections++; | ||
| 202 | // Create connections for this intersection for top/left only. | ||
| 203 | // Top connection | ||
| 204 | if (y > 0 && p.grid[x][y-1].gap != Cell::Gap::FULL) { | ||
| 205 | _connectionsA.push_back(xy_to_loc(p, x, y-2)); | ||
| 206 | _connectionsB.push_back(xy_to_loc(p, x, y)); | ||
| 207 | flags |= Flags::HAS_VERTI_CONN; | ||
| 208 | numConnections++; | ||
| 209 | } | ||
| 210 | // Bottom connection | ||
| 211 | if (y < p.height - 1 && p.grid[x][y+1].gap != Cell::Gap::FULL) { | ||
| 212 | flags |= Flags::HAS_VERTI_CONN; | ||
| 213 | numConnections++; | ||
| 214 | } | ||
| 215 | // Left connection | ||
| 216 | if (x > 0 && p.grid[x-1][y].gap != Cell::Gap::FULL) { | ||
| 217 | _connectionsA.push_back(xy_to_loc(p, x-2, y)); | ||
| 218 | _connectionsB.push_back(xy_to_loc(p, x, y)); | ||
| 219 | flags |= Flags::HAS_HORIZ_CONN; | ||
| 220 | numConnections++; | ||
| 221 | } | ||
| 222 | // Right connection | ||
| 223 | if (x < p.width - 1 && p.grid[x+1][y].gap != Cell::Gap::FULL) { | ||
| 224 | flags |= Flags::HAS_HORIZ_CONN; | ||
| 225 | numConnections++; | ||
| 226 | } | ||
| 227 | if (numConnections == 0) flags |= HAS_NO_CONN; | ||
| 228 | if (numConnections == 1) flags |= HAS_ONE_CONN; | ||
| 229 | |||
| 230 | _intersectionFlags.push_back(flags); | ||
| 231 | } | ||
| 232 | } | ||
| 233 | } | ||
| 234 | |||
| 235 | void PuzzleSerializer::WriteEndpoints(const Puzzle& p) { | ||
| 236 | for (int x=0; x<p.width; x++) { | ||
| 237 | for (int y=0; y<p.height; y++) { | ||
| 238 | if (p.grid[x][y].end == Cell::Dir::NONE) continue; | ||
| 239 | _connectionsA.push_back(xy_to_loc(p, x, y)); | ||
| 240 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); | ||
| 241 | |||
| 242 | auto [xPos, yPos] = xy_to_pos(p, x, y); | ||
| 243 | switch (p.grid[x][y].end) { | ||
| 244 | case Cell::Dir::LEFT: | ||
| 245 | xPos -= .05f; | ||
| 246 | break; | ||
| 247 | case Cell::Dir::RIGHT: | ||
| 248 | xPos += .05f; | ||
| 249 | break; | ||
| 250 | case Cell::Dir::UP: | ||
| 251 | yPos += .05f; // Y position goes from 0 (bottom) to 1 (top), so this is reversed. | ||
| 252 | break; | ||
| 253 | case Cell::Dir::DOWN: | ||
| 254 | yPos -= .05f; | ||
| 255 | break; | ||
| 256 | } | ||
| 257 | _endpointLocations.emplace_back(x, y, static_cast<int>(_intersectionFlags.size())); | ||
| 258 | _intersectionLocations.push_back(xPos); | ||
| 259 | _intersectionLocations.push_back(yPos); | ||
| 260 | _intersectionFlags.push_back(Flags::IS_ENDPOINT); | ||
| 261 | } | ||
| 262 | } | ||
| 263 | } | ||
| 264 | |||
| 265 | void PuzzleSerializer::WriteDots(const Puzzle& p) { | ||
| 266 | for (int x=0; x<p.width; x++) { | ||
| 267 | for (int y=0; y<p.height; y++) { | ||
| 268 | if (x%2 == y%2) continue; // Cells are invalid, intersections are already handled. | ||
| 269 | if (p.grid[x][y].dot == Cell::Dot::NONE) continue; | ||
