IMapCharacterController.cpp 19.5 KB
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//
//  IMapCharacterController.cpp
//  WattsenglishFoodApp
//
//  Created by Katarzyna Kalinowska-Górska on 22/03/2020.
//

#include "IMapCharacterController.h"
#include "IMapCharacter.h"
#include "AniMapUtils.h"
#include "AniGeometryUtils.h"
#include "AniScalingUtils.h"
#include "AniTutorialMapControl.h"

// TODO all these, or almost all of these, should go in a subclass basic/move/default MapCharactercontroller

IMapCharacterController::~IMapCharacterController(){
    detachFromCharacter();
}

void IMapCharacterController::attachToCharacter(IMapCharacter* p_mapCharacter){
    detachFromCharacter();
    m_mapCharacter = p_mapCharacter;
    m_mapCharacter->setController(this);
}

void IMapCharacterController::detachFromCharacter(){
    if(m_mapCharacter != nullptr){
        m_mapCharacter->clearController();
        m_mapCharacter = nullptr;
    }
}

void IMapCharacterController::approachAdventureObject(IMapAdventureObject* p_advObject, AniMapUtils::TileData tile){
//    cocos2d::log("approach ad!");
    if(m_characterDisabled){
        return;
    }
    if(p_advObject == nullptr){
        return;
    }
    if(m_approachedAdventureObject == p_advObject){
//        cocos2d::log("returning though\n");
        return;
    }
    
    m_approachedAdventureObject = p_advObject;
    
    auto startTile = getCurrentCharacterTile();
    auto potentialDestTiles = p_advObject->getEntryTiles();
    //find the closer entry point
    auto path = AniMapUtils::getInstance().calculatePathToClosestFromTileSet(startTile, potentialDestTiles, m_mapController->getMap(), m_mapController->getTileLayer(), true);
    // and move the character there
    
    moveCharacterStartOnPath(path);
}

AniMapUtils::TileData IMapCharacterController::getCurrentCharacterTile(){
    auto map = m_mapController->getMap();
    return AniMapUtils::getInstance().translateXYPointToColRow(m_mapCharacter->getPosition(), map->getTileSize().width, map->getTileSize().height,map->getMapSize().width, map->getMapSize().height);
}

void IMapCharacterController::onEnter(){
    updateLastUserActivityTime();
}

void IMapCharacterController::update(float dt){
    
    if(m_characterDisabled){
        return;
    }
    
    auto characterState = m_mapCharacter->getCharacterState();
    if(characterState == IMapCharacter::JUMPING || characterState == IMapCharacter::FALLING || characterState == IMapCharacter::SLIDING){
       m_mapController->centerCameraOnNode(m_mapCharacter);
        adjustCharacterDepth();
        instantTilesReveal();
        return;
    }
    
    if(m_mapCharacter->isBusy()){
        return;
    }
    
    auto AniMapUtils = AniMapUtils::getInstance();
    auto map = m_mapController->getMap();
    
    bool isSteveMoving = m_mapCharacter->isInFingerMoveState();
    bool doneMovingHorizontally = true, doneMovingVertically = true;
    if(isSteveMoving){
        updatePhaseMoveCharacter(dt, doneMovingHorizontally, doneMovingVertically);
        m_mapController->centerCameraOnNode(m_mapCharacter);
    }
    
    if(m_mapCharacter->getCharacterState() != IMapCharacter::IDLE){
        adjustCharacterDepth();
    }
            
    if(isSteveMoving && doneMovingHorizontally && doneMovingVertically){
        updatePhaseCheckCharacterStopped(dt);
    }
    
    // the character might become busy if started interaction with an adv object
    if(m_currentScreenTouchPoint.x != -1 && !m_mapCharacter->isBusy()){ //TODO add blocking!!!!! when e.g. waiting for steve to approach an object like a slide
        auto touchLocationOnMap = AniMapUtils.translateScreenPositionToMapPosition(m_currentScreenTouchPoint, m_mapController->getCameraPosition());
        auto rowCol = AniMapUtils.translateXYPointToColRow(touchLocationOnMap, map->getTileSize().width, map->getTileSize().height,map->getMapSize().width, map->getMapSize().height);
        auto callback = [&](){
        };
        
