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Strategy.cpp
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776 lines (639 loc) · 40.2 KB
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//
// Created by fok poon kai on 2018-03-31.
//
#include "Strategy.h"
//Strategy pattern implement
//Aggressive Player
AggressivePlayer::AggressivePlayer(){}
AggressivePlayer::~AggressivePlayer(){}
/*pass thus (pointer of Player Object, Player class for Player class method, pointer of vector which holding the region
* Object, pointer of vector which holding the player Object )
*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ */
void AggressivePlayer::pickupRaceNSp(listOfPlayer *lp,Player py,vector <NodeRegion>* nr_vPtr,vector<listOfPlayer> *lp_vPtr){
cout<<"you pick up the Aggressive Player"<<endl;
}
/*pass thus (pointer of Player Object, Player class for Player class method, pointer of vector which holding the region
* Object, pointer of vector which holding the player Object )
*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ */
void AggressivePlayer::firstEdge(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr) {
cout<<"------------------------first entry to the map------------------------"<<endl;
cout<<"the Player "<<lp->getidPlayer()<<" and "<< lp->getpopulation()<<endl;
observer.attach(py.vplayer[py.tempNbIndex]);// attach the player Object to Observer
total_number_of_region=py.maploader.nbline;// get how many region
playerid=lp->getidPlayer();//get Player ID
playerpop=lp->getpopulation();//get Player population
do {//go to do loop to make sure the first region is from the edge of the map
srand(time(NULL));
randomnumber = (rand()) % total_number_of_region;
if (py.maploader.adjact[randomnumber].compare("y") != 0) {//←if the region is not an edge region
Edgeoccupied=false;//no need to print out becuz it is a AI playing
}else{
if (py.vnodeRegion[randomnumber].getregion_status().compare("____water__") == 0 && //←if the region is a water region
lp->getspecialPower().compare("Seafaring") != 0){//←and the player special power is no Seafaring
Edgeoccupied=false;//no need to print out becuz it is a AI playing
} else{//if all conditions match
py.population_costv2(playerid,randomnumber);//calculation how many region need to occupy that region
if(py.cost_of_population>playerpop){//if the population cost more that player population
Edgeoccupied=false;
}else {
//return the previous user
if( (*nr_vPtr)[randomnumber].getid_player()!=0){//if the region No 0,0=no player
int temp_number=(*nr_vPtr)[randomnumber].getid_player();//get the player id in the region
(*lp_vPtr)[temp_number-1].setpopulation((*nr_vPtr)[randomnumber].getregion_population()-1);
//↑↑↑ find out the previous region owner and return the region population -1 to previous region owner
}
lp->setpopulation(lp->getpopulation()-py.cost_of_population);//←reset player object population (player origional population - population that player spend)
(*nr_vPtr)[randomnumber].setregion_population(py.cost_of_population);//←reset the regional object to new population
(*nr_vPtr)[randomnumber].setid_player(lp->getidPlayer());//←reset the regional object to new Player ID
(*nr_vPtr)[randomnumber].setplayer_race(lp->getrace());//←reset the regional object to new Player population
(*nr_vPtr)[randomnumber].setplayer_specialpower(lp->getspecialPower());//←reset the regional object to new Player special power
py.invade_v2(playerid,randomnumber);//←set the matrix map to Player ID
py.maploader.losttride[randomnumber] = "_none__";//←set the lost tride to none after ocuppied the region
Edgeoccupied=true;//get out the do-while loop
}
}
}
}while (Edgeoccupied==false);
cout<<"------------------------The player selected "<<randomnumber+1<<"------------------------"<<endl;
py.prints();//print out the map
cout<<"Update-->the Player "<<lp->getidPlayer()<<" and "<< lp->getpopulation()<<endl;
}
