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- #include "deck.h"
- #include "utils.h"
- #include <algorithm>
- #include <map>
- #include <sstream>
- Deck::Deck(door::ANSIColor backcolor) : card_back_color{backcolor} {
- for (int i = 0; i < 52; ++i) {
- cards.push_back(cardOf(i));
- }
- // 0 = BLANK, 1-4 levels
- for (int i = 0; i < 5; ++i) {
- backs.push_back(backOf(i));
- }
- mark.push_back(markOf(0));
- mark.push_back(markOf(1));
- }
- Deck::~Deck() {
- /*
- for (auto c : cards) {
- delete c;
- }
- cards.clear();
- for (auto b : backs) {
- delete b;
- }
- backs.clear();
- for (auto m : mark) {
- delete m;
- }
- mark.clear();
- */
- }
- Deck::Deck(Deck &&ref) {
- card_back_color = ref.card_back_color;
- /*
- for (auto c : cards)
- delete c;
- cards.clear();
- */
- cards = ref.cards;
- ref.cards.clear();
- /*
- for (auto b : backs)
- delete b;
- backs.clear();
- */
- backs = ref.backs;
- ref.backs.clear();
- /*
- for (auto m : mark)
- delete m;
- mark.clear();
- */
- mark = ref.mark;
- ref.mark.clear();
- // card_height = ref.card_height;
- };
- Deck &Deck::operator=(Deck &&ref) {
- card_back_color = ref.card_back_color;
- /*
- for (auto c : cards)
- delete c;
- cards.clear();
- */
- cards = ref.cards;
- ref.cards.clear();
- /*
- for (auto b : backs)
- delete b;
- backs.clear();
- */
- backs = ref.backs;
- ref.backs.clear();
- /*
- for (auto m : mark)
- delete m;
- mark.clear();
- */
- mark = ref.mark;
- ref.mark.clear();
- // card_height = ref.card_height;
- return *this;
- }
- int Deck::getDeck(int c) { return c / 52; }
- int Deck::getSuit(int c) { return (c % 52) / 13; }
- int Deck::getRank(int c) { return (c % 52) % 13; }
- char Deck::rankSymbol(int c) {
- const char symbols[] = "A23456789TJQK";
- return symbols[c];
- }
- std::string Deck::suitSymbol(int c) {
- // unicode
- if (door::unicode) {
- switch (c) {
- case 0:
- return std::string("\u2665");
- case 1:
- return std::string("\u2666");
- case 2:
- return std::string("\u2663");
- case 3:
- return std::string("\u2660");
- }
- } else {
- if (door::full_cp437) {
- switch (c) {
- case 0:
- return std::string(1, '\x03');
- case 1:
- return std::string(1, '\x04');
- case 2:
- return std::string(1, '\x05');
- case 3:
- return std::string(1, '\x06');
- }
- } else {
- // These look horrible!
- switch (c) {
- case 0:
- return std::string(1, '*'); // H
- case 1:
- return std::string(1, '^'); // D
- case 2:
- return std::string(1, '%'); // C
- case 3:
- return std::string(1, '$'); // S
- }
- }
- }
- return std::string("!", 1);
- }
- shared_panel Deck::cardOf(int c) {
- int suit = getSuit(c);
- int rank = getRank(c);
- bool is_red = (suit < 2);
- door::ANSIColor color;
- if (is_red) {
- color = door::ANSIColor(door::COLOR::RED, door::COLOR::WHITE);
- } else {
- color = door::ANSIColor(door::COLOR::BLACK, door::COLOR::WHITE);
- }
- shared_panel p = std::make_shared<door::Panel>(0, 0, 5);
- // setColor sets border_color. NOT WHAT I WANT.
