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GenericPlayer.cpp
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305 lines (282 loc) · 10.7 KB
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#include "GenericPlayer.h"
int GenericPlayer::numPlayers = 0;
GenericPlayer::GenericPlayer()
{
//cout << "GenericPlayer default constructor" << endl;
char enemySymbol;
if (numPlayers == 0) { // 0 = Player1
this->isTurn = true;
this->unitSymbol = 'X';
enemySymbol = 'O';
}
else {
this->isTurn = false;
this->unitSymbol = 'O';
enemySymbol = 'X';
}
numPlayers++;
LegionList.reserve(maxLegions); // Resizing vectors activate copy constructors
//LegionList.shrink_to_fit(); // If the vector size doubles, this function fits the size of the vector to the amount of elements on vector
while (this->availableLegions < this->maxLegions) {
LegionList.emplace_back(this->unitSymbol, enemySymbol, ConnectedBoard); // emplace_back creates the object already within the vector, can take parameters then and there, calls constructor and move constructor.
LegionList[availableLegions].SetLegionName(this->availableLegions + 1);
this->availableLegions++;
}
}
GenericPlayer::GenericPlayer(GameBoard *board, string name, vector<GenericPlayer*> &playerlist):
ConnectedBoard(board), m_Pname(name),PlayerList(&playerlist)
{
//cout << "GenericPlayer constructor" << endl;
char enemySymbol;
if (numPlayers == 0) {
this->isTurn = true;
this->unitSymbol = 'X';
enemySymbol = 'O';
}
else {
this->isTurn = false;
this->unitSymbol = 'O';
enemySymbol = 'X';
}
numPlayers++;
LegionList.reserve(maxLegions); // Resizing vectors activate copy constructors
//LegionList.shrink_to_fit(); // If the vector size doubles, this function fits the size of the vector to the amount of elements on vector
while (this -> availableLegions < this-> maxLegions) {
LegionList.emplace_back(this->unitSymbol, enemySymbol,ConnectedBoard); // emplace_back creates the object already within the vector, can take parameters then and there, calls constructor and move constructor.
LegionList[availableLegions].SetLegionName(this->availableLegions + 1);
this->availableLegions++;
}
}
GenericPlayer::~GenericPlayer(){
}
void GenericPlayer::PassBoardandName(GameBoard* board, string name) {
this->ConnectedBoard = board;
this->m_Pname = name;
}
void GenericPlayer::SetOpponent() {
if (this->m_Pname == "Player1") {
this->Opponent = this->PlayerList->at(1);
}
else if (this->m_Pname == "Player2") {
this->Opponent = this->PlayerList->at(0);
}
}
bool GenericPlayer::IsInDeploymentZone(string input) {
bool inDepZone = false;
if (this->m_Pname == "Player1") {
if (find(ConnectedBoard->Player1DeploymentZoneSpaces.begin(), ConnectedBoard->Player1DeploymentZoneSpaces.end(), input) == ConnectedBoard->Player1DeploymentZoneSpaces.end()) {
return false;
}
else
return true;
}
if (this->m_Pname == "Player2") {
if (find(ConnectedBoard->Player2DeploymentZoneSpaces.begin(), ConnectedBoard->Player2DeploymentZoneSpaces.end(), input) == ConnectedBoard->Player2DeploymentZoneSpaces.end()) {
return false;
}
else
return true;
}
}
BoardIndex GenericPlayer::SearchSpace(string &input, char &letter, int &number) {
for (int rows = 0; rows < ConnectedBoard->ROWS; rows++) {
for (int columns = 0; columns < ConnectedBoard->COLUMNS; columns++) {
if (letter == ConnectedBoard->LetterCoordinates[columns] && number == rows && number < ConnectedBoard->ROWS && number >= 0 && ConnectedBoard->BoardVector.at(rows).at(columns) != this->unitSymbol) {