/*pass thus (pointer of Player Object, Player class for Player class method, pointer of vector which holding the region
* Object, pointer of vector which holding the player Object )
*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ */
void AggressivePlayer::conquers(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr) {
// observer.update_conquer();
cout << "the Player " << lp->getidPlayer() << " and " << lp->getpopulation() << endl;
// observer.update_conquer();
playerid = lp->getidPlayer();//get Player ID
playerpop = lp->getpopulation();//get Player population
phase_observer.update_conquer(*lp_vPtr);//calling the Observer to update the information
cout << py.vnodeRegion[randomnumber].getid_player() << "get " << py.vnodeRegion[randomnumber].getregion_status()
<< endl;
conquer_check = false;//get conquer_check to false to do-while loop purpose
do {
//↓↓↓ the store the region Object vector index number for future occupy purpose↓↓↓
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if (py.vnodeRegion[i].getid_player() == playerid) {
storage.push_back(i);//store Object vector index in the storage vector if the player owns this region
}
}
//↓↓↓ Occupied the region by using for loop↓↓↓
for (int j = 0; j < storage.size(); ++j) {
int temp = storage[j];//get the region then player already occupied by reading in "storage" vecotor
//↓↓↓by using loop the check the region player ID mactch the player id↓↓↓
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
py.population_costv2(playerid, i);
/*check the matrix [x][y],x=region that player already occupid, y= region wanna occupy, is 1 which
mean is linking ,and (the y is not water region or player has seafaring), and player population is
equal or bigger the y cost
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
*/
if (py.maploader.maps.pt[temp][i] == 1 &&
(((py.vnodeRegion[i].getregion_status().compare("____water__") != 0 ||
py.vplayer[i].getspecialPower().compare("Seafaring") == 0))) &&
playerpop >= py.cost_of_population) {
//↓↓↓return to player who already occupied of this region↓↓↓
if( (*nr_vPtr)[i].getid_player()!=0){//if the region No 0,0=no player
int temp_number=(*nr_vPtr)[i].getid_player();//get the player id in the region
(*lp_vPtr)[temp_number-1].setpopulation((*nr_vPtr)[i].getregion_population()-1);
//↑↑↑ find out the previous region owner and return the region population -1 to previous region owner
}
//occupied
lp->setpopulation(lp->getpopulation() - py.cost_of_population);//←reset player object population (player origional population - population that player spend)
(*nr_vPtr)[i].setregion_population(py.cost_of_population);//←reset the regional object to new population
(*nr_vPtr)[i].setid_player(lp->getidPlayer());//←reset the regional object to new Player ID
(*nr_vPtr)[i].setplayer_race(lp->getrace());//←reset the regional object to new Player population
(*nr_vPtr)[i].setplayer_specialpower(lp->getspecialPower());//←reset the regional object to new Player special power
py.invade_v2(playerid, i);//←set the matrix map to Player ID
py.maploader.losttride[i] = "_none__";//←set the lost tride to none after ocuppied the region
playerpop -= py.cost_of_population;//←the player population minus player spent population on the region
}
/*check the matrix [x][y],x=region that player already occupid, y= region wanna occupy, is 1 which
mean is linking ,and (the y is not water region or player has seafaring), and player population is
smaller than the y cost
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
*/
else if (py.maploader.maps.pt[temp][i] == 1 &&
(((py.vnodeRegion[i].getregion_status().compare("____water__") != 0 ||//←if the region is not a water region
py.vplayer[i].getspecialPower().compare("Seafaring") == 0))) &&//←or the player special power Seafaring
playerpop < py.cost_of_population) {//the player population is smaller than the region costs
cout << "throw the die" << endl;
