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Player.cpp
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192 lines (146 loc) · 6.69 KB
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//
// Created by fok poon kai on 2018-02-03.
//
#include "Player.h"
///////////////////////////////////////////////////////
///////////////////////////////////////////////////////
///////////////////////////////////////////////////////
//////////// new add ////////// please test//////////
void Player::del_pointer() {
tokens.point_del();
}
int Player::getthrowdie() {
die.throwsOne();
return die.dice1;
}
void Player::set_vnodeRegion_Vector(int nbline) {
;
for (int i = 0; i < maploader.nbline; i++) {
isLostTribe = false;
if (maploader.losttride[i].compare("_LosTri_") == 0) {
isLostTribe = true;
NodeRegion nodeRegion(i + 1, 1, maploader.region_status[i], "", "", isLostTribe, 0);
// the LostTribe Costs 1 Population
vnodeRegion.push_back(nodeRegion);
} else {
NodeRegion nodeRegion(i + 1, 0, maploader.region_status[i], "", "", isLostTribe, 0);
vnodeRegion.push_back(nodeRegion);
}
}
}
void Player::pickup(int i, int vic , int p , string specialPower, string race,bool decline) {
ListofPlayer ListofPlayer(i + 1, vic,p,
specialPower,
race, decline);
vplayer.push_back(ListofPlayer);//push into veco
}
void Player::token_sort() { // sorting ny players coin
cleanUpsortbyvplayercoin();
for (int i = 300; i >= 0; i--) {
for(int j=0 ; j<vplayer.size();j++) {
if(vplayer[j].getvictoryCoins()==i){
sortbyvplayercoin.push_back(vplayer[j]);
}
}
}
}
void Player::declare_winner(){
bool lock =false;
for (int i = 300; i >= 0; i--) {
if(lock==true){
break;
}
for(int j=0 ; j<vplayer.size();j++) {
if(lock==true){
break;
}
if(vplayer[j].getvictoryCoins()==i){
cout <<"Player "<<vplayer[j].getidPlayer()<<" is winner"<<endl;
lock=true;
break;
}
}
}
}
int Player::special_power_pop_cost_deternment(int playerid, int regoinid) {
if(vplayer[playerid].getspecialPower().compare("Commando")==0){
return 1;
} else if(vplayer[playerid].getspecialPower().compare("Mounted")==0&&
(vnodeRegion[regoinid].getregion_status().compare("____plain__")==0||
vnodeRegion[regoinid].getregion_status().compare("_____farm__"))){
return 1;
} else{
return 2;}
}
//void Player::check_region_is_zero_pop(int region) {
// if (vnodeRegion[region].getregion_population()==0){
// vnodeRegion[region].setid_player(0);//erase the regionid data
// vnodeRegion[region].setplayer_race("");//erase the regionrace data
// vnodeRegion[region].setplayer_specialpower(""); //erase the regionsp data
// }
//}
void Player::redeployment(int region, int Idofplayer, int pop) {
if(vnodeRegion[region].getid_player()==Idofplayer){// if ther
int temp = vnodeRegion[region].getregion_population();
int temppy = vplayer[Idofplayer-1].getpopulation();
if(temppy>=pop) {//player pop has to be more or = than pop u wanna put in
vnodeRegion[region].setregion_population(temp + pop);//+the region pop and yr pop u put
vplayer[Idofplayer - 1].setpopulation(temppy - pop);//- the pop u put
}else{
cout<<"You don't have enough population"<<endl;
}
}else{//the region is not the one that user occupied
cout<<"You haven't occupied this region."<<endl;
}
}
void Player::population_costv2(int playerid,int regionid){
cost_of_population=special_power_pop_cost_deternment(playerid,regionid);
cost_of_population+=vnodeRegion[regionid].getregion_population();
if(vnodeRegion[regionid].getregion_status().compare("_mountain__")==0){
cost_of_population+=1;
cout<<"mountain cost 1 more popluation"<<endl;
}
if(maploader.losttride[regionid].compare("_LosTri_")==0){
cost_of_population+=1;
cout<<"lost tride cost 1 more popluation"<<endl;
}
}
void Player::conquers_v4(ListofPlayer *lp,vector <NodeRegion> *nr_vPtr,int pop,int regionid){
(*nr_vPtr)[regionid].setregion_population(pop);//←reset the regional object to new population
(*nr_vPtr)[regionid].setid_player(lp->getidPlayer());//←reset the regional object to new Player ID
(*nr_vPtr)[regionid].setplayer_race(lp->getrace());//←reset the regional object to new Player population
(*nr_vPtr)[regionid].setplayer_specialpower(lp->getspecialPower());//←reset the regional object to new Player special power
//cout<<lp->getNumberOfOccupiedRegion()<<endl;
lp->setNumberOfOccupiedRegion(lp->getNumberOfOccupiedRegion()+1);
}
void Player::returnToPreviousPlayer(vector<NodeRegion> *nr_vPtr, vector<ListofPlayer> *vectorListOfPlayerPointer, int regionid) {
if( (*nr_vPtr)[regionid].getid_player()!=0) {
int temp_number = (*nr_vPtr)[regionid].getid_player();//get the player id in the region
cout << "the region is belong Player " << temp_number << ", the population minus one will be turn to Player "
<< temp_number << endl;
(*vectorListOfPlayerPointer)[temp_number - 1].setpopulation((*vectorListOfPlayerPointer)[temp_number - 1].getpopulation()
+ (*nr_vPtr)[regionid].getregion_population() - 1);//return the region population -1to ex-owner
(*vectorListOfPlayerPointer)[temp_number - 1].setNumberOfOccupiedRegion((*vectorListOfPlayerPointer)[temp_number - 1].getNumberOfOccupiedRegion() - 1);
//set ex-owner one less owing region
}
}
void Player::redeploymentVeiw(ListofPlayer *lp, vector<NodeRegion> *nr_vPtr) {
for (int i = 0; i < vnodeRegion.size(); ++i) {
if(lp->getidPlayer()==(*nr_vPtr)[i].getid_player()){
int PlayerId=(*nr_vPtr)[i].getid_player();
int regionPopulation=(*nr_vPtr)[i].getregion_population();
string regionStatus=(*nr_vPtr)[i].getregion_status();
cout<<"The region "<<i+1<<" is "<<regionStatus<<" has "<<regionPopulation<<" population."<<endl;
}
}
}
void Player::pickupAfterDecline(ListofPlayer *listofplayer, string race, string specialpower, int population) {
listofplayer->setspecialpower(specialpower);//reset player specialpower
listofplayer->setrace(race);//reset player race
listofplayer->setpopulation(population);//reset player populatiom
listofplayer->setdecline_lock(1);//set the lock avoid the infinity decline
}
void Player::cleanUpsortbyvplayercoin() {
sortbyvplayercoin.clear();
sortbyvplayercoin.shrink_to_fit();
}