#include "Board.hpp" // Legend // 0 - wall // 1 - pellet // 2 - nothing // 3 - door // 4 - superpower // 5 - pen doors std::array, ROWS> Board::board = {{ // 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // 0 { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 }, // 1 { 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, // 2 { 0, 4, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 4, 0 }, // 3 { 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, // 4 { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 }, // 5 { 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, // 6 { 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, // 7 { 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0 }, // 8 { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 9 { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 10 { 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 11 { 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 5, 5, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 12 { 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 5, 5, 5, 5, 5, 5, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 13 { 3, 2, 2, 2, 2, 2, 1, 2, 2, 2, 0, 5, 5, 5, 5, 5, 5, 0, 2, 2, 2, 1, 2, 2, 2, 2, 2, 3 }, // 14 { 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 5, 5, 5, 5, 5, 5, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 15 { 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 16 { 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 17 { 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 18 { 0, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0 }, // 19 { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 }, // 20 { 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, // 21 { 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0 }, // 22 { 0, 4, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 4, 0 }, // 23 { 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0 }, // 24 { 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0 }, // 25 { 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0 }, // 26 { 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0 }, // 27 { 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0 }, // 28 { 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0 }, // 29 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, // 30 }}; bool Board::isWalkableForPacMan(Position point, float d, Direction direction) { return isWalkable(point, d, direction, true); } bool Board::isWalkableForGhost(Position point, float d, Direction direction) { return isWalkable(point, d, direction, false); } bool Board::isWalkable(Position point) { return board[int(point.y)][int(point.x)] != int(Cell::wall); } bool Board::isWalkableForGost(Position point, Position origin, bool isEyes) { return isWalkable(point) && (isEyes || (isInPen(origin) || !isInPen(point))); } bool Board::isInPen(Position point) { return board[int(point.y)][int(point.x)] == int(Cell::pen); } bool Board::isWalkable(Position point, float position_delta, Direction direction, bool pacman) { if (point.x <= 0 || point.x >= COLUMNS - 1) return true; auto cellAtPosition = [&](Position point, float position_delta, Direction direction) { switch (direction) { case Direction::LEFT: return board[int(point.y)][int(point.x - position_delta)]; case Direction::RIGHT: return board[int(point.y)][int(point.x) + 1]; case Direction::UP: return board[int(point.y - position_delta)][int(point.x)]; case Direction::DOWN: return board[int(point.y) + 1][int(point.x)]; case Direction::NONE: default: return int(Cell::wall); } }; Cell cell = Cell(cellAtPosition(point, position_delta, direction)); return pacman ? cell != Cell::wall : cell != Cell::wall && cell != Cell::pen; } std::vector Board::initialPelletPositions() { std::vector positions; for (int row = 0; row < ROWS; row++) { for (int column = 0; column < COLUMNS; column++) { if (board[row][column] == int(Cell::pellet)) positions.push_back({ column, row }); } } return positions; } std::vector Board::initialSuperPelletPositions() { std::vector positions; for (int row = 0; row < ROWS; row++) { for (int column = 0; column < COLUMNS; column++) { if (board[row][column] == int(Cell::power_pellet)) positions.push_back({ column, row }); } } return positions; }