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#include "Explorer.h"
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#include <iostream>
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#include "Pather.h"
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Explorer::Explorer(Map* map_) {
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color = sf::Color::Blue;
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position = sf::Vector2i(6, 10);
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map = map_;
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}
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Explorer::~Explorer() {
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}
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sf::Vector2i Explorer::getPosition() {
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return position;
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}
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sf::Color Explorer::getColor() {
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return color;
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}
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void Explorer::setDestination(sf::Vector2i destination_) {
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plan(destination_);
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}
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bool Explorer::move() {
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// While there are moves for us to take
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if (!movement_stack.empty()) {
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bool valid = false; // If the next move is valid, collision
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int x = movement_stack.back();
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switch (x) {
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case 0:
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break;
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case 1: // North
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if (!map->getTile(position.x, position.y - 1)->isSolid()) {
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valid = true;
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position = sf::Vector2i(position.x, position.y - 1);
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}
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break;
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case 2: // East
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if (!map->getTile(position.x + 1, position.y)->isSolid()) {
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valid = true;
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position = sf::Vector2i(position.x + 1, position.y);
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}
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break;
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case 3: // South
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if (!map->getTile(position.x, position.y + 1)->isSolid()) {
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valid = true;
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position = sf::Vector2i(position.x, position.y + 1);
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}
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break;
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case 4: // West
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if (!map->getTile(position.x - 1, position.y)->isSolid()) {
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valid = true;
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position = sf::Vector2i(position.x - 1, position.y);
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}
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break;
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}
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// If the path was blocked
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if (!valid) {
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std::cout << "Path blocked" << std::endl;
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// Flush the moves list
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while (!movement_stack.empty()) {
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movement_stack.pop_back();
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}
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return false;
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}
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// If everything went well, pop and return true
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movement_stack.pop_back();
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return true;
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}
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else
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return false;
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}
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// A*
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bool Explorer::plan(sf::Vector2i destination_) {
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Pather pather(map);
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movement_stack = pather.pathTo(position, destination_);
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return true;
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}
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