Files
Block-Party-Firmware/lib/Board/Board.h

179 lines
5.8 KiB
C++

#pragma once
#include <cstdint>
#include <array>
#include <WString.h>
#include "Cube.h"
#include "Vector3D.h"
template <const V3D &BOARD_DIMS>
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<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> &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
*/
Cube ** SliceBoard(const V3D &column);
private:
// this is a 3d array of cubes to represent the board. Good luck visualizing it
/* _____________
/ /|
/ / |
/ / |
/____________/ |
| | |
| | /
| | /
|____________|/
*/
std::array<std::array<std::array<Cube, BOARD_DIMS.z>, BOARD_DIMS.y>, BOARD_DIMS.x> cubes;
bool boardStateHasChanged;
};
template <const V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::ToStackString(String &stringBuffer) const{
std::array<uint32_t, BOARD_DIMS.x*BOARD_DIMS.y> 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 <const V3D &BOARD_DIMS>
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> & Board<BOARD_DIMS>::LinearizeBoard() const{
// convert the board into one array where each entry represents the height of one stack
std::array<uint32_t, BOARD_DIMS.x * BOARD_DIMS.y> 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<uint32_t>(isOccupied);
}
}
}
return linearizedBoard;
}
template <const V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::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 <const V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::SetCubeColor(const V3D &position, const V3D &color){
this->cubes[position.x][position.y][position.z].color = color;
}
template <const V3D &BOARD_DIMS>
void Board<BOARD_DIMS>::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 <const V3D &BOARD_DIMS>
Cube ** Board<BOARD_DIMS>::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;
}
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;
}