int tempdice = py.getthrowdie();//the dice number which calling the dice class
cout<< "The dice number is " <<tempdice<<" and the total is "<<tempdice + playerpop<<endl;
if ((tempdice + playerpop) >= py.cost_of_population) {
//return the previous user
if( (*nr_vPtr)[randomnumber].getid_player()!=0){//if the region No 0,0=no player
int temp_number=(*nr_vPtr)[randomnumber].getid_player();//get the player id in the region
(*lp_vPtr)[temp_number-1].setpopulation((*nr_vPtr)[randomnumber].getregion_population()-1);
//↑↑↑ find out the previous region owner and return the region population -1 to previous region owner
}
//conquer package
lp->setpopulation(0);//set the Player object popluation to 0
(*nr_vPtr)[i].setregion_population(playerpop);//←reset the regional object to new population which player already have
(*nr_vPtr)[i].setid_player(lp->getidPlayer());//←reset the regional object to new Player ID
(*nr_vPtr)[i].setplayer_race(lp->getrace());//←reset the regional object to new Player population
(*nr_vPtr)[i].setplayer_specialpower(lp->getspecialPower());//←reset the regional object to new Player special power
py.invade_v2(playerid, i);
py.maploader.losttride[i] = "_none__";//←set the matrix map to Player ID
playerpop -= py.cost_of_population;//←set the lost tride to none after ocuppied the region
//out of the loop
conquer_check = true;
break;
} else {
//out of the loop
conquer_check = true;
break;
}
}
if (conquer_check == true) {
break;
}
}
if (conquer_check == true) {
break;
}
}
} while (conquer_check == false);
cout << "the Player " << lp->getidPlayer() << " and " << lp->getpopulation() << endl;
py.prints();
}
/*We leave 1 population on the region and take all remaining to Player hands)
*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ */
void AggressivePlayer::redeployment(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr){
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if((*nr_vPtr)[i].getid_player()==lp->getidPlayer()){
if((*nr_vPtr)[i].getregion_population()>1){
(*nr_vPtr)[i].setregion_population((*nr_vPtr)[i].getregion_population()-1);
lp->setpopulation(lp->getpopulation()+1);
}
}
}
};
/*
Collect the victory coin
*/
void AggressivePlayer::scores(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr) {
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if((*nr_vPtr)[i].getid_player()==lp->getidPlayer()){
//↓↓if the player race is Orcs
if(lp->getrace().compare("Orcs")==0){
lp->setvictoryCoins(lp->getvictoryCoins()+2);
//↓↓if the player race is human and region is farm
}else if(lp->getrace().compare("Human")==0&&(*nr_vPtr)[i].getregion_status().compare("_____farm__")){
lp->setvictoryCoins(lp->getvictoryCoins()+2);
}else{
lp->setvictoryCoins(lp->getvictoryCoins()+1);
}
}
}
}
//Defense Player
DefensivePlayer::DefensivePlayer() {}
DefensivePlayer::~DefensivePlayer() {}
/*pass thus (pointer of Player Object, Player class for Player class method, pointer of vector which holding the region
* Object, pointer of vector which holding the player Object )
*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ */
void DefensivePlayer::pickupRaceNSp(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr){
cout<<"you pick up the Defensive Player"<<endl;
}
/*pass thus (pointer of Player Object, Player class for Player class method, pointer of vector which holding the region
* Object, pointer of vector which holding the player Object )
*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ */
void DefensivePlayer::firstEdge(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr){
cout<<"------------------------first entry to the map------------------------"<<endl;
cout<<"the Player "<<lp->getidPlayer()<<" and "<< lp->getpopulation()<<endl;
observer.attach(py.vplayer[py.tempNbIndex]);// attach the player Object to Observer
total_number_of_region=py.maploader.nbline;// get how many region
playerid=lp->getidPlayer();//get Player ID
