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Interraction.cpp
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459 lines (358 loc) · 21.1 KB
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//
// Created by fok poon kai on 2018-03-09.
//
//the vectors and node class called in player class
//so every time u call the vector value, u need call player.vplayer
// hava a bugs to occupied
//or player.vnoderegion
//
#include "Interraction.h"
void Interraction ::setplayer(string map, int nbplayer) {
maps_using = map;//<~~~~change
player.maploader.setmap(maps_using);//important don't erase
maploader.setmap(maps_using);//important don't erase
player.enter_race_sp_to_vector();//important don't erase
player.set_vnodeRegion_Vector(player.maploader.nbline);
po=new PhaseObserver();
so=new StatisticsObserve();
for (int p = 0; p < nbplayer; p++) {
playercounter.push_back(0);
lostRegions.push_back(0);
}
br();//print out break line
player.prints();//print out the map
br();//print out break line
for (int i = 0; i < nbplayer; ++i) {
player.setRace_population(0);
numberOfPopulation = 0;
player.vrace_vspecialpower_print();
cout << "pick race" << endl;
//cin >> raceSelection;
// claudia :commented out code
//claudia
check=false;// alan u forget to reset
do {
cin >> raceSelection;
try {
if (cin.fail()) {
cin.clear();
throw raceSelection;
// if the input is not an integer, an error is thrown
// claudia
} else if (raceSelection > 6 || raceSelection < 1) {
throw raceSelection;
} else{
check=true;
}
}
catch (int raceSelection) {
cin.ignore(std::numeric_limits<std::streamsize>::max(), '\n');
cout << "The Entry is Invalid, Please try again." << endl;
// claudia : Fixed Grammar and made it easier to understand
cin.clear();
}
}while(check==false);
// claudia
cout << "This race you picking us " << player.getvrace(raceSelection) << " "
<< player.getvspecialpower(raceSelection) << endl;
victorycoin = 5;//start with 5 victory coin
/*using the static array to hold the victory coin ,if player pick the
first race , player doesn't need to pay a victory coin
if player pick the second , player has to pay one victory coin*/
for (int j = 1; j < raceSelection; j++) {
race_coin[j] += 1;//put one coin into array
victorycoin--;//minus the coin
}
victorycoin += race_coin[raceSelection];//victory plus the coin that the array holding
race_coin[raceSelection] = 0;//reset the index of array that the coin holding =0;
player.race_population_determind(player.getvrace(raceSelection), player.getvspecialpower(raceSelection));
//determind how many popualation that race and special power combine
numberOfPopulation = player.getRace_population();//get the population from player class
cout << "You have " << numberOfPopulation << " poulation" << endl;
player.pickup(i, victorycoin, numberOfPopulation, player.getvspecialpower(raceSelection),
player.getvrace(raceSelection), false);//function calling,create the player object
player.tempNbIndex = i;//for strategy purpose
player.shift(raceSelection);//shift up the race and special power to replace that player toke
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
first_time_edge = true;//
tempvplayerid = player.vplayer[i].getidPlayer();//temp playid
tempvplayerpop = player.vplayer[i].getpopulation();//temp player pop
br();
player.tempPlayerId=player.vplayer[i].getidPlayer();//for observer purpose
//strategy
cout << "Select the player type \n"
"Press 1:AggressivePlayer \n"
"Press 2:DefensivePlayer \n"
"Press 3:ModeratePlaye \n"
"Press 4:RandomPlayer \n"
<< endl;//strategy
//use try and catch
player_pointer=&player;
lp=&player.vplayer[i];
po=new PhaseObserver();//create object and put it into healp
so=new StatisticsObserve();;//create object and put it into healp
player_pointer->attach(po);//attach
inputCheck=false;
do {
cin >> input;
try {
if (cin.fail()) {
cin.clear();
throw raceSelection;
// if the input is not an integer, an error is thrown
// claudia
}
if (input < 0 || input > 4) {
throw input;
}
else if (input == 1) {
player.vplayer[i].setPhase("turn");//set player phase to turn
player_pointer->notify(&player.vplayer[i]);//print out
aggressivePlayer.pickupRaceNSp(&player.vplayer[i]);
br();
aggressivePlayer.firstEdge(&player.vplayer[i], player, &player.vnodeRegion,
&player.vplayer);//change <~~make sure the player is entry from edge
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
player.vplayer[i].setPhase("conquer");
player_pointer->notify(&player.vplayer[i]);
aggressivePlayer.conquers(&player.vplayer[i], player, &player.vnodeRegion,
&player.vplayer);//change <~~ occupied
//call aggressive conquer class
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
br();
player.vplayer[i].setPhase("coin");
player_pointer->notify(&player.vplayer[i]);
aggressivePlayer.scores(&player.vplayer[i], player, &player.vnodeRegion,
&player.vplayer);
//collect token
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
inputCheck=true;
} else if (input == 2) {
player.vplayer[i].setPhase("turn");//set player phase to turn
player_pointer->notify(&player.vplayer[i]);//print out
defensePlayer.pickupRaceNSp(&player.vplayer[i]);