return { rows, columns, true };
}else if (letter == ConnectedBoard->LetterCoordinates[columns] && number == rows && number < ConnectedBoard->ROWS && number >= 0 && ConnectedBoard->BoardVector.at(rows).at(columns) == this->unitSymbol) {
return { rows, columns , false };
}
}
}
}
void GenericPlayer::PlaceLegion(string input, const unsigned int rowNum, const unsigned int columnNum) {
for (auto &legio : this->LegionList) {
if (legio.GetLocation() != input && legio.GetLocation() == "") {
legio.SetMenCount(1000);
legio.SetLocation(input, rowNum, columnNum,this->unitSymbol);
legio.SetStance("Ready");
this->totalMen += legio.GetMenCount();
this->deployedLegions++;
for (auto &updateLegio : this->LegionList) {
if (updateLegio.isDeployed == true) {
updateLegio.ScoutAdjacents();
updateLegio.UpdateMorale();
}
}
break;
}
}
}
void GenericPlayer::RemoveLegion(string input, const unsigned int rowNum, const unsigned int columnNum) {
for (auto &legio : this->LegionList) {
if (legio.GetLocation() == input) {
this->totalMen -= legio.GetMenCount();
legio.SetMenCount(0);
legio.SetStance("");
legio.ClearMorale();
this->deployedLegions--;
legio.ClearLocation(rowNum, columnNum);
legio.isDeployed == false;
for (auto &updateLegio : this->LegionList) {
if (updateLegio.isDeployed == true) {
updateLegio.ScoutAdjacents();
updateLegio.UpdateMorale();
}
}
break;
}
}
}
int GenericPlayer::MoveLegions(char moveDir) {
int movedLegions = 0;
int unmovedLegions = 0;
int movableLegions = this->GetMovableLegions();
while (movedLegions + unmovedLegions < movableLegions) {
for (auto &legio : this->LegionList) {
if (legio.isDeployed == true && legio.canMove == true && legio.inCombat == false && legio.destroyed == false
&& legio.Fleeing == false && legio.ValidMove(moveDir)) {
legio.MoveLegion(moveDir);
legio.UpdateLegion();
movedLegions++;
}
else if(legio.ValidMove(moveDir) == false){
unmovedLegions++;
}
}
}
return movedLegions;
}
int GenericPlayer::GetMovableLegions()const {
int movableLegions = 0;
for (auto &legio : this->LegionList) {
if (legio.isDeployed == true && legio.canMove == true && legio.inCombat == false && legio.destroyed == false
&& legio.Fleeing == false ) {
movableLegions++;
}
}
return movableLegions;
}
void GenericPlayer::UpdateTotalMen() {
this->totalMen = 0;
for (auto &i : this->LegionList) {
this->totalMen += i.GetMenCount();
}
}
int GenericPlayer::GetTotalMen()const {
return this->totalMen;
}
bool GenericPlayer::RollDisengagement() {
srand(static_cast<unsigned int>(time(0)));
int disengageChance = rand() % this->SelectedLegion->GetEngangedCount()+1;
if (this->SelectedLegion->GetEngangedCount() < 2) {
return true;
}
else if (this->SelectedLegion->GetEngangedCount() >= 2 && disengageChance == 1) {
return true;
}
else {
return false;
}
}
int GenericPlayer::DisengagementCasualties() {
int minCasualties = 35;
int maxCasualties = 56;
int range = maxCasualties - minCasualties + 1;
srand(static_cast<unsigned int>(time(0)));
int disengageCasualties = rand() % range + minCasualties;
this->SelectedLegion->TakeDamage(disengageCasualties);
if (this->SelectedLegion->GetMenCount() <= 0) {
this->SelectedLegion->DestroyLegion();
}
return disengageCasualties;
}
void GenericPlayer::UpdateBattle() {
if (this->GetLegionCount() == 0) this->loser = true, this->Opponent->winner = true;
for (auto &legio : this->LegionList) {// iterate through current players legions to update