playerpop=lp->getpopulation();//get Player population
do {//go to do loop to make sure the first region is from the edge of the map
srand(time(NULL));
randomnumber = (rand()) % total_number_of_region;
if (py.maploader.adjact[randomnumber].compare("y") != 0) {//←if the region is not an edge region
Edgeoccupied=false;//no need to print out becuz it is a AI playing
}else{
if (py.vnodeRegion[randomnumber].getregion_status().compare("____water__") == 0 &&//←if the region is a water region
lp->getspecialPower().compare("Seafaring") != 0){//←and the player special power is no Seafaring
Edgeoccupied=false;//no need to print out becuz it is a AI playing
} else{//if all conditions match
py.population_costv2(playerid,randomnumber);//calculation how many region need to occupy that region
if(py.cost_of_population>playerpop){//if the population cost more that player population
Edgeoccupied=false;
}else {
//reutrn the previous user
if( (*nr_vPtr)[randomnumber].getid_player()!=0){//if the region No 0,0=no player
int temp_number=(*nr_vPtr)[randomnumber].getid_player();//get the player id in the region
(*lp_vPtr)[temp_number-1].setpopulation((*nr_vPtr)[randomnumber].getregion_population()-1);
//↑↑↑ find out the previous region owner and return the region population -1 to previous region owner
}
lp->setpopulation(lp->getpopulation()-py.cost_of_population);//←reset player object population (player origional population - population that player spend)
(*nr_vPtr)[randomnumber].setregion_population(py.cost_of_population);//←reset the regional object to new population
(*nr_vPtr)[randomnumber].setid_player(lp->getidPlayer());//←reset the regional object to new Player ID
(*nr_vPtr)[randomnumber].setplayer_race(lp->getrace());//←reset the regional object to new Player population
(*nr_vPtr)[randomnumber].setplayer_specialpower(lp->getspecialPower());//←reset the regional object to new Player special power
py.invade_v2(playerid,randomnumber);//←set the matrix map to Player ID
py.maploader.losttride[randomnumber] = "_none__";//←set the lost tride to none after ocuppied the region
Edgeoccupied=true;//get out the do-while loop
}
}
}
}while (Edgeoccupied==false);
cout<<"------------------------The player selected "<<randomnumber+1<<"------------------------"<<endl;
py.prints();
cout<<"Update-->the Player "<<lp->getidPlayer()<<" and "<< lp->getpopulation()<<endl;
}
/*pass thus (pointer of Player Object, Player class for Player class method, pointer of vector which holding the region
* Object, pointer of vector which holding the player Object )
*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ */
void DefensivePlayer::conquers(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr) {
playerid = lp->getidPlayer();//get Player ID
playerpop = lp->getpopulation();//get Player population
/*we put all population in the same region
* */
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if((*nr_vPtr)[i].getid_player()==playerid){
(*nr_vPtr)[i].setregion_population(lp->getpopulation());
lp->setpopulation(0);
}
}
}
/*We leave 1 population on the region and take all remaining to Player hands)
*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ */
void DefensivePlayer::redeployment(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr){
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if((*nr_vPtr)[i].getid_player()==lp->getidPlayer()){
if((*nr_vPtr)[i].getregion_population()>1){
(*nr_vPtr)[i].setregion_population((*nr_vPtr)[i].getregion_population()-1);
lp->setpopulation(lp->getpopulation()+1);
}
}
}
};
void DefensivePlayer::scores(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr) {
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if((*nr_vPtr)[i].getid_player()==lp->getidPlayer()){
//↓↓if the player race is Orcs
if(lp->getrace().compare("Orcs")==0){
lp->setvictoryCoins(lp->getvictoryCoins()+2);
//↓↓if the player race is human and region is farm
