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Driver_Settings_Enums.hpp
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#pragma once
#ifndef WORLDSIM_DRIVER_SETTINGS_ENUMS_CPP
#define WORLDSIM_DRIVER_SETTINGS_ENUMS_CPP
/* WorldSim: Driver_Settings_Enums
#include "Driver_Settings_Enums.cpp"
Lists of values go here. Functions and sets related to the enums also go here.
*/
#include <Container/Vector/Vector.hpp>
#include <unordered_map>
// MAIN MENU ENUMS
enum enumMenu
{
MENU_UNKNOWN,
MENU_TITLE,
MENU_OPTIONS,
MENU_LOADGAME,
MENU_WORLDGENERATOR,
MENU_WORLDSIMULATOR,
MENU_ADVENTUREMODE
};
// Should be MENU_TITLE but I'm bypassing it for now because the main menu has no function atm.
enumMenu activeMenu = MENU_WORLDGENERATOR;
// DIRECTION ENUMS
enum enumDirection
{
NORTH,
EAST,
SOUTH,
WEST
};
// RACE ENUM
enum enumRace
{
NONE=0,
HUMAN=1,
DWARVEN=2,
ELVEN=3
};
// BASE TERRAIN ENUM (I DON'T KNOW IF THIS IS BEING USED)
enum class eLocalTerrain
{
G=0,
GRASS=1,
WATER=2
};
enum enumCauseOfDeath
{
UNKNOWN=0,
STARVATION=1,
MASSACRE=2,
COMBAT=3,
OLD_AGE=4,
SMITED=5
};
const std::string enumCauseOfDeathStr [5] =
{
"unknown",
"starvation",
"massacre",
"combat",
"old age"
};
enum enumLocation
{
LOCATION_UNKNOWN,
LOCATION_NONE,
LOCATION_OUTSIDE,
LOCATION_WALLS,
LOCATION_HALL,
LOCATION_MAIN_HALL,
LOCATION_MINE,
LOCATION_DWELLING,
LOCATION_FARM,
LOCATION_WILDERNESS,
LOCATION_WEAPONSMITH,
LOCATION_COUNT
};
const std::string enumLocationStr[LOCATION_COUNT] =
{
"unknown",
"none",
"outside",
"walls",
"hall",
"main hall",
"mine",
"dwelling",
"farm",
"wilderness"
};
// Function to convert enumLocation to a string
const std::string locationToString(enumLocation location)
{
switch (location)
{
case LOCATION_NONE: return "None";
case LOCATION_OUTSIDE: return "Outside";
case LOCATION_WALLS: return "Walls";
case LOCATION_HALL: return "Hall";
case LOCATION_MAIN_HALL: return "Main Hall";
case LOCATION_MINE: return "Mine";
case LOCATION_DWELLING: return "Dwelling";
case LOCATION_FARM: return "Farm";
case LOCATION_WILDERNESS: return "Wilderness";
case LOCATION_WEAPONSMITH: return "Weaponsmith";
default: return "Unknown";
}
}
enum enumResource
{
RESOURCE_UNKNOWN,
RESOURCE_IRON,
RESOURCE_GOLD,
RESOURCE_SILVER,
RESOURCE_GEM,
RESOURCE_DIAMOND,
RESOURCE_ADAMANTINE,
RESOURCE_COAL,
RESOURCE_STONE,
RESOURCE_WOOD,
RESOURCE_MAGICKA_CRYSTAL,
RESOURCE_STEEL,
RESOURCE_BRONZE,
RESOURCE_ADAMANTIUM,
RESOURCE_FOOD,
RESOURCE_COUNT
};
const std::string enumResourceStr[RESOURCE_COUNT] =
{
"unknown",
"iron",
"gold",
"silver",
"gem",
"diamond",
"adamantine",
"coal",
"stone",
"wood",
"magicka crystal",
"steel",
"bronze",
"adamantium",
"food"
};
enum enumIntermediate
{
INTERMEDIATE_NONE,
INTERMEDIATE_FIBRE,
INTERMEDIATE_GUT,
INTERMEDIATE_MEAT,
INTERMEDIATE_BONE,
INTERMEDIATE_COUNT
};
const std::string enumIntermediateStr[INTERMEDIATE_COUNT] =
{
"none",
"fibre",