- // p->setColor(color);
- char r = rankSymbol(rank);
- std::string s = suitSymbol(suit);
- // build lines
- std::ostringstream oss;
- oss << r << s << " ";
- std::string str = oss.str();
- p->addLine(std::make_unique<door::Line>(str, 5, color));
- oss.str(std::string());
- oss.clear();
- if (card_height == 5)
- p->addLine(std::make_unique<door::Line>(" ", 5, color));
- oss << " " << s << " ";
- str = oss.str();
- p->addLine(std::make_unique<door::Line>(str, 5, color));
- oss.str(std::string());
- oss.clear();
- if (card_height == 5)
- p->addLine(std::make_unique<door::Line>(" ", 5, color));
- oss << " " << s << r;
- str = oss.str();
- p->addLine(std::make_unique<door::Line>(str, 5, color));
- oss.str(std::string());
- oss.clear();
- return p;
- }
- std::string Deck::backSymbol(int level) {
- std::string c;
- if (level == 0) {
- c = ' ';
- return c;
- }
- if (door::unicode) {
- switch (level) {
- case 1:
- c = "\u2591";
- break;
- case 2:
- c = "\u2592";
- break;
- case 3:
- c = "\u2593";
- break;
- case 4:
- c = "\u2588";
- break;
- }
- } else {
- switch (level) {
- case 1:
- c = "\xb0";
- break;
- case 2:
- c = "\xb1";
- break;
- case 3:
- c = "\xb2";
- break;
- case 4:
- c = "\xdb";
- break;
- }
- }
- return c;
- }
- shared_panel Deck::backOf(int level) {
- // using: \xb0, 0xb1, 0xb2, 0xdb
- // OR: \u2591, \u2592, \u2593, \u2588
- // door::ANSIColor color(door::COLOR::RED, door::COLOR::BLACK);
- shared_panel p = std::make_shared<door::Panel>(0, 0, 5);
- std::string c = backSymbol(level);
- std::string l = c + c + c + c + c;
- for (int x = 0; x < card_height; ++x) {
- p->addLine(std::make_unique<door::Line>(l, 5, card_back_color));
- };
- // p->addLine(std::make_unique<door::Line>(l, 5, card_back_color));
- // p->addLine(std::make_unique<door::Line>(l, 5, card_back_color));
- return p;
- }
- shared_panel Deck::markOf(int c) {
- shared_panel p = std::make_shared<door::Panel>(1);
- door::ANSIColor color = door::ANSIColor(
- door::COLOR::BLUE, door::COLOR::WHITE); // , door::ATTR::BOLD);
- std::string m;
- if (c == 0)
- m = " ";
- else {
- if (door::unicode) {
- m = "\u25a0";
- } else {
- m = "\xfe";
- }
- }
- p->addLine(std::make_unique<door::Line>(m, 1, color));
- return p;
- }
- shared_panel Deck::card(int c) { return cards[c]; }
- /**
- * @brief Return panel for back of card.
- *
- * - 0 = Blank
- * - 1 = level 1 (furthest/darkest)
- * - 2 = level 2
- * - 3 = level 3
- * - 4 = level 4 (closest/lightest)
- *
- * - 5 = left (fills with left corner in place)
- * - 6 = right (fills right corner)
- * - 7 = both (fills both corners)
- *
- * @param level
- * @return door::Panel*
- */
- shared_panel Deck::back(int level) { return backs[level]; }
- const std::array<std::pair<int, int>, 18> Deck::blocks = {
- make_pair(3, 4), make_pair(5, 6), make_pair(7, 8), // end row 1
- make_pair(9, 10), make_pair(10, 11), make_pair(12, 13),
- make_pair(13, 14), make_pair(15, 16), make_pair(16, 17),
- make_pair(18, 19), // end row 2
- make_pair(19, 20), make_pair(20, 21), make_pair(21, 22),
- make_pair(22, 23), make_pair(23, 24), make_pair(24, 25),
- make_pair(25, 26), make_pair(26, 27) // 27
- };
- /**
- * @brief Which card(s) are unblocked by this card?
- *
- * @param card
- * @return * int
- */
- std::vector<int> Deck::unblocks(int card) {
- std::vector<int> result;
- for (size_t i = 0; i < blocks.size(); ++i) {
- if ((blocks.at(i).first == card) || (blocks.at(i).second == card)) {
- result.push_back(i);
- }
- }
- return result;
- }
- /**
- * @brief Can this card play on this other card?