}else if(lp->getrace().compare("Human")==0&&(*nr_vPtr)[i].getregion_status().compare("_____farm__")==0){
lp->setvictoryCoins(lp->getvictoryCoins()+2);
}else{
lp->setvictoryCoins(lp->getvictoryCoins()+1);
}
}
}
}
//ModeratePlayer
ModeratePlayer::ModeratePlayer() {}
ModeratePlayer::~ModeratePlayer() {}
/*pass thus (pointer of Player Object, Player class for Player class method, pointer of vector which holding the region
* Object, pointer of vector which holding the player Object )
*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ */
void ModeratePlayer::pickupRaceNSp(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr){
cout<<"you pick up the Moderate Player"<<endl;
cout<<lp->getidPlayer()<<endl;
//do something};
}
void ModeratePlayer::firstEdge(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr){
cout<<"------------------------first entry to the map------------------------"<<endl;
cout<<"the Player "<<lp->getidPlayer()<<" and "<< lp->getpopulation()<<endl;
observer.attach(py.vplayer[py.tempNbIndex]);
total_number_of_region=py.maploader.nbline;
playerid=lp->getidPlayer();
playerpop=lp->getpopulation();
do {
srand(time(NULL));
randomnumber = (rand()) % total_number_of_region;//generate random number
if (py.maploader.adjact[randomnumber].compare("y") != 0) {//←if the region is not an edge region
Edgeoccupied=false;//no need to print out becuz it is a AI playing
}else{
if (py.vnodeRegion[randomnumber].getregion_status().compare("____water__") == 0 &&//←if the region is a water region
lp->getspecialPower().compare("Seafaring") != 0){//←and the player special power is no Seafaring
Edgeoccupied=false;//no need to print out becuz it is a AI playing
} else{//if all conditions match
py.population_costv2(playerid,randomnumber);//calculation how many region need to occupy that region
if(py.cost_of_population>playerpop){//if the population cost more that player population
Edgeoccupied=false;
}else {
//reutrn the previous user
if( (*nr_vPtr)[randomnumber].getid_player()!=0){//if the region No 0,0=no player
int temp_number=(*nr_vPtr)[randomnumber].getid_player();//get the player id in the region
(*lp_vPtr)[temp_number-1].setpopulation((*nr_vPtr)[randomnumber].getregion_population()-1);
//↑↑↑ find out the previous region owner and return the region population -1 to previous region owner
}
lp->setpopulation(lp->getpopulation()-py.cost_of_population);//←reset player object population
(*nr_vPtr)[randomnumber].setregion_population(py.cost_of_population);//←reset the region object population
(*nr_vPtr)[randomnumber].setid_player(lp->getidPlayer());//←reset the region object ID
(*nr_vPtr)[randomnumber].setplayer_race(lp->getrace());//←reset the region object race
(*nr_vPtr)[randomnumber].setplayer_specialpower(lp->getspecialPower());//←reset the regional object to new Player special power
py.invade_v2(playerid,randomnumber);//←set the matrix map to Player ID
py.maploader.losttride[randomnumber] = "_none__";//←set the lost tride to none after ocuppied the region
Edgeoccupied=true;//get out the do-while loop
}
}
}
}while (Edgeoccupied==false);
cout<<"------------------------The player selected "<<randomnumber+1<<"------------------------"<<endl;
py.prints();
cout<<"Update-->the Player "<<lp->getidPlayer()<<" and "<< lp->getpopulation()<<endl;
}
/*pass thus (pointer of Player Object, Player class for Player class method, pointer of vector which holding the region
* Object, pointer of vector which holding the player Object )
*↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ */
void ModeratePlayer::conquers(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr) {
//if(player no require decline in percious round and the player no even delcine before)
if(lp->getDecline()==false&& lp->getdecline_lock()==0) {
cout << "We will be decline" << endl;
lp->setDecline(true);//set player to decline and ask to pick up the new race next turn.