| 270 | |||
| 271 | // We need to introduce a new segment which contains this dot. Break the existing segment, and add one. | ||
| 272 | int connectionLocation = -1; | ||
| 273 | for (int i=0; i<_connectionsA.size(); i++) { | ||
| 274 | auto [x1, y1] = loc_to_xy(p, _connectionsA[i]); | ||
| 275 | auto [x2, y2] = loc_to_xy(p, _connectionsB[i]); | ||
| 276 | if ((x1+1 == x && x2-1 == x && y1 == y && y2 == y) || | ||
| 277 | (y1+1 == y && y2-1 == y && x1 == x && x2 == x)) { | ||
| 278 | connectionLocation = i; | ||
| 279 | break; | ||
| 280 | } | ||
| 281 | } | ||
| 282 | if (connectionLocation == -1) continue; // @Error | ||
| 283 | |||
| 284 | // @Assume: B > A for connections. To remove, add the horiz/verti check, see gaps. | ||
| 285 | int other_connection = _connectionsB[connectionLocation]; | ||
| 286 | _connectionsB[connectionLocation] = static_cast<int>(_intersectionFlags.size()); | ||
| 287 | _connectionsA.push_back(other_connection); | ||
| 288 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); | ||
| 289 | |||
| 290 | // Add this dot to the end | ||
| 291 | auto [xPos, yPos] = xy_to_pos(p, x, y); | ||
| 292 | _intersectionLocations.push_back(xPos); | ||
| 293 | _intersectionLocations.push_back(yPos); | ||
| 294 | |||
| 295 | int flags = Flags::HAS_DOT; | ||
| 296 | switch (p.grid[x][y].dot) { | ||
| 297 | case Cell::Dot::BLACK: | ||
| 298 | break; | ||
| 299 | case Cell::Dot::BLUE: | ||
| 300 | flags |= DOT_IS_BLUE; | ||
| 301 | break; | ||
| 302 | case Cell::Dot::YELLOW: | ||
| 303 | flags |= DOT_IS_ORANGE; | ||
| 304 | break; | ||
| 305 | case Cell::Dot::INVISIBLE: | ||
| 306 | flags |= DOT_IS_INVISIBLE; | ||
| 307 | break; | ||
| 308 | } | ||
| 309 | _intersectionFlags.push_back(flags); | ||
| 310 | } | ||
| 311 | } | ||
| 312 | } | ||
| 313 | |||
| 314 | void PuzzleSerializer::WriteGaps(const Puzzle& p) { | ||
| 315 | for (int x=0; x<p.width; x++) { | ||
| 316 | for (int y=0; y<p.height; y++) { | ||
| 317 | if (x%2 == y%2) continue; // Cells are invalid, intersections are already handled. | ||
| 318 | if (p.grid[x][y].gap != Cell::Gap::BREAK) continue; | ||
| 319 | |||
| 320 | // We need to introduce a new segment which contains this dot. Break the existing segment, and add one. | ||
| 321 | int connectionLocation = -1; | ||
| 322 | for (int i=0; i<_connectionsA.size(); i++) { | ||
| 323 | auto [x1, y1] = loc_to_xy(p, _connectionsA[i]); | ||
| 324 | auto [x2, y2] = loc_to_xy(p, _connectionsB[i]); | ||
| 325 | if ((x1+1 == x && x2-1 == x && y1 == y && y2 == y) || | ||
| 326 | (y1+1 == y && y2-1 == y && x1 == x && x2 == x)) { | ||
| 327 | connectionLocation = i; | ||
| 328 | break; | ||
| 329 | } | ||
| 330 | } | ||
| 331 | if (connectionLocation == -1) continue; // @Error | ||
| 332 | |||
| 333 | auto [xPos, yPos] = xy_to_pos(p, x, y); | ||
| 334 | // Reminder: Y goes from 0.0 (bottom) to 1.0 (top) | ||