- *
- * @param card1
- * @param card2
- * @return true
- * @return false
- */
- bool Deck::canPlay(int card1, int card2) {
- int rank1, rank2;
- rank1 = getRank(card1);
- rank2 = getRank(card2);
- // this works %13 handles wrap-around for us.
- if ((rank1 + 1) % 13 == rank2)
- return true;
- if (rank1 == 0) {
- rank1 += 13;
- }
- if (rank1 - 1 == rank2)
- return true;
- return false;
- }
- /**
- * @brief Returns marker
- *
- * 0 = blank
- * 1 = [] symbol thing \xfe ■
- *
- * @param c
- * @return door::Panel*
- */
- shared_panel Deck::marker(int c) { return mark[c]; }
- /**
- * @brief removeCard
- *
- * This removes a card at a given position (c).
- * It needs to know if there are cards underneath
- * to the left or right. (If so, we restore those missing parts.)
- *
- * @param door
- * @param c
- * @param off_x
- * @param off_y
- * @param left
- * @param right
- */
- void Deck::removeCard(door::Door &door, int c, int off_x, int off_y, bool left,
- bool right) {
- int cx, cy, level;
- cardPosLevel(c, cx, cy, level);
- if (level > 1)
- --level;
- std::string cstr = backSymbol(level);
- door::Goto g(cx + off_x, cy + off_y);
- door << g << card_back_color;
- if (left)
- door << cstr;
- else
- door << " ";
- door << " ";
- if (right)
- door << cstr;
- else
- door << " ";
- g.set(cx + off_x, cy + off_y + 1);
- door << g << " ";
- g.set(cx + off_x, cy + off_y + 2);
- door << g << " ";
- }
- /*
- Layout spacing 1:
- 1 2 3 4 5 6
- 123456789012345678901234567890123456789012345678901234567890
- ░░░░░ ░░░░░ ░░░░░
- ░░░░░ ░░░░░ ░░░░░
- ▒▒▒▒▒░▒▒▒▒▒ #####░##### #####░#####
- ▒▒▒▒▒ ▒▒▒▒▒ ##### ##### ##### #####
- ▓▓▓▓▓▒▓▓▓▓▓▒▓▓▓▓▓ #####=#####=##### #####=#####=#####
- ▓▓▓▓▓ ▓▓▓▓▓ ▓▓▓▓▓ ##### ##### ##### ##### ##### #####
- █████▓█████▓█████▓#####=#####=#####=#####=#####=#####=#####
- █████ █████ █████ ##### ##### ##### ##### ##### ##### #####
- █████ █████ █████ ##### ##### ##### ##### ##### ##### #####
- width = 5 * 10 + (1*9) = 59 OK!
- Layout with spacing = 2:
- EEEEE
- ZZZZZ
- yyyyyZZZyyyyy
- yyyyy yyyyy
- XXXXXyyyXXXXXyyyXXXXX
- XXXXX XXXXX XXXXX
- width = 5 * 10 + (2 * 9) = 50+18 = 68 ! I could do that!
- */
- #ifdef NO
- /**
- * @brief Where does this card go in relation to everything else?
- *
- * This function is deprecated, see the other cardgo.
- *
- * @param pos
- * @param space
- * @param h
- * @param x
- * @param y
- * @param level
- */
- void cardgo(int pos, int space, int h, int &x, int &y, int &level) {
- // special cases here
- if (pos == 28) {
- // cardgo(23, space, h, x, y, level);
- cardgo(23, x, y, level);
- y += h + 1;
- --level;
- return;
- } else {
- if (pos == 29) {
- // cardgo(22, space, h, x, y, level);
- cardgo(22, x, y, level);
- y += h + 1;
- --level;
- return;
- }
- }
- const int CARD_WIDTH = 5;
- int HALF_WIDTH = 3;
- // space = 1 or 3
- // int space = 1;
- // space = 3;
- HALF_WIDTH += space / 2;
- /*
- int levels[4] = {3, 6, 9, 10};
- for (level = 0; level < 4; ++level) {
- if (pos < levels[level]) {
- level++;
- // we're here
- y = (level -1) * 2 + 1;
- } else {
- pos -= levels[level];
- }
- }
- */
- int between = CARD_WIDTH + space;
- if (pos < 3) {
- // top
- level = 1;
- y = (level - 1) * (h - 1) + 1;
- x = pos * (between * 3) + between + HALF_WIDTH + space; // 10
- return;
- } else {
- pos -= 3;
- }
- if (pos < 6) {
- level = 2;
- y = (level - 1) * (h - 1) + 1;
- int group = (pos) / 2;
- x = pos * between + (group * between) + CARD_WIDTH + space * 2;
- return;
- } else {
- pos -= 6;
- }
- if (pos < 9) {
- level = 3;
- y = (level - 1) * (h - 1) + 1;
- x = pos * between + HALF_WIDTH + space;
- return;
- } else {
- pos -= 9;
- }
- if (pos < 10) {
- level = 4;
- y = (level - 1) * (h - 1) + 1;
- x = (pos)*between + space;
- return;
- } else {
- // something is wrong.
