Let AI refactor everything and see if it breaks.

This commit is contained in:
2026-03-29 00:59:27 +01:00
parent 561b99b710
commit b873ac24ca
11 changed files with 656 additions and 576 deletions

104
source/game_logic.cpp Normal file
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#include "game_logic.h"
#include <algorithm>
#include <cstdlib>
#include <consts.h>
void update_snake(GameState &state) {
std::array<int, 3> headpos = state.snake.front();
std::array<int, 3> newHead = headpos;
if (state.snakeDirection == 0) {
newHead = { headpos[0], headpos[1] - 1, state.snakeDirection };
} else if (state.snakeDirection == 1) {
newHead = { headpos[0] + 1, headpos[1], state.snakeDirection };
} else if (state.snakeDirection == 2) {
newHead = { headpos[0], headpos[1] + 1, state.snakeDirection };
} else if (state.snakeDirection == 3) {
newHead = { headpos[0] - 1, headpos[1], state.snakeDirection };
}
if (newHead[0] > X_MAX) {
newHead[0] = 0;
}
if (newHead[1] > Y_MAX) {
newHead[1] = 0;
}
if (newHead[0] < 0) {
newHead[0] = X_MAX;
}
if (newHead[1] < 0) {
newHead[1] = Y_MAX;
}
state.snake.push_front(newHead);
state.snake.resize(state.snakelength);
}
bool check_collision_self(GameState &state) {
if (state.snake.size() < 2 || state.gameOver) {
return false;
}
const std::array<int, 3> headpos = state.snake.front();
for (auto it = state.snake.begin() + 1; it != state.snake.end(); ++it) {
if ((*it)[0] == headpos[0] && (*it)[1] == headpos[1]) {
state.gameOver = true;
return true;
}
}
return false;
}
bool check_collision_apples(GameState &state) {
const std::array<int, 3> headpos = state.snake.front();
auto it = std::find_if(state.apples.begin(), state.apples.end(), [&](const std::array<int, 2> &apple) {
return apple[0] == headpos[0] && apple[1] == headpos[1];
});
if (it == state.apples.end()) {
return false;
}
state.score += APPLE_SCORE;
state.snakelength++;
state.apples.erase(it);
return true;
}
bool check_collision_apples_rotten(GameState &state) {
const std::array<int, 3> headpos = state.snake.front();
auto it = std::find_if(state.bad_apples.begin(), state.bad_apples.end(), [&](const std::array<int, 2> &apple) {
return apple[0] == headpos[0] && apple[1] == headpos[1];
});
if (it == state.bad_apples.end()) {
return false;
}
state.snakelength--;
state.bad_apples.erase(it);
if (state.snakelength < 2) {
state.gameOver = true;
}
return true;
}
void spawn_apples(GameState &state) {
if (state.apples.size() < 1) {
std::array<int, 2> apple = { rand() % (X_MAX + 1), rand() % (Y_MAX + 1) };
state.apples.push_back(apple);
}
}
void spawn_apples_rotten(GameState &state) {
if ((state.ticks % 10 == 0) && state.hardMode && ((rand() % 10) < 10) && (state.bad_apples.size() < 20)) {
std::array<int, 2> badApple = { rand() % (X_MAX + 1), rand() % (Y_MAX + 1) };
state.bad_apples.push_back(badApple);
}
}