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#include "GameModule.h"
#include "GameStatistics.h"
#include <sstream>
using namespace Dasher;
static SModuleSettings gameSets[] = {
{SP_GAME_TEXT_FILE, T_STRING, -1, -1, -1, -1, _("Filename of sentences to enter")},
{LP_GAME_HELP_DIST, T_LONG, 0, 4096, 2048, 128, _("Distance of sentence from center to decide user needs help")},
{LP_GAME_HELP_TIME, T_LONG, 0, 10000, 1000, 100, _("Time for which user must need help before help drawn")},
{BP_GAME_HELP_DRAW_PATH, T_BOOL, -1, -1, -1, -1, _("When we give help, show the shortest path to the target sentence?")},
};
CGameModule::CGameModule(CSettingsUser *pCreateFrom, Dasher::CDasherInterfaceBase *pInterface, CDasherView *pView, CDasherModel *pModel)
: CSettingsUser(pCreateFrom), TransientObserver<const Dasher::CEditEvent *>(pInterface), TransientObserver<CGameNodeDrawEvent*>(pView),
TransientObserver<CDasherNode*>(pModel), TransientObserver<CDasherView*>(pView),
m_pInterface(pInterface), m_iLastSym(-1),
m_y1(std::numeric_limits<myint>::min()), m_y2(std::numeric_limits<myint>::max()),
m_iTargetY(CDasherModel::ORIGIN_Y), m_uHelpStart(std::numeric_limits<unsigned long>::max()),
m_ulTotalTime(0), m_dTotalNats(0.0), m_uiTotalSyms(0),
m_iCrosshairColor(135), m_iFontSize(36)
{}
bool CGameModule::GetSettings(SModuleSettings **sets, int *count) {
*sets = gameSets;
*count = sizeof(gameSets) / sizeof(gameSets[0]);
return true;
}
CGameModule::~CGameModule() {
if (m_ulTotalTime) {
//TODO make this a running commentary?
ostringstream summary;
summary << "Total time " << m_ulTotalTime;
summary << " nats " << m_dTotalNats << "=" << (m_dTotalNats*1000.0/m_ulTotalTime) << "/sec";
summary << " chars " << m_uiTotalSyms << "=" << (m_uiTotalSyms/m_ulTotalTime) << "/sec";
m_pInterface->Message(summary.str(),true);
}
m_pInterface->ClearAllContext();
}
//Node populated...
void CGameModule::HandleEvent(CDasherNode *pNode) {
if (pNode->GetFlag(NF_GAME) //if on game path, look for next/child node on path...
&& pNode->offset()+1 < m_vTargetSymbols.size())
pNode->GameSearchChildren(m_vTargetSymbols[pNode->offset()+1]);
}
void CGameModule::HandleEvent(const CEditEvent *evt) {
if (!m_pAlph) return; //Game Mode currently not running
const int iOffset(evt->m_pNode->offset());
switch(evt->m_iEditType) {
// Added a new character (Stepped one node forward)
case CEditEvent::EDIT_OUTPUT:
if (iOffset == m_iLastSym+1
&& iOffset < m_vTargetSymbols.size()) {
DASHER_ASSERT(m_strWrong == "");
if (evt->m_sText == m_pAlph->GetText(m_vTargetSymbols[iOffset])) {
// User has entered correct text...
++m_iLastSym;
} else m_strWrong = evt->m_sText;
} else {
DASHER_ASSERT(iOffset >= m_iLastSym+1);
m_strWrong+=evt->m_sText;
}
break;
// Removed a character (Stepped one node back)
case CEditEvent::EDIT_DELETE:
if (iOffset == m_iLastSym) {
//seems they've just deleted the last _correct_ character they'd entered...
DASHER_ASSERT(evt->m_sText == m_pAlph->GetText(m_vTargetSymbols[m_iLastSym]));
--m_iLastSym;
} else {
//just deleted previously-entered wrong text - hopefully they're heading in the right direction!
DASHER_ASSERT(m_strWrong.length() >= evt->m_sText.length());
DASHER_ASSERT(m_strWrong.substr(m_strWrong.length() - evt->m_sText.length()) == evt->m_sText);
m_strWrong = m_strWrong.substr(0,m_strWrong.length() - evt->m_sText.length());
}
break;
default:
break;
}
}
void CGameModule::HandleEvent(CGameNodeDrawEvent *gmd) {
//game nodes form a single chain, i.e. are strictly nested.
