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#include <memory>
#include <unordered_map>
#include "backend/Enemy.h"
#include "backend/EnemyFactory.h"
#include "backend/LocationFactory.h"
#include "backend/Object.h"
#include "backend/ObjectFactory.h"
#include "backend/RNG.h"
#include "backend/Range.h"
#include "backend/print.h"
#include "GameData.h"
using namespace std;
GameData & GameData::get_instance() {
static GameData instance;
return instance;
}
Enemy * GameData::create_enemy(const string & name) const {
static DBStatement query = this->db.prepare(R"(
select
naam,
omschrijving,
minimumobjecten,
maximumobjecten,
levenspunten,
aanvalskans,
minimumschade,
maximumschade
from Vijanden
where lower(naam) = lower(?)
limit 1
)");
query.reset()
.bind(name)
;
try {
auto row = query.row();
auto enemy = unique_ptr<Enemy>{ EnemyFactory::create_enemy(row.col<const char *>(0), row.col<const char *>(1)) };
int object_count = RNG::get().rand_int(Range<int> { row.col<int>(2), row.col<int>(3) });
vector<string> object_names = this->random_objects(object_count);
for (const string & name : object_names)
enemy->add_hidden_object(this->create_object(name));
enemy->set_health(row.col<int>(4));
enemy->set_attack(static_cast<float>(row.col<int>(5)) / 100);
enemy->set_damage({ row.col<int>(6), row.col<int>(7) });
return enemy.release();
} catch (...) {
return EnemyFactory::create_enemy(name.c_str());
}
}
Object * GameData::create_object(const string & name) const {
static DBStatement query = this->db.prepare(R"(
select
omschrijving,
type,
minimumwaarde,
maximumwaarde,
bescherming
from Objecten
where lower(naam) = lower(?)
limit 1
)");
query.reset()
.bind(name)
;
try {
auto row = query.row();
return ObjectFactory::create_object({
.name = name.c_str(),
.description = row.col<const char *>(0, nullptr),
.type = row.col<const char *>(1, nullptr),
.value = { row.col<int>(2), row.col<int>(3) },
.protection = row.col<int>(4),
});
} catch (...) {
return ObjectFactory::create_object(name.c_str());
}
}
Location * GameData::create_location(const string & name) const{
static DBStatement query = this->db.prepare(R"(
select
naam,
beschrijving
from Locaties
where lower(naam) = lower(?)
limit 1
)");
query.reset()
.bind(name)
;
try {
auto row = query.row();
return LocationFactory::create_location(row.col<const char *>(0), row.col<const char *>(1));
} catch (...) {
return LocationFactory::create_location(name.c_str());
}
}
void GameData::leaderbord_add(const string & name, unsigned int gold) {
static DBStatement stmt = this->db.prepare(R"(
insert into Leaderboard (naam, goudstukken)
values (?, ?)
)");
stmt.reset()
.bind(name)
.bind(gold)
;
stmt.execute();
}
void GameData::leaderbord_print() const {
static DBStatement query = this->db.prepare(R"(
select naam, goudstukken
from Leaderboard
order by goudstukken desc
limit 10
)");
query.reset();
printf("\033[1;4m");
lprtf("%3s %-20s %4s", "#", "Naam", "Goud");
printf("\033[0m");
lprtf("\n");
unsigned int i = 1;
for (DBQueryRow & row : query.rows()) {
lprtf("%3d %-20s %4d\n", i++, row.col<const char *>(0), row.col<int>(1));
}
}
vector<string> GameData::random_names(const string & table, unsigned count) const {
static DBStatement query = this->db.prepare(R"(
select naam
from ?
order by random()
limit ?
)");
query.reset()
.bind(table.c_str())
.bind(count)
;
vector<string> names = {};
for (DBQueryRow & row : query.rows()) {
names.push_back(row.col<const char *>(0));
}
return names;
}
vector<string> GameData::random_locations(unsigned count) const {
return this->random_names("Locaties", count);
}
vector<string> GameData::random_objects(unsigned count) const {
return this->random_names("Objecten", count);
}
vector<string> GameData::random_enemies(unsigned count) const {
return this->random_names("Vijanden", count);
}
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