Updated RoomManager and the API
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@@ -21,37 +21,64 @@
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*/
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#include "room_manager.hpp"
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//the generator types
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#include "overworld_generator.hpp"
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#include "ruins_generator.hpp"
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#include "towers_generator.hpp"
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#include "forests_generator.hpp"
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#include "caves_generator.hpp"
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#include <stdexcept>
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//-------------------------
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//public access methods
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//-------------------------
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RoomData* RoomManager::CreateRoom(int uid) {
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//don't overwrite existing rooms
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std::map<int, RoomData*>::iterator it = roomMap.find(uid);
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if (it != roomMap.end()) {
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throw(std::runtime_error("Cannot overwrite an existing room"));
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}
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roomMap[uid] = new RoomData();
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//TODO: create room in the API
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int RoomManager::CreateRoom(MapType mapType) {
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//create the room
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RoomData* newRoom = new RoomData();
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//set the state
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if (luaState) {
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roomMap[uid]->pager.SetLuaState(luaState);
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newRoom->pager.SetLuaState(luaState);
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}
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return roomMap[uid];
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//create the generator
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newRoom->generator = [mapType]() -> BaseGenerator* {
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switch(mapType) {
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case MapType::NONE: //use overworld as a default
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case MapType::OVERWORLD: return new OverworldGenerator();
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case MapType::RUINS: return new RuinsGenerator();
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case MapType::TOWERS: return new TowersGenerator();
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case MapType::FORESTS: return new ForestsGenerator();
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case MapType::CAVES: return new CavesGenerator();
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}
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throw(std::runtime_error("Failed to set the room's generator"));
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}();
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//finish the routine
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roomMap[counter] = newRoom;
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return counter++;
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}
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RoomData* RoomManager::UnloadRoom(int uid) {
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//TODO: unload room in the API
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delete roomMap[uid];
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int RoomManager::UnloadRoom(int uid) {
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RoomData* room = FindRoom(uid);
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if (!room) {
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return -1;
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}
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delete room->generator;
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delete room;
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roomMap.erase(uid);
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return 0;
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}
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RoomData* RoomManager::GetRoom(int uid) {
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RoomData* ptr = FindRoom(uid);
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if (ptr) return ptr;
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ptr = CreateRoom(uid);
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return ptr;
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int newIndex = CreateRoom(MapType::NONE);
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return FindRoom(newIndex);
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}
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RoomData* RoomManager::FindRoom(int uid) {
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@@ -62,11 +89,7 @@ RoomData* RoomManager::FindRoom(int uid) {
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return it->second;
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}
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RoomData* RoomManager::PushRoom(int uid, RoomData* room) {
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//unload existing rooms with this index
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std::map<int, RoomData*>::iterator it = roomMap.find(uid);
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if (it != roomMap.end()) {
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UnloadRoom(uid);
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}
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roomMap[uid] = room;
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int RoomManager::PushRoom(RoomData* room) {
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roomMap[counter] = room;
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return counter++;
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}
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@@ -36,12 +36,12 @@ public:
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~RoomManager() = default;
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//public access methods
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RoomData* CreateRoom(int uid);
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RoomData* UnloadRoom(int uid);
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int CreateRoom(MapType);
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int UnloadRoom(int uid);
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RoomData* GetRoom(int uid);
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RoomData* FindRoom(int uid);
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RoomData* PushRoom(int uid, RoomData*);
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int PushRoom(RoomData*);
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//accessors and mutators
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std::map<int, RoomData*>* GetContainer() { return &roomMap; }
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@@ -52,6 +52,7 @@ public:
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private:
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std::map<int, RoomData*> roomMap;
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lua_State* luaState = nullptr;
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int counter = 0;
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};
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#endif
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@@ -24,6 +24,8 @@
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#include "room_manager.hpp"
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#include "room_data.hpp"
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#include <string>
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static int getRoom(lua_State* L) {
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//get the room manager
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lua_pushstring(L, ROOM_MANAGER_PSEUDOINDEX);
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@@ -41,9 +43,22 @@ static int createRoom(lua_State* L) {
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lua_gettable(L, LUA_REGISTRYINDEX);
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RoomManager* roomMgr = reinterpret_cast<RoomManager*>(lua_touserdata(L, -1));
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//TODO: create room
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//determine the specified room type
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MapType mapType = [L]() -> MapType {
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if (std::string("overworld") == lua_tostring(L, -2)) return MapType::OVERWORLD;
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if (std::string("ruins") == lua_tostring(L, -2)) return MapType::RUINS;
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if (std::string("towers") == lua_tostring(L, -2)) return MapType::TOWERS;
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if (std::string("forests") == lua_tostring(L, -2)) return MapType::FORESTS;
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if (std::string("caves") == lua_tostring(L, -2)) return MapType::CAVES;
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return MapType::NONE;
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}();
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return 0;
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//create the room
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int newIndex = roomMgr->CreateRoom(mapType);
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//return the index
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lua_pushinteger(L, newIndex);
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return 1;
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}
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static int unloadRoom(lua_State* L) {
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