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path: root/frontend/GameData.cpp
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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);
}