//        cocos2d::log("update, touched tile: %d x %d\n", rowCol.col,rowCol.row);
        
//        if(AniMapUtils::getInstance().isTileAccessible(m_mapController->getMap(), m_mapController->getTileLayer(), rowCol.col, rowCol.row)){
        if(m_mapCharacter->isInFingerMoveState() && m_approachedAdventureObject == nullptr){//todo check if this does not generate bugs
            if(m_currentlyScheduledPath.size() == 0 || currentDestination() != rowCol){ //TODO dedup
                auto advObjectsSet = m_mapController->getAdventureObjectsAtTile(rowCol);
                if(advObjectsSet.size() > 0){
                    auto advObject = pickAdventureObject(advObjectsSet);
                    approachAdventureObject(advObject, rowCol);
                } else {
//                    cocos2d::log("THIS IS HAPPENING, tile: %d %d\n", rowCol.col, rowCol.row);
                    moveCharacterToTile(rowCol, callback);
                }
            }
//            else {
//                moveCharacterToTile(rowCol, callback);
//            }
        }
    }
    
    if(!m_mapCharacter->isBusy() && !m_mapCharacter->isInFingerMoveState()){
        auto now = cocos2d::utils::getTimeInMilliseconds();
        if((now - m_lastUserActivityTime)/1000.0 > m_mapCharacter->getTimeToGetBored()){
            if(m_lastUserActivityTime > 0){ //if -1, it means init state - don't trigger character bored
                m_mapCharacter->setBored();
            }
            updateLastUserActivityTime();
        }
    }
}

void IMapCharacterController::updatePhaseMoveCharacter(float p_dt, bool& doneMovingHorizontally, bool& doneMovingVertically){
    
    auto characterPosition = m_mapCharacter->getPosition();
    
    doneMovingHorizontally = true;
    
    if(m_currentMoveDestination.x > characterPosition.x){
        auto newX = m_mapCharacter->getPositionX() + m_mapCharacter->getDeltaMove()*m_currentCharacterSpeedMultiplier;
        if(newX >= m_currentMoveDestination.x){
             newX = m_currentMoveDestination.x;
        } else {
            doneMovingHorizontally = false;
        }
        m_mapCharacter->setPositionX(newX);
        m_mapCharacter->faceRight();
    } else if(m_currentMoveDestination.x < characterPosition.x){
        auto newX = m_mapCharacter->getPositionX() - m_mapCharacter->getDeltaMove()*m_currentCharacterSpeedMultiplier;
        if(newX <= m_currentMoveDestination.x){
             newX = m_currentMoveDestination.x;
        } else {
            doneMovingHorizontally = false;
        }
        m_mapCharacter->setPositionX(newX);
        m_mapCharacter->faceLeft();
    }
    
    doneMovingVertically = true;
    
    if(m_currentMoveDestination.y > characterPosition.y){
        auto newY = characterPosition.y + m_mapCharacter->getDeltaMove()*m_currentCharacterSpeedMultiplier;
        if(newY >= m_currentMoveDestination.y){
             newY = m_currentMoveDestination.y;
        } else {
            doneMovingVertically = false;
        }
        m_mapCharacter->setPositionY(newY);
    } else if(m_currentMoveDestination.y < characterPosition.y){
        auto newY = characterPosition.y - m_mapCharacter->getDeltaMove()*m_currentCharacterSpeedMultiplier;
        if(newY <= m_currentMoveDestination.y){
             newY = m_currentMoveDestination.y;
        } else {
            doneMovingVertically = false;
        }
        m_mapCharacter->setPositionY(newY);
    }
}