| 335 | if (x%2 == 0) { // Vertical gap | ||
| 336 | _connectionsA[connectionLocation] = xy_to_loc(p, x, y-1); | ||
| 337 | _connectionsB[connectionLocation] = static_cast<int>(_intersectionFlags.size()); | ||
| 338 | _intersectionLocations.push_back(xPos); | ||
| 339 | _intersectionLocations.push_back(yPos + VERTI_GAP_SIZE / 2); | ||
| 340 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); | ||
| 341 | |||
| 342 | _connectionsA.push_back(xy_to_loc(p, x, y+1)); | ||
| 343 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); | ||
| 344 | _intersectionLocations.push_back(xPos); | ||
| 345 | _intersectionLocations.push_back(yPos - VERTI_GAP_SIZE / 2); | ||
| 346 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_VERTI_CONN); | ||
| 347 | } else if (y%2 == 0) { // Horizontal gap | ||
| 348 | _connectionsA[connectionLocation] = xy_to_loc(p, x-1, y); | ||
| 349 | _connectionsB[connectionLocation] = static_cast<int>(_intersectionFlags.size()); | ||
| 350 | _intersectionLocations.push_back(xPos - HORIZ_GAP_SIZE / 2); | ||
| 351 | _intersectionLocations.push_back(yPos); | ||
| 352 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); | ||
| 353 | |||
| 354 | _connectionsA.push_back(xy_to_loc(p, x+1, y)); | ||
| 355 | _connectionsB.push_back(static_cast<int>(_intersectionFlags.size())); | ||
| 356 | _intersectionLocations.push_back(xPos + HORIZ_GAP_SIZE / 2); | ||
| 357 | _intersectionLocations.push_back(yPos); | ||
| 358 | _intersectionFlags.push_back(Flags::HAS_ONE_CONN | Flags::HAS_HORIZ_CONN); | ||
| 359 | } | ||
| 360 | } | ||
| 361 | } | ||
| 362 | } | ||
| 363 | |||
| 364 | void PuzzleSerializer::WriteDecorations(const Puzzle& p, int id) { | ||
| 365 | if (!p.hasDecorations) return; | ||
| 366 | |||
| 367 | std::vector<int> decorations; | ||
| 368 | for (int y=p.height-2; y>0; y-=2) { | ||
| 369 | for (int x=1; x<p.width-1; x+=2) { | ||
| 370 | auto d = p.grid[x][y].decoration; | ||
| 371 | if (d) { | ||
| 372 | decorations.push_back(d->color | d->type | d->count | d->polyshape); | ||
| 373 | } else { | ||
| 374 | decorations.push_back(0); | ||
| 375 | } | ||
| 376 | } | ||
| 377 | } | ||
| 378 | |||
| 379 | _memory->WriteEntityData<int>(id, NUM_DECORATIONS, {static_cast<int>(decorations.size())}); | ||
| 380 | _memory->WriteArray<int>(id, DECORATIONS, decorations); | ||
| 381 | } | ||
| 382 | |||
| 383 | void PuzzleSerializer::WriteSequence(const Puzzle& p, int id) { | ||
| 384 | if (p.sequence.size() == 0) return; | ||
| 385 | |||
| 386 | std::vector<int> sequence; | ||
| 387 | for (Pos pos : p.sequence) { | ||
| 388 | // Only include intersections, the game does not treat segments as real objects | ||
| 389 | if (pos.x%2 == 0 && pos.y%2 == 0) { | ||
| 390 | sequence.emplace_back(xy_to_loc(p, pos.x, pos.y)); | ||
| 391 | } | ||
| 392 | } | ||
| 393 | |||