}
// if player already decline before, we will be aggressive player pattern
else{
cout<<"------------------------you already decline once already.------------------------"<<endl;
playerid = lp->getidPlayer();
playerpop = lp->getpopulation();
phase_observer.update_conquer(*lp_vPtr);
cout << py.vnodeRegion[randomnumber].getid_player() << "get " << py.vnodeRegion[randomnumber].getregion_status()
<< endl;
conquer_check = false;
do {
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if (py.vnodeRegion[i].getid_player() == playerid) {
storage.push_back(i);
}
}
for (int j = 0; j < storage.size(); ++j) {
int temp = storage[j];
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
py.population_costv2(playerid, i);
//return to player who already occupied of this region
if (py.maploader.maps.pt[temp][i] == 1 &&
(((py.vnodeRegion[i].getregion_status().compare("____water__") != 0 ||
py.vplayer[i].getspecialPower().compare("Seafaring") == 0))) &&
playerpop >= py.cost_of_population) {
if( (*nr_vPtr)[i].getid_player()!=0){
int temp_number=(*nr_vPtr)[i].getid_player();
(*lp_vPtr)[temp_number-1].setpopulation((*nr_vPtr)[i].getregion_population()-1);
}
//occupied
lp->setpopulation(lp->getpopulation() - py.cost_of_population);
(*nr_vPtr)[i].setregion_population(py.cost_of_population);
(*nr_vPtr)[i].setid_player(lp->getidPlayer());
(*nr_vPtr)[i].setplayer_race(lp->getrace());
(*nr_vPtr)[i].setplayer_specialpower(lp->getspecialPower());
py.invade_v2(playerid, i);
py.maploader.losttride[i] = "_none__";
playerpop -= py.cost_of_population;
} else if (py.maploader.maps.pt[temp][i] == 1 &&
(((py.vnodeRegion[i].getregion_status().compare("____water__") != 0 ||
py.vplayer[i].getspecialPower().compare("Seafaring") == 0))) &&
playerpop < py.cost_of_population) {
cout << "throw the die" << endl;
int tempdice = py.getthrowdie();
cout<< "The dice number is " <<tempdice<<" and the total is "<<tempdice + playerpop<<endl;
if ((tempdice + playerpop) >= py.cost_of_population) {
//conquer package
lp->setpopulation(0);
(*nr_vPtr)[i].setregion_population(playerpop);
(*nr_vPtr)[i].setid_player(lp->getidPlayer());
(*nr_vPtr)[i].setplayer_race(lp->getrace());
(*nr_vPtr)[i].setplayer_specialpower(lp->getspecialPower());
py.invade_v2(playerid, i);
py.maploader.losttride[i] = "_none__";
playerpop -= py.cost_of_population;
//out of the loop
conquer_check = true;
break;
} else {
//out of the loop
conquer_check = true;
break;
}
}
if (conquer_check == true) {
break;
}
}
if (conquer_check == true) {
break;
}
}
} while (conquer_check == false);
cout << "the Player " << lp->getidPlayer() << " and " << lp->getpopulation() << endl;
py.prints();
}
}
void ModeratePlayer::redeployment(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr){
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if((*nr_vPtr)[i].getid_player()==lp->getidPlayer()){
if((*nr_vPtr)[i].getregion_population()>1){
(*nr_vPtr)[i].setregion_population((*nr_vPtr)[i].getregion_population()-1);
// lp->setpopulation(lp->getpopulation()+1); leave 1 population on region and erase all remaining population
}
}
}
};
void ModeratePlayer::scores(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr) {
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if((*nr_vPtr)[i].getid_player()==lp->getidPlayer()){
if(lp->getrace().compare("Orcs")==0){
lp->setvictoryCoins(lp->getvictoryCoins()+2);
}else if(lp->getrace().compare("Human")==0&&(*nr_vPtr)[i].getregion_status().compare("_____farm__")){
lp->setvictoryCoins(lp->getvictoryCoins()+2);