defensePlayer.firstEdge(&player.vplayer[i], player, &player.vnodeRegion,
&player.vplayer);//change <~~make sure the player is entry from edge
// defensePlayer.conquers(&player.vplayer[i], player, &player.vnodeRegion,
// &player.vplayer);//change <~~ occupied
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
br();
defensePlayer.redeployment(&player.vplayer[i], player, &player.vnodeRegion,
&player.vplayer);
//call redeploymment function in defensePlayer.cpp
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
br();
player.vplayer[i].setPhase("coin");
player_pointer->notify(&player.vplayer[i]);
defensePlayer.scores(&player.vplayer[i], player, &player.vnodeRegion, &player.vplayer);
//call scores function in defensePlayer.cpp
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
inputCheck=true;
} else if (input == 3) {
player.vplayer[i].setPhase("turn");
player_pointer->notify(&player.vplayer[i]);
moderatePlayer.pickupRaceNSp(&player.vplayer[i]);
moderatePlayer.firstEdge(&player.vplayer[i], player, &player.vnodeRegion,
&player.vplayer);//change <~~make sure the player is entry from edge
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
br();
player.vplayer[i].setPhase("conquer");
//
player_pointer->notify(&player.vplayer[i]);
moderatePlayer.conquers(&player.vplayer[i], player, &player.vnodeRegion,
&player.vplayer);//change <~~ occupied
//call moderate conquer class
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
br();
player.vplayer[i].setPhase("coin");
player_pointer->notify(&player.vplayer[i]);
moderatePlayer.scores(&player.vplayer[i], player, &player.vnodeRegion, &player.vplayer);
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
inputCheck=true;
} else if (input == 4) {
player.vplayer[i].setPhase("turn");
player_pointer->notify(&player.vplayer[i]);
randomPlayer.pickupRaceNSp(&player.vplayer[i]);
randomPlayer.firstEdge(&player.vplayer[i], player, &player.vnodeRegion,
&player.vplayer);//change <~~make sure the player is entry from edge
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
br();
player.vplayer[i].setPhase("conquer");
player_pointer->notify(&player.vplayer[i]);
randomPlayer.conquers(&player.vplayer[i], player, &player.vnodeRegion,
&player.vplayer);//change <~~ occupied
//call randomPlayer conquer class
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
br();
player.vplayer[i].setPhase("coin");
player_pointer->notify(&player.vplayer[i]);
randomPlayer.scores(&player.vplayer[i], player, &player.vnodeRegion, &player.vplayer);
//call scores function in defensePlayer.cpp
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[i].getidPlayer(),player);
inputCheck=true;
}
} catch (int input) {
cin.ignore(std::numeric_limits<std::streamsize>::max(), '\n');
cout << "the input is invalid \n"
"Enter again:"<< endl;
cin.clear();
}
catch (...){
cout<<"the type is not right"<<endl;
}
player_pointer->detach();
}while(inputCheck==false);
cout << "the Player " << player.vplayer[i].getidPlayer() << " and " << player.vplayer[i].getpopulation()
<< endl;
player.prints();
}
veiwer.showAllPlayerInformation(player);
player_pointer->attachStatic(so);
player_pointer->notifyStatic(&player.vplayer,maploader.nbline);//so how many percentage that player occupied the map
//turn 2-10
for (int j = 2; j <=10 ; ++j) {//2-10 loop
player.token_sort();
tempStorage.clear();
tempStorage.shrink_to_fit();
player_pointer->attach(po);
for (int k = 0; k < player.sortbyvplayercoin.size(); ++k) {
for (int l = 0; l < player.vplayer.size(); ++l) {
if (player.vplayer[k].getidPlayer() == player.vplayer[l].getidPlayer()) {
tempStorage.push_back(player.vplayer[l].getidPlayer());
}
}
}
// player loop
for (int indexOftempStorage = 0; indexOftempStorage < tempStorage.size(); ++indexOftempStorage) {
indexOfPlayerVector=tempStorage[indexOftempStorage];
indexOfPlayerVector-=1;
player.vplayer[indexOfPlayerVector].setTurn(j);
//////check decline ///////////
if (player.vplayer[indexOfPlayerVector].getDecline() == true &&
player.vplayer[indexOfPlayerVector].getdecline_lock() == 0) {//for player object who select decline
player.setRace_population(0);
numberOfPopulation = 0;
player.vrace_vspecialpower_print();
cout << "pick race" << endl;
cin >> raceSelection;
cout << "This race you picking us " << player.getvrace(raceSelection) << " "
<< player.getvspecialpower(raceSelection) << endl;
for (int i = 1; i < raceSelection; i++) {
race_coin[i] += 1;
player.vplayer[indexOfPlayerVector].setvictoryCoins(
player.vplayer[indexOfPlayerVector].getvictoryCoins() - 1);
}
player.vplayer[indexOfPlayerVector].setvictoryCoins(
player.vplayer[indexOfPlayerVector].getvictoryCoins() + race_coin[raceSelection]);
race_coin[raceSelection] = 0;
player.race_population_determind(player.getvrace(raceSelection),
player.getvspecialpower(raceSelection));
numberOfPopulation = player.getRace_population();
cout << "You have " << numberOfPopulation << " poulation" << endl;
player.pickupAfterDecline(&player.vplayer[indexOfPlayerVector], player.getvrace(raceSelection),
player.getvspecialpower(raceSelection), numberOfPopulation);
