Refactoring how board control works
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109
lib/Board/Board.h
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109
lib/Board/Board.h
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#pragma once
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#include <cstdint>
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#include <array>
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#include "Cube.h"
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#include "Color.h"
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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class Board{
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public:
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Board();
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~Board() = default;
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constexpr uint32_t GetXSize() const{return X_SIZE;}
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constexpr uint32_t GetYSize() const{return Y_SIZE;}
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constexpr uint32_t GetZSize() const {return Z_SIZE;}
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constexpr uint32_t GetNumberCubes() const{return X_SIZE * Y_SIZE * Z_SIZE;}
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/**
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* @brief Returns a string in the format:
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* !a,b,c,d,e,f,g,h,i;
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* Where each letter is the number of cubes in a given position's stack
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* @param stringBuffer the buffer to write the string into
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*/
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void ToStackString(String& stringBuffer) const;
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/**
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* @brief Returns a bool array representing the board
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*/
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std::array<uint32_t, X_SIZE * Y_SIZE> &LinearizeBoard() const;
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void Update();
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void FillColor(const Color &color);
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void SetCubeColor(uint32_t x_coord, uint32_t y_cord, uint32_t z_cord, const Color &color);
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private:
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// this is a 3d array of cubes to represent the board. Good luck visualizing it
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/* _____________
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/ /|
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/ / |
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/ / |
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/____________/ |
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| | |
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| | /
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| | /
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|____________|/
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*/
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std::array<std::array<std::array<Cube, Z_SIZE>, Y_SIZE>, X_SIZE> cubes;
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bool boardStateHasChanged;
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};
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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Board<X_SIZE, Y_SIZE, Z_SIZE>::Board(){
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this->FillColor(Color(0,0,0));
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}
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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void Board<X_SIZE, Y_SIZE, Z_SIZE>::ToStackString(String &stringBuffer) const{
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std::array<uint32_t, X_SIZE*Y_SIZE> linearizedBoard = this->LinearizeBoard();
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stringBuffer += "!" + String(linearizedBoard[0]);
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for(uint32_t i = 0; i < X_SIZE * Y_SIZE; i++){
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stringBuffer += "," + String(linearizedBoard[i]);
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}
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stringBuffer += ";";
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}
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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std::array<uint32_t, X_SIZE * Y_SIZE> & Board<X_SIZE, Y_SIZE, Z_SIZE>::LinearizeBoard() const{
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// convert the board into one array where each entry represents the height of one stack
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std::array<uint32_t, X_SIZE*Y_SIZE> linearizedBoard;
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for(uint32_t x{0}; x < X_SIZE; x++){
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for(uint32_t y{0}; y < Y_SIZE; y++){
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for(uint32_t z{0}; z < Z_SIZE; z++){
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bool isOccupied{this->cubes[x][y][z].isOccupied};
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linearizedBoard[x + y*3] += static_cast<uint32_t>(isOccupied);
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}
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}
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}
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return linearizedBoard;
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}
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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void Board<X_SIZE, Y_SIZE, Z_SIZE>::Update(){
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}
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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void Board<X_SIZE, Y_SIZE, Z_SIZE>::FillColor(const Color &color){
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for(uint32_t x{0}; x < X_SIZE; x++){
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for(uint32_t y{0}; y < Y_SIZE; y++){
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for(uint32_t z{0}; z < Z_SIZE; z++){
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this->cubes[x][y][z].SetColor(color);
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}
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}
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}
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}
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template <uint32_t X_SIZE, uint32_t Y_SIZE, uint32_t Z_SIZE>
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void Board<X_SIZE, Y_SIZE, Z_SIZE>::SetCubeColor(uint32_t x_coord, uint32_t y_cord, uint32_t z_cord, const Color &color){
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this->cubes[x][y][z].SetColor(color);
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}
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