// we want the coordinates of the smallest (innermost) one about which we are told
if (gmd->m_y1 > m_y1) m_y1 = gmd->m_y1;
if (gmd->m_y2 < m_y2) m_y2 = gmd->m_y2;
}
void CGameModule::HandleEvent(CDasherView *pView) {
if (pView!=TransientObserver<CGameNodeDrawEvent*>::m_pEventHandler) {
TransientObserver<CGameNodeDrawEvent*>::m_pEventHandler->Unregister(this);
(TransientObserver<CGameNodeDrawEvent*>::m_pEventHandler = pView)->Register(this);
}
}
void CGameModule::SetWordGenerator(const CAlphInfo *pAlph, CWordGeneratorBase *pWordGenerator) {
m_pAlph = pAlph;
m_pWordGenerator = pWordGenerator;
if (!GenerateChunk()) {
m_pInterface->Message("Game mode sentences file empty!",true);
//this'll delete the 'this' pointer, so we'd better not do anything else afterwards!...
m_pInterface->LeaveGameMode();
}
}
void CGameModule::StartWriting(unsigned long lTime) {
if (!m_ulSentenceStartTime) {
m_ulSentenceStartTime = lTime;
m_dSentenceStartNats = numeric_limits<double>::max();
}
}
void CGameModule::DecorateView(unsigned long lTime, CDasherView *pView, CDasherModel *pModel) {
if (m_dSentenceStartNats == numeric_limits<double>::max())
m_dSentenceStartNats = pModel->GetNats();
const myint iNewTarget((m_y1+m_y2)/2);
m_vTargetY.push_back(iNewTarget);
bool bDrawHelper;
if (abs(iNewTarget - CDasherModel::ORIGIN_Y) >= GetLongParameter(LP_GAME_HELP_DIST)) {
//offscreen
if (abs(iNewTarget - CDasherModel::ORIGIN_Y) >= abs(m_iTargetY - CDasherModel::ORIGIN_Y)) {
//not decreasing
if (m_uHelpStart == std::numeric_limits<unsigned long>::max())
m_uHelpStart = lTime + GetLongParameter(LP_GAME_HELP_TIME);
} else {
//they're heading in the right direction
if (m_uHelpStart >= lTime) //never displayed help, so assume they don't need it
m_uHelpStart = std::numeric_limits<unsigned long>::max();
//else, we were displaying help; keep so doing.
}
bDrawHelper = m_uHelpStart <= lTime;
} else {
//onscreen
m_uHelpStart = std::numeric_limits<unsigned long>::max();
bDrawHelper=false;
}
m_iTargetY = iNewTarget;
if (bDrawHelper) {
//draw a line along the y axis
myint x[2], y[2];
x[0] = x[1] = -100;
const int lineWidth(GetLongParameter(LP_LINE_WIDTH));
myint minX,minY,maxX,maxY;
pView->VisibleRegion( minX, minY, maxX, maxY);
if (m_y1 > maxY) {
//off the top! make arrow point straight up...
y[1] = CDasherModel::MAX_Y;
y[0] = y[1] - 400;
} else if (m_y2 < minY) {
//off the bottom! make arrow point straight down...
y[1] = 0;
y[0] = 400;
} else {
//draw line parallel to that region of y-axis
y[0] = m_y1; y[1] = m_y2;
pView->DasherPolyline(x, y, 2, lineWidth, m_iCrosshairColor);
//and make arrow horizontal, pointing to the midpoint
x[0] = -400;
y[0] = y[1] = m_iTargetY;
}
pView->DasherPolyarrow(x, y, 2, 3*lineWidth, m_iCrosshairColor, 0.2);
if (GetBoolParameter(BP_GAME_HELP_DRAW_PATH)) DrawBrachistochrone(pView);
}
//reset location accumulators ready for next frame
m_y1 = std::numeric_limits<myint>::min();
m_y2 = std::numeric_limits<myint>::max();
// Check if we've reached the end of a chunk
if(m_iLastSym == m_vTargetSymbols.size() - 1) {
m_pInterface->Message(ComputeStats(m_vTargetY),true);
m_vTargetY.clear(); //could preserve if samples not excessive...but is it meaningful (given restart)?
m_pInterface->GetActiveInputMethod()->pause();
m_ulTotalTime += (lTime - m_ulSentenceStartTime);
m_dTotalNats += (pModel->GetNats() - m_dSentenceStartNats);
m_uiTotalSyms += m_vTargetSymbols.size();
if (!GenerateChunk()) {
m_pInterface->Message("Game mode sentence file finished!",true);
//note this deletes the 'this' pointer...