"gut",
"meat",
"bone"
};
const std::string intermediateToString(enumIntermediate intermediate)
{
if (intermediate >= 0 && intermediate < INTERMEDIATE_COUNT)
{
return enumIntermediateStr[intermediate];
}
return "Unknown";
}
const std::string resourceToString(enumResource resource)
{
switch (resource)
{
case RESOURCE_FOOD: return "Food";
case RESOURCE_IRON: return "Iron";
case RESOURCE_GOLD: return "Gold";
case RESOURCE_SILVER: return "Silver";
case RESOURCE_GEM: return "Gem";
case RESOURCE_DIAMOND: return "Diamond";
case RESOURCE_ADAMANTINE: return "Adamantine";
case RESOURCE_COAL: return "Coal";
case RESOURCE_STONE: return "Stone";
case RESOURCE_WOOD: return "Wood";
case RESOURCE_MAGICKA_CRYSTAL: return "Magicka Crystal";
case RESOURCE_STEEL: return "Steel";
case RESOURCE_BRONZE: return "Bronze";
case RESOURCE_ADAMANTIUM: return "Adamantium";
default: return "Unknown";
}
}
enum enumJob
{
JOB_UNKNOWN,
JOB_FARMING,
JOB_MINING,
JOB_PRODUCTION,
JOB_WOODCUTTING,
JOB_PROSPECTING,
JOB_HUNTING,
JOB_COUNT
};
const std::string enumJobStr[JOB_COUNT] =
{
"unknown",
"farming",
"mining",
"production",
"woodcutting",
"prospecting",
"hunting"
};
// Item Category needs to be changed to Item Action, and then Item objects need to have a table of their value at each
// action.
// Melee hunting - Can only catch certain animals which can be ambushed or will approach
enum ItemAction
{
ITEM_ACTION_NONE,
ITEM_ACTION_HUNTING_MELEE,
ITEM_ACTION_HUNTING_RANGED,
ITEM_ACTION_FARMING,
ITEM_ACTION_WOODCUTTING,
ITEM_ACTION_MINING,
ITEM_ACTION_COUNT
};
const std::string actionToString(ItemAction action)
{
switch (action)
{
case ITEM_ACTION_NONE: return "None";
case ITEM_ACTION_HUNTING_MELEE: return "Hunting melee";
case ITEM_ACTION_HUNTING_RANGED: return "Hunting ranged";
case ITEM_ACTION_FARMING: return "Farming";
// Add more cases as needed
default: return "Unknown";
}
}
enum ItemType
{
ITEM_NONE,
ITEM_HAND,
ITEM_HOE,
ITEM_SWORD,
ITEM_KNIFE,
ITEM_LONGBOW,
ITEM_SPEAR,
ITEM_PICKAXE,
ITEM_FISHROD,
ITEM_SHOVEL,
ITEM_AXE,
ITEM_LOG,
ITEM_FISH,
ITEM_CAMPFIRE,
ITEM_PLANK,
ITEM_WALL,
ITEM_FLOOR,
ITEM_PLANTFIBRE,
ITEM_DEERPELT,
ITEM_DEERMEAT,
ITEM_HUMANSKIN,
ITEM_HUMANMEAT,
ITEM_LEATHERCLOTHES,
ITEM_WATERSKIN,
ITEM_SHELTER,
ITEM_MARKER_RED,
ITEM_MARKER_GREEN_SMALL,
ITEM_COUNT
};
const std::string enumItemTypeStr[ITEM_COUNT] =
{
"none",
"hand",
"hoe",
"sword",
"knife",
"longbow",
"spear",
"pickaxe",
"fishrod",
"shovel",
"axe",
"log",
"fish",
"campfire",
"plank",
"wall",
"floor",
"plantfibre",
"deerpelt",
"deermeat",
"humanskin",
"humanmeat",
"leatherclothes",
"waterskin",
"shelter",
"marker_red",
"marker_green_small"
};
const std::string itemToString(ItemType itemType)
{
switch (itemType)
{
case ITEM_NONE: return "None";
case ITEM_HAND: return "Hand";
case ITEM_HOE: return "Hoe";
case ITEM_SWORD: return "Sword";
case ITEM_KNIFE: return "Knife";