}else{
lp->setvictoryCoins(lp->getvictoryCoins()+1);
}
}
}
}
////humanPlayer
//HumanPlayer::HumanPlayer() {}
//HumanPlayer::~HumanPlayer() {}
//void HumanPlayer::pickupRaceNSp(listOfPlayer lp,Player py){
// cout<<"you pick up the Human Player"<<endl;
// cout<<lp.getidPlayer()<<endl;
//}
//void HumanPlayer::firstEdge(listOfPlayer lp,Player py){}
//
//void HumanPlayer::conquers(listOfPlayer lp,Player py) {
// //do something
//}
//void HumanPlayer::redeployment(listOfPlayer lp,Player py){};
//void HumanPlayer::scores(listOfPlayer lp,Player py) {
// //do something
//}
//RandomPlayer
RandomPlayer::RandomPlayer() {}
RandomPlayer::~RandomPlayer() {}
void RandomPlayer::pickupRaceNSp(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr){
cout<<"you pick up the Random Player"<<endl;
cout<<lp->getidPlayer()<<endl;
}
//same with above
void RandomPlayer::firstEdge(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr){
cout<<"------------------------first entry to the map------------------------"<<endl;
cout<<"the Player "<<lp->getidPlayer()<<" and "<< lp->getpopulation()<<endl;
observer.attach(py.vplayer[py.tempNbIndex]);
total_number_of_region=py.maploader.nbline;
playerid=lp->getidPlayer();
playerpop=lp->getpopulation();
do {
srand(time(NULL));
randomnumber = (rand()) % total_number_of_region;
if (py.maploader.adjact[randomnumber].compare("y") != 0) {
Edgeoccupied=false;
}else{
if (py.vnodeRegion[randomnumber].getregion_status().compare("____water__") == 0 &&
lp->getspecialPower().compare("Seafaring") != 0){
Edgeoccupied=false;
} else{
py.population_costv2(playerid,randomnumber);
if(py.cost_of_population>playerpop){
Edgeoccupied=false;
}else {
//reutrn the previous user
if( (*nr_vPtr)[randomnumber].getid_player()!=0){
int temp_number=(*nr_vPtr)[randomnumber].getid_player();
(*lp_vPtr)[temp_number-1].setpopulation((*nr_vPtr)[randomnumber].getregion_population()-1);
}
lp->setpopulation(lp->getpopulation()-py.cost_of_population);
(*nr_vPtr)[randomnumber].setregion_population(py.cost_of_population);
(*nr_vPtr)[randomnumber].setid_player(lp->getidPlayer());
(*nr_vPtr)[randomnumber].setplayer_race(lp->getrace());
(*nr_vPtr)[randomnumber].setplayer_specialpower(lp->getspecialPower());
py.invade_v2(playerid,randomnumber);
py.maploader.losttride[randomnumber] = "_none__";
Edgeoccupied=true;
}
}
}
}while (Edgeoccupied==false);
cout<<"------------------------The player selected "<<randomnumber+1<<"------------------------"<<endl;
py.prints();
cout<<"Update-->the Player "<<lp->getidPlayer()<<" and "<< lp->getpopulation()<<endl;
}
//becuz of ramdon it will have 50% chance it will decline or follow aggressive occupied method
void RandomPlayer::conquers(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr) {
srand(time(NULL));
randomnumberV2 = (rand()) % 2;// randomnumber will be 1 or 0
if(lp->getDecline()==true){
/* if the player already decline before, we will follow the aggressive player occupied method
* */
randomnumberV2=0;
}
//same with aggessive occiped method, explanation in above
if(randomnumberV2==0){
cout << "the Player " << lp->getidPlayer() << " and " << lp->getpopulation() << endl;
// observer.update_conquer();
playerid = lp->getidPlayer();
playerpop = lp->getpopulation();
phase_observer.update_conquer(*lp_vPtr);
cout << py.vnodeRegion[randomnumber].getid_player() << "get " << py.vnodeRegion[randomnumber].getregion_status()
<< endl;
conquer_check = false;
do {
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if (py.vnodeRegion[i].getid_player() == playerid) {