if (legio.isDeployed == true && legio.destroyed == false && legio.GetMenCount() <= 0) {// if destroyed
legio.DestroyLegion();
legio.SetEngagedCount();
this->deployedLegions--;
}
if (legio.EnemiesEngaged.size() == 0) {
legio.inCombat = false;
}
if (legio.inCombat == false) {
legio.EnemiesEngaged.clear();
legio.SetEngagedCount();
}
if (legio.isDeployed == true && legio.destroyed == false && legio.inCombat == true && legio.Fleeing == false && legio.GetMenCount() > 0) {
legio.SetStance("In Combat");
legio.InflictDamage();
}
else if (legio.isDeployed == true && legio.destroyed == false && legio.inCombat == false && legio.Fleeing == false) {
legio.canMove = true;
legio.SetStance("Ready");
}
else if (legio.isDeployed == true && legio.destroyed == false && legio.Fleeing == true) {
legio.FleeLegion();
if (legio.destroyed == true) this->deployedLegions--;
legio.ScoutAdjacents();
legio.ScoutTargets();
}
if (legio.isDeployed == true && legio.destroyed == false) legio.UpdateLegion();
}
for (auto &enemyLegio : this->Opponent->LegionList) { // iterate through enemy's legions to update
if (enemyLegio.isDeployed == true && enemyLegio.destroyed == false && enemyLegio.GetMenCount() <= 0) {// if destroyed
enemyLegio.DestroyLegion();
enemyLegio.SetEngagedCount();
this->Opponent->deployedLegions--;
}
for (auto &legio : this->LegionList) { // iterate through current players legions to update their targets
auto it = find(enemyLegio.EnemiesEngaged.begin(), enemyLegio.EnemiesEngaged.end(), &legio);
auto it2 = find(legio.EnemiesEngaged.begin(), legio.EnemiesEngaged.end(), &enemyLegio);
if (legio.isDeployed == true && enemyLegio.destroyed == true && !legio.EnemiesEngaged.empty()
&& it2 != legio.EnemiesEngaged.end() || enemyLegio.Fleeing == true && it2 != legio.EnemiesEngaged.end()) {
legio.EnemiesEngaged.erase(it2);
legio.SetEngagedCount();
}
if (enemyLegio.isDeployed == true && enemyLegio.destroyed == false && !enemyLegio.EnemiesEngaged.empty()
&& it != enemyLegio.EnemiesEngaged.end() && legio.Fleeing == true) { // if enemy legion's targets flee.
enemyLegio.EnemiesEngaged.erase(it);
enemyLegio.SetEngagedCount();
}
}
if (enemyLegio.EnemiesEngaged.size() == 0) {
enemyLegio.inCombat = false;
}
if (enemyLegio.inCombat == false) {
enemyLegio.EnemiesEngaged.clear();
enemyLegio.SetEngagedCount();
}
if (enemyLegio.isDeployed == true && enemyLegio.destroyed == false && enemyLegio.inCombat == true && enemyLegio.Fleeing == false && enemyLegio.GetMenCount() > 0) {
enemyLegio.SetStance("In Combat");
}
else if (enemyLegio.isDeployed == true && enemyLegio.destroyed == false && enemyLegio.inCombat == false && enemyLegio.Fleeing == false) {
enemyLegio.canMove = true;
enemyLegio.SetStance("Ready");
}
else if (enemyLegio.isDeployed == true && enemyLegio.destroyed == false && enemyLegio.Fleeing == true) {
enemyLegio.FleeLegion();
if (enemyLegio.destroyed == true) Opponent->deployedLegions--;
enemyLegio.ScoutAdjacents();
enemyLegio.ScoutTargets();
}
if (enemyLegio.isDeployed == true && enemyLegio.destroyed == false) enemyLegio.UpdateLegion();
}
this->UpdateTotalMen();
this->Opponent->UpdateTotalMen();
}
void GenericPlayer::SetLegionCount() {
if (this->deployedLegions > maxLegions) {
deployedLegions = maxLegions;
}
else {
this->deployedLegions++;
}
}
int GenericPlayer::GetLegionCount()const {
return this->deployedLegions;
}
string GenericPlayer::GetPlayerName()const {
return this->m_Pname;
}