case ITEM_LONGBOW: return "Longbow";
case ITEM_SPEAR: return "Spear";
case ITEM_PICKAXE: return "Pickaxe";
case ITEM_FISHROD: return "Fishrod";
case ITEM_SHOVEL: return "Shovel";
case ITEM_AXE: return "Axe";
case ITEM_LOG: return "Log";
case ITEM_FISH: return "Fish";
case ITEM_CAMPFIRE: return "Campfire";
case ITEM_PLANK: return "Plank";
case ITEM_WALL: return "Wall";
case ITEM_FLOOR: return "Floor";
case ITEM_PLANTFIBRE: return "Plantfibre";
case ITEM_DEERPELT: return "Deerpelt";
case ITEM_DEERMEAT: return "Deermeat";
case ITEM_HUMANSKIN: return "Humanskin";
case ITEM_HUMANMEAT: return "Humanmeat";
case ITEM_LEATHERCLOTHES: return "Leatherclothes";
case ITEM_WATERSKIN: return "Waterskin";
case ITEM_SHELTER: return "Shelter";
case ITEM_MARKER_RED: return "Marker Red";
case ITEM_MARKER_GREEN_SMALL: return "Marker Green Small";
// Add more cases as needed
default: return "Unknown";
}
}
// Define a mapping from ItemType to ItemAction
std::unordered_map<ItemType, ItemAction> ItemActionMap =
{
{ITEM_HOE, ITEM_ACTION_FARMING},
{ITEM_SWORD, ITEM_ACTION_HUNTING_MELEE},
{ITEM_KNIFE, ITEM_ACTION_HUNTING_MELEE},
{ITEM_LONGBOW, ITEM_ACTION_HUNTING_RANGED},
// ... Add other item to category mappings
};
// Function to determine if an item is in a particular category
bool isItemInAction(ItemType itemType, ItemAction ItemAction)
{
auto it = ItemActionMap.find(itemType);
if (it != ItemActionMap.end())
{
return it->second == ItemAction;
}
return false; // Item type not found in the map, or not associated with any category
}
// Function to determine the category of an item
ItemAction getActionOfItem(ItemType itemType)
{
auto it = ItemActionMap.find(itemType);
if (it != ItemActionMap.end())
{
return it->second; // Return the found category
}
return ITEM_ACTION_NONE; // Return default category if not found
}
// Assuming ItemType and ItemAction are defined enums
// and ItemActionMap is a predefined map from ItemType to ItemAction
Vector <ItemType> getItemsInAction(ItemAction category)
{
Vector<ItemType> itemsInCategory;
for (const auto& itemPair : ItemActionMap)
{
if (itemPair.second == category)
{
itemsInCategory.push(itemPair.first);
}
}
return itemsInCategory;
}
#define COUT_COLOURS
// black 30 40
// red 31 41
// green 32 42
// yellow 33 43
// blue 34 44
// magenta 35 45
// cyan 36 46
// white 37 47
enum enumColour
{
BLACK,
RED,
GREEN,
YELLOW,
BLUE,
MAGENTA,
CYAN,
WHITE,
DEFAULT
};
std::unordered_map<enumColour, std::string> colourMap =
{
{BLACK, "\033[30m"},
{RED, "\033[31m"},
{GREEN, "\033[32m"},
{YELLOW, "\033[33m"},
{BLUE, "\033[34m"},
{MAGENTA, "\033[35m"},
{CYAN, "\033[36m"},
{WHITE, "\033[37m"},
{DEFAULT, "\033[0m"}
};
void colour(enumColour colour)
{
#ifdef COUT_COLOURS
auto it = colourMap.find(colour);
if (it != colourMap.end())
{
// Set colour
std::cout << it->second;
}
#endif
}
#endif // WORLDSIM_DRIVER_SETTINGS_ENUMS_CPP