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object.h
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//
// Created by 20281 on 2022/9/12.
//
#ifndef C__LEARN_OBJECT_H
#define C__LEARN_OBJECT_H
#include <string>
#include <unordered_map>
using namespace std;
/**
* 物品枚举
* 枚举的值是终端打印的颜色值
* 0~256 一个大循环
* 枚举值中不能有重复编号,所以重复的颜色要标+256
*/
enum GameObject {
barrier = 0,
air = 7,
stone = 143,
water = 17,
grass = 10,
leave = 2,
dirt = 102,
wood = 6,
apple = 13,
sapling = 10 + 256, // 树苗
board = 6 + 256,
stick = 6 + 256 * 2,
workbench = 96, // 工作台
// 稿子
woodDraft = 6 + 256 * 3,
stoneDraft = 8,
ironDraft = 7 + 256,
diamondDraft = 11,
// 生物
skeleton = 8 + 256,
sheep = 6 + 256 * 4,
ironBlock = 135,
coalBlock = 128,
goldBlock = 142,
diamondBlock = 139,
brokenStone = 135 + 256,
};
/**
* 物品对应打印在控制台上的字符
*
*/
unordered_map <GameObject, string> objectToStr{
{barrier, "X "},
{brokenStone, "╳╳"},
{air, " "},
{stone, " "},
{water, "水"},
{grass, "草"},
{leave, "叶"},
{dirt, "泥"},
{wood, "木"},
{sapling, "苗"},
{apple, "果"},
{board, "板"},
{stick, "棍"},
{workbench, "台"},
{ironBlock, "铁"},
{coalBlock, "煤"},
{goldBlock, "金"},
{diamondBlock, "钻"},
{woodDraft, "稿"},
{stoneDraft, "稿"},
{ironDraft, "稿"},
{diamondDraft, "稿"},
{sheep, "羊"},
{skeleton, "骷"},
};
// 假设每种物品的合成途径是唯一的
unordered_map <GameObject, unordered_map<GameObject, int>> RecipeTable{
{board, {{wood, 1},}},
{stick, {{board, 2},}},
{workbench, {{board, 4},}},
{woodDraft, {{board, 3}, {stick, 2},}},
{stoneDraft, {{stone, 3}, {stick, 2},}},
{ironDraft, {{ironBlock, 3}, {stick, 2},}},
{diamondDraft, {{diamondBlock, 3}, {stick, 2},}},
};
/**
* 可以通过合成获得的数量
*/
unordered_map<GameObject, int> GainCount{
{board, 4},
{stick, 4},
{workbench, 1},
{woodDraft, 1},
{stoneDraft, 1},
{ironDraft, 1},
{diamondDraft, 1},
};
/**
* 方块硬度表
* 方块硬度 挖爆他的概率
*/
unordered_map<GameObject, double> BlockHardnessTable{
{grass, 1},
{wood, 0.5},
{dirt, 0.7},
{stone, 0.1},
{coalBlock, 0.1},
{ironBlock, 0.1},
{goldBlock, 0.1},
{diamondBlock, 0.1},
};
/**
* 方块的挖掘等级限制
* 左侧方块被破坏至少需要多少级的破坏力
*/
unordered_map<GameObject, int> BlockDigCondition{
{grass, 0},
{wood, 0},
{dirt, 0},
{stone, 1},
{coalBlock, 2},
{ironBlock, 2},
{goldBlock, 3},
{diamondBlock, 3},
};
/**
* 工具附加挖掘等级
*
*/
unordered_map<GameObject, int> ToolDigLevel{
{woodDraft, 1},
{stoneDraft, 2},
{ironDraft, 3},
{diamondDraft, 4},
};
/**
* 食物饱食度表
*/
unordered_map<GameObject, int> foodTastiness{
{apple, 3},
};
/**
* 这个方块是否是可以被玩家、生物走路穿过的
* @param o
* @return
*/
bool isBlockCanThrough(GameObject o) {
if (o == air || o == water || o == grass || o == sapling || o == apple || o == leave) {
return true;
} else {
return false;
}
}
/**
* 物品是否是可以捡起来的
* @param o
* @return
*/
bool isBlockCanPickUp(GameObject o) {
if (o == sapling || o == apple) {
return true;
}
return false;
}
/**
* 一个物品是否是可以挖掘的
* 在硬度表里的物品都是可以挖掘的
* @param o 物品
* @return 是否
*/
bool isBlockCanDig(GameObject o) {
return BlockHardnessTable.find(o) != BlockHardnessTable.end();
}
/**
* 该物品拿在手上的时候是否可以放置出去
* @param o 物品
* @return 是否
*/
bool isBlockPut(GameObject o) {
if (o == wood || o == dirt || o == sapling || o == stone) {
return true;
}
return false;
}
/**
* 这个方块是否可以被放置覆盖,空气方块上可以放置东西
* 计划草方块上也可以放置东西,直接把草方块给覆盖了
* @param o 方块
* @return 是否
*/
bool isBlockBeCover(GameObject o) {
if (o == air) {
return true;
}
return false;
}
/**
* 一个物品是否能够被玩家吃
* @param o
* @return
*/
bool isEatable(GameObject o) {
if (foodTastiness.contains(o)) {
return true;
}
return false;
}
#endif //C__LEARN_OBJECT_H