m_pInterface->LeaveGameMode();
//so better get out of here, fast!
return;
}
}
DrawText(pView);
}
void CGameModule::DrawBrachistochrone(CDasherView *pView) {
// Plot a brachistochrone - the optimal path from the crosshair to the target
// this is a circle, passing through both crosshair and target, centered on the y-axis
const myint CenterY = ComputeBrachCenter();
pView->DasherSpaceArc(CenterY, abs(CenterY - m_iTargetY), CDasherModel::ORIGIN_X, CDasherModel::ORIGIN_Y, 0, m_iTargetY, m_iCrosshairColor, 2*(int)GetLongParameter(LP_LINE_WIDTH));
}
void CGameModule::DrawHelperArrow(Dasher::CDasherView* pView)
{
// This plots a helpful pointer to the best direction to take to get to the target.
// Probably too much floating point maths here, sort later.
// Start of line is the crosshair location
const int gameColour = 135; //Neon green. (!)
const int noOfPoints = 10; // The curve will be made up of 9 straight segments...
const myint m_iCrossX(CDasherModel::ORIGIN_X),m_iCrossY(CDasherModel::ORIGIN_Y);
struct {
myint iTargetY;
myint iCenterY;
} m_Target;
m_Target.iTargetY = m_iTargetY;
m_Target.iCenterY = ComputeBrachCenter();
myint iX[noOfPoints];
myint iY[noOfPoints];
myint iLength;
// Arrow starts at the cross hairs
iX[0] = m_iCrossX;
iY[0] = m_iCrossY;
myint a = m_iCrossX/5;
myint defaultlength = m_iCrossX - a ;
// ... then decide the length of the arrow...
myint r = m_Target.iTargetY-m_Target.iCenterY; // radius of our circle (+ or -)
if(m_Target.iTargetY < a && m_Target.iCenterY < m_iCrossY-defaultlength/2)
{
myint x = (myint) sqrt((double)(r*r-pow((double)(m_Target.iCenterY-a),2)));
iLength = (myint) sqrt((double)(pow((double)(x-m_iCrossX),2)+pow((double)(a-m_iCrossY),2)));
}
else if(m_Target.iTargetY > 2*m_iCrossY-a && m_Target.iCenterY > m_iCrossY+defaultlength/2)
{
myint x = (myint) sqrt((double)(r*r-pow((double)(m_Target.iCenterY+a-2*m_iCrossY),2)));
iLength = (myint) sqrt((double)(pow((double)(x-m_iCrossX),2)+pow((double)(a-m_iCrossY),2)));
}
else
iLength = defaultlength;
//...then calculate the points required...
double angle = ((double)iLength/(double)r)/(double)noOfPoints;
for(int n = 1; n < noOfPoints; ++n)
{
iX[n] = (myint) (cos(angle)*(iX[n-1]) - sin(angle)*(iY[n-1]-m_Target.iCenterY));
iY[n] = (myint) (m_Target.iCenterY + sin(angle)*(iX[n-1]) + cos(angle)*(iY[n-1]-m_Target.iCenterY));
}
//...then plot it.
pView->DasherPolyarrow(iX, iY, noOfPoints, GetLongParameter(LP_LINE_WIDTH)*4, gameColour, 1.414);
}
myint CGameModule::ComputeBrachCenter() {
const myint iCrossX(CDasherModel::ORIGIN_X), iCrossY(CDasherModel::ORIGIN_Y);
// This formula computes the Dasher Y Coordinate of the center of the circle on which
// the dasher brachistochrone lies : iCenterY
// It comes from the pythagorean relation: iCrossX^2 + (iCenterY - iCrossY)^2 = r^2
// where r is the radius of the circle, r = abs(iTargetY-iCenterY)
return 0.5*(double(iCrossX*iCrossX)/double(iCrossY-m_iTargetY)+iCrossY+m_iTargetY);
}
bool CGameModule::GenerateChunk() {
m_iLastSym = -1;
m_vTargetSymbols.clear();
m_strWrong="";
m_pWordGenerator->GetSymbols(m_vTargetSymbols);
m_pInterface->ClearAllContext();
m_ulSentenceStartTime = 0;
if (m_vTargetSymbols.empty()) return false;
ChunkGenerated();
return true;
}
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