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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 "GameData.h"
using namespace std;
GameData & GameData::get_instance() {
static GameData instance;
return instance;
}
GameData::GameData() {
this->db = make_unique<DB>("kerkersendraken.db");
}
Enemy * GameData::create_enemy(const string & name) {
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)) };
// TODO: min/max objects(?)
enemy->set_health(row.col<int>(4));
enemy->set_attack(static_cast<float>(row.col<int>(5)) / 100);
enemy->set_damage_min(row.col<int>(6));
enemy->set_damage_max(row.col<int>(7));
return enemy.release();
} catch (...) {
return EnemyFactory::create_enemy(name.c_str());
}
}
static const unordered_map<string, ObjectType> type_map = {
{ "teleportatiedrank", ObjectType::CONSUMABLE },
{ "ervaringsdrank", ObjectType::CONSUMABLE },
{ "levenselixer", ObjectType::CONSUMABLE },
{ "wapenrusting", ObjectType::ARMOR },
{ "wapen", ObjectType::WEAPON },
{ "goudstukken", ObjectType::GOLD },
};
Object * GameData::create_object(const string & name) {
static DBStatement query = this->db->prepare(R"(
select
type,
omschrijving,
minimumwaarde,
maximumwaarde,
bescherming
from Objecten
where lower(naam) = lower(?)
limit 1
)");
query.reset()
.bind(name)
;
try {
auto row = query.row();
string type = row.col<const char *>(0);
if (!type_map.contains(type)) throw std::exception();
return ObjectFactory::create_object({
.name = name.c_str(),
.description = row.col<const char *>(1, nullptr),
.type = type_map.at(type),
.min_value = row.col<int>(2),
.max_value = row.col<int>(3),
.protection = row.col<int>(4),
});
} catch (...) {
return ObjectFactory::create_object(name.c_str());
}
}
Location * GameData::create_location(const string & name) {
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();
}
vector<string> GameData::random_locations(unsigned count) {
static DBStatement query = this->db->prepare(R"(
select naam
from Locaties
order by random()
limit ?
)");
query.reset()
.bind(count)
;
vector<string> names = {};
for (DBQueryRow & row : query.rows()) {
names.push_back(row.col<const char *>(0));
}
return names;
}
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