void IMapCharacterController::updatePhaseCheckCharacterStopped(float p_dt){
        
        if(m_currentlyScheduledPath.size() == 0){
            stopMovingCharacter();
            interactWithAdventureObjects();
            if(m_currentOnDestinationTileReachedCallback != nullptr){
                m_currentOnDestinationTileReachedCallback(); //todo would be nice to pass the dst tile data
                m_currentOnDestinationTileReachedCallback = nullptr;
            } //TODO not sure if this is ok
        } else {
            auto mapEvent = new AniTutorialMapControl::CharacterChangeTileEvent(m_mapCharacter->getPosition(), getCurrentCharacterTile());
            m_mapControl->mapEvent(this, mapEvent);
            delete mapEvent;
            if(m_moveDestinationTileIndexOnPath != -1 && m_moveDestinationTileIndexOnPath < m_currentlyScheduledPath.size()-1){
                m_moveDestinationTileIndexOnPath++;
                auto nextTile = m_currentlyScheduledPath[m_moveDestinationTileIndexOnPath];
                moveCharacterByOneTile(nextTile.col, nextTile.row); //todo handle errors
            } else {
                stopMovingCharacter();
//                cocos2d::log("STOPPING AND INTERACTING!\n");
                interactWithAdventureObjects();
                if(m_currentOnDestinationTileReachedCallback != nullptr){
                    m_currentOnDestinationTileReachedCallback(); //todo would be nice to pass the dst tile data
                    m_currentOnDestinationTileReachedCallback = nullptr;
                }
            }
        }
}

void IMapCharacterController::moveCharacterToTouchedTile(const cocos2d::Point& touchLocation, const cocos2d::Point& mapPosition)
{
    if(m_characterDisabled || m_characterMovementDisabled){
        return;
    }
    
    auto map = m_mapController->getMap();
    auto AniMapUtils = AniMapUtils::getInstance();
    auto touchLocationOnMap = AniMapUtils.translateScreenPositionToMapPosition(touchLocation, mapPosition);
    auto rowCol = AniMapUtils.translateXYPointToColRow(touchLocationOnMap, map->getTileSize().width, map->getTileSize().height, map->getMapSize().width,map->getMapSize().height);
    
    
    if(m_currentlyScheduledPath.size() > 0 && currentDestination() == rowCol){
        // if the same touched tile as before, do not calculate the path again and do not check for adventure objects
//        cocos2d::log("TT: %d %d, same as previous, SKIPPING\n", rowCol.col, rowCol.row);
        return;
    }

    auto advObjectsSet = m_mapController->getAdventureObjectsAtTile(rowCol);
    if(advObjectsSet.size() > 0){
        auto advObject = pickAdventureObject(advObjectsSet);
        approachAdventureObject(advObject, rowCol);
        } else {
//            cocos2d::log("moving to tile %d %d\n", rowCol.col, rowCol.row);
            moveCharacterToTile(rowCol, [&](){
            });
        }
 }

void IMapCharacterController::interactWithAdventureObjects(){
    if(m_characterDisabled){
        return;
    }
    auto advObjects = m_mapController->getAdventureObjectsAtMapPoint(m_mapCharacter->getPosition());
    if(std::find(advObjects.begin(), advObjects.end(), m_approachedAdventureObject) != advObjects.end()){
        interactWithAdventureObjects(std::vector<IMapAdventureObject*>{m_approachedAdventureObject});
    } else {
        interactWithAdventureObjects(advObjects);
    }
    m_approachedAdventureObject = nullptr;
}

// warning: we are ssuming here that the tile is accessible, e.g. belongs to a valid path (currentlyScheduledPath)
void IMapCharacterController::moveCharacterByOneTile(int p_toCol, int p_toRow)
{
//    cocos2d::log("move by one tile: %d %d\n", p_toCol, p_toRow);
    if(m_characterDisabled || m_characterMovementDisabled){
        return;
    }
    
    updateLastUserActivityTime();
    auto AniMapUtils = AniMapUtils::getInstance();
    auto toTile = AniMapUtils::TileData(p_toCol, p_toRow);
    auto currentCharacterLocation = getCurrentCharacterTile();
    
    if(AniMapUtils.areTilesNeighbours(currentCharacterLocation, toTile, m_mapController->getMap(), m_mapController->getTileLayer())){
    
        m_currentMoveDestination = AniMapUtils.getTileMiddlePosition(m_mapController->getMap(), p_toCol, p_toRow);
        m_mapCharacter->setWalking(true);
        onTileChange(AniMapUtils::TileData(p_toCol, p_toRow), AniMapUtils::TileData(p_toCol, p_toRow));
    }
}

