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