/** * @file Board.h * @brief The Board class is meant to store data about each cube on the board and * provide an easy way to organize and access that data in a 3-dimensional context. */ #pragma once #include #include #include #include "BoardTypes.h" #include "Vector3D.h" template class Board{ public: Board() = default; ~Board() = default; constexpr const V3D &GetSize() const{return BOARD_DIMS;} constexpr uint32_t GetNumberCubes() const{return BOARD_DIMS.x * BOARD_DIMS.y * BOARD_DIMS.z;} /** * @brief Returns a string in the format: * !a,b,c,d,e,f,g,h,i; * Where each letter is the number of cubes in a given position's stack * @param stringBuffer the buffer to write the string into */ void ToStackString(String& stringBuffer) const; /** * @returns Returns an array which contains how many cubes are in each z column on the board */ std::array &LinearizeBoard() const; /** * @brief fill the entire board with the given color * @param color the color to fill the board with */ void FillColor(const V3D &color); /** * @brief Set the color of the cube at the given position. * Even if the cube is not occupied, it will remember this color * and turn that color if it becomes occupied. * @param position the position of the cube. * @param color the color you want the cube to be */ void SetCubeColor(const V3D &position, const V3D &color); /** * @brief Set the occupation status of the cube at a given position * @param position the position of the cube * @param the occupation status of the cube * @post if the new occupation status of the cube is different than * the old occupation status, this will enable boardStateHasChanged. */ void SetCubeOccupation(const V3D &position, bool occupation); /** * @returns true if the board state has changed since this flag was last set to false */ bool BoardStateChanged(){return this->boardStateHasChanged;} /** * @brief set the board state status. * @note you should probably only use this to clear the baordState flag */ void SetStateChanged(bool boardState){this->boardStateHasChanged = boardState;} /** * @brief Get a column along any axis * @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and * the x,y values specify the location of the column in that plane * to fill. IE To fill one stack at 0,2 I would say give V3D(0,2,PLANE_NORMAL::Z) * @returns an array of cubes along that column */ BOARD_TYPES::Cube ** SliceBoard(const V3D &column); private: // this is a 3d array of cubes to represent the board. Good luck visualizing it /* _____________ / /| / / | / / | /____________/ | | | | | | / | | / |____________|/ */ std::array, BOARD_DIMS.y>, BOARD_DIMS.x> cubes; bool boardStateHasChanged; }; template void Board::ToStackString(String &stringBuffer) const{ std::array linearizedBoard = this->LinearizeBoard(); stringBuffer += String(linearizedBoard[0]); for(uint32_t i = 0; i < BOARD_DIMS.x * BOARD_DIMS.y; i++){ stringBuffer += "," + String(linearizedBoard[i]); } } template std::array & Board::LinearizeBoard() const{ // convert the board into one array where each entry represents the height of one stack std::array linearizedBoard; for(uint32_t x{0}; x < BOARD_DIMS.x; x++){ for(uint32_t y{0}; y < BOARD_DIMS.y; y++){ for(uint32_t z{0}; z < BOARD_DIMS.z; z++){ bool isOccupied{this->cubes[x][y][z].isOccupied}; linearizedBoard[x + y*3] += static_cast(isOccupied); } } } return linearizedBoard; } template void Board::FillColor(const V3D &color){ for(uint32_t x{0}; x < BOARD_DIMS.x; x++){ for(uint32_t y{0}; y < BOARD_DIMS.y; y++){ for(uint32_t z{0}; z < BOARD_DIMS.z; z++){ this->cubes[x][y][z].color = color; } } } } template void Board::SetCubeColor(const V3D &position, const V3D &color){ this->cubes[position.x][position.y][position.z].color = color; } template void Board::SetCubeOccupation(const V3D &position, bool occupation){ bool oldOccupation{this->cubes[position.x][position.y][position.z].isOccupied}; this->cubes[position.x][position.y][position.z].isOccupied = occupation; if(occupation != oldOccupation) this->boardStateHasChanged = true; } template BOARD_TYPES::Cube ** Board::SliceBoard(const V3D &column){ uint32_t columnLength{0}; V3D indexIncriment{}; V3D position{}; switch(column.z){ case BOARD_TYPES::PLANE_NORMAL::X: columnLength = BOARD_DIMS.x; indexIncriment.x = 1; position.z = column.x; position.y = column.y; break; case BOARD_TYPES::PLANE_NORMAL::Y: columnLength = BOARD_DIMS.y; indexIncriment.y = 1; position.x = column.x; position.z = column.y; break; default: case BOARD_TYPES::PLANE_NORMAL::Z: columnLength = BOARD_DIMS.z; indexIncriment.z = 1; position.x = column.x; position.y = column.y; break; } BOARD_TYPES::Cube* columnSlice[columnLength]; for(uint32_t i = 0; i < columnLength; i++){ V3D cubePosition = indexIncriment * i + position; columnSlice[i] = &(this->cubes[cubePosition.x][cubePosition.y][cubePosition.z]); } return columnSlice; }