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// Copyright 2020 Arthur Sonzogni. All rights reserved.
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// Use of this source code is governed by the MIT license that can be found in
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// the LICENSE file.
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#include <chrono> // for operator""s, chrono_literals
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#include <iostream> // for cout, ostream
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#include <memory> // for allocator, shared_ptr
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#include <string> // for string, operator<<
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#include <thread> // for sleep_for
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#include <ftxui/dom/elements.hpp> // for hflow, paragraph, separator, hbox, vbox, filler, operator|, border, Element
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#include <ftxui/dom/node.hpp> // for Render
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#include <ftxui/screen/box.hpp> // for ftxui
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#include <ftxui/component/component.hpp>
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#include <ftxui/component/loop.hpp>
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#include <ftxui/screen/color.hpp>
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#include "ftxui/component/screen_interactive.hpp" // for ScreenInteractive
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#include <fmt/core.h>
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#include "map.hpp"
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#include "dbc.hpp"
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using std::string;
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using namespace fmt;
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using namespace std::chrono_literals;
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int main() {
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using namespace ftxui;
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std::string reset_position;
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auto c = Canvas(60 * 2, 27 * 4);
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Map game_map(50, 27);
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game_map.generate();
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Matrix &walls = game_map.walls();
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Room &start = game_map.room(0);
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Room &bad_room = game_map.room(1);
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Room &gold_room = game_map.room(game_map.room_count() - 1);
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Point me = {.x=start.x+1, .y=start.y+1};
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Point enemy = {.x=bad_room.x+1, .y=bad_room.y+1};
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Point goal = {.x=gold_room.x+1, .y=gold_room.y+1};
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string dead_yet = "NOT DEAD";
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bool show_paths = false;
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bool bomb = false;
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auto map = Renderer([&] {
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game_map.set_target(me);
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game_map.make_paths();
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Matrix &paths = game_map.paths();
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for(size_t x = 0; x < walls[0].size(); ++x) {
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for(size_t y = 0; y < walls.size(); ++y) {
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string tile = walls[y][x] == 1 ? "#" : format("{}", paths[y][x]);
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if(tile == "#") {
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c.DrawText(x*2, y*4, tile, Color::GrayDark);
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} else if(show_paths) {
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int pnum = paths[y][x];
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c.DrawText(x*2, y*4, tile, Color::Palette16(pnum % 7 + 1));
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} else {
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c.DrawText(x*2, y*4, ".", Color::GrayDark);
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}
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}
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}
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if(bomb) {
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/// draw
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bomb = false;
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c.DrawPointCircle(me.x*2, me.y*4, 4, Color::Red);
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}
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c.DrawText(enemy.x*2, enemy.y*4, "!", Color::Red);
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c.DrawText(me.x*2, me.y*4, "@", Color::Blue);
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c.DrawText(goal.x*2, goal.y*4, "$", Color::Yellow);
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return canvas(c);
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});
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auto document = Renderer([&]{
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return hbox({
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hflow(
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vbox(
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gauge(0.5) | border,
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text(dead_yet) | border
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) | xflex_grow
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),
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separator(),
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hbox(map->Render()),
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}) | border;
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});
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document |= CatchEvent([&](Event e) -> bool {
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size_t x = me.x;
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size_t y = me.y;
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if(e == Event::ArrowLeft) {
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x -= 1;
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} else if(e == Event::ArrowRight) {
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x += 1;
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} else if(e == Event::ArrowDown) {
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y += 1;
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} else if(e == Event::ArrowUp) {
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y -= 1;
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} else if(e == Event::Backspace) {
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bomb = true;
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} else {
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return false;
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}
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if(game_map.inmap(x,y) && !game_map.iswall(x,y)) {
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game_map.clear_target(me);
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me.x = x;
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me.y = y;
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}
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// move enemy here
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bool found = game_map.neighbors(enemy, true);
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if(enemy.x == me.x && enemy.y == me.y) {
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dead_yet = "YOU DIED!";
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} else if(goal.x == me.x && goal.y == me.y) {
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dead_yet = "YOU WIN!";
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}
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return true;
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});
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auto screen = ScreenInteractive::Fullscreen();
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Loop loop(&screen, document);
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while(!loop.HasQuitted()) {
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loop.RunOnceBlocking();
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}
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return 0;
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}
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