Dawn/src/dawntictactoe/components/TicTacToeGame.cpp
2023-03-09 22:52:22 -08:00

139 lines
3.7 KiB
C++

// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "TicTacToeGame.hpp"
#include "game/DawnGame.hpp"
#include "scene/components/example/ExampleSpin.hpp"
#include "scene/components/physics/3d/CubeCollider.hpp"
#include "state/StateProvider.hpp"
using namespace Dawn;
TicTacToeGame::TicTacToeGame(SceneItem *item) :
SceneItemComponent(item),
winner(TIC_TAC_TOE_EMPTY),
nextMove(TIC_TAC_TOE_NOUGHT),
gameOver(false),
scoreCross(0),
scoreNought(0)
{
}
void TicTacToeGame::onStart() {
// Map tiles by tile number = tile
auto ts = getScene()->findComponents<TicTacToeTile>();
auto itTiles = ts.begin();
while(itTiles != ts.end()) {
this->tiles[(*itTiles)->tile] = *itTiles;
++itTiles;
}
useTimeout([&]{
std::cout << "Timeout" << std::endl;
}, 1000, this)();
useEffect([&]{
if(!gameOver) return;
auto board = this->getBoard();
std::vector<uint8_t> winningCombo;
winner = ticTacToeDetermineWinner(board, &winningCombo);
switch(winner) {
case TIC_TAC_TOE_CROSS:
scoreCross++;
break;
case TIC_TAC_TOE_NOUGHT:
scoreNought++;
break;
default:
break;
}
}, gameOver);
useEvent([&](float_t delta) {
// Only allow player input if it's their turn.
if(gameOver) return;
Camera *camera = getScene()->findComponent<Camera>();
if(camera == nullptr) return;
TicTacToeTile *hovered = nullptr;
bool_t isPlayerMove = nextMove == TIC_TAC_TOE_NOUGHT;
// Get hovered tile (for player move only)
if(isPlayerMove) {
// Get mouse in screen space.
auto mouse = getGame()->inputManager.getAxis2D(INPUT_BIND_MOUSE_X, INPUT_BIND_MOUSE_Y);
mouse *= 2.0f;
mouse -= glm::vec2(1, 1);
struct Ray3D ray;
ray.origin = camera->transform->getWorldPosition();
ray.direction = camera->getRayDirectionFromScreenSpace(mouse);
// Find the hovered tile (if any)
auto results = getPhysics()->raycast3DAll(ray);
auto itResult = results.begin();
while(itResult != results.end()) {
auto result = *itResult;
auto tile = result.collider->item->getComponent<TicTacToeTile>();
if(tile == nullptr) {
++itResult;
continue;
}
hovered = tile;
break;
}
}
// Now update the hover state(s)
auto itTiles = tiles.begin();
while(itTiles != tiles.end()) {
auto t = itTiles->second;
if(t == hovered) {
t->hovered = true;
} else {
t->hovered = false;
}
++itTiles;
}
if(isPlayerMove) {
if(getGame()->inputManager.isPressed(INPUT_BIND_MOUSE_CLICK) && hovered != nullptr) {
this->makeMove(hovered->tile, nextMove);
}
} else if(nextMove != TIC_TAC_TOE_NOUGHT) {
auto board = this->getBoard();
auto move = ticTacToeGetAiMove(board, nextMove);
this->makeMove(move, nextMove);
}
// Did game just end?
gameOver = ticTacToeIsGameOver(this->getBoard());
}, getScene()->eventSceneUpdate);
}
std::map<uint8_t, enum TicTacToeTileState> TicTacToeGame::getBoard() {
std::map<uint8_t, enum TicTacToeTileState> tileMap;
auto itTiles = tiles.begin();
while(itTiles != tiles.end()) {
auto t = itTiles->second;
tileMap[t->tile] = t->tileState;
++itTiles;
}
return tileMap;
}
void TicTacToeGame::makeMove(uint8_t tile, enum TicTacToeTileState player) {
this->tiles[tile]->tileState = player;
nextMove = player == TIC_TAC_TOE_NOUGHT ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT;
}