166 lines
4.8 KiB
C++
166 lines
4.8 KiB
C++
#pragma once
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#include <cstdint>
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#include <array>
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#include <WString.h>
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#include "Cube.h"
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#include "Vector3D.h"
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template <V3D &BOARD_DIMS>
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class Board{
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public:
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enum PLANE_NORMAL : uint32_t{
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X = 0,
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Y,
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Z
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};
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Board();
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~Board() = default;
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constexpr V3D &GetSize() const{return BOARD_DIMS;}
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constexpr uint32_t GetNumberCubes() const{return BOARD_DIMS.x * BOARD_DIMS.y * BOARD_DIMS.z;}
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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, BOARD_DIMS.x * BOARD_DIMS.y> &LinearizeBoard() const;
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void FillColor(const V3D &color);
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void SetCubeColor(const V3D &position, const V3D &color);
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void SetCubeOccupation(const V3D &position, bool occupation);
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bool BoardStateChanged(){return this->boardStateHasChanged;}
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void ClearBoardStateChanged(){this->boardStateHasChanged = false;}
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/**
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* @brief Get a column along any axis
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* @param column .z specifies the normal direction of the plane (see PLANE_NORMAL), and
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* the x,y values specify the location of the column in that plane
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* to fill. IE To fill one stack at 0,2 I would say give V3D(0,2,PLANE_NORMAL::Z)
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* @returns an array of cubes along that column
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*/
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Cube * SliceBoard(const V3D &column);
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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 <V3D &BOARD_DIMS>
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Board<BOARD_DIMS>::Board(){
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this->FillColor(Color(0,0,0));
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}
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template <V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::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 <V3D &BOARD_DIMS>
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std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> & Board<BOARD_DIMS>::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, BOARD_DIMS.x * BOARD_DIMS.y> 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 <V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::FillColor(const V3D &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].color = color;
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}
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}
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}
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}
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template <V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
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this->cubes[position.x][position.y][position.z].color = color;
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}
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template <V3D &BOARD_DIMS>
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void Board<BOARD_DIMS>::SetCubeOccupation(const V3D &position, bool occupation){
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bool oldOccupation{this->cubes[position.x][position.y][position.z].occupied};
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this->cubes[position.x][position.y][position.z].occupied = occupation;
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if(occupation != oldOccupation) this->boardStateHasChanged = true;
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}
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template <V3D &BOARD_DIMS>
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Cube * Board<BOARD_DIMS>::SliceBoard(const V3D &column){
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uint32_t columnLength{0};
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V3D indexIncriment{};
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V3D position{};
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switch(column.z){
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case Board::PLANE_NORMAL::X:
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columnLength = BOARD_DIMS.x;
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indexIncriment.x = 1;
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position.z = column.x;
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position.y = column.y;
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break;
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case Board::PLANE_NORMAL::Y:
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columnLength = BOARD_DIMS.Y;
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indexIncriment.y = 1;
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position.x = column.x;
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position.z = column.y;
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break;
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default:
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case Board::PLANE_NORMAL::Z:
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columnLength = BOARD_DIMS.Z;
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indexIncriment.z = 1;
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position.x = column.x;
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position.y = column.y;
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break;
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}
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std::array<Cube *, columnLength> columnSlice;
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for(uint32_t i = 0; i < columnLength; i++){
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V3D cubePosition = indexIncriment * i + position;
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columnSlice[i] = &(this->cubes[cubePosition.x][cubePosition.y][cubePosition.z]);
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}
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return columnSlice.data();
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}
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