- y = -1;
- x = -1;
- level = -1;
- }
- }
- #endif
- void cardPos(int pos, int &x, int &y) {
- const int space = 3;
- const int height = 3;
- // special cases here
- if (pos == 28) {
- cardPos(23, x, y);
- y += height + 1;
- return;
- } else {
- if (pos == 29) {
- cardPos(22, x, y);
- y += height + 1;
- return;
- }
- }
- const int CARD_WIDTH = 5;
- int HALF_WIDTH = 3;
- HALF_WIDTH += space / 2;
- int between = CARD_WIDTH + space;
- int level; // I still need level in my calculations
- if (pos < 3) {
- // top
- level = 1;
- y = (level - 1) * (height - 1) + 1;
- x = pos * (between * 3) + between + HALF_WIDTH + space; // 10
- return;
- } else {
- pos -= 3;
- }
- if (pos < 6) {
- level = 2;
- y = (level - 1) * (height - 1) + 1;
- int group = (pos) / 2;
- x = pos * between + (group * between) + CARD_WIDTH + space * 2;
- return;
- } else {
- pos -= 6;
- }
- if (pos < 9) {
- level = 3;
- y = (level - 1) * (height - 1) + 1;
- x = pos * between + HALF_WIDTH + space;
- return;
- } else {
- pos -= 9;
- }
- if (pos < 10) {
- level = 4;
- y = (level - 1) * (height - 1) + 1;
- x = (pos)*between + space;
- return;
- } else {
- // something is wrong.
- y = -1;
- x = -1;
- level = -1;
- }
- }
- void cardLevel(int pos, int &level) {
- /*
- const int space = 3;
- const int height = 3;
- */
- // special cases here
- if (pos == 28) {
- cardLevel(23, level);
- --level;
- return;
- } else {
- if (pos == 29) {
- cardLevel(22, level);
- --level;
- return;
- }
- }
- /*
- const int CARD_WIDTH = 5;
- int HALF_WIDTH = 3;
- HALF_WIDTH += space / 2;
- int between = CARD_WIDTH + space;
- */
- if (pos < 3) {
- // top
- level = 1;
- return;
- } else {
- pos -= 3;
- }
- if (pos < 6) {
- level = 2;
- return;
- } else {
- pos -= 6;
- }
- if (pos < 9) {
- level = 3;
- return;
- } else {
- pos -= 9;
- }
- if (pos < 10) {
- level = 4;
- return;
- } else {
- // something is wrong.
- level = -1;
- }
- }
- /**
- * @brief Given card pos, calculate x, y, and level values.
- *
- * level is used to determine the card background gradient.