//TODO uporzadkowac
void IMapCharacterController::moveCharacterToTile(AniMapUtils::TileData toTile, std::function<void()> callback){
    if(m_characterDisabled || m_characterMovementDisabled){
        return;
    }
    
    m_currentOnDestinationTileReachedCallback = callback;
    auto map = m_mapController->getMap();
    auto tileLayer = m_mapController->getTileLayer();
    auto AniMapUtils = AniMapUtils::getInstance();
 
   if(!AniMapUtils.isTileAccessible(map, tileLayer, toTile.col, toTile.row)){//todo check for dups
            
        auto closestAccessibleTile = AniMapUtils.findClosestAccessibleTile(toTile, map, tileLayer);
        if(closestAccessibleTile.row != -1){
            moveCharacterToTile(closestAccessibleTile, callback);
        }
        return;
    }

    // once in a while, perform a full path check instead of optimization - in order to avoid steve going in a slalom, but taking the shorter path instead
    
//    if(m_tilePathAddCounter < 128){ //todo 128 as a constant ^
// m_tilePathAddCounter++;
        if(m_currentlyScheduledPath.size() > 0){
            
            // our tile is already on the path, let's just cut the rest of the path and carry on
            for(int i = m_moveDestinationTileIndexOnPath; i <= m_currentlyScheduledPath.size()-1; ++i){
                
                auto tile = m_currentlyScheduledPath[i];
                if(toTile == tile){
                    
                    int erasedTilesCount = (int)m_currentlyScheduledPath.size() - 2*i - 2;
                    if(erasedTilesCount > 0){
                        m_currentlyScheduledPath.erase(m_currentlyScheduledPath.begin()+i+1,m_currentlyScheduledPath.end()-i-1);
                        if(i == m_moveDestinationTileIndexOnPath){
                            stopMovingCharacter();
                            if(m_currentOnDestinationTileReachedCallback != nullptr){
                                m_currentOnDestinationTileReachedCallback(); //todo would be nice to pass the dst tile data
                                m_currentOnDestinationTileReachedCallback = nullptr;
                            }
                        }
                    }
                    
                    return;
                    
                    // our tile is a neighbour of either the last tile on the path - so add it, or a mid tile - remove the tiles further and add it
                } else if(AniMapUtils.areTilesNeighbours(toTile, tile, m_mapController->getMap(), m_mapController->getTileLayer()) && (i == m_currentlyScheduledPath.size()-1 || toTile != m_currentlyScheduledPath[i+1])){
                
                    // add toTile to the path after current tile, removing all path tiles from i+1
                        if(i < m_currentlyScheduledPath.size()-1){
                           m_currentlyScheduledPath.erase(m_currentlyScheduledPath.begin() + i+1,m_currentlyScheduledPath.end());
                       }
                    
//                    cocos2d::log("modifying path, pushing tile: %d %d\n", toTile.col, toTile.row);
                       m_currentlyScheduledPath.push_back(toTile);
                    
                    return;
                
                }
            }
        }
//    }
 
    auto path = AniMapUtils.calculatePathOnTmxMap(getCurrentCharacterTile(), toTile, map, tileLayer, true, true);
//    cocos2d::log("new path to til: %d x %d size: %d\n", toTile.col, toTile.row, path.size());
    moveCharacterStartOnPath(path);
     
     m_tilePathAddCounter = 0;
 }

void IMapCharacterController::moveCharacterStartOnPath(std::vector<AniMapUtils::TileData> p_path){
    if(m_characterDisabled || m_characterMovementDisabled){
        return;
    }
//    stopMovingCharacter();
    
    if(p_path.size() > 0){
//        cocos2d::log("bul\n");
         m_currentlyScheduledPath = p_path; //todo cancel previous first if already scheduled., check if path length valid.
//             this.tilePathAddCounter = 0;
         m_moveDestinationTileIndexOnPath = 1;
         auto nextTile = p_path[m_moveDestinationTileIndexOnPath];
         m_mapCharacter->getController()->moveCharacterByOneTile(nextTile.col, nextTile.row); //todo handle errors
     } else if(!m_mapCharacter->isInFingerMoveState()){
//         stopMovingCharacter();
         interactWithAdventureObjects();
         if(m_currentOnDestinationTileReachedCallback != nullptr){
             m_currentOnDestinationTileReachedCallback();
             m_currentOnDestinationTileReachedCallback = nullptr;
         }
     }
}