player.shift(raceSelection);
}
//////check decline end///////////
if (player.vplayer[indexOfPlayerVector].getStrategyBehaviour() == 1) {//Aggressive behaviour
player.vplayer[indexOfPlayerVector].setPhase("turn");//set the phase of player
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);//print out
aggressivePlayer.redeployment(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion,
&player.vplayer);//get redeployment to set the troop
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
//print out the info
br();
player.vplayer[indexOfPlayerVector].setPhase("conquer");
//set the phase to conquer
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);//print out
aggressivePlayer.conquers(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion,
&player.vplayer);//call the conquer function in aggressive class
//call aggressive conquer class
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
br();
player.vplayer[indexOfPlayerVector].setPhase("coin");
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);
aggressivePlayer.scores(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion,
&player.vplayer);
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
} else if (player.vplayer[indexOfPlayerVector].getStrategyBehaviour() == 2) {//defensive
// player.vplayer[indexOfPlayerVector].setTurn(j);
player.vplayer[indexOfPlayerVector].setPhase("turn");
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);
defensePlayer.redeployment(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion,
&player.vplayer);
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
br();
player.vplayer[indexOfPlayerVector].setPhase("conquer");
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);
defensePlayer.conquers(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion,
&player.vplayer);
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
br();
player.vplayer[indexOfPlayerVector].setPhase("coin");
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);
defensePlayer.scores(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion,
&player.vplayer);
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
} else if (player.vplayer[indexOfPlayerVector].getStrategyBehaviour() == 3) {//Moderate
// player.vplayer[indexOfPlayerVector].setTurn(j);
player.vplayer[indexOfPlayerVector].setPhase("turn");
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);
moderatePlayer.redeployment(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion,
&player.vplayer);
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
br();
player.vplayer[indexOfPlayerVector].setPhase("conquer");
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);
moderatePlayer.conquers(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion,
&player.vplayer);//change <~~ occupied
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
br();
player.vplayer[indexOfPlayerVector].setPhase("coin");
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);
moderatePlayer.scores(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion, &player.vplayer);
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
} else if (player.vplayer[indexOfPlayerVector].getStrategyBehaviour() == 4) {
// player.vplayer[indexOfPlayerVector].setTurn(j);
player.vplayer[indexOfPlayerVector].setPhase("turn");
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);
randomPlayer.redeployment(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion,
&player.vplayer);
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
br();
player.vplayer[indexOfPlayerVector].setPhase("conquer");
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);
randomPlayer.conquers(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion,
&player.vplayer);//change <~~ occupied
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
br();
player.vplayer[indexOfPlayerVector].setPhase("coin");
player_pointer->notify(&player.vplayer[indexOfPlayerVector]);
randomPlayer.scores(&player.vplayer[indexOfPlayerVector], player, &player.vnodeRegion, &player.vplayer);
veiwer.getPlayerInfoAndShowOccupiedregion(player.vplayer[indexOfPlayerVector].getidPlayer(), player);
}
cout << "the Player " << player.vplayer[indexOfPlayerVector].getidPlayer() << " and "
<< player.vplayer[indexOfPlayerVector].getpopulation()
<< endl;
}//finsih tempStorage
player_pointer->notifyStatic(&player.vplayer,maploader.nbline);
player_pointer->detach();
}//turn 2-10 endloop
//this is how to implement OberserverDecorator, I didn't use it in the assignment
//hod = new HandsObserverDecorator(PhaseObserver());
//player_pointer->attach(hod);
player.declare_winner(); //declare who is winner
player.del_pointer();//del pointer
player.vnodeRegion.clear();//clean up vnodeRegion
player.vnodeRegion.shrink_to_fit();//clean up vnodeRegion Capacity
player.vplayer.clear();//clean up vplayer
player.vplayer.shrink_to_fit();//clean up vplayer Capacity
po=NULL;//set to Null
so=NULL;//set to Null
delete(po);//delete po pointer
delete(so);//delete so pointer
cout << "end game" << endl;
}
void Interraction::br() {
cout<<"▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉"<<endl;
}