- *
- * @param pos
- * @param x
- * @param y
- * @param level
- */
- void cardPosLevel(int pos, int &x, int &y, int &level) {
- const int space = 3;
- const int height = 3;
- // special cases here
- if (pos == 28) {
- cardPosLevel(23, x, y, level);
- y += height + 1;
- --level;
- return;
- } else {
- if (pos == 29) {
- cardPosLevel(22, x, y, level);
- y += height + 1;
- --level;
- return;
- }
- }
- const int CARD_WIDTH = 5;
- int HALF_WIDTH = 3;
- HALF_WIDTH += space / 2;
- int between = CARD_WIDTH + space;
- if (pos < 3) {
- // top
- level = 1;
- y = (level - 1) * (height - 1) + 1;
- x = pos * (between * 3) + between + HALF_WIDTH + space; // 10
- return;
- } else {
- pos -= 3;
- }
- if (pos < 6) {
- level = 2;
- y = (level - 1) * (height - 1) + 1;
- int group = (pos) / 2;
- x = pos * between + (group * between) + CARD_WIDTH + space * 2;
- return;
- } else {
- pos -= 6;
- }
- if (pos < 9) {
- level = 3;
- y = (level - 1) * (height - 1) + 1;
- x = pos * between + HALF_WIDTH + space;
- return;
- } else {
- pos -= 9;
- }
- if (pos < 10) {
- level = 4;
- y = (level - 1) * (height - 1) + 1;
- x = (pos)*between + space;
- return;
- } else {
- // something is wrong.
- y = -1;
- x = -1;
- level = -1;
- }
- }
- /**
- * @brief shuffle deck of cards
- *
- * example of seeding the deck for a given date 2/27/2021 game 1
- * std::seed_seq s1{2021, 2, 27, 1};
- * vector<int> deck1 = shuffleCards(s1, 1);
- * @param seed
- * @param decks
- * @return vector<int>
- */
- cards shuffleCards(std::seed_seq &seed, int decks) {
- std::mt19937 gen;
- // build deck of cards
- int size = decks * 52;
- std::vector<int> deck;
- deck.reserve(size);
- for (int x = 0; x < size; ++x) {
- deck.push_back(x);
- }
- // repeatable, but random
- gen.seed(seed);
- std::shuffle(deck.begin(), deck.end(), gen);
- return deck;
- }
- /**
- * @brief generate a vector of ints to track card states.
- *
- * This initializes everything to 0.
- *
- * @param decks
- * @return cards
- */
- cards makeCardStates(int decks) {
- // auto states = std::unique_ptr<std::vector<int>>(); // (decks * 52, 0)>;
- std::vector<int> states;
- states.assign(decks * 52, 0);
- return states;
- }
- /**
- * @brief Find the next card we can move the marker to.
- *
- * if left, look in the left - direction, otherwise the right + direction.
- * current is the current active card.
- * states is the card states (0 = down, 1 = in play, 2 = removed)
- *
- * updated: If we can't go any further left (or right), then
- * roll around to the other side.
- *
- * @param left
- * @param states
- * @param current
- * @return int
- */
- int findNextActiveCard(bool left, const cards &states, int current) {
- int cx, cy;
- int current_x;
- cardPos(current, cx, cy);
- current_x = cx;
- int x;
- int pos = -1;
- int pos_x;
- int max_pos = -1;
- int max_x = -1;
- int min_pos = -1;
- int min_x = 100;
- if (left)
- pos_x = 0;
- else
- pos_x = 100;
- for (x = 0; x < 28; x++) {
- if (states.at(x) == 1) {
- // possible location
- if (x == current)
- continue;
- cardPos(x, cx, cy);
- // find max and min while we're iterating here
- if (cx < min_x) {
- min_pos = x;
- min_x = cx;
- }
- if (cx > max_x) {
- max_pos = x;
- max_x = cx;
- }
- if (left) {
- if ((cx < current_x) and (cx > pos_x)) {
- pos_x = cx;
- pos = x;
- }
- } else {
- if ((cx > current_x) and (cx < pos_x)) {
- pos_x = cx;
- pos = x;
- }
- }
- }
- }
- if (pos == -1) {
- // we couldn't find one
- if (left) {
- // use max -- roll around to the right
- pos = max_pos;
- } else {
- // use min -- roll around to the left
- pos = min_pos;
- }
- }
- return pos;
- }
- /**
- * @brief Find the next closest card to move to.
- *
- * Given the card states, this finds the next closest card.
- * Uses current.