storage.push_back(i);
}
}
for (int j = 0; j < storage.size(); ++j) {
int temp = storage[j];
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
py.population_costv2(playerid, i);
//return to player who already occupied of this region
if (py.maploader.maps.pt[temp][i] == 1 &&
(((py.vnodeRegion[i].getregion_status().compare("____water__") != 0 ||
py.vplayer[i].getspecialPower().compare("Seafaring") == 0))) &&
playerpop >= py.cost_of_population) {
if( (*nr_vPtr)[i].getid_player()!=0){
int temp_number=(*nr_vPtr)[i].getid_player();
(*lp_vPtr)[temp_number-1].setpopulation((*nr_vPtr)[i].getregion_population()-1);
}
//occupied
lp->setpopulation(lp->getpopulation() - py.cost_of_population);
(*nr_vPtr)[i].setregion_population(py.cost_of_population);
(*nr_vPtr)[i].setid_player(lp->getidPlayer());
(*nr_vPtr)[i].setplayer_race(lp->getrace());
(*nr_vPtr)[i].setplayer_specialpower(lp->getspecialPower());
py.invade_v2(playerid, i);
py.maploader.losttride[i] = "_none__";
playerpop -= py.cost_of_population;
} else if (py.maploader.maps.pt[temp][i] == 1 &&
(((py.vnodeRegion[i].getregion_status().compare("____water__") != 0 ||
py.vplayer[i].getspecialPower().compare("Seafaring") == 0))) &&
playerpop < py.cost_of_population) {
cout << "throw the die" << endl;
int tempdice = py.getthrowdie();
if ((tempdice + playerpop) >= py.cost_of_population) {
//conquer package
lp->setpopulation(0);
(*nr_vPtr)[i].setregion_population(playerpop);
(*nr_vPtr)[i].setid_player(lp->getidPlayer());
(*nr_vPtr)[i].setplayer_race(lp->getrace());
(*nr_vPtr)[i].setplayer_specialpower(lp->getspecialPower());
py.invade_v2(playerid, i);
py.maploader.losttride[i] = "_none__";
playerpop -= py.cost_of_population;
//out of the loop
conquer_check = true;
break;
} else {
//out of the loop
conquer_check = true;
break;
}
}
if (conquer_check == true) {
break;
}
}
if (conquer_check == true) {
break;
}
}
} while (conquer_check == false);
cout << "the Player " << lp->getidPlayer() << " and " << lp->getpopulation() << endl;
py.prints();
}else if(randomnumberV2==1){
//decline method, same with the moderate class
cout<<"We will be decline"<<endl;
lp->setDecline(true);
}
}
void RandomPlayer::redeployment(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr){
if(randomnumberV2==0){//we selected aggressive occupied meth
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if((*nr_vPtr)[i].getid_player()==lp->getidPlayer()){
if((*nr_vPtr)[i].getregion_population()>1){
(*nr_vPtr)[i].setregion_population((*nr_vPtr)[i].getregion_population()-1);
lp->setpopulation(lp->getpopulation()+1);
}
}
}
}else if(randomnumberV2==1){//we selected decline
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if((*nr_vPtr)[i].getid_player()==lp->getidPlayer()){
if((*nr_vPtr)[i].getregion_population()>1){
(*nr_vPtr)[i].setregion_population((*nr_vPtr)[i].getregion_population()-1);
// lp->setpopulation(lp->getpopulation()+1);leave 1 population on region and erase all remaining population
}
}
}
}
};
void RandomPlayer::scores(listOfPlayer *lp,Player py,vector <NodeRegion> *nr_vPtr,vector<listOfPlayer> *lp_vPtr) {
for (int i = 0; i < py.vnodeRegion.size(); ++i) {
if((*nr_vPtr)[i].getid_player()==lp->getidPlayer()){
if(lp->getrace().compare("Orcs")==0){
lp->setvictoryCoins(lp->getvictoryCoins()+2);
}else if(lp->getrace().compare("Human")==0&&(*nr_vPtr)[i].getregion_status().compare("_____farm__")){
lp->setvictoryCoins(lp->getvictoryCoins()+2);
}else{
lp->setvictoryCoins(lp->getvictoryCoins()+1);
}
}
}
//do something
}