| 394 | Pos endpoint = p.sequence[p.sequence.size() - 1]; | ||
| 395 | for (auto [x, y, location] : _endpointLocations) { | ||
| 396 | if (x == endpoint.x && y == endpoint.y) { | ||
| 397 | sequence.emplace_back(location); | ||
| 398 | break; | ||
| 399 | } | ||
| 400 | } | ||
| 401 | |||
| 402 | _memory->WriteEntityData<int>(id, SEQUENCE_LEN, {static_cast<int>(sequence.size())}); | ||
| 403 | _memory->WriteNewArray<int>(id, SEQUENCE, sequence); | ||
| 404 | } | ||
| 405 | |||
| 406 | std::tuple<int, int> PuzzleSerializer::loc_to_xy(const Puzzle& p, int location) const { | ||
| 407 | int height2 = (p.height - 1) / 2; | ||
| 408 | int width2 = (p.width + 1) / 2; | ||
| 409 | |||
| 410 | int x = 2 * (location % width2); | ||
| 411 | int y = 2 * (height2 - location / width2); | ||
| 412 | return {x, y}; | ||
| 413 | } | ||
| 414 | |||
| 415 | int PuzzleSerializer::xy_to_loc(const Puzzle& p, int x, int y) const { | ||
| 416 | int height2 = (p.height - 1) / 2; | ||
| 417 | int width2 = (p.width + 1) / 2; | ||
| 418 | |||
| 419 | int rowsFromBottom = height2 - y/2; | ||
| 420 | return rowsFromBottom * width2 + x/2; | ||
| 421 | } | ||
| 422 | |||
| 423 | std::tuple<int, int> PuzzleSerializer::dloc_to_xy(const Puzzle& p, int location) const { | ||
| 424 | int height2 = (p.height - 3) / 2; | ||
| 425 | int width2 = (p.width - 1) / 2; | ||
| 426 | |||
| 427 | int x = 2 * (location % width2) + 1; | ||
| 428 | int y = 2 * (height2 - location / width2) + 1; | ||
| 429 | return {x, y}; | ||
| 430 | } | ||
| 431 | |||
| 432 | int PuzzleSerializer::xy_to_dloc(const Puzzle& p, int x, int y) const { | ||
| 433 | int height2 = (p.height - 3) / 2; | ||
| 434 | int width2 = (p.width - 1) / 2; | ||
| 435 | |||
| 436 | int rowsFromBottom = height2 - (y - 1)/2; | ||
| 437 | return rowsFromBottom * width2 + (x - 1)/2; | ||
| 438 | } | ||
| 439 | |||
| 440 | std::tuple<float, float> PuzzleSerializer::xy_to_pos(const Puzzle& p, int x, int y) const { | ||
| 441 | return { | ||
| 442 | MIN + (x/2.0f) * WIDTH_INTERVAL, | ||
| 443 | MAX - (y/2.0f) * HEIGHT_INTERVAL | ||
| 444 | }; | ||
| 445 | } | ||
| 446 | |||
| 447 | Cell::Dot PuzzleSerializer::FlagsToDot(int flags) const { | ||
| 448 | if (!(flags & Flags::HAS_DOT)) return Cell::Dot::NONE; | ||
| 449 | if (flags & Flags::DOT_IS_BLUE) return Cell::Dot::BLUE; | ||
| 450 | else if (flags & Flags::DOT_IS_ORANGE) return Cell::Dot::YELLOW; | ||
| 451 | else if (flags & Flags::DOT_IS_INVISIBLE) return Cell::Dot::INVISIBLE; | ||
| 452 | else return Cell::Dot::BLACK; | ||
| 453 | } | ||
| 454 | |||
| 455 | int PuzzleSerializer::FindConnection(int location) const { | ||
| 456 | for (int j=0; j<_connectionsA.size(); j++) { | ||
| 457 | if (_connectionsA[j] == location) return _connectionsB[j]; | ||
| 458 | if (_connectionsB[j] == location) return _connectionsA[j]; | ||
| 459 | } | ||
| 460 | return -1; | ||
| 461 | } | ||