- *
- * return -1 there's no options to go to. (END OF GAME)
- * @param states
- * @param current
- * @return int
- */
- int findClosestActiveCard(const cards &states, int current) {
- int cx, cy;
- int current_x;
- cardPos(current, cx, cy);
- current_x = cx;
- int x;
- int pos = -1;
- int pos_x = -1;
- for (x = 0; x < 28; x++) {
- if (states.at(x) == 1) {
- // possible location
- if (x == current)
- continue;
- cardPos(x, cx, cy);
- if (pos == -1) {
- pos = x;
- pos_x = cx;
- } else {
- if (abs(current_x - cx) < abs(current_x - pos_x)) {
- pos = x;
- pos_x = cx;
- }
- }
- }
- }
- return pos;
- }
- vector<std::string> deck_colors = {std::string("All"), std::string("Blue"),
- std::string("Cyan"), std::string("Green"),
- std::string("Magenta"), std::string("Red")};
- /**
- * @brief menu render that sets the text color based on the color found in the
- * text itself.
- *
- * @param c1 [] brackets
- * @param c2 text within brackets
- * @param c3 base color give (we set the FG, we use the BG)
- * @return door::renderFunction
- */
- door::renderFunction makeColorRender(door::ANSIColor c1, door::ANSIColor c2,
- door::ANSIColor c3) {
- door::renderFunction render = [c1, c2,
- c3](const std::string &txt) -> door::Render {
- door::Render r(txt);
- bool option = true;
- door::ColorOutput co;
- // I need this mutable
- door::ANSIColor textColor = c3;
- // Color update:
- {
- std::string found;
- for (auto &dc : deck_colors) {
- if (txt.find(dc) != string::npos) {
- found = dc;
- break;
- }
- }
- if (!found.empty()) {
- if (found == "All") {
- // handle this some other way.
- textColor.setFg(door::COLOR::WHITE);
- } else {
- door::ANSIColor c = stringToANSIColor(found);
- textColor.setFg(c.getFg());
- }
- }
- }
- co.pos = 0;
- co.len = 0;
- co.c = c1;
- int tpos = 0;
- for (char const &c : txt) {
- if (option) {
- if (c == '[' or c == ']') {
- if (co.c != c1)
- if (co.len != 0) {
- r.outputs.push_back(co);
- co.reset();
- co.pos = tpos;
- }
- co.c = c1;
- if (c == ']')
- option = false;
- } else {
- if (co.c != c2)
- if (co.len != 0) {
- r.outputs.push_back(co);
- co.reset();
- co.pos = tpos;
- }
- co.c = c2;
- }
- } else {
- if (co.c != textColor)
- if (co.len != 0) {
- r.outputs.push_back(co);
- co.reset();
- co.pos = tpos;
- }
- co.c = textColor;
- }
- co.len++;
- tpos++;
- }
- if (co.len != 0) {
- r.outputs.push_back(co);
- }
- return r;
- };
- return render;
- }
- // convert a string to an option
- // an option to the string to store
- // This needs to be updated to use deck_colors.
- door::ANSIColor stringToANSIColor(std::string colorCode) {
- std::map<std::string, door::ANSIColor> codeMap = {
- {std::string("BLUE"), door::ANSIColor(door::COLOR::BLUE)},
- {std::string("RED"), door::ANSIColor(door::COLOR::RED)},
- {std::string("CYAN"), door::ANSIColor(door::COLOR::CYAN)},
- {std::string("GREEN"), door::ANSIColor(door::COLOR::GREEN)},
- {std::string("MAGENTA"), door::ANSIColor(door::COLOR::MAGENTA)}};
- std::string code = colorCode;
- string_toupper(code);
- auto iter = codeMap.find(code);
- if (iter != codeMap.end()) {
- return iter->second;
- }
- // And if it doesn't match, and isn't ALL ... ?
- // if (code.compare("ALL") == 0) {
- std::random_device dev;
- std::mt19937_64 rng(dev());
- std::uniform_int_distribution<size_t> idDist(0, codeMap.size() - 1);
- iter = codeMap.begin();
- std::advance(iter, idDist(rng));
- return iter->second;
- // }
- }
- std::string stringFromColorOptions(int opt) { return deck_colors[opt]; }
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