void IMapCharacterController::stopMovingCharacter()
{
//    cocos2d::log("STOP MOVING CHARACTER CALLED\n");
    m_currentCharacterSpeedMultiplier = 1;
    m_mapCharacter->setWalking(false, true);
    
    m_moveDestinationTile.col = m_moveDestinationTile.row = -1;
 
    m_currentlyScheduledPath.clear();
    m_tilePathAddCounter = 0;
    m_moveDestinationTileIndexOnPath = -1;
 }

void IMapCharacterController::setDefaultCharacterPosture() {
    m_mapCharacter->adjustDefaultImage();
}

void IMapCharacterController::adjustCharacterDepth() {
    
    int newDepth = m_mapController->getBackgroundDepth() + 1;
    auto characterState = m_mapCharacter->getCharacterState();
    if(characterState == IMapCharacter::FALLING || characterState == IMapCharacter::JUMPING){ //TODO or climbing?
//    if(m_mapCharacter->isFalling() || m_mapCharacter->isClimbing() || m_mapCharacter->isJumping()) { //TODO isclimbing
        newDepth = m_mapController->getMaxObjectDepth()+10;
    } else {
        //get all the map objects in steve's area
        auto allObjects = m_mapController->getMapImageObjectsBoundByRect(m_mapCharacter->getBoundingBox());
        for(int i = 0; i < allObjects.size(); ++i){
            auto object = allObjects.at(i);
            if (object->alwaysOnTop()){
                continue;;
            } else if ((m_mapCharacter->getBoundingBox().getMinY() < object->getBoundingBox().getMinY()) || object->mergeWithBackground()) {
                newDepth = MAX(newDepth, object->getLocalZOrder()+1);
            }
        }
    }
    
    m_mapCharacter->getParent()->reorderChild(m_mapCharacter, newDepth);
}

void IMapCharacterController::instantTilesReveal(bool allTheWayUp){
    auto characterBB = m_mapCharacter->getBoundingBox();
    auto revealRangeX = m_tileRevealRange.x/cocos2d::Director::getInstance()->getContentScaleFactor();
    auto revealRangeY = m_tileRevealRange.y/cocos2d::Director::getInstance()->getContentScaleFactor();
    
    if(allTheWayUp){
        auto beginning = m_mapCharacter->getParent()->getBoundingBox().size.height;
        auto step = -revealRangeY/2;
        for(int i = beginning; i > characterBB.getMidY(); i += step){
            m_mapController->revealTilesInRadius(cocos2d::Point(characterBB.getMidX(), i), revealRangeX, revealRangeY);
            // TODO dedup
        }
    }
    m_mapController->revealTilesInRadius(cocos2d::Point(characterBB.getMidX(), characterBB.getMidY()), revealRangeX, revealRangeY);
}

void IMapCharacterController::updateLastUserActivityTime()
{
    m_lastUserActivityTime = cocos2d::utils::getTimeInMilliseconds();
}

void IMapCharacterController::disableCharacter(){
    
    // TODO make sure he stays at a reachable tile.
    
    m_characterDisabled = true;
    if(m_mapCharacter->isInFingerMoveState()){
        stopMovingCharacter();
    } else if(m_mapCharacter->getCharacterState() == IMapCharacter::DANCING){
        m_mapCharacter->stopDancing();
//    } else if(m_mapCharacter->isJumping() || m_mapCharacter->isFalling() climbing sliding) {//TODO
////        m_mapCharacter->scheduleOnce([&](){
////
////        });s
    } else if(m_mapCharacter->isLaughing()){
        m_mapCharacter->stopLaughing();
    } else {
        m_mapCharacter->pause();
        m_mapCharacter->stopAllActions();
    }
}

void IMapCharacterController::enableCharacter() {
    m_characterDisabled = false;
    m_mapCharacter->resume();
}

void IMapCharacterController::disableCharacterMovement(){
    m_characterMovementDisabled = true;
    if(m_mapCharacter->isInFingerMoveState()){
        stopMovingCharacter();
    }
}

void IMapCharacterController::enableCharacterMovement(){
    m_characterMovementDisabled = false;
}